25th July 2018, 3:02 PM
(ctd. from previous post)
Another idea stemming from the Art 0 layer was a level I called dOddiW (meant to look vaguely like Mirror.) You saw a version of the level you were in, but it had been reflected somehow. Based on that, you had to complete the level blindly while also making an educated guess as to where you were.
I had some ideas for Capture the Flag levels as well. My first level was as simple as stealing a happy block from the other side, allowing a team to reach a finish block in their own base. I later used a system involving push blocks that returned the flag if you hit a net while on your way back, allowing the someone to "take back" your flag, but you could take back a flag by killing either player, even the one that hadn't taken it in the first place. My final solution (which I never implemented) involved splitting the map into two parts, with one player on each team being upside down. Their flags would be tracked separately so that you would have to kill the player that had stolen the flag to return it.
One of my most poorly executed ideas was trying to have an Alien Eggs level where players could try to control the flow of where the eggs congregated. The idea was either to control a few key pieces of territory to increase your score, or to make bridges that would cause eggs to come to you. Neither of these worked well, mainly because eggs fall from all directions. Guide the Egg followed a similar idea, only you had to use mines to keep one egg from getting stuck, guiding it to the end so you could bait it into using items that would clear the level for you. Man vs Egg had players trying to outrace an egg that would trap them if it made it to the finish first.
4-Ball was another idea that never worked too well. The idea was that each player (all with cowboy hats) had a base with a finish block in it, and their goal was to use a push block to glitch into other peoples' bases. So pushing a block next to someone's base was roughly the same as scoring a goal, and scoring a goal on all players would spell victory. The lack of synchronicity between push blocks made this level useless.
Another crappy idea was a Deathmatch where you were forced to lose health. The objective was to slow your progress along the level as much as possible so that you would die last. Reaction was a stupidly simple concept. Basically a Don't Move, except you have to use the spacebar to avoid getting trapped.
Another idea stemming from the Art 0 layer was a level I called dOddiW (meant to look vaguely like Mirror.) You saw a version of the level you were in, but it had been reflected somehow. Based on that, you had to complete the level blindly while also making an educated guess as to where you were.
I had some ideas for Capture the Flag levels as well. My first level was as simple as stealing a happy block from the other side, allowing a team to reach a finish block in their own base. I later used a system involving push blocks that returned the flag if you hit a net while on your way back, allowing the someone to "take back" your flag, but you could take back a flag by killing either player, even the one that hadn't taken it in the first place. My final solution (which I never implemented) involved splitting the map into two parts, with one player on each team being upside down. Their flags would be tracked separately so that you would have to kill the player that had stolen the flag to return it.
One of my most poorly executed ideas was trying to have an Alien Eggs level where players could try to control the flow of where the eggs congregated. The idea was either to control a few key pieces of territory to increase your score, or to make bridges that would cause eggs to come to you. Neither of these worked well, mainly because eggs fall from all directions. Guide the Egg followed a similar idea, only you had to use mines to keep one egg from getting stuck, guiding it to the end so you could bait it into using items that would clear the level for you. Man vs Egg had players trying to outrace an egg that would trap them if it made it to the finish first.
4-Ball was another idea that never worked too well. The idea was that each player (all with cowboy hats) had a base with a finish block in it, and their goal was to use a push block to glitch into other peoples' bases. So pushing a block next to someone's base was roughly the same as scoring a goal, and scoring a goal on all players would spell victory. The lack of synchronicity between push blocks made this level useless.
Another crappy idea was a Deathmatch where you were forced to lose health. The objective was to slow your progress along the level as much as possible so that you would die last. Reaction was a stupidly simple concept. Basically a Don't Move, except you have to use the spacebar to avoid getting trapped.
