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27117 Posts in 1549 Topics- by 1989 Members - Latest Member: Axeman

May 19, 2013, 08:35:58 PM
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Author Topic: Zero Hour *UPLOADED*  (Read 1929 times)
miarf
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« Reply #15 on: January 15, 2012, 03:21:51 AM »

I love pure jumping levels like these, and Zero Hour is one of the most refreshing chapters out there, but I have things to say!

A couple of the levels have palettes that are pretty hard on the eyes, especially Slope and Stepping Stones. They're not very difficult though, so one doesn't have to stare at them for too long. (Otherwise the minimalistic colors in the chapter are great.)

Also, as you pointed out, the jumping physics are really versatible, but some jumps off diagonal surfaces feel more buggy than anything. (Last jump of Stepping Stones, for example.)

The button-and-hole jumps in Yellowjacket are a really clever idea, but at least for me, there's something strange going on. When I press a button and run into the opened hole, I can't jump from the wall right away. I have to let Meat Boy slide down a bit, and the jump will fail because he hits the opposite wall of the hole. The jump is successful maybe 10% of the time, which is excruciating since you have to succeed multiple times in a row. (I doubt it's FPS related, since I have stable 60 at all times.)

The final thing is common with many a great chapter, and more of a pet peeve than anything, but wonky spike hitboxes are infuriating as all hell. Zero Hour has its share of this, with a bit of inconsistency. For example, Squeeze/Fix has those descending vertical pipes after the first jump, with a little bit of sawblade visible on the outer walls. These blades don't kill you.

However, in Stepping Stones, third to last jump is done from the leftmost sawbladey block. The block's right side is completely blank, but you still die unless you hit dead center. It just feels wrong.

And I have to ask: What's the deal with Diamond Quarter? Managing to jump off the invisible wall bit with 1 pixel center seems to be completely random, and you have to pull of a *lot* of those consecutively. Can someone finish this level consistently? (I can't seem to be able to finish it at all.)

Anyway, really nice work and design ideas, but some levels have too many unfair/random elements to be enjoyable.
« Last Edit: January 15, 2012, 04:21:28 AM by miarf » Logged
StealthAngel667
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« Reply #16 on: January 15, 2012, 06:52:21 AM »

^I had the exact same problem with Diamond Quarter. I know it's a timing thing (and I made it pretty far once or twice) but yeah it's too inconsistent to spam an entire level full with.
Jumping off the non-existant half of half blocks also doesn't really work for me very consistently, but at least it's better than the diamonds.

Other than that, I'm a fan of the design, very clean and smooth.
Difficulty is of course ridiculous, but I expected nothing less so it's fine for the people who are into that. Last level is called Thank You but it's not very grateful, in my opinion.
« Last Edit: January 15, 2012, 06:58:53 AM by StealthAngel667 » Logged

TunnelingEffect
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« Reply #17 on: January 17, 2012, 03:22:31 PM »

Legitimate complaints. Some color schemes could have been better, especially for thank you. I honestly rushed that level, I wanted it to be easy, I really did. It ended up the hardest in the chapter for some reason.
 
Most of the problems with the chapter stem from not having any outside testing going on, so what basically happened was I made the levels and I played the death out of them leading me to believe everything felt completely natural.

On the topic of diamond quarter, there is a trick to doing that level consistently, I can do it in 3-4 tries every time.

You have to jump so meat boy lands a little below the point that is sticking out, I don't know how else to explain it but its like landing on an invisible block. That's not on purpose, it is actually part of the triangle blocks jumping physics. I originally wanted it to be off the 1 pixel point but it just wasn't gonna happen. I had this levels idea in my head for a week and a half and I was extremely iffy about wanting to create it or not because I knew it would raise flags.

On the bit of saw edges sticking out in squeeze, I did notice that but it was after I uploaded the chapter.

« Last Edit: January 17, 2012, 03:30:20 PM by TunnelingEffect » Logged

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