Monday, May 30, 2011

Stats as of May 30, 10am

    66976     60%  29200   castle moat v2
    73039  X  61%  30600   exploding ground v2
    75929  P -permanent-   horizontal exploding ground
    80199  X  59%  19200   exploding ground small boxes v2
   108937     61%  23300   double double explode v2
   108982  P -permanent-   exploding, tall button
   113235  P -permanent-   falling pyramid v2
   115767     61%  21300   box ends v2
 
   119389  P -permanent-   disappearing act
   123335     60%  19300   trapped, but not
   123524     57%  19600   disappearing funnel
   126151  P -permanent-   raising exploding bridge
   126606  P -permanent-   lowering then raising bridge
   135281  P -permanent-   falling raising exploding blocks
   136276     57%  17200   hidden trampoline
   139581  P -permanent-   bridge replacement
   150044     51%  14900   walljump, lava, lava
   155591  P -permanent-   ice in the way
   158550  X  55%   6900   reup - sliding stick
   158563     52%  14600   reup - ice swing
   158564     55%  14500   reup - falling button platforms
   158569     56%  14700   reup - leaning planks
   164114  X  60%   5500   exploding loose bridge
   165264  P -permanent-   chain lock
   167100  P -permanent-   ice block push
   170966  P -permanent-   disappearing bounce
   172049  P -permanent-   falling ramps
   172855  P -permanent-   conveyor belt
   187069  X  53%   2200   * groundhog faith
   187084  P -permanent-   * obstacle course in chocolate
   187093     54%  13100   * fake floor trigger
   188815  P -permanent-   no red knt v2
   188816  P -permanent-   shaman cannon squeeze
   188821  P -permanent-   ice chutes
   188823  P -permanent-   shaman monorail
   196828  P -permanent-   ice blocked
   264936  P -permanent-   workshop
   311659     57%   4500   royal palace (map 24)
   311662     57%   4000   royal castle (map 2)
   311702     56%   4100   connected blocks
   312616     55%   4000   puzzle 1
   314806  P -permanent-   runner
   314854  P -permanent-   puzzle 3
   315632  P -permanent-   owl
   318580     53%   3800   gauntlet
   319632  P -permanent-   treadmill
   321268  P -permanent-   treadmill maze
   323503  P -permanent-   puzzle 4
   327447  P -permanent-   march night
   327448  P -permanent-   march freestyle
   327449  P -permanent-   march soundtrack
   328972  P -permanent-   double helix
   332899  P -permanent-   goat
   335401     58%   3000   chocowalls 1
   335405     54%   3000   chocowalls 2
   337813  P -permanent-   stairs 2
   338157     57%   3000   ice block push revisited
   339035  P -permanent-   shaman rain
   339709     56%   2500   arrows v2
   340088  P -permanent-   elevators v3
   340108  P -permanent-   elevator floors v3
   348352     60%   2500   mouse trap tower
   348405     58%   2700   mouse trap clone (map 61)
   348918  P -permanent-   temple 4 v2

   364127  P -permanent-   april trap
   364131  P -permanent-   april freestyle
   374858  P -permanent-   bird v2
   390203     50%   1300   spaceship 3
   392113     60%   1200   rope bridge
   392709     58%   1200   slingshot
   399937     58%    700   ball bounce 1
   400075     49%    500   ball bounce 2
   418301     64%    442   the claw v5


Grounds were changed last week. I can't express how much I hate this update.

1. The colors/textures are nice individually but they don't fit well together. The old grounds were simple but they fit well together, all using the same design. (The visual focus was on the mice and the layout of the map, now it's on the grounds themselves.)

2. Wood and choco are too close in color so it's hard to tell the difference when they're stretched out or overlap each other (like on turn-arounds). Tramp was changed back to purple, otherwise I'd say the same thing about it and ice.

3. The change in color/texture ruins the look of all non-vanilla maps. Art maps are ruined, all red has been replaced with orange and black for example. Cookie grounds and other decorations now look terrible.

4. The dimensions of grounds have changed. This messes up the alignment of a lot of maps for people who care about that stuff. My shaman cages aren't perfect anymore.

5. This also ruins the playability of maps that depend on a few pixels (Shaman Cannon Squeeze, for example, where mice now fall to their death). There used to be an invisible 1% gap centered at the edge. If a ground was 10000 pixels long then the gap would be 100 on each end, the ground would visually appear 9900 long but it'd be 10100 long when you walk on it. Now the physical length is the true value, but grounds still look slightly shorter--although it depends on the type, about 0.1% for wood, 0.05% for choco, and the others have weird transparency stuff going on.

6. Anchors are the same color. I used to get so many people asking me how I made blue anchors, I liked telling them I used the "advanced map editor"... Double Helix is now ruined, two sets of green instead of the cool light/dark blues. Plus it doesn't even form a helix anymore because of the change in ground dimensions.

7. Large dynamic ice grounds are superlaggy because of transparency. This makes a bunch of shaman maps basically unplayable.


I'm not opposed to having new grounds, I just hate that they replaced the old ones. It ruins so many maps, all the hard work done by mapmakers to get their maps looking and playing perfect. Why not just add more grounds to the editor, T=5 and above? Then other types could be added, grass and brick and whatever else. It's such an obvious fix I don't understand why it hasn't been done yet.

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