18-09-17, 20:26 | #11 |
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Thank you all Now I know what to make and what do I need to throw to the trash ( Ropes.. mega pushable puzzle )..
I Like: best game ever ( for me) himalay mystery and mist of avalon Always oldschool gamestyla ( tr1-5) more ways ( tr3 was master in this, especialy Madubu Gorge) Quick(kayak)Longer ( all secrets and rock climbing) PS1 graphics and soundfx ( I really miss reverb. and water from ps1) There was even more contrast.. dark area was darker and bright was brighter.. ( TR1 for example.. beautifull colorfull on PS1 and for PC Grey filter with UGLY pink-purble water) I Hate: 1) Shoter games ( thousands of enemy to kill ) Area game from back to classic was great D 2)What I really hate is levels where developer used Tr1 or TR2 textures and then there is colors (there are few levels that are good or great) but some is not.. 3)When you see game where in room is all rainbow palete of colors ... or great level with water with color ( RGB 0 0 255) acid or lava is ok.. 4) I like just simple colorlesss water ( black and white) but when you look out of water, everything is green That's killing me Last edited by Sabatu; 18-09-17 at 20:27. |
19-09-17, 08:52 | #12 |
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^ some things you mentioned are hardcoded, i.e. there is no way to get rid of greenish tint when look from water. Also there is no way to add PS1 effects to PC custom levels. These things are beyond abilities of builders for now, so you have to live with that
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22-09-17, 22:18 | #13 |
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Variety of locations (a rare thing to find in levelsets) Hate: Absolutely ridiculous dificulty,hard puzzles doesn't necessarily mean a good puzzle. Miss: Villains in the story. It's usually just Lara and the artifact. |
24-09-17, 10:47 | #14 |
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Some people here already said that big, empty places suck where Lara can be lost. I must say I like beautiful cityscapes and landscapes in huge rooms, I like adventuring and discovering with Lara there. (If only when you say "empty" that means "there are hardly any tasks here". If you say "empty" with the literal meaning nothing is there, this room is only a big cube after all - well, that is something that I also hate.) Naturally I also don't like to be lost there, searching for a tiny, hidden feature without any clues. I am a discoverer type, I like it more than hard jumps, rough traps, wild battles etc. Hate: Okay, I understand that sometimes the circumstances must be irrealistic (like a floating island level). But in many cases (like an urban level) the realism should be a kinda must. I mean, builders should be careful with things like this: - Communicating vessels. When the two entrances of the U-shaped vertical water tunnel has on different levels. - An ancient tomb opened by Lara first after one thousand years - and what you can see first are flaming torches on the wall. Some tricks would be nice here: eg. in a cutscene a procedure starts when Lara steps in, leading oil to the torches, and the sunbeams there will make the torches flaming. Or something easier, like "grates on the ceiling", like in the classic Catacombs, to let the sunlight in luxuriantly. Etc. - A big house/room built with the only seeable reason to host a switch. - Another ancient tomb - with Uzi ammo clips on a pedestal. That is logical, right? Ancient Egyptians put some Uzi ammo there for future visitors. Okay, I understand it is hard, but there should be other solutions. For example, Lara casts some ancient magic first to turn all the ancient ammo in the tomb into modern ammo. Or several baddies killed there will drop the ammo. Or not Lara is the first person here after the old times, mercenaries have already got in there, they let the ammo there. (However, medipacks in ancient forms, still being useable, seem logical.) - Etc. Miss: I have already talked about the "forgotten features" in another thread like the detector or poisoned arrows etc. Last edited by AkyV; 26-09-17 at 19:34. |
24-09-17, 17:17 | #15 |
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Exploring is a must and I am NOT talking about the back and fro what unnecessary prologues the gameplay. Like finding a lever in (as a for instance) at the start of a level, running almost all the way to the end and then fining out that behind that door is an artefact what you need at the beginning. I don’t mind going back and fro, but not for that purpose, if you get my drift. Hate: Hard timed runs and mindless shooters. No camera work to speak off, however I don’t mind no camera if the action (or whatever) is near by. Also camera showing something that is miles away so how would I know if I haven’t been there yet. Hate it when builders use objects that have wrong collision or do not work properly. Like the swing pole when she grabs way above or under the pole, change it or look for a better one. Also the wrong collision that underwater doors sometimes have, nasty. Banana jumps, it shows me that the builder is too lazy to think of something else for a solution. Like one builder told me that mazes are for lazy builders, well the same goes for banana jumps and he is right. Miss: Good and well thought gameplay. I just love it when I have a so called “aha Erlebnis”. You see a number of builders too focussed on object and graphics and just use them for the heck of it. But luckily there are some fantastic builders still out there so I am very pleased about that. |
03-10-17, 17:50 | #16 |
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What i like :
- Everything underwater, caves... secret bases etc... - Levels that follow a single path (where you don't have to do back too much...) - Giant caves with jump sequences and a good use of swing poles / ropes / ledge climbing - Boss battles that are "well done" Level with a "realistic logic", who puts some medipacks in an ancient temples ? - Secret hidden rooms - CUTSCENES this is really a plus for me i really really love cutscenes in retro TR games - Train levels - Some space / futuristic / esoteric atmospheres - New animations (scripted or not) - Jump scares, for exemple when you hide an ugly ennemy behind a door you just opened - Creatures - TR6 like levels - Levels edited with meta2tr what i hate : - time run - too much puzzle objects to find - giant level where you don't have any hints to start - Useless ennemies - Level where cracks are visible underwater - Caves where triangles are too much visibles i don't know how to explain :/ what i miss : - Variety of vehicles (Kayak, quads etc...) - Other characters than lara (Hello kurtis lol) - Ropes - Adventures with many levels and a good story (K.A.P / HM / UB4) Last edited by FantaseaII; 03-10-17 at 17:52. |
04-10-17, 13:38 | #17 |
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Not everything in the following "hate" section is really hate hate in a way that I quit playing a level when I see it. Most things are more of a nuisance or are annoying instead of really hate. Hate:
Miss:
Last edited by Titak; 04-10-17 at 13:43. |
05-10-17, 02:42 | #18 |
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I didn't read all the posts so far because I don't want them to affect my personal opinions too much, so I write what comes to mind first. Some of these may have been mentioned many times already - anyhow, the more something gets repeated the more likely it has an affect on the builders' intentions in the future.
I am a player and I've never built anything, so I concentrate on the levels from the player's perspective. Meaning I don't put too much focus on technical problems like graphical errors or problems with Lara's movements, but how the level is as a playable game instead. Like: - Intelligent puzzles that force the player to think for themselves. Every now and then a real brain racking is enjoyable too, but it's good to remember that too much is too much: if there are very difficult puzzles one after the another, it spoils the actual fun. For example, Richard Lawther is an excellent level builder, but in his early levels (like Ocean Moon) the puzzles were always so difficult that I honestly ended up quitting the levels after a few and never got back to them. All of us TR players love to investigate and get eventually stuck for a while, but if you're constantly feeling you're stuck and the level doesn't feel to evolve, at least I tend to quit quite easily. - When it's obvious that the game was built with a huge passion. There are lots of great builders (teme9, Richard Lawther, l.m., Titak, vinraider, Clara, masha, Sponge, Max etc.) whose levels just scream the love for classic Tomb Raiders. The level might not be perfect in every possible way but it's clear that the builder has gotten what Tomb Raider is all about. I love seeing pure devotion. - Clever traps. It's nice if the traps really make you jumpscare. For example, Titak uses suddenly falling rocks that work very well in that matter. One other Titak's trap that I absolutely loved was the spider attack in MoA. It's nice if the trap can be avoided by seeing some signs of its existence, but every now and then I think it's totally acceptable to just make Lara die without player having no clue of it. Also, the jumpscares don't necessarily have to be anything huge and prominent. For example, in TR3's Aldwych a shortly barking dog jumping at Lara from behind is a very effective jumpscare trick. - City environments. Coastal as well. Also, there are very many cute and lovable Easter and Christmas levels, which I tend to repeat every Easter/Christmas. No Xmas Without a Tree by l.m. is one of my all time favorites of that kind. - Acrobatics. I love puzzles and routes where Lara has to use sideways jumps, swing in poles and make long jumps etc. - Jokes or "intertextual" hints to other TR games. The feeling of recognition is a heartwarming experience, it's like a silent, satisfying understanding between a builder and the whole TR community. Hate: - A definite number one: Long pushing sequences. I hate having to push blocks or pushables around endlessly and every time I see the next section is about a lot of pushing I scream inside my head. If the puzzle's small enough it doesn't yet get annoying, but anything such as the planet pushing puzzle in The Lost Library in TLR is an absolute annoyance for me. - Too long crawling sections. This was helped a LOT when the crawling roll animation was developed and the crawling got notably faster, but if that move isn't included in a level, I hate to crawl long distances because it's just so damn SLOW. - Too dark levels with too little flares. I never use cheat codes when first playing a level, so it's very irritating when you run out of flares too soon. I usually just save in the beginning of a new area, use all my flares trying to figure out a way to go forward, and then reload and start with full flares again. That works pretty well, but still it's polite to provide a player more than 1-2 flarepacks in big and long parts that are very dark. - Vehicles that get easily stuck. This is very annoying especially in levels that are otherwise very good, but you're supposed to use a vehicle many times and it gets stuck in every object and fence that comes along. One example of this is the motorbike in Secret Agent. I really hated to use the motorbike in it and there was a LOT of driving around on it. - Tight timed runs. I like timed runs in general, but it's unbelievably annoying if you have to do many tricky jumps etc. after pulling a lever and you end up failing dozens of times. - Too long flybies or flybies that seem to have no apparent point. I like to see an overview of a certain area, but if it's like two minutes of showing around all the possible little cracks and items, it's just a waste of time. Also, if the area is huge and there are millions of doors and there's no a flyby to show which one was opened, it's sometimes a bit tiring to look for the same place over and over again. - Having to backtrack a lot. There's a level in which this was a real problem: Richard Lawther's Shalebridge Murder Mystery. I really loved the level as a whole, though, and I've played it twice, but for a player that doesn't use walkthrough, playing that level ends up to be a nightmare. Even if you knew the level route by heart or played it with using the walkthrough on every step, there's still a huge amount of backtracking, and playing with no hints from outside multiplies it exponentially. - When the level clearly hasn't been betatested properly. For example: a) falling down to a deep pit where Lara can't get out of b) noticing you're supposed to commit suicide or c) getting permanently stuck in illegal ledges repeatedly makes the level instantly feel badly designed. - When the pistol ammo is limited. I get the point of it as a feeling of survival or something, but still I like to know, while playing, that if I really run out of pickable ammo, the pistols can always be trusted. - Underwater mazes, especially if they're exhaustingly long. Please, try to avoid them. There would be SO much more, but the post is quite long already, so I might get back on this later on. Last edited by Tulilintu; 28-10-17 at 13:54. |
13-10-17, 05:49 | #19 | |
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13-10-17, 11:01 | #20 |
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^ that is not very practical tbh
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