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Pit Hack or Separate Levels?

Kaizo

Jay and I are making a Pit Hack, IMing back and forth, making some pretty long rooms, testing and designing at a steady rate, adding tons of custom stuffs, including different blocks and music, as well as maybe even sprites. We've made several different rooms, ending up with many differences in all of the levels. So, today, we were asking ourselves, would this be better as a Pit Hack or Separate levels? The hack itself is worthy of Pit Difficulty, and we were going for length over difficulty, seeing how much new stuff we can add so that the average TASer wouldn't get bored in the slightest. We weren't, however, going for a Pitiless type hack. We were inspired mostly by GA2 to make this hack.
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Who's to say a pit hack can't have more than one level?
Why not go to my Youtube channel?

ShadowDragon thinks we should keep it as just 1 level, with all the rooms in 1 level, like most pit hacks are. I think we should have a few themed levels, as in a few different spots on the overworld to go to, with a few rooms in each level.
If you're gunna be making it have separate levels, make sure they are long enough. Not just like 3 rooms (well, depending on the rooms' lengths) but to have the length of a level in a regular hack.
Why not go to my Youtube channel?

could you try to add something like a difficulty curve to a pit hack/level? starting "easy" and ending ****ing difficult
Originally posted by InitialBN
If you're gunna be making it have separate levels, make sure they are long enough. Not just like 3 rooms (well, depending on the rooms' lengths) but to have the length of a level in a regular hack.


Depending on how many rooms we end up making, that's a good idea. Considering all of our levels are at least half of the screen limit, I'd see we would have 3 rooms per level as a MINIMUM.

Originally posted by Opossum
could you try to add something like a difficulty curve to a pit hack/level? starting "easy" and ending ****ing difficult


We kinda have a difficulty curve in levels, it's pretty hard in pit hacks though. We have one that focuses on puzzley stuff over difficulty, and others than do the complete opposite. If we do end up doing it in difficulty curve order, the curve would be slight.
There doesn't seem to be too much wrong with linking multiple screens in a Pit hack, even if they are quite different. In Pitiless I chose for multiple separate levels partly because the 3-second level was incompatible with the rest, partly because I wanted multiple level ending gimmicks and partly because the levels had rather distinct gimmicks and themes. It's perfectly fine in Pit to link, say, a desert section with an icy section. If you're going to split it up into different levels I'd say you should make sure the levels have rather distinct gimmicks, and it'd be worth investing a little bit into the difficulty curve by having a really (really) hard last section. People love it when hacks with multiple levels get insanely hard near the end.
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Sadistic Designer - testing Pit without tools.
Originally posted by Sadistic Designer
There doesn't seem to be too much wrong with linking multiple screens in a Pit hack, even if they are quite different. In Pitiless I chose for multiple separate levels partly because the 3-second level was incompatible with the rest, partly because I wanted multiple level ending gimmicks and partly because the levels had rather distinct gimmicks and themes. It's perfectly fine in Pit to link, say, a desert section with an icy section. If you're going to split it up into different levels I'd say you should make sure the levels have rather distinct gimmicks, and it'd be worth investing a little bit into the difficulty curve by having a really (really) hard last section. People love it when hacks with multiple levels get insanely hard near the end.


You'll have to play the hack when it comes out. I'd say it's the best one I've ever made (or helped making). We might say that you'll be pretty surprised with what we've put together (or not, if you just don't like big pit hacks (or separate levels if we agree on that) ) So far, it looks great! Even HFJ can agree on that. We put in new things for each room. Each room does have its own gimmick. It reminds me of a pit difficulty version of my Mario's Adventure hack. However, if you find a break, it will be rare. We've checked for breaks even in the non-breakable looking areas. I will not give away anything though. BTW, you spelled four wrong =P.
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A pit hack with multiple levels would be fantastic, there isn't too many of those around right now. Long levels are good, too!
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But only the perseverant will finish the hack. I mean, how many people completed GA2, which is only 1 giant level?
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Originally posted by Amaraticando
But only the perseverant will finish the hack. I mean, how many people completed GA2, which is only 1 giant level?


The number of levels we chose to have (ie, points on the overworld to start a level) won't be relative to the number of rooms we have. We will make as many rooms as we can until we run out of ideas, we just can't decide whether or not to stick them all in 1 level, or have several levels with a few rooms per level.

Originally posted by Will
A pit hack with multiple levels would be fantastic, there isn't too many of those around right now. Long levels are good, too!


The problem is, if we do decide to have separate levels, is what levels to put where. Since the levels are completely different theme wise, it wouldn't be suitable to split them up like that. I'm thinking difficulty order would be a good idea. A few puzzly/gimmicky rooms in one level to start off with, then gets harder with some conventional pit rooms, and hopefully finishing with my ghost house, which you may have heard about. The idea for the ghost house has been done a few times before, but not like this... I'm hoping it will be hard, I honestly don't know since I'm not good enough to test it.
Originally posted by Sokobansolver
I think having multiple levels would be easier to test than one long level.


We'd just test them room by room, so it doesn't make much of a difference.

Kaizo