Light Forest Maps
From SuperTux
This page should decide about which maps will make it into the final release in the light forest part. Currently the levels/world2 directory is a mess containing loads of levels that abuse objects/special or simply merge lots of them into 1 level making the levels not suitable as introduction of concept levels. Also most of the levels are way too hard for our targeted players. We should move most of the maps into levels/bonus3.
Contents |
[edit] Graphics
Use "Forest" and "Underground Forest" themes, try to use the themes equally, maybe with a bit more "Forest" levels than "Underground Forest".
[edit] Theme introduction
This should be simple levels, maybe introducing mrtree, poison ivy, zeekling and snail. But none of the other new objects. 1-4 levels should be ok.
- christoph6.stl should be easy enough. Introduces Poison Ivy, Pogonia and Mr. Tree
- Mostly ok, though some holes near the end, esp. the one in the underground section appear like you can jump down and get to a lower area, while you actually die, not sure how to solve/avoid this... --MatzeB 00:46, 3 Aug 2006 (BST)
[edit] Introducing new concepts levels
These levels should concentrate on introducing a new concept. Vertical flip should be restricted to 1 level. 1 level per concept/object is enough.
- Vertical Flip: Down the Rabbit Hole (known as world2/level2.stl)
- Trampolines: none
- I'd suggest christoph1.stl
- looks good, though a sign similar to the portable-blocks sign would be nice --MatzeB 00:40, 3 Aug 2006 (BST)
- I'd suggest christoph1.stl
- Unstable Tiles: Crumbling Path.stl
- Looks good, but the crumbling tiles badly need new graphics --MatzeB 00:40, 3 Aug 2006 (BST)
- Portable Rocks: none
- I'd suggest world2/builder.stl
- Looks mostly good, also suffers from the hole, doesn't look deadly problem. The portable blocks also badly need new graphics. A few less blocks in the 2nd tower would be enough, grabbing and pulling away 4 or 5 blocks or so should be enough --MatzeB 00:46, 3 Aug 2006 (BST)
- I'd suggest world2/builder.stl
- Platforms: christoph3.stl
- Autoscrolling: none
- Maybe we should drop autoscrolling (which is kinda artifical) and better do some rising lava map which makes it more clear why you should hurry :) --MatzeB 00:52, 3 Aug 2006 (BST)
- Wind: none
[edit] Key levels
Levels where you can find a key for the castle, we might simply put it 1 of the levels mentioned above.
- Air-Key: none
- Earth-Key: none
- Water-Key: none

