Anyone want to help me (yes, a collaboration with potentially lots of people) take a crack at making a level "
worthy" of a 10 rating for J2O?
Opinions are taken into account, although there is such a thing as "quality". Think about it like this: You have two photographic quality images, and the scenery varies greatly between the two, so it's up to you to decide which image you like the most (your opinion). There may be such a thing as quality pertaining to what is on each picture, but the point still stands that both pictures are of the same
level of "quality". So, by that logic, we should be able to make a level "worthy" of a 10 rating.
I am bringing up topics such as
this,
this, and
this. It's important to have solid ground, so we can "model" the level.
Not everyone may be able to help out. I am looking for especially imaginative people. Is your thinking along creative lines? - Do you get the core concepts of things? - Here's a test: Take the concept of a hotel level: A conventional hotel level may use a set like Hotel Dream, has rooms, and a shop etc. However, the concept of a hotel may apply to something that would use a set like
Haunted House, (if it has letter or other essential tiles for the gametype) or maybe
Deserto Orbital Base (part of devres: Rebirth of Evil) could work as a hotel since the general structure resembles one (it has rooms, an elevator, other sectors etc). Another example is a set made specifically for hotels was used to make a CTF level (Anarchy Inn). It's important to be imaginative since no one has
really made a level worth a 10, thus a level worthy of a 10 rating will be quite original.
I suggest we make a CTF level, since a lot of people have experience in making it, and it's quite standardized with many aspects (battle is very simple, and harder to pin down). As for the level's tileset: Preferably something very versatile and rather close to being photo-realistic that doesn't clash with JJ2 sprites (maybe 7th Lava Fall graphics-wise? - Maybe 7th Lava Fall could be used?).
Lastly, I want to add that a Very Great CTF level
will be conceptually consummate, meaning that we are aiming for an
all-versatile CTF level, not just a properly playable one. For example, you can make a symmetrical ctf level that has a few congruent platforms, an intuitive design, flawless flow, yet you can still enhance the level by adding turrets, or you can enhance the central area into a hub that will link you to even more paths (versatility).