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Not Failproof level design

2 replies [Last post]
Wed, 05/22/2013 - 02:15
Qwao's picture
Qwao

This...

If you get in the corner you can't get out when solo, and from there on anyone who joins you gets stuck as well

Wed, 05/22/2013 - 12:50
#1
Whitechocolatechip's picture
Whitechocolatechip
This is a pretty good example

This is a pretty good example I think, but the fact the guy died in the corner falls under the category of "Should not happen". That means he ran into the corner for whatever unspeakable reason and was killed by block spawns, the priority is and should be to run through before they respawn.

Not to sound insulting or anything, this is a good example of things that could be remedied, as there are a couple of things like this. I have no examples I can remember though.

Wed, 05/22/2013 - 18:19
#2
Qwao's picture
Qwao

This is one of the few times when "Blame the lag for everything" is a legit reason.

If someone lags into a corner it's their fault? Even if say, server has issues etc? Yes it should not happen, but this should be what good level design should be: It should NOT even happen. Basically if someone manages to break it, then the level designers are partially as fault as well. Consider it testing for bugs.

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