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#1 Before February 2015

Noctis
Guest

Explaining Minigames, Challenges, and Platforming levels

Many players of Everybody Edits have lost the essence of Everybody Edits gameplay. Various prompts such as Chat have lost the root and selectiveness of "real" gameplay. In this explanation and online spreadout, the goal is to convince your work ethic abilities to increase in clarity and improve insight on future projects. This will be thoroughly explained as simple as possible, and my main focus is to explain the original concept and intention of Minigames, Challenges, and Platforming levels. These three core components of gameplay are essential, and in belief are used to create an appropriate Everybody Edits gaming experience.

Section 1: Minigames

In just 2 years, the definition of Minigames has taken a sharp redirection into a bad representation. In 2010, Minigames were described as a set of challenges cropped, cut, and essentially made easier. For example, take any challenge and squeeze it down so it could fit into a small box. Essentially, that was the definition of Minigames. As you may know, the newest interpretation of Minigames is, "boxed challenge(s), very easy for the new player. Extremely easy and often avoided by the professional(s)." Not only does this leave the skilled player away from Minigames, but it destroys what it meant in the beginning. I am making a Minigame world which follows its 2010 definition.

Section 2: Challenges

Unfortunately, there are not many Challenge worlds available sometimes. A Challenge is a room or complex that requires a path, chain of movements, and/or puzzles to complete. Usually these are seen as irregularly-shaped rooms which vary in sizes on the minimap. Nowadays gameplay-based Challenge rooms are uncommonly found in the lobby. These gameplay-based Challenge rooms are centered around an idea, such as being based on hook jumps and a parody remake of it, for example. Art-based Challenge rooms are more commonly found, and usually are crafted by more professional and advanced players. Art-based Challenge rooms have art surrounding the Challenges. One example is the recently-made Skypolis by the NSFW crew.

Section 3: Platform Levels

Platform levels are a seamless part in exploration of the level. Most platforming levels have art accompanying the gameplay. Platforming levels contain Challenges that are not closed up like Challenges themselves. They are open worlds where you have no walls to lock you in itself. One example is CDB Inc, an Easter 2011 level. These worlds are popular in the lobby. However, usually the Platforming levels are mediocre at best that are seen nowadays in the lobby.
I believe if these three types of worlds were refined and improved, and more Challenge worlds became imminent to the players, Everybody Edits would become true to its name. It would be great for these options to be taken into suggestion. Thanks for reading!

Last edited by Noctis (Oct 15 2014 4:23:07 pm)

#2 Before February 2015

Anch
Member
Joined: 2015-02-16
Posts: 5,447

Re: Explaining Minigames, Challenges, and Platforming levels

Cool. You should add more stuff.

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#3 Before February 2015

Fdoou
Banned

Re: Explaining Minigames, Challenges, and Platforming levels

the problems is that minigame sounds cool but game doesnt

#4 Before February 2015

ShadowkirbyMAPS
Guest

Re: Explaining Minigames, Challenges, and Platforming levels

Very specific terms for a kids game //forums.everybodyedits.com/img/smilies/tongue but I see where you are getting at. I agree that these given levels have been downgraded to average people making who knows what, and calling it actual levels that have no point in spending time playing.

Last edited by ShadowkirbyMAPS (Oct 19 2014 2:56:19 pm)

#5 Before February 2015

Fdoou
Banned

Re: Explaining Minigames, Challenges, and Platforming levels

its a kids game therefore we shouldn't enjoy it

#6 Before February 2015

Aoitenshi
Member
Joined: 2015-02-18
Posts: 2,058

Re: Explaining Minigames, Challenges, and Platforming levels

Great, now explain what Illusions are.

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#7 Before February 2015

Noctis
Guest

Re: Explaining Minigames, Challenges, and Platforming levels

Illusions would fall into the Challenge/Platforming aspect, depending on the way it's implemented.

Edit: Illusions ALSO fall into the Minigames category. I see what you're saying. Perhaps I will edit the topic later to include examples of various types of gameplay including illusions.

Last edited by Noctis (Nov 17 2014 5:48:26 pm)

#8 Before February 2015

Sprremix
Guest

Re: Explaining Minigames, Challenges, and Platforming levels

I believe this is exactly the opposite of what Everybodyedits is.
Everybodyedits is a sandbox game where users can create literally everything they want to make. There is no goal and there is no good or bad world. There are no guidelines either.
There are, of course, some tips and tricks like the gravity and jump tutorials. But to create a world you are left with nothing but you and your imagination. That is the point of EE.
I feel that with creating a guide like this for beginners to explain to them what kind of different world there are, you are limiting their creative mindset. You are making them think this (those three sections) is the entire game or at least the purpose.
That being said. Your statement that there is a "general concept and intention" to these worlds is nonsense in my eyes. There is no concept or intention ("a thing intended; an aim or plan.") in any of the worlds ever created on EE in my opinion. In some worlds there is an "end" and in others there isn't. This is the beauty of the game and the concept Benjaminsen once intended.
I like your effort and this guide(?) is nice, but it isn't nice for new players. They have to discover all the parts of the game first and have to experience trolling, hookjumps, racism in worlds etc.
The glorious days of EE are most definitely over ever since the introduction of chat to every and all members of the community. And even before that it was crap in my opinion (months upon months waiting for an update, still remember that?).

Last edited by Sprremix (Nov 19 2014 8:06:21 am)

#9 Before February 2015

Noctis
Guest

Re: Explaining Minigames, Challenges, and Platforming levels

The reason I posted this on eeforumify was the fact that this forum consists of pros (mostly). Read on.

The title of this thread. All of the opinions I stated in here are suggestions for older players. Every level is a platforming level. That's what EE is too. Creating and playing. Unlike other games (i.e. Terraria or Minecraft) EE does not follow the storyline rule. There is no role "RPG" in EE, so you are correct. But what that means is that, instead of making levels/worlds made by the developer, you play levels/worlds made by other players. In my opinion (not others to judge), most worlds are mediocre (in the eyes of an oldie; I've played EE since 0.6x). So, I've had some thought into the general placement of this thread, why would you think new players would know how to get to eeforumify? https://wiki.everybodyedits.com/images/c/c0/069_LOL

My insight for future levels (for older players) lies in this thread. This is exactly the anti-noob thread, the purpose of what I'm intending.

All levels, good or bad, are platforming levels. Those open worlds you see are all platforming worlds. Challenges are also platforming in nature, but more linear. Minigames are just a modified variant of challenges. Like you said, there are no good or bad worlds. In the perspectives of different players that may be false but it is true no world is good or bad in the eyes of EE.

Overall, this thread isn't setting guidelines or anything, but rather a knowledgable explanation for future projects especially for our older players. Nowhere did I set any specific measurements or ways of making levels, but rather what to expect.

Last edited by Noctis (Nov 19 2014 9:20:37 am)

#10 Before February 2015

Calicara
Guest

Re: Explaining Minigames, Challenges, and Platforming levels

Sprremix wrote:

there is no good or bad world.

Not that I entirely agree with what Noctis said, but I think you are wrong as well. You are right in that there is no good and bad, but there is a dichotomy of fun and not fun.
If new players want to experiment it's fine. The problem is player diversification and the classification of what we consider fun and not fun. Since EE is now heading on it's fifth year you have a mix of players who joined at different times of its development. So there are the older players like me who think the lobby these days is utter crap, but then again I'm comparing the game now to what is like four years ago. Four years ago we had many active crews competing to be the best which churned out a plethora of fantastic maps and unmatched art and gameplay.
However, the game is not like it was four years ago, and I think this is the problem. Most older players who have mastered the ways of EE have left (presumably)to go out do things with their real life. Even I, who posts occasionally, am fairly inactive in game, and only come back for sweet reminiscence. The point being that, without the older players to spearhead the way, a new generation has begun in EE. I think we, the older players, must come to accept our time is gone. We perhaps recognize the lack of quality in the current day, but if tends continue (which they usually do) eventually those whom that we now call noobs will grow and become the pros we used to be.
I think this is the best way to look at EE. Though this does not mean us older players no longer have a place, because we do. We are still capable of making good maps and/or guiding the way for a better future in EE. We must accept that times have changed, and then work to improve what the newer generation has already started. EE belongs to all of us, but more so to those who have (metaphorically) barely begun to live in its worlds.
But even if EE never improves, and I am wrong, but people are still having fun, isn't that good enough? You don't have to like all the levels. And if you think you could do better, then prove it. No reason to ruin someone elses fun just because you can't make your own~

Last edited by Calicara (Nov 19 2014 1:33:32 pm)

#11 Before February 2015

Pyromaniac
Official Caroler
Joined: 2015-02-15
Posts: 4,868

Re: Explaining Minigames, Challenges, and Platforming levels

Yeah, EE's never gonna go back to how it was, unless the old crews and players come back to life and bring with them the competition that was EE's life support.
But just because the older "generation" or whatever you want to call it,was, im just gonna be blunt here, better, doesn't mean we should **** on the new one

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#12 Before February 2015

skullz17
Member
Joined: 2015-02-15
Posts: 6,699

Re: Explaining Minigames, Challenges, and Platforming levels

Well there are still plenty of 'old generation' players making new generation levels.


m3gPDRb.png

thx for sig bobithan

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#13 Before February 2015

Calicara
Guest

Re: Explaining Minigames, Challenges, and Platforming levels

@Skullz: Yea, but like Pyro said we shouldn't be so critical of the new one. We are still always building and creating new maps, but we should also remember everyone is at a different level of skill. If we judge all players by what we might consider to be an ideal map, we are missing out on diversity in game play.
Basically, fun is where you find it.

Last edited by Calicara (Nov 19 2014 3:54:34 pm)

Noctis 142394509816334

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