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#1 2020-07-02 17:35:48, last edited by Minisaurus (2020-09-29 03:07:10)

Minisaurus
Banned

EE vs EEU minimaking

Gonna compare the potential of both games for different kind of mini generic concepts (Known mini styles) and see which game has the best potential for the use of those kind of minigames also I will be giving a feedback of the difficulty to make minis in each game respectively


_

1. Dot/Arrow jumps minis:
EE:
Gameplay: Fun, but a lot of flaws in the physics unconsistencies
Building: Easy
Potential: low

EEU:
Gameplay: The physics does not break, so the gameplay feels more consistent, the acceleration feels weird tho
Building: Hard, somewhy the dots&arrows feels bigger than in EE, that makes it hard to find corner jumps
Potential: high


_

2. Wall jump:
EE:
Gameplay: Not too good, physics feel unconsistent
Building: Easy
Potential: Medium

EEU:
Gameplay: Good, but hard to jump in the blocks, the blocks somewhy feels like "balls" instead of "blocks" (Is hard to aim to jump in the corners)
Building: Medium
Potential: High


_

3. Arrow backspeed:
EE:
Gameplay: Good, unconsistent but the arrows feels more "Magnetic" giving you a feeling of control
Building: medium
Potential: High

EEU:
Gameplay: Consistent, but the arrows felt "slippery", so it is harder to control
Building: easy
Potential: Medium


_

4. Dot backspeed:
EE:
Gameplay: Moderately good, the dots works perfectly, so it is easy to control the smiley
Building: Hard, teh dots work good, but you have to make it correctly
Potential: Low

EEU:
Gameplay: Bad, the dots are way too slippery, you feel like slipping in ice, there is no way to backspeed because of that
Building: Bad, you won´t get good results trying to do this
Potential: None


_

5. Portal cannon:
EE:
Gameplay: Good as long as you are good in precise minis
Building: Moderate, you have to know how to use portals, there is a lot of ways to accomplish it, and there is a ton of ways to fix issues (Even glitches of portals can help to fix portal issues, in this case glitches are often helpful)
Potential: Very High

EEU:
Gameplay: Bad, it does not boost your speed up, it teleports you to the other direction, it currently SLOW YOU DOWN in some situations, and that is bad for gameplay in general.
Building: Hard, you have to place them in the correct "flip" to make them work
Potential: Very Low


_

6. Puzzles:
EE:
Gameplay: Enjoyable, easy to understand as long as the builder makes the puzzles coherently, the graphics are surrealistic, so they fit in all scenarios
Building: A ton of different kind of tools to use and they are most of the time easy to understand and use, for example, switch systems, invisible portals, portals, boosts, team doors, all of them help to make puzzles of all kind
Potential: Very High

EEU:
Gameplay: The graphics need more work, feels way too "futuristic" so does not fit in all scenarios, the switches does not open immediately, the portals are hard to use, can be fun, but is not very pleasant to play most of the time
Building: Hard, switches options are overwhelming "inverted" is a feature that can be placed graphically rather than using it as a setting check box
Potential: Medium


_

7. T jumps & speed control:
EE:
Gameplay: Good, but very hard, the speed control is great and is likely an end-game type of gameplay, and feels right
Building: Easy and intuitive, the speed control often work correctly and does not need much testing
Potential: High

EEU:
Gameplay: Not very fun, the speed control is terrible and hard to manage, the block corners are hard to make the smiley jump and the "ceiling" of the T jump (when you jump) makes you ofter hit it and fail (For example the 2 block height T jumps are extremely hard to beat)
Building: Bad, not pleasant results
Potential: Low


_

8. Spike minis:
EE:
Gameplay: Good, but the hitbox of the hazards are hard to guess
Building: Easy and does not need much testing after you know the EE physics
Potential: High

EEU:
Gameplay: TBD
Building: TBD
Potential: TBD


_

9.  Arrow based minis:
EE:
Gameplay: Good, the arrows feel "magnetic" with good momentum and easy to control while in the arrows
Building: Easy and after you know the physics you can build with minimal testing unless you want precise arrow based minis
Potential: Very high

EEU:
Gameplay: Bad and "unconsistent" the arrows are hard to control, as the momentum is almost unexistent and the acceleration is too fast, the smiley is also hard to control because it feels "slippery" when changing directions
Building: Hard, and not very pleasant to do
Potential: Low


_

10. Dot based minis
EE:
Gameplay: Good, the arrows are intuitive and you can control the smiley fairly easily
Building: Good, and intuitive
Potential: High

EEU:
Gameplay: Slippery and the problems of arrows (9.) are here much worse, and the dots harly can hold your weight
Building: Bad, you don´t want to do these
Potential: None


_

11. Block-only minis:
EE:
Gameplay: Good and intuitive
Building: Easy and intuitive
Potential: Very high

EEU:
Gameplay: Fairly good, while no speed controls, no t jumps, no precise jumps, no "must stop precise spot while on high speed"
Building: moderate, you will have a hard time to find precise needed stuff that worth to use in minis
Potential: Medium


_

12. Precise jump minis (Mostly long jumps using the block corners):
EE:
Gameplay: Good, may cause some glitches
Building: Easy to make and is the a good way to be sure to fix exploits
Potential: High

EEU:
Gameplay: Hard, the blocks feels like "balls" rather than blocks, so is hard to aim to jump in the corner of the block, and it is hard to stop, as the intertia does not help very much
Building: Easy to do, but tedious results
Potential: None


_

13. Story games:
EE:
Gameplay: Good, uses a lot of space in the map
Building: hard, but the results are pleasant
Potential: Very high

EEU:
Gameplay: The one-ways does not stop you so it is hard to make a good way to place entries to portals and stop-to read sign place, the sign new feature to read in distance can be certainly overwhelming but good in some cases, vision zones might be overwhelming and confusing sometimes
Building: vision zones are hard to use and should be optimized, the signs are easy to use and have various positions so it can be useful while creating an environment, the one ways does not stop so it is harder to make good reading places, so far it has good and bad stuff, many things have to be optimized
Potential: Very high


_

14. Systems:
EE:
Gameplay: Sometimes stuff break so you have to be careful to not break things and not cause glitches
Building: You have to be aware of glitches and be sure to avoid them of use the wisely, as some glitches makes the system making extremely easy and simple (Death portals| one-way portals| for example) the tools are intuitive and simple enough to build fast
Potential: High

EEU:
Gameplay: The system does not break easily, but it has flaws, such as the action tools not being polished at the moment so they don´t work as efficiently as EE action tools do.
Building: Hard, the features are overwhelming, the "invert" option feels like a forced "collapse" mode for the items, and makes the building process slow and tedious
Potential: Medium


_

15. Decorating, art:
EE:
Gameplay: Feels right, the backgrounds might be too much distractive, and can be confused with normal blocks, the decorative items are usually helpful when used correctly
Building: Some decorative items are great to add more depth to the story of the map, but the backgrounds might usually not have the feeling of being a background, there could be more decorative items with better uses
Potential: High and needed

EEU:
Gameplay: TBD, for the moment the backgrounds are doing fine, some blocks might need more polishment (or even rework)
Building: TBD
Potential: TBD


_

16. Glitches & Bugs:
EE: EE has a considerable amount of glitches and bugs, the players are aware of most of those and use them in their benefit, few bugs cause the player issues, but some are so good that they are actually unintentional features added to the game, for example 1x1 hooks, one-way/death portals, delay of team door change (to hold space), and so on. The more glitches you know the better you become in the game
Gameplay: Good after you know most of the bugs, glitches, they are not too intrusive if you know how to use them in your advantage
Building: Bad in some cases if you don´t know how to use them or you don´t know that they are there, causing some exploits and breaking systems, but if you know those glitches, then you can use them to create illusions and even use them to improve your systems, for example the one-way portal or the 1x1 hooks. Sometimes glitches were used to simplify things that in other case would be much harder to implement or even impossible to implement
Potential: High & Advanced & Risky

EEU: EEU have very few bugs, but the lack of those make the gameplay sorta boring and does not makes the player feel like improving or learning new techniques, as glitches in EE were often considered "hidden features" rather than glitches
Gameplay: Monotonal, no need to know or understand the game core
Building: Monotonal, no surprises here
Potential: None
PD: Some of the gitches of EE could be integrated to EEU for good, for example one-way portals/death portals, a feature widely used by EE players to create complex portal systems, I believe that hidden features might be well welcome by players but there is also the chance to add those glitches as legitimate features in EEU (It might be better to keep those features hidden in my opinion as very often those are very advanced and might be overwhelming to implement for new players)


_

17. Arrow Chain minis:
EE:
Gameplay: Good and easy to control, the arrows have sorta a "magnetic feeling" and the acceleration & momentum is intuitive, expected
Building: Easy and intuitive
Potential: High

EEU:
Gameplay: The physics feel slippery, too fast and "soft", almost no momentum and the acceleration is static (Like no change in speed what so ever and when a change of speed happen it happens abruptly)
Building: Easy to build, but the results are not as expected
Potential: Very low


_

18. Dot falling:
EE:
Gameplay: Good but some glitches happen often, so it is not consistent
Building: Need a lot of testing
Potential: Low

EEU:
Gameplay: Good, consistent fall
Building: Easy to do, no need much testing
Potential: High
PD: Even EEU dots have a good potential for falling minis, all other kind of minis does not work with the current EEU dot physics, so should prioritize the majority kind of mini rather than this specific kind of mini, as so, the dots of EEU need a rework


_

19. Ladder minis:
EE:
Gameplay: The ladders have a constant speed and you can control the smiley very efficiently, so you will most likely enjoy being in them, but they are sorta slow, so you don´t really want to be too much time playing these kind of ladder minis if they are too slow to beat
Building: Easy, the ladders offer a lot of stability for minis
Potential: High (But slow if misused)

EEU:
Gameplay: -
Building: -
Potential: -


_

20. Arrow grap minis:
EE:
Gameplay:
Building:
Potential:

EEU:
Gameplay:
Building:
Potential:


_

21. Dot grab minis:
EE:
Gameplay:
Building:
Potential:

EEU:
Gameplay:
Building:
Potential:


_

22. Illusions minis / adventures:
EE:
Gameplay:
Building:
Potential:

EEU:
Gameplay:
Building:
Potential:

_


23. -
EE:
Gameplay:
Building:
Potential:

EEU:
Gameplay:
Building:
Potential:


_

24. switches / team door minis:
EE:
Gameplay:
Building:
Potential:

EEU:
Gameplay:
Building:
Potential:


_

25. Speed effect minis:
EE:
Gameplay:
Building:
Potential:

EEU:
Gameplay:
Building:
Potential:


_

26. Jump effect minis:
EE:
Gameplay:
Building:
Potential:

EEU:
Gameplay:
Building:
Potential:


_

27. Double jump effect minis:
EE:
Gameplay:
Building:
Potential:

EEU:
Gameplay:
Building:
Potential:


_

28. One way minis:
EE:
Gameplay:
Building:
Potential:

EEU:
Gameplay:
Building:
Potential:


_

29. Hook minis (No T jumps):
EE:
Gameplay:
Building:
Potential:

EEU:
Gameplay:
Building:
Potential:


_

30. Pull against arrows minis:
EE:
Gameplay:
Building:
Potential:

EEU:
Gameplay:
Building:
Potential:


_

31. Key Door minis ((Including the review of related glitches, for example, Temporal open doors while in them):
EE:
Gameplay:
Building:
Potential:

EEU:
Gameplay:
Building:
Potential:


_

32. Boost minis:
EE:
Gameplay:
Building:
Potential:

EEU:
Gameplay:
Building:
Potential:


_

33. Boss maps:
EE:
Gameplay:
Building:
Potential:

EEU:
Gameplay:
Building:
Potential:


_

34. Coin door minis (Including the review of related glitches, for example, Temporal open doors while in them):
EE:
Gameplay:
Building:
Potential:

EEU:
Gameplay:
Building:
Potential:


_

35. Team gates minis (Including the review of related glitches, for example, the jump before delayed gate switching):
EE:
Gameplay:
Building:
Potential:

EEU:
Gameplay:
Building:
Potential:


_

36. Checkpoint restart minis:
EE:
Gameplay:
Building:
Potential:

EEU:
Gameplay:
Building:
Potential:


_

37. Red portals & Red Spawn for Red portals "minis":
EE:
Gameplay:
Building:
Potential:

EEU:
Gameplay:
Building:
Potential:


_

38. Hold space minis (Various types comparissons)
EE:
Gameplay:
Building:
Potential:

EEU:
Gameplay:
Building:
Potential:


_

39. Dot jump hooks:
EE:
Gameplay: The dots allow the player to do the jumps very easily, sometimes the jump miss while on high speed, but generally the gameplay is very enjoyable
Building: Easy to create, you can be confident that what you are building will most likely work
Potential: High

EEU:
Gameplay: Despite the fact that hold space works flawlessly, the speed is not ideal, as your initial acceleration is too slow and lineal, so you will most likely hit the upper wall in low speed minis, and might have very few control in your movement since the strong intertia will most likely makes the player feel out of control
Building: Easy to build but might require a lot of testing
Potential: Mostly low


_

40. arrow jump hooks:
EE:
Gameplay: The arrows will makes the player speed accelerate enough fast to allow them to accomplish the hook, so you will most likely have a good time playing these kind of games, as the arrows have enough "strenght" but as well there are a bunch of flaws in the physics of the game that will it make sometimes unpredicable moves
Building: medium difficulty, the arrows are kinda random, sometimes they work, sometimes they don´t work as expected but generally you will find some good ways to use the arrows in minigames
Potential: High

EEU:
Gameplay: The arrows does not feel enough acceleration but removes a lot of speed to the player when going counter direction, as so they feel unbalanced, this causes the hooks to not be possible as the player won´t get enough speed going against the arrow when trying to do a hook, also they will jump in the exact moment they exit the arrow, as so, the hook will be "consistent" sadly not enjoyable because of the slow aceleration & reduction of speed when counter side
Building: Medium dificulty, the arrows work consistently but you most likely find them to not be either too "strong" when going against them and too "weak" when going throught them (This is the same "issue" the arrows have in its physics code)
Potential: Very low


_

41. Dot with interstices line:
EE:
Gameplay:
Building:
Potential:

EEU:
Gameplay:
Building:
Potential:


_

42. Mix of opposite direction arrow line:
EE:
Gameplay:
Building:
Potential:

EEU:
Gameplay:
Building:
Potential:


_

43. Corner jump (With an arrow or a dot in the center of the block):
EE:
Gameplay:
Building:
Potential:

EEU:
Gameplay:
Building:
Potential:


_

44. Aim to the corner of the block (The block center contain a spike or an arrow so you have to avoid the center of the block):
EE:
Gameplay:
Building:
Potential:

EEU:
Gameplay:
Building:
Potential:


_

x. -
EE:
Gameplay:
Building:
Potential:

EEU:
Gameplay:
Building:
Potential:


_

(WIP, give suggestions for gameplay styles missed on the current list please, I will gradually add new stuff and complete information on this topic)
So far this comparison table is enough for the moment and I look forward to see the staff fixing issues of EEU and improve & polish the current features, while working on the upcoming features, having always in mind the possibility of needing to rework and remake what has been already placed in the game, for example the portals, that for the moment is the most upsetting thing that has been added to EEU that does not resemble in any way what we had in EE (Is even worse rather than different)
PD: If someone don´t know the meaning of a concept of a mini-style/glitch/feature, I will reply them with a picture/gif showing the in-game meaning of it

UPDATES:
28/09/2020: Edited portal review as those now teleport you from all sides. It still has flaws as I detail in the review updated text.

#2 2020-07-02 20:11:31, last edited by Minisaurus (2020-07-03 03:42:24)

Minisaurus
Banned

Re: EE vs EEU minimaking

Visual example of what I mean by "magnetic feeling" of EE physics compared to EEU physics
This is how EEU didn´t just made the graphics softer, but also made the physics softer (In an umpleasant way)

EEU Physics: wrote:

BRigsL0.gif

EE Physics:  wrote:

Vy8TZrx.gif

#3 2020-07-02 23:38:03, last edited by Trytu (2020-07-02 23:39:17)

Trytu
Member
From: Poland
Joined: 2017-12-10
Posts: 816

Re: EE vs EEU minimaking

when i'm in very small amount of given building groups, the comments seems reasonable, but as system maker, i don't find lack of some gliches a big problem
one way portals can be done manually (of course you'll have to block jagging) but it's acceptable to use
lack of death portals (i'm not sure what you meant by that, so i imply it's death of your speed) is not a problem through there's no 'none gravity effect' that would cause it to be useful
for system making (in closed controlled space) it's easy to get used to use portals properly
building systems in new way seems a lot easier through you don't have to prevent you from sliding through a block
of course without boosts it's a lot harder to maintain necessary speed, but when they'll be added, many things will be easier

as old player i learned how to prevent player fromm missing a hole, but new players won't need to do that and that's great

now glitches:
glitches shouldn't make you be able to exploit smth, so if you're able to do that with glitches, it's only map owner's fault
learning how to get rid of glitches on your map shouldn't be necessary
on the other hand, some of the minis i've seen was using them in very creative way - owner leaved an explaination for new players, and everything seemd fine


4puJMaQ.png
Thanks to Nikko99 for signature
https: //media.discordapp.net/attachments/402174325349941249/482121641745186816/KHiX2DEFewAAAABJRU5ErkJggg.png
https: //i.imgur.com/YFtzyXA.png

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#4 2020-07-03 02:50:42, last edited by Minisaurus (2020-07-03 08:45:24)

Minisaurus
Banned

Re: EE vs EEU minimaking

Trytu wrote:

death portals (i'm not sure what you meant by that, so i imply it's death of your speed)

One-way portal/ Death portal is a "glitch" that allow the player to bypass portal activation, Gosha told me years ago that this hidden feature was implemented by the original developers that created the portals for the game, to allow the player to do exactly that, bypass portal activation

You have to place the death portal near an active portal (A portal that lead to other portals), when you do so, you deactivate the triggering of the portals near to the death portal (The only side of the active portal that is deactivated is the side connected to the death portal, and in case of entering by the side where the death portal is placed, the deactivated portal and all other near portals will remain deactivated until the player exit the hitbox of the deactivated portals, after so the deactivated portals are activated again)
The death portal is a portal that has a target ID that leads to nowhere, as there is no portal with the ID targeted by the death portal

Portal ID example:

Many Campaign maps uses death portals
Many of the worlds you have played uses this intended hidden portal feature for various purposes, including switchs systems, minis, puzzles, illusions, reset/check system

One-way portal/ Death portal - Gif Examples

I had discused this with Lukem and the rest of the staff a while ago, we concluded that many things portals can do would be very unoptimized or even impossible to do without death portals, so we discussed alternatives and ideas to add death portals to EEU as a visible feature for the game, we got very far with promising possibilities, sadly me and Lukem left the staff so all that discussion is now delayed until new advice

Wooted by:

#5 2020-07-04 00:05:28, last edited by Trytu (2020-07-04 00:21:20)

Trytu
Member
From: Poland
Joined: 2017-12-10
Posts: 816

Re: EE vs EEU minimaking

like i said, it's possible to make something that works simmilary in EEU
the only disadvantage of this sollution is that you block-jagging at teleportation, but functionality is the same
in EE it would be impossible to do this in that way, but thankfully EEU allow to do that
If it's not sufficient, just tell me what it's not good for
(srsl i can't see anything that couldn't be replicated in EEU, so show me)

first
second
second, but working both ways
third
fourth and fifth (they're very simmilar)

I see, that death portal as a tool would be useful in edit zones, to deactivate centrain portals, but owner's creativity would have to be at high level to force his players to beat his edit-zone mini in the way he want

Minisaurus wrote:

Many Campaign maps uses death portals
Many of the worlds you have played uses this intended hidden portal feature for various purposes, including switchs systems, minis, puzzles, illusions, reset/check system

when i saw uses in minis, puzzles and illusions, i never saw them in systems (and idk how would it be useful in reset checkpoint system)
and for set switches on/off systems there are easier and smaller to build non portal systems


4puJMaQ.png
Thanks to Nikko99 for signature
https: //media.discordapp.net/attachments/402174325349941249/482121641745186816/KHiX2DEFewAAAABJRU5ErkJggg.png
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#6 2020-07-04 00:32:33, last edited by Minisaurus (2020-07-04 01:09:27)

Minisaurus
Banned

Re: EE vs EEU minimaking

Reply to your post above,
Imagine going through an one-way platform and suddenly see yourself being teleported to the other side, it would not feel natural and would make you feel most likely controlled at all time by "invisible forces"
Your idea would accomplish only one of the many purposes the one-way portals have adequately (only when the portals are placed in a closed tube in switch systems), and would be rather problematic than helpful for all the other building needs.
Lukem did the same than you did here, and I proved that for many reasons doing so is not ideal and might cause more problems than it solves, if we do like so, is building in the hard way, not efficient for playing neither building, I would rather look for the alternatives that are less messy (Without the need of portals but switches or other type of action tools for the purpose)

The purpose of Death portals is to optimize the usage of the space in the map without being intrusive with the building and the gameplay, it have to be unnoticed by the player in every moment of the gameplay
It is done by making one of the active portal sides inactive while all others sides remain active (Or more sides could be inactive in case the player place more than one death portal in a side of an active potal)

The main problems I see with your suggestion is:
1. It uses a large area occupied to do the same
2. It teleports you, so you have a high chance to teleport you to a wrong portal, so it require a huge amount of carefulness to not cause major issues while building to not use Important ID more than once otherwise teleporting to the wrong portal is guarteed
3. It reduces the efficiency of the use of IDS and the usability of the already used IDs
4. It teleports you, it causes unpleasant teleporting that makes the player to lose control of the smiley speed and direction, this might cause as well to allow the player to even get into the portal activation accidentally
5. It uses a large amount of IDs, making it more difficult for the builder to manage the correct IDS
(Basically you are teleporting from A to B to C - or even more, teleporting from A to D and then teleporting from B to C, too many teleportings for a simple task)

I made a video testing the usability of what you suggest for a common use of death portals (Red background: Death portals, Green background free space, Blue background: active portal, and the portal placed on top of the green block is the destination portal
Wooted by: (2)

#7 2020-07-04 14:49:39

Alesmile
Member
From: hell
Joined: 2015-04-23
Posts: 71

Re: EE vs EEU minimaking

1x1s are not bugs

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Wooted by:

#8 2020-07-04 15:03:38, last edited by Minisaurus (2020-07-04 15:08:37)

Minisaurus
Banned

Re: EE vs EEU minimaking

Alesmile wrote:

1x1s are not bugs

Thanks, corrected
I think they are glitches, I don´t think it was an intended thing from the developers to do tho
(Glitch: Bug that the player trigger intentionally for its own benefit)

#9 2020-07-04 18:57:48, last edited by Trytu (2020-07-09 08:49:49)

Trytu
Member
From: Poland
Joined: 2017-12-10
Posts: 816

Re: EE vs EEU minimaking

Minisaurus wrote:

Reply to your post above,
Imagine going through an one-way platform and suddenly see yourself being teleported to the other side, it would not feel natural and would make you feel most likely controlled at all time by "invisible forces"
Your idea would accomplish only one of the many purposes the one-way portals have adequately (only when the portals are placed in a closed tube in switch systems), and would be rather problematic than helpful for all the other building needs.
Lukem did the same than you did here, and I proved that for many reasons doing so is not ideal and might cause more problems than it solves, if we do like so, is building in the hard way, not efficient for playing neither building, I would rather look for the alternatives that are less messy (Without the need of portals but switches or other type of action tools for the purpose)

The purpose of Death portals is to optimize the usage of the space in the map without being intrusive with the building and the gameplay, it have to be unnoticed by the player in every moment of the gameplay - yeah, my sollutions are intrusive, and making them functional won't change that
It is done by making one of the active portal sides inactive while all others sides remain active (Or more sides could be inactive in case the player place more than one death portal in a side of an active potal)

The main problems I see with your suggestion is:
1. It uses a bit larger area occupied to do the same
2. It teleports you, so you have a high chance to teleport you to a wrong portal, so it require a huge amount of carefulness to not cause major issues while building to not use Important ID more than once otherwise teleporting to the wrong portal is guarteed - not a big problem when you can do the same with simpler things even in EE if you don't list in your mind used ID's
3. It reduces the efficiency of the use of IDS and the usability of the already used IDs - [img]when we have 99999 ID's possible[/img]
4. It teleports you, it causes unpleasant teleporting that makes the player to lose control of the smiley speed and direction, this might cause as well to allow the player to even get into the portal activation accidentally - yeah, block jagging, i've said it :/
5. It uses a large amount of IDs, making it more difficult for the builder to manage the correct IDS - same as 2 and 3, but yeah, for repeatable things it's difficult
(Basically you are teleporting from A to B to C - or even more, teleporting from A to D and then teleporting from B to C, too many teleportings for a simple task)

actually, in that type of mini shown in the video, i would use single line of portals, instead of one point, or change a rotation a bit and add some mid-layer to prevent player from looping, but the problem in video is shown well

i have to agree with you on most points, through current portals doesn't work good for gameplay purposes
still, for systems it's sufficient and i can't see a way i could use them efficientlier in EE nor in EEU


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#10 2020-07-08 18:35:05

Kaleb
Formerly Kaleb123
From: California of America
Joined: 2015-02-19
Posts: 1,263

Re: EE vs EEU minimaking

Ya mini making in EEU is not at all what EE mini making is because of the simple fact the physics are different... hopefully it gets better although that is still an issue.

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