Feedback to Metanet on N++'s NED
Posted: 2016.09.28 (14:10)
First I'd just like to say good job. It's awesome, despite a couple of bugs which I know you guys will iron out.
About tile placement - in the earlier NED, slope tiles were arranged according to symmetry. In other words, when you got a slope type (mostly horizontal or mostly vertical), you got all the pieces to make a diamond shape - all the mirror images. In new NED, slope tiles are grouped according to rotation, which is less convenient and means a lot more switching back and fourth when making complex shapes like caverns.
In my experience, the brain is much quicker at doing reflections than it is rotations. Working out which group of tiles I need takes me longer and I miss the old setup.
Also, you guys take our levels away from us when we submit them :(
I totally get the idea behind this, and I applaud it. You want people to playtest the crap out of everything before uploading, to prevent constant iterations being uploaded. But think about how some of your levels have changed over time - from feedback by players. If I want to re-make a map to move a crappy mine or enemy, I WILL do it. It just means that this way, I'm going to have to take a screenshot of the map and re-build it piece by piece. Again, if it's a map I'm proud of and I want to perfect, I will. This also stops the rather awesome community scene of mashups, remixes, tileset re-uses and all that good stuff.
I realise this may not be easy or even possible to change, but I wanted to put it out there.
Finally, there's a 32 character limit on map names, which isn't enforced in the editor. So you can get level names that are cut off and look weir
About tile placement - in the earlier NED, slope tiles were arranged according to symmetry. In other words, when you got a slope type (mostly horizontal or mostly vertical), you got all the pieces to make a diamond shape - all the mirror images. In new NED, slope tiles are grouped according to rotation, which is less convenient and means a lot more switching back and fourth when making complex shapes like caverns.
In my experience, the brain is much quicker at doing reflections than it is rotations. Working out which group of tiles I need takes me longer and I miss the old setup.
Also, you guys take our levels away from us when we submit them :(
I totally get the idea behind this, and I applaud it. You want people to playtest the crap out of everything before uploading, to prevent constant iterations being uploaded. But think about how some of your levels have changed over time - from feedback by players. If I want to re-make a map to move a crappy mine or enemy, I WILL do it. It just means that this way, I'm going to have to take a screenshot of the map and re-build it piece by piece. Again, if it's a map I'm proud of and I want to perfect, I will. This also stops the rather awesome community scene of mashups, remixes, tileset re-uses and all that good stuff.
I realise this may not be easy or even possible to change, but I wanted to put it out there.
Finally, there's a 32 character limit on map names, which isn't enforced in the editor. So you can get level names that are cut off and look weir