From: owner-ammf-digest@smoe.org (alt.music.moxy-fruvous digest) To: ammf-digest@smoe.org Subject: alt.music.moxy-fruvous digest V14 #5347 Reply-To: ammf@fruvous.com Sender: owner-ammf-digest@smoe.org Errors-To: owner-ammf-digest@smoe.org Precedence: bulk alt.music.moxy-fruvous digest Saturday, November 21 2020 Volume 14 : Number 5347 Today's Subjects: ----------------- Congratulations, Youâve been nominated for inclusion ["Joan Riley" Subject: Congratulations, Youâve been nominated for inclusion Congratulations, Youbve been nominated for inclusion http://catspraying.buzz/Lhc-bSaOOfqmfi4npQ6mlRc9M3OorDQNQjRBmEmx_fUNftYX http://catspraying.buzz/_zuxPS6ibbQA3n_BfxXYFPnUmcvZM7iooIaymBsuCqbJNQ0Y Level design for each individual level in a modern game typically starts with concept art, sketches, renderings, and physical models. Once completed, these concepts transform into extensive documentation, environment modeling, and the placing of game specific entities (actors), usually with the aid of a level editor. A level editor may be distributed as a complete stand-alone package, at times, rivaling commercial 3D modelling software. There are various steps involved in laying out a map and these steps may vary dramatically across the many different game genres that exist today. General steps include: Laying out the large-scale features of the map, such as hills, cities, rooms, tunnels, etc., for players and enemies to move around in; Determining environmental conditions and "ground rules" such as day/night, weather, scoring systems, allowable weapons or gameplay types, time limits, and starting resources. Specifying certain regions where certain gameplay activities or behaviors occur, such as resource harvesting, base building, water travelling, etc.; Specifying non-static parts of a level, such as doors, keys and buttons with associated mechanisms, teleporters, hidden passageways, etc.; Specifying locations of various entities, such as player units, enemies, monster spawn points, ladders, coins, resource nodes, weapons, save points, etc.; Specifying the start and exit locations for one or more players; Adding aesthetic details such as level-specific graphic textures, sounds, animation, lighting and music; Introducing scripted event locations, where certain actions by the player can trigger specified changes; Placing pathfinding nodes that non-player characters take as they walk around, the actions they will take in response to specific triggers, and any dialog they might have with the player. The first level of the game usually designed to get players to explore the mechanics of the game, notably in World 1-1 of Super Mario Bros. Cut scenes may be triggered by events in a level, but require distinctly different skills, and may be created by a different person or team. The Level Design Process may be iterated several times before achieving the desired outcome. Level designers and/or concept artists may also be required to provide a pre-rendered map of the level (or entire game world) for the play ------------------------------ Date: Sat, 21 Nov 2020 05:33:52 -0500 From: "My Total Home Protection" Subject: Protect Your Home and Save Money Now Protect Your Home and Save Money Now http://batterycourse.us/FCYDh_s-VpzDD9OG0pfR5zoPNHjPCjceN49_CDmXGUEWgUIJ http://batterycourse.us/WebdOYf3feJWUROlsBHIuznEuIrEthz40qQTpq_aAAs6KIKg minigame contains different gameplay elements than the main game, may be optional, and is often smaller or more simplistic than the game in which it is contained. Minigames are sometimes also offered separately for free to promote the main game. Some minigames can also be bonus stages or secret levels. They are distinguishable from levels in that a level is an environment bound to a set of mechanics and rules that all defines all other normal levels in a game, whereas a minigame can use different rules and playstyles but may not necessarily be set in a different environment. Hidden features Level designers sometimes create hidden rooms and areas that usually require more effort for the player to reach or to notice. These usually give some additional rewards, such as ammo or powerups. Casual players usually do not discover these, but these areas are interesting enough to be discovered and documented by dedicated gamers. Sometimes, they serve as easter eggs, containing messages such as the level designers' names or pictures, or political or humorous messages. One of the first games with a 3D engine to feature hidden features was Wolfenstein 3D, where certain walls could be "pushed" to reveal hidden passages. For example, Quake has many secret areas that reward the player with ammo, weapons, quad damage powerups, and in one hard-to-reach secret area, Dopefish makes an appearance. In fact, the hardest difficulty level, titled "Nightmare", is only reachable through a secret portal in the fourth dimension's entrance hall. Sometimes, a whole level may be designed as a secret level. Bonus stage Main article: Bonus stage A bonus stage (also known as a bonus level or bonus round) is a special level within a video game designed to reward the player or players, and typically allows the player to collect extra points or power-ups. Bonus stage either have no enemies or hazards, or replace the normal penalties for being struck by enemies or hazards with simply being thrown out of the bonus stage. Many bonus stages need to be activated or discovered in some manner, or certain conditions must be satisfied to access them. Otherwise, they appear after the player has completed a certain number of regular stages. Level bugs There are many map bugs that level designers try to avoid, but sometimes go unnoticed for some time. A player might get stuck in map geometry with no way to escape or to die. A player might be able to find a specific spot where they do not have to move to gain experience, because monsters are constantly spawned but can be easily and immediately killed.[citation needed] In multiplayer maps, a player may be able to reach areas of the map designed to be inaccessible, for example, reaching an advantageous rooftop position and camping other players. In the worst case, a player might be able to fall out-of-bounds of a map where other players cannot reach them.[citation needed] Invisible walls are cited to be level design bugs, and might be "left-over geometry" from an earlier version of the level or an object's improperly aligned "collision box". In some cases, specific mapping tools can be designed to automatically detect problems such as falling "outside" a level, and reaching "stuck" areas. Careful level designers run these tools as the last step before releasing a new version of a level. In most cases, the best way to improve a map is by playtesting it with experienced ------------------------------ End of alt.music.moxy-fruvous digest V14 #5347 **********************************************