posted 06-10-2002 11:34 AM
I will tell Walrus you need help, in order he could answer to you for that tricky part!For the walkthrough matter, your idea seems good, but for long levels I think that could be really hard for the players (well, it would be hard to myself...)... I don't know, I don't like walktroughs, I think a good level should be done without any help... expecially from the author...
That's why I came back to the COTW itself to make it "clearer" and easier in all those parts which were not "clear"... I would have done it before, but they are 55MBs! this means a lot of people could lose the download while doing it simply because I changed it or deleted it... then the new cotw would have been NOT compatible with the previous two versions (not compatible one each other... so a lot of mess...) the better solution was to wait and listen the players to prepare the final version of it compatible with my TR-A..
I like HARD levels, I mean REALLY difficult, because I feel the challenge only on those kind of levels (Project Eden by Core Design itself, is completely satisfying from this point of view), but I like even the CLEARNESS... I prefer more of THIS in levels than the need to look at walktrus... So, my COTW is on the re-building in some passages for this reason... When someone says that a level is "hard", it can be GOOD or NOT GOOD...
It is good when it remains CHALLENGING (even a little bit frustrating for when it is done is more satisfying..), NOT good when it gets hateful... (like some levels I played)...
Example: if the level designer shows you with a cam where to go after pressing a switch, it is clear you must go there to go on... and it is good in large maps like COTW itself...
If you know where to go but a simple jump does not work, there are two chances: or "think about because you are doing the wrong thing"... (like in my first floating platforms series: simply side-jump and you can do them...) or the jump is objectively hard... (like the jump in the empty on the blue sloped square, while on my Cathedral Level you are going to take the second Buggy Car on a monkey ceiling....)
The first (floating platform) must be kept, the second is frustrating, because a jump is a jump, there is no need to load so many times the game, in order to do a simple jump, and it must be changed, and I changed actually in the new COTW 
The wondering around and "I am stuck" moments are considered in the TR-gameplay itself, and it is nice to "understand" what to do when you have all but you don't know... example?... in the COTW itself, after the "chess room" with technobirds and the "beautifull death" ("you cannot move anymore" one), you are again in the cathedral level... you don't know what to do, but you have two activators with you!!! and when you remember that you could exclaim: "ehy, I was forgetting those two activators!!!"... this is a "projected" stuck moment simply to make you to exclaim that... 
A walkthrough could help, but it could be considered like a "defeat" for the L-designers: it is funny to get together in the forum (LOL) to discuss about a solution of a challenging level, not funny if people get together to discuss how much it is hard and frustrating..... (well all of you in the other forum were nice, but sometimes I was sorry because all of you were stuck in the same situations, this means that the gameplay can be improved a little bit in those points, right? and this was extremely helpful to me) 
So, I definetedly don't like walkthroughs and I am working to make things "clearer" but hard enough to be challenging the same 
(COTW_v3.0 is already done since few days, and it is a LITTLE bit easier but CLEARER, more appealing to look at -completely retextured and all new lights and shadows-, and a little bit more involving with a lot of new stuff) 
So, DOWN walktroughs 