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Suggestions for Super Tile World!

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Since it came up in another topic, if someone was willing to make a new version of TileWorld with a "classic" mode for CC, and a new "advanced" mode -- what features would you like to see?

 

For example, it's been suggested that there be new tiles, more monsters, different shaped levels, etc. Even two-player mode has been suggested.

 

What are your ideas?

 

And, is anyone interested in working on this project?

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Two player? It seems a little overkill. I mean the types of levels that could be solved by requiring perfect timing between two players is ridiculous. Perhaps we could settle for a simplified version where, if a level has several Chips, pressing some key would change which one is the active one. This would be much like playing two player, except not needing to worry about timing this perfectly together. Of coure then again it's nothing like two-player, so what ever .-)

 

But this all sounds like a new ruleset. I'm not sure if it's a good idea to have another one of those. But if someone does make one, I'd like it to be animated but with a buffer on the movement. So for example the player could only move at five distinct times per second, but the animation would update more often, so sometimes if you press a key, the movement will feel like it's lagging.

 

-Miika

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I think a 2 player head to head could work in Tile World, although I'm not sure how fair it will be if your opponent is like 30 seconds ahead. Maybe someway Tile World could implement the CC Zone competition modes into play, like adding points for collecting Keys or Boots instead of just relying on time bonus and first time completion.

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All this talk of new Tile World features is tempting me to start working on a "new and improved" ML Maze that would having scrolling Lynx-style movement, more tiles, and perhaps a map size larger than 32x32... But I doubt I'd have the time - maybe if I had started it back at the beginning of Christmas break instead of considering it now - 5 days before it ends... :(

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For the future, yes.

 

- More lock and key types, including a "universal" key that works once in any lock before being used.

- A counter to show you how many of each type of key you have would be nice.

- A key theif

- A monster-only tile, although you can already improvise that.

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- A monster-only tile, although you can already improvise that.

 

I've run into plenty of instances where I wanted a monster to go through, but no way to improvise it. Ergo, I think a monster-only tile would be good.

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My suggestion is having a more friendly menu that gives you the option for the sets, rulesets, tiles, the bg, the soundset, music, and all other fancy stuff that'd make it more welcoming to players who want to rediscover this game but find themselves in front of a necessary coding.

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I believe "monster-specific" tiles were somewhat included in CC2 with the special walls that only ghosts could go through.

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2-player-mode wouldn't necessarily entail the players working in harmony; levels could be designed in which the players had to race each other to get to the exit (and maybe you could even pull nasty surprises by "cooking" the level for the other player; you know, taking more chips than you need, etc).

 

I like the key counter idea (maybe if there were easy/medium/hard OR beginner/advanced settings this could be taken into account?).

 

 

But yes, skins and an easy way to toggle between Lynx and MS (and NO .dac files!) would probably be the things to look forward to the most. :)

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A clone machine that can be switched between cloning two types of monsters like a toggle door. You can do this already with single-direction cloners, but it takes up 5 tiles you may not have space for.

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As long as you make sure it can only clone forwards I can go with that. No blobs spewing out the back, please.

why not out the back?

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Yes - larger maps to work with. Maybe 64x64 or 96x96. It doesn't mean you have to USE all of it. I know if I run into a 64x64 all chip level I'll just skip it.

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Had some more thoughts on this this morning:

 

- More keys of course, specifically black, white, silver and bronze (since there's already a "GOLDKEY"),\.

- A key thief that only takes one color key.

- Hover boots, which makes you able to step over bombs, water and fire, but not ice or ffs. Also, PREVENTS you from picking up chips.

- An invisibility cape, which makes teeth monsters think you are still where you last were before you got the cape.

- A bomb squad suit, which allows you to destroy bombs without dying or using a block.

- An asbestos suit, which makes you impervious to fireballs and fire, but also gives you cancer (!) [that is, if you step on the exit with it on, you die.

- A rubber suit, which makes pink balls bounce off of you, but prevents you from going through the chip socket.

- Land mines, which you can leave and will blow up certain monsters, especially tanks

- SAND

- More thin walls (NW, NS, ESW, etc.)

- Fire blocks -- blocks that you can only push if you have an asbestos suit or fireboots. They melt ice (turn it into water) and turn water into sand

- ghost suit, which allows you to walk through anything, but you can't interact with anything, so you can't pick up chips, push blocks or exit the level.

- speed shoes, which make you run twice as fast as normal.

- hazmat suit, which makes you impervious to blobs.

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Had some more thoughts on this this morning:

 

- More keys of course, specifically black, white, silver and bronze (since there's already a "GOLDKEY"),\.

- A key thief that only takes one color key.

- Hover boots, which makes you able to step over bombs, water and fire, but not ice or ffs. Also, PREVENTS you from picking up chips.

- An invisibility cape, which makes teeth monsters think you are still where you last were before you got the cape.

- A bomb squad suit, which allows you to destroy bombs without dying or using a block.

- An asbestos suit, which makes you impervious to fireballs and fire, but also gives you cancer (!) [that is, if you step on the exit with it on, you die.

- A rubber suit, which makes pink balls bounce off of you, but prevents you from going through the chip socket.

- Land mines, which you can leave and will blow up certain monsters, especially tanks

- SAND

- More thin walls (NW, NS, ESW, etc.)

- Fire blocks -- blocks that you can only push if you have an asbestos suit or fireboots. They melt ice (turn it into water) and turn water into sand

- ghost suit, which allows you to walk through anything, but you can't interact with anything, so you can't pick up chips, push blocks or exit the level.

- speed shoes, which make you run twice as fast as normal.

- hazmat suit, which makes you impervious to blobs.

and an "escape artist" cape (to avoid traps) :)

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For anyone who plays Black Ops Zombies ---

 

There should be a specific tile, or rather, multiple kinds of them, to hide under blocks, and three or five of them triggers an easter egg song? Maybe one per levelset? 3 or 4 or 5 stepped on or whatever triggers a song? How about that? :P

 

It just shows you how much I play zombies.. :)

 

Also, grids bigger than 31x31, co-op, and new tiles are my favorite suggestions that are not my own so far. :)

 

Had some more thoughts on this this morning:

 

- More keys of course, specifically black, white, silver and bronze (since there's already a "GOLDKEY"),\.

- A key thief that only takes one color key.

- Hover boots, which makes you able to step over bombs, water and fire, but not ice or ffs. Also, PREVENTS you from picking up chips.

- An invisibility cape, which makes teeth monsters think you are still where you last were before you got the cape.

- A bomb squad suit, which allows you to destroy bombs without dying or using a block.

- An asbestos suit, which makes you impervious to fireballs and fire, but also gives you cancer (!) [that is, if you step on the exit with it on, you die.

- A rubber suit, which makes pink balls bounce off of you, but prevents you from going through the chip socket.

- Land mines, which you can leave and will blow up certain monsters, especially tanks

- SAND

- More thin walls (NW, NS, ESW, etc.)

- Fire blocks -- blocks that you can only push if you have an asbestos suit or fireboots. They melt ice (turn it into water) and turn water into sand

- ghost suit, which allows you to walk through anything, but you can't interact with anything, so you can't pick up chips, push blocks or exit the level.

- speed shoes, which make you run twice as fast as normal.

- hazmat suit, which makes you impervious to blobs.

 

I like these ideas too. Now it sounds like a third person shooter type of game without guns.. :P

 

- An asbestos suit, which makes you impervious to fireballs and fire, but also gives you cancer (!) [that is, if you step on the exit with it on, you die

 

lol?

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