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Harashin: The design level of the new map "Layer Rock Giant Abyss" in version 2.6? Everybody thinks so

It feels like the map of the original god is now more and more exposed to a problem, or characteristics, that is, its design concept seems not to be "to make a map that can be played", but to "make a map first, and then add some accessories to make it playable". The dominant design is "good visuals, looks good", not "can play, fun"

Harashin: The design level of the new map "Layer Rock Giant Abyss" in version 2.6? Everybody thinks so

For example, there are a lot of high scaffolding in this strato-rock abyss, which looks quite spectacular, but I can't climb up, and I fought with it for half a day before I found that there is a platform behind it to strengthen the jumping ability.

Although this design may be conducive to the map to look better, but no matter how good it is, it is only a moment just entered, and then the player begins to explore the map all the time by a variety of counterintuitive underworld design disgusting, and finally finally explore the early disgusted never want to go again, before the Yuanxia Palace has this problem, now the stratolite seems to be more serious.

It is still recommended to use this "visual first" design only at certain landmarks, where puzzles and quests are less played so that players can go in less. For areas frequently entered by players, it is better to use the "play first" design.

The bgm Miha Tour of the underground part of the stratolite actually experimented with a new design. (Hara Shin also began to be a test field hh)

Harashin: The design level of the new map "Layer Rock Giant Abyss" in version 2.6? Everybody thinks so

This design is a Tibetan audio track. The bgm in the underground part is actually a song in an area. There is only a distinction between combat status and non-combat state. In the non-combat state, there is only accompaniment, which is long and soothing overall. In combat, the track of a core instrument is added to the original. After adding several instruments to play the main melody, the overall feelings are pulled from long distance to excitement at once.

The advantage of this design is that everyone will never hear half of a bgm again, stop when the monster is finished, and then the non-combat bgm is played from the beginning. In the future, everyone should not see comments like "It must be very gua sha to listen to this song" in the net suppression cloud of the stratolite bgm. The overall increase in the integrity and coherence of the musical experience is very immersive.

The last time I saw this design was in The Union of Isaac the Lamb. Isaac's track is an electric guitar, so the combat state is very intense and very fast-paced. However, I didn't expect that Miha yu also chose this design in the bgm of the stratigraphic rock, coupled with the soundtrack of Teacher Chen's alpine elevation, it can be said that I am really comfortable.

Harashin: The design level of the new map "Layer Rock Giant Abyss" in version 2.6? Everybody thinks so

However, I think it may also be because Mihayu first adopted this musical design, and as a result, I don't know what problem caused the layer rock area of ios today to have no bgm. It can only be said that one code is one code, and the bug should be fixed early

A friend in the comments section said that Thor had this design. Another friend mentioned that Neil was also this kind of design and learned it. It seems that many games with excellent music will try to increase the immersion of players with this design.

Also, the bgm of the rock nail area I blew up!

As I explored deeper, I sensed a little more, always unable to find the right place, the underground is too much like a maze, and the z-axis map, I am a little lost, I don't know if it is my problem

Harashin: The design level of the new map "Layer Rock Giant Abyss" in version 2.6? Everybody thinks so

And the task of Juyuan is a lot of tasks to talk about one thing, and at the same time to expand the branch, I think it is great, so that there is a complete sense of experience, some tasks are short and independent tasks are difficult to have any deep understanding. I think the mission is either a long single mission, so that there is enough time for the character and plot psychology portrayal, or a short chain or side quest, even if it has nothing to do with the main line, but it can also supplement the main plot and task and fill the pit.

PS: Some of the manuscripts are not original, and the infringement contact is deleted

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