tom, part of me would like the complex maps.
However not exactly like mota.
in level1, there are a couple chasm traps, and a lava trap.
Or is that a fire trap.
Ok, simple, but good for starters.
You could add that the chasms had lava or spikes in them or both.
Burning ropes?
Well if we put them in then we would have to have ropes in areas you didn't need to ever go up again. ie in level2, where you need to jump down a rope to get some items you could have a burning rope, since you don't need to go back. I am not sure about vanishing platforms but with bridges and such like the one in level2 you could have it that once over it the bridge would have to go back up and well.
I usually run across it so you could time it for a bit I guess.
You could also set the statues to automatically lock again aafter you unlock them and open em but then you couldn't have monsters in the enterence point of a room they would have to be in the end or something so the player would have time to run through. At this stage though I think you should just finnish the game, ofcause if like the origional monti, you had platforms and portals that would rock. You could have other ways to do things in say level2 chasm, you can pull the bridge or wait for a platform, each platform is obviously say 2 jumps wide, this one would be say 3-4 jumps.
In the middle of that platform could be a portal.
if you jumped to the right place then the platform vannished you would fall into the chasm but enter the portal, you then could have a bonus level where you picked up items. at the end of that level could be lava which you would jump into, and then enter another portal. you could then be at the end of the chasm on the other side say 3 steps from the edge or a couple meters.
Ofcause this portal would have to be semi random or the items could be.
You could choose to jump things or just do a couple jumps portal then get things with the potentual to get something.
However I'd fall short of being to haisty on modifications.
You really need like 20 levels for what I am thinking about.
1/2 keep the same every level after 2 add a new trap or whatever.
till say 12, add more monsters and things maybe places to jump.
Another idea is to get unlockable traps.
You can find a trap, say the spikes in level2.
If you jumped one sets then jumped the second but immediately say within a 5 second period steped back onto the spike you could get it or get something falling which you could get.
It would probably work better for the blade.
you could jump the blade or whatever.
if you walked over the blade while hitting enter, well if you didn't have the sword you could get that if you already have that you could get more power added to this you could make some bosses more powerfull. Ofcause you couldn't just hit walk and enter, say a combo like alt control right shift and enter once over the blade you would have 5 secs to do that else you died or something. However you may just like to do stuff as it is and make say an expantion pack for mota, I think a lot of people aspecially for those that have been waiting for the origional game for a while.
Right now as it is I think its ok.

At 05:51 p.m. 20/01/2011, you wrote:
Hi everyone,

Here is a little something I've been thinking about for a while now,
but have been to occupied building the Genesis Engine to really think
about Mysteries of the Ancients specifically. So now that the engine
is pretty much squared away at this point I can now focus my full
attention on designing Mysteries of the Ancients. Which is precisely
what I am going to be doing over the next few weeks.

In brief my ideas and thoughts have been surrounding the level maps. I
don't know about you personally, but I can't help but think that the
current levels, levels 1 and 2, are just a tad too simplistic for my
liking. Basically, what we have currently is a simple split level map
with an upper and lower level, and about 20 rooms in a 20 by 300 grid.
Otherwise it is just your basic side-scroller starting from the left
side of the screen and ending on the right side of the screen.

However, yesterday when I picked up my game pad to test and play
Mysteries of the Ancients it brought to mind all of the classic
side-scrollers I use to play when I was sighted. One of the big ones
is puzzle elements. Montezuma's Revenge is a great case in point.

One of the things that made Montezuma's Revenge such a great game is
that there were 11 2d mazes the player had to solve in order to beat
the game. Each maze had 25 rooms spread out over five floors. There
were various other puzzle elements throughout like vanishing
platforms, color coded keys required to unlock doors, burning torches
to light dark rooms, force fields, and so on. Plus there were traps
like fire pits, chasms, burning ropes, etc to jump over/avoid. In
short, in terms of the level maps alone games like Montezuma's Revenge
is far more complex and I can't help but feel as though MOTA doesn't
quite live up to its full potential as a treasure hunting game.

Another game that strikes me as another good example is Tomb Raider
Prophecy for the Nintendo Gameboy. While the levels themselves were
not as complex as Montezuma's Revenge in design they were more
difficult in terms of traps and puzzle elements. For example, there
were trick doors that when you pulled a lever they would open and
after a couple of seconds they would close again. That made it a real
challenge to run through the door before it smashes  you flat or locks
you out of that chamber.

Basically, what I'm saying is that I know I can do a lot more to make
Mysteries of the Ancients a much better game. Add more puzzle
elements, add a better maze design to the levels, and add more traps,
etc to the game. All of these would be over all improvements to the
game itself in my book.

However, my worry is that if I take a little time perhaps an extra
month to really redo the game and add these new revisions I'm going to
take a lot of unnecessary heat from the community. I've already taken
enough heat for various things like switching programming languages in
the middle of development, attempting to add cross-platform support,
and other things like that. I really don't want to make people any
more upset or frustrated with me than I absolutely have too.  So it is
up to you if you really think these revisions or worth it, or you want
me to just complete the game without them.

Finally, if we do decide to go with the more complex level maps we
have a couple of ways of going about it. We could base them off of a
game like Montezuma's Revenge, which is what this game started out as
to begin with, or we could just create some all new original maps. Let
me know what you think.


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