I'll start!
  • So far, my favorite user-generated maps are:

    (just add the number to the end of http://www.chaingangchase.com/maps/view/ )

    13 - for its scatteredness. It should be fun to play with lots of players.
    25 - for its artistic qualities.
    28 - It's a trumpet, right Fico?
    29 - because it's longer, has branching paths, and is well designed!
    32 - for just being mean!
    33 - for its symmetry and geometricism.

    To be fair, lots of these were made before the gameplay video came out. That said, most of the maps you've created are really really short! One screen is hardly a challenge!
  • Map #26 is.... Uh... Interesting! =P

    My favorite so far is 29, I like the use of longer rows of trees (instead of just individual ones) as it means players will have to cooperate to work around larger obstacles.

    I'm actually curious about the optimal map length; 3 screens? 5? 10?
  • I'm not sure what "optimal" is ... it really all depends on desired play length. Of course, that needs to be tested in-game to see what feels right.

    Currently, I haven't enforced an upper limit - or tested what the OUYA can handle.

    Although, technically for the map data storage (assuming worst-case every tile has a spot), I can hold a little over 8000 screens.
  • You see you shouldn't have told me that, now I'm just tempted to make an 8,000 screen map...
  • Assume it takes a convict 5 seconds to go across a screen, then it'll take them over 11 hours to beat that map.

    I get it! The map is the game! and you can save during the adventure! So much content and
  • Nonconformist589 and I seem to have similar ideas about testing the new switch system.

    http://www.chaingangchase.com/maps/view/115 (mine)
    http://www.chaingangchase.com/maps/view/116 (589's; actually impossible due to the trees on the final switch set up; gates 2 and 3 are brilliant though. gate 1 might be impossible as well, depending on the length of chain between convicts [my distances were playing it safe])

    I think the map creator could use a description of implemented logic:
    how on top of a switch do you need to be to activate it + the max chain length between convicts?
    do switches stay active once stepped on once?
    do all switches need to be activated at the same time to modify a gate?
    is there a duration to get through the gate?

    Also in the long term i might not hurt to add map creator logic to add, modify or remove switches depending on the number of players.
  • R2Keen2 - Thanks so much for writing, and for stretching the map editor as much as you have! (Hah! Stretching! See what I did there?) Your maps look great! We played Stretch at the last play test and it was awesome!

    Nonconformist589's is actually possible. The whole group can follow a single lane up in the final switch set up. Gate 1 was impossible until we took some trees out. Gate 3 was also impossible until we moved some switches over. 589 is my brother, so he had the benefit of me being able to tweak the map for him while we were playing. (I will have edit map functionality up soon!)

    The map creator definitely needs more documentation and demonstration of what's workable. I applaud everyone who's diving in without knowing what's going on. You are very brave.

    For now, here are answers to your questions:

    How on top of a switch do you need to be to activate it?
    A player need only be grazing a switch.

    What is the max chain length between convicts?
    Right now, 2 tiles. So 1--2 (where a - character is a tile) works. 1---2 does not. I should implement a circle centered on the sensor to show all tiles within range of a player standing on that sensor.

    Do switches stay active once stepped on once?
    Not currently. Switches are either on or off.

    Do all switches need to be activated at the same time to modify a gate?
    Yes. (Currently.)

    Is there a duration to get through the gate?
    No. Once opened, a gate remains open forever. (Currently.)

    Also in the long term i might not hurt to add map creator logic to add, modify or remove switches depending on the number of players.
    I have logic to remove any sensors higher than the number of players playing. This doesn't work for a Gate triggered by sensors set to Any, largely because I can't easily know which sensors to remove without making things impossible.
  • Yeah I could swear when i first looked at 116 the final gate had trees on both sides of the fences; but my mistake.

    I added a few more maps, I'll have to see if I can come with anything interesting now that I know it deletes numbered switches if it lacks the right player count. (couple of the new ones have paths for higher player count but the deletion will make them express routes; so i'll have to edit those when the editor is live).
  • It very well may have! I don't quite remember exactly which changes we made.

    Thanks for your creative efforts! If you think of anything that would help the creation process, or "wouldn't it be neat if I could ...." - let me know over in the Suggestions thread!
  • Try map 129... I want to know how it does and how it plays.