Accuracy in levels
It takes a lot of accuracy to beat all the level's objectives. The
primary ones, not bonus. And it takes a lot of skill to be accurate
when firing. So it is very important to make accuracy based
objectives. The bonus objectives are really hard to get. Harder to
reach objectives are fun when based on weapon accuracy. Talking is
basically a good support for team work. So making ventrillo or team
speak support. Objectives are actually very small amounts of data,
but can take a huge place on the hard disk drive and on random
access memory. Memory banks business has a lot of problems with
small, but extensive ammount of data. To build a level, it will take
a very solid draft first. Unreal tournament 2004 has a very
challenging single player and multiplayer. I think that forest levels
can be awesome to play if done correctly and they provide accuracy
challenge. A good example be a small rectangular geographic level
with most objectives being at small altitude. Especially if there are
monster protecting it. A good example of such level design would be
a combat arena with 4 very hard places to climb on. Means it takes a
lot of weapon accuracy to even have a chance at bonus objectives.
Team speak can contribute to the accuracy and if there is enough
loyal team work. The hard to reach objectives at locked non standard
mission doors and higher altitude take a mastery of effort to take.
Wild forests are scary, but fun to play. There is enemy danger and
animal monster type danger every where, which is why it is fun, as it
is challenging. Challenge makes a level fun, which makes the game
fun. And challenges in life are fun too. Avoiding challenges is smart
if you are not ambitious and don't want to appear arrogant, but
avoiding challenges in life, just like in levels isn't much fun.
To apply accuracy in levels, use challenging monsters and opposition,
carefully pick challenging attack spawn points; for example in unreal
tournament 2004, skaars are really much fun to fight against.
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