(Topic ID: 329883)

critical reactor

By Bmad21

1 year ago



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    #1 1 year ago

    After two to three years and over 70 saves my layout for a new game is almost finished.

    Key:
    Rectangles are ramps the only two are not static (gottlieb star gates) are ones that feed the top center shot.

    The plung is fed to the skill shot.
    The boxes with X are VUKs and scoops.
    The long mangenta rectangle on the top right is a vari target.
    The top center saucer is covered over with a sculpt.
    The entry ramp just deposits the ball on the right.
    The ball exits on the lower right scoop and enters on the top right.
    Singular pop bumper in the middle.
    The hole on the right is another scoop.
    Targets are magenta
    Drop targets are gray.

    Still have to add lights and flesh out the modes.

    Core Game play.
    Activate the reactor to teloport.

    What do you guys think?

    Layout copyrighted 2023

    critical_Reactor.jpegcritical_Reactor.jpeg
    1 week later
    #2 1 year ago

    It’s hard to tell from the diagram exactly how the ramps all hook up. I’m sure it makes perfect sense for your eye since you been looking at it for a long time, so it’s not a criticism just that I can’t quite tell what’s going to happen when the ball gets up there. The only true test as to whether or not it’s fun is to cut it and see how it shoots. And there, fun is subjective what some people like is different than what others like.

    As for me I notice a relative lack of closer in high risk shots. If I were playing your game, I would take a strategy of shoot, catch the ball and take the careful aim for the next ramp.

    I say cut it, give it a go and iterate. Any project I’ve been in and has taken at least three Whitewoods to get it playing, right

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