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== Current Design ==
 
== Current Design ==
[[File:hc11.1.png|600px]]
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[[File:HC11.0.png|600px]]
  
 
== Hardcore Iterations ==
 
== Hardcore Iterations ==
=== Version 1.0–1.4 ===
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=== Version 1.0–1.3 ===
 
[[File:Hardcore 1.0.PNG|600px]]<br><br>
 
[[File:Hardcore 1.0.PNG|600px]]<br><br>
  
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In early 2011, [[Creators#HatterTheMad|HatterTheMad]] finished a lava maze, and that was quickly entered into the HC system as a replacement for the other lava themed level, lava parkour.
 
In early 2011, [[Creators#HatterTheMad|HatterTheMad]] finished a lava maze, and that was quickly entered into the HC system as a replacement for the other lava themed level, lava parkour.
  
There was a 7 level system, HC 1.4, that existed between the 5 and 10 level system. A diagram does not exist for it yet. Like 1.3, its existence was short, and not all of the layout is known with certainty.
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There was a 7 level system that existed between the 5 and 10 level system. However, its existence was short, and the layout is unknown.
  
 
=== Version 2.0–2.1 ===
 
=== Version 2.0–2.1 ===
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Hardcore 10.0 was later updated to 10.1 to address balance issues with the three paths. In particular, the path of Tenacity was only completed once in HC10.0. Some other adjustments were made as well including replacing Paisley Prison with Construction, and making the entire final section no-sprint. In November 2020, it was updated to 10.2 to address additional difficulty issues. Overall, HC was made slightly easier to complete. The most notable change was removing Telepads.
 
Hardcore 10.0 was later updated to 10.1 to address balance issues with the three paths. In particular, the path of Tenacity was only completed once in HC10.0. Some other adjustments were made as well including replacing Paisley Prison with Construction, and making the entire final section no-sprint. In November 2020, it was updated to 10.2 to address additional difficulty issues. Overall, HC was made slightly easier to complete. The most notable change was removing Telepads.
  
=== Version 11.0 - 11.1 ===
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=== Version 11 ===
 
[[File:HC11.0.png|600px]]
 
[[File:HC11.0.png|600px]]
[[File:hc11.1.png|600px]]
 
  
 
Hardcore 11.0's design process began around the same time that 10.0 was being designed. Many ideas that were rejected from 10.0 due to time constraints were explored as possibilities for 11.0. One of the largest goals for this version was to eliminate the split paths, and replace it with a choice section, where players had to complete a certain number of maps out of a pool in order to advance to the next section.
 
Hardcore 11.0's design process began around the same time that 10.0 was being designed. Many ideas that were rejected from 10.0 due to time constraints were explored as possibilities for 11.0. One of the largest goals for this version was to eliminate the split paths, and replace it with a choice section, where players had to complete a certain number of maps out of a pool in order to advance to the next section.
  
Design followed a similar process to 9.0, where a staff design was created and then taken to greens in order to gather feedback. This time, it also included room for new maps, where greens could build maps tuned specifically for hardcore: the entire 'Endurance' leg was built uniquely for HC 11.0 by members of the community as part of a 'HC Map-Building Competition' in which greens were asked to design maps under specific constraints that are desired in hardcore maps. Such constraints include difficulty, checkpoint layout, kill potential, length, repeatability, etc. Some maps in other legs (Aether, Persona and Fissure) were also built specifically for this rotation.
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Design followed a similar process to 9.0, where a staff design was then taken to greens in order to gather feedback. This time, it also included room for new maps, where greens could build maps tuned specifically for hardcore (difficulty, ...) The entire 'Endurance' leg was built uniquely for HC 11.0 by members of the community as part of a 'HC Map-Building Competition' in which greens were asked to design maps under specific constraints that are desired in hardcore maps. Such constraints include difficulty, checkpoint layout, kill potential, length, repeatability, etc. Some maps in other legs (Aether, Persona and Fissure) were also built specifically for this rotation.
  
 
The end design resulted in the retiring of the split path leg, and the creation of 2 new legs:
 
The end design resulted in the retiring of the split path leg, and the creation of 2 new legs:
 
 
*The Choice leg, where 3/4 maps must be completed to advance. Each map is of a different type, allowing users to bypass one map type.
 
*The Choice leg, where 3/4 maps must be completed to advance. Each map is of a different type, allowing users to bypass one map type.
 
 
*The Endurance leg, where you must complete several maps of similar design / kill potential, or face a single expert map to bypass. (Similar to HC8.0's split design).
 
*The Endurance leg, where you must complete several maps of similar design / kill potential, or face a single expert map to bypass. (Similar to HC8.0's split design).
  
  
 
Notably, this rotation saw the retirement of several 'staple' Hardcore maps such as 4 Corners Dojo, Wolly Mammoth, Invictus, The Big Egyptian and Iron Door among others. This was due to a desire to 'modernise' the Hardcore system by highlighting what modern maps have to offer.
 
Notably, this rotation saw the retirement of several 'staple' Hardcore maps such as 4 Corners Dojo, Wolly Mammoth, Invictus, The Big Egyptian and Iron Door among others. This was due to a desire to 'modernise' the Hardcore system by highlighting what modern maps have to offer.
 
It was later updated to Version 11.1, swapping out most of the maps in the Choice section for easier options. The Endurance leg was also made easier by sending players back to HC8 when they die in HC9, instead of back to HC7. The Magic Tower was also taken out and replaced with Framed, an easier puzzle.
 
  
 
==Trivia==
 
==Trivia==

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