Editing Hardcore

From MINR.ORG WIKI

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 181: Line 181:
 
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.
+
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:

Please note that all contributions to MINR.ORG WIKI may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see MINR.ORG WIKI:Copyrights for details). Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)