- The level will probably take around 40 minutes for pros to complete. For low skill players this could extend past 60 minutes.
- Don't take (many) risks. In a 40 minute level it is rather easy to mess up at some point, even at an easy part.
- I have added wayfinding arrows for potentially problematic parts. The majority of the level is just go with the flow, but there are some parts where you WILL need your map active to see where the next apple is. Set your map's zoom appropriately.
- There are four gravity apples total. These are marked with a 'G' and a small arrow (triangle) indicating the change in gravity.
- You do not need to have pictures shown.
- Head finish or it doesn't count (this is important!).
If you're not familiar with the previous project please read about it here.
What's different this time?
This project will behave muchly the same as the first. The first major difference is the new hexagonal grid vs. the previous square grid. This will make the final level more interesting and less blocky in appearance. Each part is also slightly smaller, so this would hopefully make the level a bit shorter too.
Final lev layout:

Comparison to previous project:

Instructions:
Note: I am using dani's original post as a template, but I have edited some parts as necessary.
How the parts connect:danitah wrote: ↑5 Dec 2014, 07:42I got this idea to make a big Chain Lev where a lot of levelmakers make random parts, kinda. If you are interested, reply here or let me know. Since there are 64 parts, you would probably need to make around 5 parts. So you don't really have to spend a large amount of time. Will be cruise. I will explain more detailed how the lev should be etc later, now I just want to know names of people who want to joinAnyone is free to take part.
Parts will be randomly placed. So if you get a G-part it can go into any area where it says G on the map. If you want to trade or give away parts with someone, that's ok. It doesn't have to be someone in this list even, anyone is welcome. Just let me know so I can update the list. If you get more parts than you want, and don't know who to give it to, you can just say you don't want it and I will find someone to take it. Max 3 parts per levelmakers though.
Instructions:
1. Download your parts from the list and you can start making inside your area. Ignore the title of the lev.
2. Limits etc: [see the Google Sheet at the bottom of this post]. Limits are calculated taking into account pretty much everything I could think of. I will recalc the limits with each new submission. It's okay to go over the limit for your part as most mans will probably aim to be under the limit. Be considerate though, eg. don't use 200 vertices as this will drain the limits for remaining parts. The limits will probably naturally increase as more submissions come in. If you're the last submission you might have a lot to work with.
3. Grass, Pictures, Textures etc is optional. (grass goes to vertex limit)
4. Put at least oneplease. (note:
and
don't count towards your object limit)
5. The kind of lev you want to make is largely up to you. Just follow these few guidelines: It should be easy to finish on first try, no spots where you die easily, or apples that are easy to miss and not get back to etc.
6. Just a few tips for designing: The connecting areas you see in your part are just a suggestion. The suggestion is based on rider height x 1.5. Feel free to make it wider or narrower as appropriate, but try to keep the lowest part where it is to ensure smooth transitions. See graphic below for a diagram on how the parts connect. Also keep in mind that you are making a part in a continuous series of parts, so bike already has some speed when it enters your part. Similarly you should keep in mind that bike doesn't have too much speed when it enters next part.
7. Do not put your name, signature etc in the lev. I will make a map with all designer names when everything is done.
8. You can send parts to me wherever you want (Lauta PM, Discord, etc) Deadline: No deadline atm.
9. I will tell you if everything is ok etc.
When I have all parts, I will assign all parts randomly to matching letter parts in the layout. I might take a few liberties when connecting parts, to make everything flow well and look good. If vertex or object limit is reached, I will randomly delete unnecessary vertices and objects (parts with most vertices/objects will be reduced first).

Some additional notes:
Use dani's original instructions as a guide until I refine them later on. I would like to mention that the hexagonal shape is a boundary to build your part within. You can if you must, but try not to have your final part entirely hexagonal shaped. Please offer any critique or questions. Does the hexagon thing suck? Could it be better?
Chances are I made a mistake somewhere in organising this. Please let me know if you find one.
Download parts:
Participants:
https://docs.google.com/spreadsheets/d/ ... sp=sharing