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'''Map Components''' are what the player has to navigate in order to make it through the level. There are a number of kinds, some which are used as methods of travel while others are intended to kill the player. The layout of these make every level unique and of varying difficulty.
'''Map Components''' are what the player has to navigate in order to make it through the level. There are a number of kinds, some which are used as methods of travel while others are intended to kill the player. The layout of these make every level unique and of varying difficulty.
'''Blocks'''
Blocks and other surfaces are the most common components and construct the basis of a level. There are many different shapes and sizes. Just about all can be jumped upon and serve as platforms. However, colliding horizontally with a block will kill the player. Diagonal slanted blocks were introduced as of v1.8.
'''Hazards'''
Hazards introduce difficulty into a level. They will kill the player if touched in any way. Spikes are the most frequently occurring and are often jumped over. Saws which are first encountered in [[Clutterfunk]] are typically larger. There are also flat surfaces which similarly kill the player if touched, even is slid over from another surface.
'''Pads and Circles'''
Pads and circles influence the direction of travel. Pads only need to be touched to activate their effect, while circles need to be tapped as the player passes over for them to function. There are three variants identical to each.
*Yellow initiates a jump larger than normal, introduced in [[Back on Track]].
*Purple initiates a jump smaller than normal, formally introduced in _ .
*Blue changes the direction of gravity, formally introduced in [[Theory of Everything]].
Although these components are often part of completing a level, they can be positioned in such a way that redirects the player into a hazard, needing to be avoided in such instances.
'''Portals'''
''For the complete article, see '''[[Portals]]'''.''
'''Cosmetics and Effects'''
A number of components are purely cosmetic, or may have effects applied to them. The music can be connected to background posts which pulse to the beat. Others may be used as markers to identify routes or hazards. Physical objects can cycle through colours and complete visibility, which may also be distracting to gameplay. In contrast, what may look like physical objects can also be background objects, which may again fool the player.
'''Background and Transition'''
The background can change colour and sometimes its pattern as a way to create a more vibrant gameplay experience. Other map components can enter and leave the screen, not physically affecting anything, as further visual enhancement, but may reduce the amount of time the player has to react to their entry.
[[Category:Level Elements]]
[[Category:Level Elements]]

Revision as of 10:34, 14 August 2014

Map Components are what the player has to navigate in order to make it through the level. There are a number of kinds, some which are used as methods of travel while others are intended to kill the player. The layout of these make every level unique and of varying difficulty.

Blocks Blocks and other surfaces are the most common components and construct the basis of a level. There are many different shapes and sizes. Just about all can be jumped upon and serve as platforms. However, colliding horizontally with a block will kill the player. Diagonal slanted blocks were introduced as of v1.8.

Hazards Hazards introduce difficulty into a level. They will kill the player if touched in any way. Spikes are the most frequently occurring and are often jumped over. Saws which are first encountered in Clutterfunk are typically larger. There are also flat surfaces which similarly kill the player if touched, even is slid over from another surface.

Pads and Circles Pads and circles influence the direction of travel. Pads only need to be touched to activate their effect, while circles need to be tapped as the player passes over for them to function. There are three variants identical to each.

  • Yellow initiates a jump larger than normal, introduced in Back on Track.
  • Purple initiates a jump smaller than normal, formally introduced in _ .
  • Blue changes the direction of gravity, formally introduced in Theory of Everything.

Although these components are often part of completing a level, they can be positioned in such a way that redirects the player into a hazard, needing to be avoided in such instances.

Portals For the complete article, see Portals.

Cosmetics and Effects A number of components are purely cosmetic, or may have effects applied to them. The music can be connected to background posts which pulse to the beat. Others may be used as markers to identify routes or hazards. Physical objects can cycle through colours and complete visibility, which may also be distracting to gameplay. In contrast, what may look like physical objects can also be background objects, which may again fool the player.

Background and Transition The background can change colour and sometimes its pattern as a way to create a more vibrant gameplay experience. Other map components can enter and leave the screen, not physically affecting anything, as further visual enhancement, but may reduce the amount of time the player has to react to their entry.