Maz wrote:Cut could probably do LS, too, since he has arguably the most experience in this level (e.g. I for one don't actually know how to play part 3 perfectly). Who's willing to do SBTC though? Part 3 is an absolute mess, so count me out on that.
Do be honest, for now I'd just link all the videos for SBTC3 (Mountain Goat has a video that shows taking the Green Gem for 7500 points in combo with a final score of 111.809 I believe) and wait until we found out how to get 130k.
Maz wrote:Also, something which totally slipped my mind until now since we are all PC-Players anyway: Do we just simply make walkthroughs for the PC-Version? I mean, there's things like the Lum-Glitch, the missing Vortex in FC4, a platform-dependent amount of hoodflyers in TOTL3 etc. What to do about that?
These parts are usually specific enough to just write different versions for these parts. I believe that almost all combos in this game should be explained in multiple different versions with several difficulty levels and point outcomes. The platform difference versions are actually pretty easy to hande since they usually don't affect the order of how a part is played. Different versions of other combos might very well though (just think of all situations where one difficult combo can be split up into 2 at a reasonable cost of points
I actually came up with a concept of how to deal with different combo versions (from my own document):
you enumerate them in a 2.1, 2.2, 2.3 fashion and use colors for each number
Green: this is the recommended version of this combo. It's well balanced between point outcome and difficulty, and usually suitable to reach the maximum score in a level
Red: this is a (much) harder version of this combo, yielding significantly more points. It should be chosen when the player needs extra buffer due to point loss in other stages of the level. Also, sometimes the nature of a level requires to play a (or all) red combos to reach the maximum score (in FC for instance, because you technically have no wiggle room at all)
Yellow: this version yields less points than the recommended version and is easier. It's not recommended for players, who are aiming for the maximum score in a level, however it's a useful version for weaker players
Blue: this version is only available to certain platforms. It has substantial advantages over the version that is playable for everybody, because otherwise it shouldn't be mentioned in the walkthrough, as it tries to keep platform-differences as minimal as possible
Violet: this combo is historical and wouldn't be played this way today, however it was known as the best version to play this for a long time. Versions like this will be added to the solution occasionally to demonstrate how the game has changed over the years
2.3 A: the "A" indicates, that this version changes the order of how this part as played, or affects future combos. Should there be another version with an "A" in it at a later stage of the part, that version has to be played if this version was played. Also vice versa, combo "5.3 A" can only be played if you played "2.3 A" beforehand
so that brings us to another important issue: the formatting. Every player has a different writing-style and that's cool, but IMO things like the version enumeration should be universal for all walkthroughs, so we have to agree on something here.
I also want to suggest that every Level should have an Overview at the very beginning. It gives a quick introduction-text, quick links to all relevant videos to this level and an overview of how many points are possible in every part.
Also, something I came up with in my own walkthrough is Checkpoints. Checkpoints are placed at certain points within a part, and they can be used to see whether a player has a score that's still suitable to get the maximum score in this level. This is very useful when a player makes a little mistake and is not sure whether to restart or continue. An example for this would be, if for instance in Hoodlums Headquarters part 2, after the 2nd room, you would just say "Checkpoint: 56.800 points", which means that if the player is below 56.800 points, he usually can't reach the maximum of 109.009 points anymore. If a level has multiple maximum scores, obviously there has to be multiple checkpoint-scores. Of course it's up to the writers judgement of what he thinks is a good time to put a checkpoint in.
EDIT: also just a quick heads up, the Rayman Combo Manager drives me nuts right now, but it's making progress. New features are:
- change captions of same point values (so instead of +10 points always being labeled as "Y", there is now different labels available for every point amount)
- convert your combo into text with one click, that can be copied into your walkthrough easily
- combo-database. Allows you to save all your combos within the program, sorted by levels and parts, arranged in a tree-structure. Give your combo a name, say in which level and part it has to go, and save it in your database. Then come back to it later, pick the combo you need and get all the information with one click.