idea - level layouts for strategy discussion

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jugemscloud
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idea - level layouts for strategy discussion

Post by jugemscloud »

i was thinking that if there were full level layout maps it would make showing particular strategies and paths for games easier and would add a useful visual element that you don't get with dialogue. yes you can watch a superplay to try to get an optimum route or through a troublesome section, but to make a video that demonstrates or explain something is a lot more hassle than opening a file and drawing a few lines on it. this is more about discussion and sharing of strategy, and individual's choices in a game rather than having 1 or 2 amazing playthroughs that everyone uses for reference.

how i see it - you would have the standard map/layout for a level with standard enemy placement (either where they setlle or where they first enter if they constantly move) which would then be annotated at any paticular point (red line = player movement, blue line = enemy movement, circles for bullet patterns etc) to show the players course through a level or how individuals deal will troublesome sections. this as i imagine it would be more a visual guide for people saying, this works for me or can someone get this pattern/chain to work.

does this interest anyone or is there something like this out there already being used for shmups?
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Jeneki
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Re: idea - level layouts for strategy discussion

Post by Jeneki »

I think commentary really is needed on most superplays to explain why the player is doing things in a certain way.

For example, when I was trying to learn how to max out medals on the first stage of Raiden Fighters. Replays showed how to do it, but not why the medals expand that way. Trying to recreate that on my own, I'd miss certain key elements that are absolutely essential, yet don't seem important without the proper context. Only after reading several faqs and experimenting for several hours did it click on why the replay works.

So yea, anything that shows strategy and then explains it in further detail is a good thing.
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MathU
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Re: idea - level layouts for strategy discussion

Post by MathU »

I've been thinking of creating full-level maps for a Darius Gaiden guide I'm creating actually. It just seems like an enormous amount of work. It's definitely something I feel would really add that finishing touch of completeness to a guide, but it's just so much work to create them in some cases.

I do think video annotations are extremely helpful though. This is one thing YouTube is really useful for.
Of course, that's just an opinion.
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Bee Cool
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Re: idea - level layouts for strategy discussion

Post by Bee Cool »

Does anyone have full stage maps of some Cave games? I remember seeing a few somewhere before, but I can't remember where.
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Jeneki
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Re: idea - level layouts for strategy discussion

Post by Jeneki »

360 Ketsui came with a booklet that has stage maps. It's been a while since I looked in it though, not sure how much useful information is in it. I'll check when I get home.

Edit:

Ok, I've got booklets that came with 360 DaiOuJou and Ketsui. They have a map of each level, with large enemies marked, bee locations, and some pics+notes on each level "section" and each boss pattern. Not a full map with every last detail, but there's likely some interesting stuff if you read Japanese.
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NTSC-J
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Re: idea - level layouts for strategy discussion

Post by NTSC-J »

Gamest and Arcadia have been printing full stage layouts of nearly every shooter of note for over 20 years, so it would just take digging through some back issues.

I've recently been re-collecting Gamest (I've got tons more back in the States), so I could scan some if people were interested in particular games. I got one the other day with a Sexy Parodius strategy that has adorable hand-drawn stage layouts.
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jugemscloud
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Re: idea - level layouts for strategy discussion

Post by jugemscloud »

i would be interested in ones for donpachi or the issue and mag they were in if they have been produced already.
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Ed Oscuro
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Re: idea - level layouts for strategy discussion

Post by Ed Oscuro »

I thought of doing this for Contra some years back, and that'd be a genre where it might have some chance of working.

The main problem here is that shmups are on a timeline - generally - and they're about timing and spotting cues. A static picture won't help you spot cues. Movies are the way to go for most things (I know that Bee Guides could make use of 2D pictures, and some have been made).
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Bee Cool
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Re: idea - level layouts for strategy discussion

Post by Bee Cool »

I'd be interested in level layouts from any of the following (in no particular order)

Mahou Daisakusen
Giga Wing
Armed Police Batrider
Battle Garegga
Guwange
Espgaluda
Espgaluda II
DoDonpachi
Batsugun
Muchi Muchi Pork
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Mero
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Re: idea - level layouts for strategy discussion

Post by Mero »

NTSC-J wrote: I got one the other day with a Sexy Parodius strategy that has adorable hand-drawn stage layouts.
I've got that issue (with layouts of the final 2 stages). Seeing them inspired me to return to the game and actually finish it.
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