Wow, map editor looks suhweet and simple. I can imagine some very challenging jumps on the skinny levels.
I was actually thinking the exact same thing. I've been messing around with super skinny maps, and blind jumps from a gap to a rope on the
opposite side of the world are super fun to play with. I see lots of challenging maps being designed around this mechanic.
I'm not sure what our future plans for the map maker are but if based on what you was saying we will be releasing it to the public to play with maybe we should kick off a competition once the editor is finished (and has all monster types, traps and keys added) to see who can build the best level, no idea of the prize but I'm sure one or two of the dev.log readers would be interest right guys?
Noah and I were actually talking about that tonight. Since we're going to have 99 towers, I think it would be awesome to crowd-source some of it. It would be cool to get the users in on the development process and see the kind of maps they want to play.
Once we have a bunch of maps (and see the kind of challenges people are crafting), we can take the inspirations behind them and wrap them in our style for release. That way, a player could be jumping from rope to rope while dodging falling zombies and think: "Hey, that's my trap!"
I envision the first few maps of each tower being rather simple, just introducing the mechanics, then ramp up to Meat Boy difficulty by the end. I don't want the barrier of entry to be too large, but I still want it to be a challenge for gamers of all skill levels. It'll be a balancing act, that's for sure.