Essay on Building Principles |
![]() ![]() « Citoyen » 1620928500000
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Hi mice. After 10 years of building I've developed a thought or two on a few principles and twists on how to build in Transformice. First of all - this game is the best building game out there, PERIOD. A few big titles out there all seem to try and claim the title - Poly Bridge, Bridge Construction Simulator, the good old World of Goo - but none can deliver the dynamic and varied building that gets done in THIS one. BIG LOVE! Second, let's talk about how building is normally done. Build a bridge from spawn to cheese to hole, right? Simple enough! Not always - maps are hard, sometimes, and it can be a gigantic struggle to do it. After a while, though, even the toughest maps seem to get solved by industrious mice. I've done a few too! But I've spent a heck of a lot more time on easier maps which leads me to my first principle: Easier maps are more interesting! A little but personal, I'll give you that, but I find it to be one of the more rare opinions in the Building Circles (shoutout #divinity, #spiritual) where people focus more on the challenge of building instead of just building itself. To me, it's more fun when I can build a map 50 different ways than just a few. I'm not kidding either, some maps out there, you can easily find some 50 ways of doing them, some in more creative ways than others. The best maps, to me, are the big open ones that leave a lot of space for Experimentation! Can I use a rune to hold a plank and lock it after? Am I given the room to support a plank in a creative way other than a usual way? My point is: you can make a "difficulty 7" build instead of finishing a "difficulty 7" map! Easier maps may be easier but it doesn't mean you have to make an easy build. Some of the best builds I've done have been on so-called easy maps and they've taken me way more time than I'd spend on a very difficult map. As a verbal Rube Goldberg contraption, this leads me to a second principle: MOUSE SERVICE is underrated in building And what I mean by mouse service: accessibility. Making it easy for mice to either race or finish the map. No steep planks that mice have to walljump to get to the top - have to be able to run (or close to run) along a platform instead of having to jump. It's not possible on every map AND it's more difficult to build like this than it is just let them have a steep plank to get up somewhere. It can completely change how you build a map: @1303693 ![]() (steep) ![]() (easy) Now that's why I call proper mouse service 8-) Onwards! Principle 3: We should build for the sake of building and not for the sake of solving maps The key to become the best builder you can be is not to solve difficult maps but to become a master of every trick in the book and you can't find them all if you limit yourself to building 1. within TWO minutes of time 2. only using planks (shoutout allplankers) 3. doing every map with the goal to solve them. Most builder mice I know do practice a lot in buildtool (shoutout buildtool gang) and IMO, that's where the best building is done. Being able to solve difficult maps quickly is a good ability to have! But I'm very certain that anyone would become a better builder with more tricks in their arsenal. Every minute spent doing something differently is another minute spent learning. By doing as many different and new things as possible, you start to pick up on minor quirks you haven't seen before. One day a plank behaves differently, a box falls in a way you haven't seen before, or a bend in a link gives you some realization. Always strive to do things you haven't done before! Peek behind every corner for tricks! Those are some general principles, now for some personal ones: The aesthetic build is more desirable than the practical build I'd take a pretty build over an ugly build any day of the week. All the builds I consider my best have been pretty, at least in my own opinion. And most of them have been pretty difficult to build! Can barely describe the wonder I get from building something pretty, when the planks line up, when a beautiful pattern emerges *-* 2 examples: ![]() ![]() Another principle: Objects shouldn't move after you've spawned them This one is impossible to do every time. Some objects just have to move by design. That's just how building is, BUT if I can have the object stay in place immediately after it's spawned and not move, I'll opt to do that. It's part of what I call Building With Intent. See the build before you build it and stick to the plan. I can see how this one would confuse a few people.......but try think to about it: place your objects so that they don't move after. Finally: Precision is best practice I'd rather spend 30 seconds getting the plank to sit right than do it half-assed. I'd rather tear down half a build in order to get one single crooked object to sit right. It's time-consuming and laborious but it's worth it! The final build will be Clean and Proper. BONUS: a few techniques I've been using lately ROOFHOLD: @7851203 ![]() Using a rune to hold up a plank and locking them in AFTER you've placed them rather than BEFORE you've placed them ![]() SCAFFOLD: @66 ![]() Why oh why do planks never reach? Behold, the scaffold! ![]() It's very simple but applicable in a lot of maps! ![]() Cromulent! Well folks, that's all I have to discuss today. I realize that maybe 5 mice will read this and maybe 1 will take away something useful but alas, those are my thoughts! Thanks for your time if you stuck around and happy building. And may the 3 shaman queens bless your soul! And thank you Tig/Meli for making the best building simulator game that has ever graced this earth! Sincerely, Tact. Dernière modification le 1620928920000 |
![]() ![]() « Citoyen » 1620930360000
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Nice essay :D |
![]() ![]() « Consul » 1620935460000
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What's missing in this entire essay are easy mode and hard mode. You focus on divine mode solely as if those other 2 modes do not exist. That's quite disappointing. To use your words; just because these shaman modes are easier, that doesn't mean you have to settle for an easy build. You can be equally as creative when using these two modes as when you're using divine mode. |
![]() ![]() « Citoyen » 1620941640000
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#3 True!! But seeing as I don't have nearly as much experience in spiritual or building with those modes, I don't have the same passion for it as I do divine. That's just my 1 true love.. But you could ask Arnees for their thoughts on those modes :p |
![]() ![]() « Citoyen » 1620999600000
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Very well put tips, you could practically and dynamically "make" your own map with these! Here's to put a little more context on Divinity – realistically speaking rarely anyone in Divinity would prioritise creativity over stats, and high diffs only exist to limit easier solutions at the cost of freedom and creativity. As one player, puts it – most high diffs have more or less become an anticloud cave carving spam with veryyy limited spaces for your build supports, and sometimes it comes to an extraneous point where you're literally wondering if Elisa is punishing you for all your bad deeds. Unfortunately, it seems to be the only way to create a balanced gameplay in such a category of maps. To be honest, I don't find a fault with challenges at all, but they need to come naturally – and not from some kind of dictation through mapmaking trickery. Some diversity in building challenges is needed too! Many relate Divinity challenges to just All-Planking, when there are so many other things you can explore with the game's wild physics! It also doesn't help when people spam a bunch of twigpiles and simply pass them off as "PRO ALL-PLANKING". As if that is not bad enough, I've seen shamans putting down others for building differently from what's known as the "standard" solution, and it saddens me to hear that building out of the norm is being seen as an invisible crime today. Baseline is: it all boils down to how the individual player wants to build, and module rules can only do so much. A map can be as linear and dull, just as you want it to be as fun and challenging. If something has to change, it's the attitude towards sham building! We need to encourage a building culture that EXPLORES! |
![]() ![]() « Consul » 1621068000000
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I disagree with your principles, but as long as we can respect each other's way of thinking, we can all be friends. I will always put efficiency and speed high as priorities, safety and ease of use too. Using elaborate constructions just for the sake of building and finding complex solutions to maps that can also be solved with 5-10 clicks is fine but not a priority for me. I feel this kind of thing belongs to utility, or divinity or private rooms, somewhere other than public rooms in general, where players just want to get some cheese, and fast. But yeah, I recognize the usage of developing your building skills like that too, you never know when you might have no other option but build the "extreme" option. I'd like you to give some tutorial on maps with reverse gravity, for every mode. That's one of the areas I sometimes fail, and some maps with very strong wind, but that's more rare. In general, these maps are really rare so I don't have the chance to practice them much. I should spend some time practicing them in training etc, but yeah, my time is limited, sadly. |
![]() ![]() « Sénateur » 1621261920000
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i really like those kind of builds, but it's impossible to do that in public rooms for basically 3 reasons: throwables, time and rushing people. also, as Barberserk said above, efficiency and speed is more important in a public room, so you can get more saves |
![]() ![]() « Consul » 1621280340000
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Kanskje a dit : And give more saves, (cheese), that's equally, if not even more, important. I feel obliged to give everyone cheese, just as I expect the shaman to help me get cheese when it is not my shaman turn. |
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i believe there could be some potential in writing bout undervalued skills and showing off them they could have good purposes, if youd be willing to write about that. all i see is meta skill uses, but no one talks about undervalued skills of potential uses (or not) for the triangle, S skill, runes, and possibly more on top of my head, that at this point their purpose is just to exist on skill tree really... Dernière modification le 1621687020000 |
![]() ![]() « Citoyen » 1622585760000
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Just as a disclaimer, I'm talking about building here in the purest sense: building just for the sake of building, outside of the Actual game of saving mice. I'm talking about construction! Not saves |
![]() ![]() « Citoyen » 1622652300000
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Nice. Thanks for the detailed write up! |
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I've been groping to build them since I started this game too. I've spent a lot of time as a Divine shaman, but only recently have I learned and wore normal shaman techniques.but I wasn't interested in normal shaman at first so I regret it... It changed my view of the build, and I feel that my horizons have expanded. The opinion of your mouse service is very nice, I'm also trying to actually build a kindly for the mouse But,I didn't agree with Principle 3, the best skill improvement I've ever felt is to learn from someone else's build No matter how much time and days I spend on the same map, it's easy for someone to achieve different solution.I can't think of it myself I think my aesthetic also requires the skill to handle all of them on the plank, But I think it's a great shaman to master all the objects. And trying to solve advanced maps will give you more inspiration and a wider range of idea for build. Well I think they depend on their purpose, I also like to collect different solutions, but When I do that I aim for something simple and sophisticated. It entertains me like an advanced puzzle game Thanks for the nice essay!, for the shamans' comrades This is a sentence written by translation Excuse me. |
![]() ![]() « Citoyen » 1629577560000
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#12 Really happy you got something from it :) and really happy you enjoy building! shamans rule! |