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Default levels

删除47字节2023年5月18日 (四) 15:24
Level Section
There are only 4 [[section]]s in the initial level. There will be a tutorial prompt every time you start, and you can skip the tutorial by pressing Q. Also due to the camera switch mentioned in the tutorial, this is the only map where the initial camera is oriented in the opposite direction to the path of the level.
The difficulty of this level is very low, and wide or concave roads are mostly used, with extensive use of protective [[guardrails]]. This level also introduces the [[box]], [[extra life orb]], [[transformer]], [[score orbextra point]], [[prop ball]], [[dome]], [[falling stone]], and [[slider]], but there are strict protection measures around the obstacles.
There is no paper transformer in level 1. This may be because the paper ball is uneven, and it is not easy for beginners to make it roll smoothly.
The help document accompanying the Ballance game mentions that "a [[score orbextra point]] is hidden" and its location is in the two [[box]]es built up above the large platform in the second section.
=== Level 2 ===
This level introduces [[side rail]]s, and it is required for wooden or paper balls to stick to it and pass. This will be the first difficult point, but fortunately, when the side rail first appeared, a platform was provided below it to ensure that the player would not fall.
In section 2, there is a a rail slop with a huge drop. This is also the game's first "stone ball rollercoaster" area. It may not be easy for the player to throw the stone ball to the upper rail to leave when the player tries for the first time, but the first stone ball in this section provides protection measures when the stone ball leaps, so that the player can continue even if it fails; although the second place has no protection, it provides an easily obtainable [[extra life orb]] which allows the player to repeat.
Players can also use paper balls to jump directly from the initial platform in the second section, which is very ornamental and easy to achieve.
In addition, 3-4 includes the [[turnstile]] and [[T-bridge]] as part of a small mechanism array (including a linkage mechanism).
=== Level 4 ===
There are no new mechanisms objects in this level, but the terrain is quite different from the first three levels: a large number of arches are used.
The first difficulty is in the first section, with the convex arch. Beginners can easily fall off here. Try to enter when the wooden ball is stable at the bottom of the concave arch wood in front, and try to not press extra other keys during this period, and only press the opposite key when the ball is offcenter. It is more difficult to get the last score orb extra point in this section: players need to go around the lamp post near the side of the convex arch to get this.
In the second section, as long as the stone ball is going down, press and hold the key opposite to the direction of the slide, and you can pass it carefully. If you still find it difficult, you can push down the boxes and prop balls on the highest platform as a buffer.
At the end of the fifth section, there is a wooden ball leap, and you only need to keep pressing the forward button to pass. Other than that, there are no other difficulties in this level.
There are no new mechanisms objects in this level, but a new surface ''[[Modul_16]]'' has appeared. It is a stone surface with a hole in the middle. Tracks are consistent. But unlike steel rails, stone balls can also pass through this road with a run-up.
=== Level 6 ===
The second section is the only [[checker grid]]<ref>The same road model also appears at the farthest end of the '''demo level''' in the original playable level. </ref>. Pay attention as to not fall through the hole!
The third section introduces the [[sandbag]]. This mechanism object often acts as an obstacle. Be careful not to be hit by it.
The fifth section introduces the [[swing]]. This kind of mechanism object is more dangerous for beginners, so a lower platform is also provided. This is also the only place where the original route of the original level requires the player to pass the swing in the state of a stone ball (though one can just use the wooden ball)
Additionally, this level has two continuous side rails. If one can get through 7-1, it should be easy here. (Press and hold two keys)
The first lift of the fifth bar can be a trap for first-timers. Push only 3 of the 5 walls.
This level also introduces the [[2-flap bridge]], and by this level, all mechanisms objects have been introduced.
=== Level 10 ===
The first section is particularly lengthy and is divided into three subsections. It is worth mentioning that the first sections of Levels 1, 5, and 10 that use ''Music_Theme_1'' as the background music are relatively lengthy and are clearly divided into multiple independent subsections.
This level is like a simple splicing combination of various mechanismsobjects, not difficult or challenging, so that there is only one sentence in the help document for this level: "If you made it all the way to this level you shouldn´t encounter any serious obstacles here."</ref>But this level is also slightly magical, and there are some design concepts of road surfaces and rails that are different from other levels.
Almost all mechanisms objects appear in this level (only the [[prop wooden ball]] and [[turnstile]] do not appear), so many [[mapping|mappers]] choose to use the NMO file of this level as the initial map template.
In this level, you can use a glitch to adjust to [[non-90-degree angle of view|45°]] and pass this level with a stone ball.
Level 11 contains 6 sections.
This level is mainly based on logic. This level requires players to think carefully about the logic that combines the surface with the mechanismsobjects. At the same time, there are still difficult technical challenges at the end of the 5th and 6th sections.
This level is also the only original level where the ball can pass directly through the [[SkyLayer]]; and it is relatively easy to use [[paper ball]] to pass by means of a [[gheto]].
The seventh section has a certain logic. Try to go to the upper floor in the state of a stone ball to observe how to reach the exit. This section also has a very large amount of shortcuts.
In the eighth section, the original route is for the stone ball to go on the convex wooden arch. Be sure to reach at least the end of the first log to get the extra life orb. (Or, if you managed to get to this section as a paper ball, you can [[gheto]] the stone transformer.
After clearing the level, there will be a [[Flying Saucer]] to pick up the wooden ball, accompanied by special sound effects.
After clearing the level, it is the same as the 12th level, and a flying saucer will appear to pick up the wooden ball. However, since the 13th level is the last level, there is no option to "go to the next level" in the menu displayed after clearing the level.
Some areas of this level are obviously poor in detail and slightly insufficient in design. In addition, this level not only has a ''[[stuck ballnon possum mori]] softlock '' that also appears in other levels, 13-4 even has a serious design flaw of a ''[[wrong ballnon possum vivi]]''.
=== Demo Level ===
# Birth or respawn: [[resetpoint]]
# Clearance: [[Balloons]]
Designs such as mechanisms objects are also added to the levels. The overall characteristics of levels 1 to 13 are from easy to difficult. The production of Ballance's original levels follows certain principles in terms of details and map design.
== Did you know ==
** There is a large section of 13-2 that has no shadows.
** There are two (abandoned) stone transformers at the high altitude of 13-4; if one dies as a stone ball here, there will be a [[wrong ball]] softlock, and the level can only be restarted.
** 13-5's stone transformer and score orb extra point are behind [[checkpoint]], and the sound set of the last section of the rail is wrong.*: And because the 13th level is a late release <ref name="release" />, and the production team disbanded shortly after {{source request}}, ; this statement continues to be supported.
* There is a long-standing legend in [[Ballance Bar]] that in a lost version of the Twilight zone, in addition to the 13th level "Speed", there are also the 14th level "Strength" and the 15th level "Ability", but this is merely a myth; there is no evidence of such. But, this also gave birth to the custom series [[Power]] and [[Ability]] "pseudo", and the Ballance Mod produced by [[Ballance Mod Loader Gamepiaynmo/|Gamepiaynmo The Loader plug-in]] directly added the "power" and "ability" selection function.
* The [[DepthTestCube]] at the end of Level 7 is not long enough. If the player deliberately goes off the path near the spaceship and continues to move forward, he will bypass the death zone and keep falling infinitely (causing [[stuck ballnon possum mori]]).* It is believed that the difficulty of level 10 is easier than level 9, and it seems that even the production team thinks so. <ref name="l10" />
* Except for level 12, Ballance's built-in leaderboard defaults to "Mr. Default", and the scores are all reduced from 4000 to 400 according to the tolerance of 400. The 12th level is occupied by "Mrs. Default", and the score is reduced from 7000 to 3400 according to the tolerance of 400.
* The speed of cloud movement in different levels is different. For example, level 12 (Maelstrom) clouds move faster, and if placed in other levels, the speed will slow down accordingly. The movement speed of the clouds in level 3 is also faster.
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