Welcome to my guide! This guide will show you how to make a quality track in TDT. This guide is split into two main sections: Syncing, and Difficulty. Syncing is about making your track more synced to your song, both with blocks and spikes, and also the background. Difficulty has some tips and tricks to make your track more difficult.
Also, I will say, that I am no writing wizard. That means that you shouldn't expect this to be Shakespeare or something like that.
This section is about how to make your track more synced to the song that you have chosen. This includes: Choosing a good song, placing your blocks and spikes in the right place, and the Background Effects.
Choosing a good song
When making a TDT track, it's a good idea to make sure you have a good song chosen. This is important, because you want to have a lot of change in your track. Otherwise, the player will get bored and won't want to play your track.
When choosing a song, I recommend that you use a song that is generally shorter than two minutes. The reason for this is that when your track gets longer, you get bored placing blocks and spikes at the end of the track, therefore reducing the quality of the track. If you want to use something longer, you can use part of the song. Remember, however, that the rules say that you must use up at least one-third of a song. This means you shouldn't go over six minutes, if you want two or less minutes of track. However, if you happen to have more endurance than me, you can go for a long song if you want.
Also, the song should have multiple distinct, short sections, which are 30 seconds long. This is equivalent to a paragraph. If you have to write a paragraph that's short, you won't be able to fit all your ideas. If you have to write a long paragraph, you might run out of ideas.
A good example of a song is Heaven, which is the song used in the 3rd level of the Impossible Game. You can listen to this song at http://www.newground...o/listen/105753
Placing your objects and elements
In order to sync your track to your song, you must know how to place your objects and elements in the right place. This includes "filler" objects, and when to place your elements.
Sometimes, the notes are more than half a second apart, and you will have to place filler blocks. The filler blocks should keep you on the same level. The alternative option is a long jump, but there is a limit on how long it can be.
When placing elements, you should keep in mind that element changes should occur in between sections, and when they are used as a trap. This is really the only thing to say about elements.
When designing background effects, a good idea is to be consistent on when you change colors in between two sections of the song. There are two ways to place the elements there: On the change of element, and on the change of song. When you are doing it on the change of song section, place the changes when you feel there is change in the song. When doing it on change of element, do it the same way, but when it's next to a gravity switch, makes sure the change happens with the gravity switch.
As a final note, it's a good idea to tell a story with your background effects.
In this section, I will cover the tips in tricks in making your track more difficult. This includes traps, and inconsistency.
In making your track more difficulty, you should include plenty of traps. These traps may or may not include elements to trick the player. The point is to make the player take the wrong path. There are three types of traps discussed in this section.
The first type of trap is the element trap. The point is to use elements to hide the correct path. This involves using a lot of short "Objects Fly Up" and "Objects Fly In" elements. An example of such trap is:
The second type of trap is the split-path trap. The basic idea is that the path splits, and the player must remember which path to take. It's very basic, and is even found in The Impossible Game's "Fire Aura" level.
The third type is the hidden drop. It's when you have normal track, but there's a part where you have to intentionally drop out of the track to go onto a different block. If you don't, then there's spikes that you will always hit. They are hard to remember, because they simply occur in the middle, and hard to learn, often causing confusion. It is recommended to use those sparingly.
In order to make your track hard, you shouldn't repeat patterns too much. Introduce new patterns. Also, you can try making two patterns that look exactly the same, but have to be executed completely differently. The basic idea is to break the first rule of UI, which is consistency.
I hope this guide was helpful in creating a quality TDT track.