HaydenStudios said:
Oh. Well, after playing through it again, I still don't know why.
It was because I'd already made this:
HaydenStudios said:
The path going up through the command tower was more interesting
Now you can't just ROFLMACHINEGUN your way to the top
HaydenStudios said:
So just played the new version. Lot's of improved dialog, good job.
I... don't remember changing much in that sense from the previous one. But thanks anyway!
HaydenStudios said:
I don't understand why you chose to remove those solid platforms up above in Grass Hills. It was much better with them. The signpost before hand did almost nothing for me. The slightly changed pyramid is okay though. The level design for the continued sunken ruins is much improved. I do think that you over used the spike though.
These and the new path up Command Tower (and the new start of Tunnel), are all things taken from Kaeso's other mod.
I would have liked to place the fake floor somewhere that took less time to get back to, but I couldn't think of any other place. I wanted it to be after you got the Fireball, which, together with the signpost, is more courtesy than the other mod offered... same goes for the signpost before the holes in the pyramid.
I thought I might get that critique about the spikes... but this was one of the few parts that I really enjoyed from the other mod, so I wanted to salvage it in its entirety.
If I was to reduce it, I wouldn't know where to stop
HaydenStudios said:
It would be best to remove the sandcrocs from the sand in the water, because you move slower in the water, so it's impossible to evade the sandcrocs.
Uh... you're supposed to jump from block to block. I put the skulls and bones there (they were not present in the original mod) precisely to let the player know not to just walk on the floor. Plus, you presumably just saved in front of the storehouse anyway.
HaydenStudios said:
The path going up through the command tower was more interesting, but too challenging for my taste
Well it IS the end of the mod. I had no intention of making an actual equivalent to Hell, but the idea is more or less the same (having to go through a long series of obstacles without dying, with a boss thrown in for good measure).
HaydenStudios said:
I could have sworn that there used to be a save point right outside where the Colons are being held... It would be nice to have a save point there. Also, I don't like how the door to the sanctuary is locked on your way back down, so you can't save your game there either.
Why would you want to save immediately before the end of the game? First time players could do that and then feel ripped off that their only save is now moments away from the end. That's why I locked the door.
Similarly, yes, I removed the save outside the Laboratory to prevent players from saving after beating the "final boss" (the Assassins). That's pretty much videogame logic 101.
I suppose I could have made it disappear after the fight, but really before the fight you can just take the elevator and go back to the Sanctuary and thus save even after the General's speech, if you wish to. You will then only have to ride it back and go through Ventilation again.
HaydenStudios said:
Anyway, nice added cutscene
Thanks! That took quite a bit of work. That's the point where I was trying to have smoke continously going. According to plan, there would have been puffs all over that particular floor that would stop as Curly stepped next to the hole.
I wanted Arthur to leap into the robot but turns out King can only jump to the right <_<
I also couldn't find the sound effect of the sword weapon so I had to settle for the closest I ran into. I didn't mean for the sword to move with that trajectory, but I decided it'd do.
...and I didn't want mini-Assassin to make noises either but couldn't prevent it.
HaydenStudios said:
and nice that you fixed the glitch with the Colons still having not teleported through when you have (almost making it look like you abandoned them!).
Yeah that was a major WTF moment.
HaydenStudios said:
I didn't see any jerky camera, so you must have fixed that at a certain piont, and I see you also fixed the door in year two.
Yep. Thanks for all the help with those
HaydenStudios said:
So, I have PMed you the copy of the release with the pyramid music added. I included a save in the folder so that you can get right to the level without any editing.
Great, thanks!
So what track did you replace with it?
HaydenStudios said:
But I hope that you do some editing to the mod for the purpose of fixing some of this stuff.
Doubtful... if you're more specific on how much you think I should cut from the spiky part in Sunken Ruins I could do that, but otherwise I'm quite happy with how this version turned out.
HaydenStudios said:
But some of your additions are pretty good. Mind if I use elements from your additions in my eventual continuation?
Sure, feel free to use anything!