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Beta 4: Dr. Demented's Den
#51
Vern: Wow.. not even sure where to start with a response. My suggestion for now, skip section 1, and head straight to section 2. There were already some things I planned to do with section 1 based on comments that have already been made, but I'll rethink a few other things as well.

If you start again, try starting in 15898. The trip to the edge of Troll kingdom is necessary to get the keys that get you to this point.

I'll put another update tomorrow with lots of changes to area 1 only. There's a few things I need to think about...

Also, understand that area 1 was the first area I worked, where I was fighting the most with the level builder. Things such as impossible to get at coins, and layering issues are always going to be unintentional, since I hate those things. Just like I hate invisible keys. I'm happy to see those issues pointed out so that they can be stamped out.

I'll work in another save point... I'm wondering if I should simply reinstate the save point that I took out. Well, I'll rethink it anyway.

I do appreciate the feedback and the directness.

Thanks!
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#52

15696 - For the top-left moving platform that appears out of thin air in this room… I'd make it a black bat platform. Somehow this conveys to me that it might move between rooms. Other brick-looking platforms don't convey this to me for some reason.


The problem is, there's real advantages of using any other type of platform rather than the bat platforms - especially the black bat platform, and it's limited functionality is easily mimicked by other platform types. The only thing the other types don't have is its look.

A problem I had using platforms is that they basically have the same options in the editor, but many of the options aren't honored by all moving platforms. Issues like this made the editor an unfriendly tool for me initially. It was about as frustrating for me as the trollish door puzzle was for others. Wink.

Anyway.. this isn't really the right thread to go off on editor / moving platform issues.

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#53
First, there is no need to reply individually to each item here. Reply only if you have questions and need clarification, or have already fixed something.

Understood, but it serves as a sort of checklist for me, and potentially for other testers, who may be looking to see if something mentioned has been fixed. I know that when testing I would sometimes go through the responses when I was preparing to submit a list of issues. Tell you what, I'll edit out any praise, and trim things down as much as possible. It's still long, but I'm OK with that. I feel better responding to various points regardless of whether you respond back. Besides, I never edit something like that in the web browser - I always do that in a separate editor and copy/paste it. Too much frustration otherwise. This mansion is turning into more of a collaborative thing, which I'm grateful for.

15896 - Lower portion of bricks above pillars need to be in layer 6. (Jack can jump and have his head poke through.) Fixed - yeah I don't like this sort of thing, either.

15897 - Look into music ID here. I had a weird error message regarding music when entering this room the 2nd time. Noted. I'm going to be going through every screen to make music decisions when everything else has been done. What's been happening I think is that I go for the hot key to go to a different room, and accidentally hit the key that brings up the room details. The first field is the music field, and I've already started typing the room number and hit return. This all happens very quickly. Before I realize what's happened I've messed up the music for a room.

15897 - My preference would be to not have as many things appearing out of thin air. In this case, the bat platform going up. Or at a bare minimum, make the trigger's action permanent, so once visible, it stays visible.

I've actually established a convention within this mansion. Did you see the green tile with the bat symbol? I've linked the blue tile with the blue bat platform,
and the green with the gray/black platform (since i don't have a gray block with the bat picture). Every time I have a trigger that makes a bat platform appear out of nowhere, there will be such a square. The problem with platforms is sometimes they can get in the way of other things. I think there's often a time and a place where it makes sense for the bat platforms to stick around, but so long as you have an obvious way of triggering them and you stay consistent, then it usually doesn't matter if they're always there or not.

15697 - It's difficult, but possible to jump from the falling-platform on the upper-left to the area to the right. I'm guessing that's not intended. Nope, fixed with a ladder that can't be reached from the bottom.

15697 - Because the bricks the skeleton spider is walking on are in layer 6, his feet aren't visible -- the pseudo-3D brick fringe covers them. The bouncing eyeballs look weird too. Yep, I
discovered
that functionality somewhat late in the process - at about area 4 or 5, and have been scrambling to go back in and fix it everwhere I see it. Area 1 was probably the worst when it came to things like that. I'm constantly looking for areas like that to fix.

15696 - For the top-left moving platform that appears out of thin air in this room… I'd make it a black bat platform. Somehow this conveys to me that it might move between rooms. Other brick-looking platforms don't convey this to me for some reason.

The main reason it was done this way was one of functionality. I wanted to platform to head off in one direction and suddenly change direction. Black platforms don't change direction, which ruled them out. I initially didn't want two platforms where one could have done everything - it gets awkward. I didn't want to blue, because there are times when I think it's really clunky that Jack has to jump to make it go off in a different direction - this was one of those times. Also, I didn't want the platform to be able to retrace its pathway.

Secondly, players looking to get onto the top ledge area in 15896 will be totally lost, since there are no visual clues in 15696

Well, I *did* intend for this key to be fairly hard to get to. Keep in mind, this is a non-critical pathway. What I probably needed to do for this would have been to ensure that the red trapdoor was visible at the very least. I was also hoping that the coins on the upper portions, might be enough to entice some players (esp. those looking to get everything). I also thought that the fact that a platform in the next room to the left made it easy to get to the top, would have been a clue that there was something up top that was worthwhile to get. Players grabbing the coins would have found the platform.

The general philosophy that guided these sorts of things was that so long as they weren't on a critical pathway (one required to get to the end) it was OK. I didn't really WANT everything to be instantly obvious so that on the first time through a player was able to end up with 100% without having to work for it. That being said, I still didn't want them to be impossible. I did want the players who made it through to be a bit disappointed when there was a small bonus room or two that they couldn't access because they missed something or wind up with 60% secrets (you know, it wasn't until I'd started playing custom mansion in the first game that I realized the percentage had NOTHING to do with the treasure that was found. Throughout the included mansions I had no idea what it was associated with. At first I thought it was the percentage of treasure found.)

But in any case, one thing that does definitely need changing is once you've ridden it down into 15896, if you then mess up on the gray falling platforms and fall into the *lower area* of this room (very easy to do if you time the jumps wrong vs. the eyeball), you'll have to go *all the way back* which is a big pain.

Yeah, I absolutely agree with this, and did fix this right away with something that wasn't hidden. If someone chooses to ignore the lever I've added, then they deserve to walk back. Wink

15895 - Okay, yeah, the eyeball in this room is definitely very hard to avoid.

But fair game. I tried it again and again to see if it might be too unreasonable. I really don't think it is. It isn't trivial, but not too difficult. Also, Jack does get a shield on the way down to this area. This coupled with the fact that he now has an easy way to get back to the platform if he wants makes me hesitant to change this. I already removed a spider from the other side. ;-).

16095 - Sign's wording
And ensure that key is secured above ground
seems to be missing a word or something.
you were right. Fixed.

16693 - Weird graphical glitches if Jack jumpes in the middle-left area. Some parts are above him in layer 6, other parts (the rounded parts) are not. fixed.

16693 - Maybe sign should be changed to
Good thing I put an emergency landern down here.
versus
packed
makes it sound like Jack already had one on his person when he came. I know that doesn't make sense, but I read it that way for some reason.
I revisited that
sign
. I think you misunderstood it. It was note left behind by Gus for anyone who might have come looking for it. Within this mansion, those signs are almost never really signs.

I really wish there was a way of making Jack glow or have a question mark be displayed over him when he passes by an invisible sign. This would make it possible for the player to know he could interact with something, and open the way for there to be sprites or other graphics that could be used (instead or alongside an invisible sign) such as a
scroll
or
book
sprite, or know that he could
talk
to someone. You may have missed the fact that you could
talk
to the gargoyle standing by the red doors for precisely this reason.

16893 - 4th paragraph -- Sign is missing a quote mark after
he continues,
to resume the quotation. Also, 3rd paragraph, i'd put a period after
the Goblin sighs
and start a new sentence (capitalize) for the next quote.
Fixed

16895 - Cheap death. I walk into snake before I can see it an react. Nothing should be within 4 squares of a room's entrance, at a minimum. OK, because it wasn't moving and didn't really seem *that* close, I didn't really see it as a cheap death, but I didn't really feel strongly about it anyways. It's gone.

16896 - Yeah, this'll need a bit of changing.

I revised it slightly. There is now a fixed platform that you take to get to this room (no bat platform), and a sign with a line that gives you some idea of what must be done. Again, this is a non-critical pathway. I revised the last message you get from
Gus
to explain a bit about the key
etching
in the cavern.

A. There are times, when part of the challenge is figuring out what must be done. The coins are a hint of where to go next. If someone gets to the next room over (without a yellow key) by navigating through vines they will see a yellow key down there seemingly out of reach. However, for this early on in the game, I think it's a bit early to not throw out at least a hint. So, I agree, but in dealing with absolutes, I disagree that a clear goal should be clear the instant a player walks in a room (esp. in a hard mansion). In MM2, there may be the goal of the moment because of triggers primarily. I tend to see it as a fundamental game changer from the first game. Having said that, it's your game, so of *course* I'll change it to be anyway you want.

B) The platforms are just too random. which platforms would those be? There's absolutely nothing random in this room at all. They platforms follow a very fixed pathway, at the same speeds. The falling platforms (which I ignorantly made switches early on) at placed where an accidental jump want allow a player to inadvertently hit a trigger unless they know they're there. There is at least one fixed spot now, but as for the others you should be able to plan and jump accordingly for the others. The thing that makes them seem random perhaps is all the motion, the fact that there's two rings of platforms (one clockwise, one counterclockwise). This is a deliberate move to overwhelm your brain with info and serve as a distraction. It's what makes it Hard. I could possibly slow them down a bit more, but I think that would have a side effect of making it more difficult to find a safe landing with the falling platforms.

C) The triggers need to be permanent! I died and re-appeared in the previous room, and when I came back, all the falling platforms I had gotten to appear thus far had disappeared. Had I not been testing, I would've instantly turned around and given up.

I sort of fixed this by creating a fixed way of getting into this room. This way, when you die, you will not be sent back to another room. I think that's important for this room. Other than that I don't really see that it matters one way or another whether these platforms are permanent or not - though I'll probably make the blue platform (which would have been black, but black platforms can't change directions) permanent. Once you have been through this room once there is never any reason to go back through it. Unless you want to practice, that is - have you ever done that in a mansion with a challenging spot? I have ;-)

16697 - Jump on the vine, then jump to the room to the left... Please investigate if it's still like that, because I'm mystified, I went there and went to one of the layers to cut the entire vine (so I could see what bits were left behind), and it came away clean with no remnants.

16897 - Very disappointed that I have no blue key yet and therefore can't access the save point yet. Yeah... looking back over things, I can understand. There is one you would have found had you taken the route to the surface. I've moved that save point one room closer so that you'll be able to see it from the room with the lantern. You could always head up to the save point after getting the red keys, and then return and try for the yellow key. That sort of decision with backtracking is fairly common in this mansion.

There used to be a save point in that upper courtyard area in the same room where you found the purple key. That was the one I removed. There is also a Save point hidden behind one of the yellow doors. (a side room that is obvious later in the mansion.)

16695 - Putting the grass at the top of the vines in layer 6 doesn't work, because it goes over Jack's head, but the mud bricks go under his head. removed it. I didn't really care for it much anyway.

Okay, BIG QUESTION: The main
problem
I have with this whole
underground troll
section is that I got here via *secret*. Well, more or less. That room with the 3 trolls you drop into the lava… that's the entrance to this area. Plus then you have to navigate a dark room with coins over vines, which is also very much a
I'm going through a secret area
type thing. But then you hit an unexpected pole, and are dropped into this HUGE area, when you're expecting only a small one-room secret area.


OK, this is probably the most difficult comment to address of anything you said, and one that floored me. The basic idea had been that this room was the last place Gus had been seen, somehow he had vanished. I had removed one dark room, so I thought, huh - maybe I'll add another dark room here. It's here that I got manipulative, and tricked the player into
falling
(at one time, it truly *was* falling) into another dark area. I still like the disorienting nature of falling through darkness and landing in a dark area. Maybe that's wrong, but it added a sense of confusion that I really liked. the problem was I didn't want the player to be instantly at excessive risk.

I thought long and hard about this, and I realized that you're right. It's excessive for a critical pathway, and I got a bit carried away. What I'm going to do is revamp the dark room. It will be completely redone. No darkness. It will be a deliberate choice to go down the pole. Also, the room with the three trolls had already been modified so you can see the other exit in this room. I just have to come up with a better
bridging
concept for it. I plan to leave the darkness once on the pole.

16696 - The 2 spiders to the right of this room kicked my butt. I died on both of them! The version you played may have been before a fix where I slowed them a little and gave them a larger track to go back and forth in. They run at varying speeds so it should simple be a matter of waiting for their tracks to converge. Incidentally, at this part of the game the only way in or out of the room is through the vine, or from below. The pathway below is behind a grey door that is opened from one side only.

16695 - If you get on the lower-left vine here and drop down and push left quickly while falling, you can land in the room below without dying. But that's not a big deal -- you can get here easily via the middle vine. I guess I'd prefer being able to drop straight down and live. Unintended as you guessed. If I changed it would be so that it was deadly. I'll leave it for now.

16694 - It's a little weird that walking off the ledge at the bottom-right of this room kills you, but maybe there's nothing that can be done about that without making the design less cool. I'd be willing to entertain other options here. It was really just intended as a way of making the shield a *little* more interesting to get to, but I could see cutting it, the small fixed land mass, vine, and shield out.

16893 - Okay, LOL. This door puzzle is definitely way too hard!

I revised this. I believe it's much easier than it was before, without be too much easier (and I was VERY tempted to put the hanging spider back in the room where Jack was pulled the lever. Take a look and tell me what you think.

When I've run into custom mansions with something like this before. I will sometimes make notes to help me navigate through. Now that I think about it, that's a lot to ask for something on a critical pathway in an included mansion.

16694 - The
lie down to get a coin
trick is something reserved for custom mansions only. Don't do it in built-in mansions.
and completely unintentional. It's gone.

16494 - What's a DMAIL? A D[en] Mail. Like an email for purposes of communicating something from someone else's perspective. The
satchel
that Jack now
has
from the Troll adventure, is potentially stuffed with notes, dmails, etc. That serve/will serve as the main way of providing hints or explaining various things, or simply adding a little atmosphere throughout the mansion. The idea being that signs are rarely signs. More often than not, they are
places
where Jack pauses to look in his satchel for assistance.

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#54
Lots of changes to Area 1 in this update. I still plan to redo room 16093, but haven't started that yet, and didn't want to wait on that for the update. Some of the other changes took longer than I thought.

Plus I fixed the
critical error
in 15909/15910 that I noted earlier.

Edit: Removed attachment - latest version is in more recent post
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#55
I've been home, yesterday and today which has been a nice breather and a huge opportunity to get as much of this done as possible. I'll check back later... time for some Daddy time with my 2 1/2 year old. Tonight I'll pick back up with Area 3 and 4.

Incidentally, I'm expecting lots of mods in Area 5 because of difficulty and darkness. I may start with that tonight, though I don't expect to get to it until tomorrow. I really wish there were other objects that glow aside from coins and lava/acid. I really want something I can lay down aside from coins to use as bread crumbs.

Thanks again for the great feedback and patience. It's been a really interesting and valuable experience, if exhausting.
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#56
HARD

15298 Can there be more than one trigger to reveal the blue bat platform on the way back to the right? Jack can miss the first zapper and jump off onto the second section, but it will look like he's stuck because the trigger is all the way on the left. Also, the bat platform should move slower to give Jack more time to jump off.

15300 BBB still blank

15301 Have mercy. :o

15304 Insanely hard. At least get rid of those pesky scorpions and don't make Jack have to pull that middle lever every time he re-enters the room.

15698 Too hard with all the zappers, skull spiders and eyeballs.

15699 I think these moving tiles are too hard. It wouldn't be so bad if Jack didn't also have to maneuver the disappearing bricks and the ghosts.

15704 Those moving tiles are too hard - too varied in height; Jack falls through a lot.

15899 Jack walks in back of the right-hand BBB, but then if he doubles back, he walks in front of it AND in back of it. Very strange!

15903 Old music used.

15904 BBB first paragraph should read
... howls for help and mercy are pitiful... by a single troll...
And in the paragraph about the sign, take out the quote marks after 'yellow key', since the whole paragraph is a quote by Dr. D.

15909 Jack Stuck. Jack is on the right middle level with 2 gray doors closed in front of him (I think because he died by zapper and reappeared there. This has happened to me twice). The lever only opens one of the doors. When he goes right to 15910, he's blocked by silver blocks.

16099 BBB still blank.

16300 You can't read the entire message on the top level BBB. I'm playing in a window in order to be able to make notes easier, so I don't know if that makes a difference. But it looked the same when I checked in the MLB. You can change the size of the sign in the MLB.

16300 Bottom BBB is still blank. Also, the moving tile should ride up just a bit higher, since it's a little hard to make that jump onto the upper level.

16699 Jack walks in back of the BBB that appears near the big spider.

16896 BBB should say
riches
not
richest

16900 Jack Stuck. Jack rode the blue bat platform into the rooms to the right, went up but then decided to go back down hoping to get back to 16900. However, the bat platform went into the acid and Jack died. He reappeared in the middle of 16900 with nothing to step onto.

16902 Jack Stuck, same as 16900. Jack made the blue bat platform appear by stepping on the blue tile. Rode it into the room to the left but decided to go back to 16902. The blue platform kept going to the right edge but then went down into the acid. Even if Jack jumps onto the conveyor belt, he can't jump down safely.

Rob, I've tried and tried to get through the blue section with all the zappers, levers, gold/silver bricks, etc. I just can't do it, sorry! I'm not saying it's necessarily impossible, I'm just too frustrated to keep trying. Please consider making this whole section easier to figure out with fewer gold/silver blocks and zappers. :o :o :o :o
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#57
Semi: When you feel up to it, here's another update. If you could, start from the beginning and focus on Area 1 and 2. Room 16093 still needs to be redone, but aside from that, I think I've covered everything else. BBB should be filled out in both these sections.

I will make the blue area easier. Were you able to get either of the red keys? How far into it did you get? At which point was it too much. I'm going to go through it completely before I ask anyone to retest that section.

I'm especially curious about the Troll door area. I've color coded levers to doors. and removed a few doors.

I'll work through your latest reports, and may have a few more questions.

Thanks

Edit - removed attachment; more recent update available in later post
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#58
HARD
I start to test your last version and at the moment i have 2 notes

16094 - I've tried many times to kill the 3 trolls at the same time and I never done. I cheated deleting one troll in the editor ... I don't like this kind of puzzle, I found them frustrating: just my opinion

16900 - Jack died in room 16901 because the bat platform went into the acid and he reappeared in room 16900 as you can see in the picture. Then I tried to repeat this in the editor and found a different jack stuck situation   Undecided (picture 16900LB)



Attached Files Thumbnail(s)
   

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#59
16094 - I've tried many times to kill the 3 trolls at the same time and I never done. I cheated deleting one troll in the editor ... I don't like this kind of puzzle, I found them frustrating: just my opinion

I tend to agree (though it's not too hard once you know the trick) Originally I had made this easier by making it so that you had to dump the trolls in the acid instead - this way you could dump them in one, two, or three at a time, leave and then come back for the rest. I got feedback saying that this was actually easier than the original version (and it was). I took that as feedback that I'd made it too easy.

I'll change it back - that had been my initial thought, and you and semi both had issues with it, which means others probably will too.

16900 - Jack died in room 16901 because the bat platform went into the acid and he reappeared in room 16900 as you can see in the picture. Then I tried to repeat this in the editor and found a different jack stuck situation

Hmmm... how did you get into this situation? Ah... I guess it doesn't matter. I just realized that since I changed the puzzle to use a conveyor belt, I can replace the platform/switch with something else that won't leave you stuck. It will be fixed in the update today.

Thanks


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#60
15298  Can there be more than one trigger to reveal the blue bat platform on the way back to the right? Jack can miss the first zapper and jump off onto the second section, but it will look like he's stuck because the trigger is all the way on the left. Also, the bat platform should move slower to give Jack more time to jump off.

I wasn't entirely sure what happened to you here. Here was my intention:
Jack should have been able to ride the platform heading left all the way in without doing anything. The timing was very precise such that the zappers should have been off as jack passed over each one. Admittedly, it was very close, and I can understand why someone might jump off. On the way back, if it was by foot, then Jack should have had no trouble evading the zappers.

There were a few things, looking back at it, that I wasn't happy with:
1) I used a blue platform to head to this area, when it should have been black
2) I didn't use a blue bat tile with the trigger like I've done other places.
3) The trickiness with the zappers probably wasn't worth the effort, and may have had unintended consequences.
4.) I'm not sure if it was necessary for the platform to take Jack all the way
to the final destination since he could have gone by foot. The zappers weren't really intended to be difficult.

15301  Have mercy.

I could slow it down a little I guess. This was a fun one -- and it immediately follows a save point!

15304  Insanely hard. At least get rid of those pesky scorpions and don't make Jack have to pull that middle lever every time he re-enters the room.

This was one I was really proud of because it's tough without being impossible with patience. I will lose one of the scorpions and slow the other one down. I won't reset the middle lever either.

15698  Too hard with all the zappers, skull spiders and eyeballs.

Skull spiders are history. one or two zappers as well.

15699  I think these moving tiles are too hard. It wouldn't be so bad if Jack didn't also have to maneuver the disappearing bricks and the ghosts.

Ghosts are gone. I'll plays with this a bit - probably the disappearing bricks will be replaces as well. The main reason they're there in the first place is that they were an existing feature in the original version of this mansion.

15704  Those moving tiles are too hard - too varied in height Jack falls through a lot.

OK - I paired the tiles up so that they are tougher to fall off.

15899  Jack walks in back of the right-hand BBB, but then if he doubles back, he walks in front of it AND in back of it. Very strange!

Yeah.. very strange. I created a new BBB, moved it away from the moving platforms, and it seemed to be behave better. [Later notes: I now think this has to do with the close proximaty to the yellow moving platform/bridge]

15904  BBB first paragraph should read
... howls for help and mercy are pitiful... by a single troll...
  And in the paragraph about the sign, take out the quote marks after 'yellow key', since the whole paragraph is a quote by Dr. D.


Fixed.

15903  Old music used.

Noted for later. The music is currently low on my priority list.

15909  Jack Stuck.  Jack is on the right middle level with 2 gray doors closed in front of him (I think because he died by zapper and reappeared there. This has happened to me twice). The lever only opens one of the doors. When he goes right to 15910, he's blocked by silver blocks. I got rid of the other gray door. I'll probably be getting rid of some of the zappers as well. Not all, because I need the double zappers at the bottom level to prevent players from entering the vault or area 5 w/o red keys. Other than that I'll take a look at gettind rid of most of the zappers here. They shouldn't have such a prominent role in what is predominately a gold/silver puzzle.

16099  BBB still blank.

Not since the update today, though I came close to deleting it. It's fairly inconsequential.

16300  You can't read the entire message on the top level BBB. I'm playing in a window in order to be able to make notes easier, so I don't know if that makes a difference. But it looked the same when I checked in the MLB. You can change the size of the sign in the MLB.

Yep - I'd fixed this earlier on my last walkthrough.

16300  Bottom BBB is still blank. Also, the moving tile should ride up just a bit higher, since it's a little hard to make that jump onto the upper level.

Already fixed BBB, I did allow the platform to go a bit higher. Also had to move the location of the floating lever. The point is jump straight up immediately following lever change. You should land on the platform, on it's downward trip.

16699  Jack walks in back of the BBB that appears near the big spider.

As near as I can tell, this appears to be a graphical glitch that occurs when a sprite is in close proximity to a moving platform. (In this case most of the
floor
is a moving platform) I was able to mitigate it. I used this trick in the mansion twice - here and in 17107 because it's such a fun effect (well, *I* think it is anyway) that is only possible in MM2. The main issue with it is that you can't suspend the game while standing on a floor like this.

16896  BBB should say
riches
not
richest


Fixed.

16900  Jack Stuck.  Jack rode the blue bat platform into the rooms to the right, went up but then decided to go back down hoping to get back to 16900. However, the bat platform went into the acid and Jack died. He reappeared in the middle of 16900 with nothing to step onto.

The platform should no longer go into the acid, and there should be a solid platform or two in this room to jump to where Jack should go to if he dies. I tried commiting Jack-icide from the moving platform before getting to the fixed and it resulted in me getting send to 16900. So maybe it's fixed now.

16902  Jack Stuck, same as 16900.  Jack made the blue bat platform appear by stepping on the blue tile. Rode it into the room to the left but decided to go back to 16902. The blue platform kept going to the right edge but then went down into the acid. Even if Jack jumps onto the conveyor belt, he can't jump down safely.

Had already fixed the Jack Stuck; went back and prevented the platform from going all the way to the right. Also added a save point over there.

I've tried and tried to get through the blue section with all the zappers, levers, gold/silver bricks, etc. I just can't do it, sorry!  I'm not saying it's necessarily impossible, I'm just too frustrated to keep trying.

This will be easier in the next update - I've already started, but it would be really helpful to know where the biggest pain points were that you ran into. I'm guessing that at least some of the them were in 15908-15910. It was a little ugly - very technical and unecessariy brutal in a few areas.

This will probably not sound very funny, but I was truly afraid that it might not be difficult enough. I'm not sure why. I think that section was done over the course of some very long nights.

Please consider making this whole section easier to figure out with fewer gold/silver blocks and zappers. I will focus on making the critical path easier. I'm going to try and avoid making heavy changes to the bonus areas if possible, but even those may change if absolutely necessary.
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