08-06-2010, 01:54 PM
Latest update:
Reworked the following rooms:
- 15909 (added Semi's lever to fix JS)
- 16093 (completely different)
- 16094 (graphics edits)
- 16293 (graphics edits)
- 16505 (minor changes to layout of critters - *should* be impossible to jump over to 16506), however *if* Jack should somehow get to this area, he shouldn't fall. I will probably have to add a falling platform to prevent JS later.
- 16506 (reworked room to make it impossible for Jack to jump from room to the left or right. Also platforms no longer fall)
- 16507 (removed minor scorpion puzzle - seemed like overkill - there simply for the sake of having a puzzle. I thought it didn't really need to be there. I wanted the main focus of the room to be the green key room, and it felt too crowded.)
- 16706 (minor changes to make platform to get to yellow key more obvious).
Edit: removed attachment, more recent version later in thread
Reworked the following rooms:
- 15909 (added Semi's lever to fix JS)
- 16093 (completely different)
- 16094 (graphics edits)
- 16293 (graphics edits)
- 16505 (minor changes to layout of critters - *should* be impossible to jump over to 16506), however *if* Jack should somehow get to this area, he shouldn't fall. I will probably have to add a falling platform to prevent JS later.
- 16506 (reworked room to make it impossible for Jack to jump from room to the left or right. Also platforms no longer fall)
- 16507 (removed minor scorpion puzzle - seemed like overkill - there simply for the sake of having a puzzle. I thought it didn't really need to be there. I wanted the main focus of the room to be the green key room, and it felt too crowded.)
- 16706 (minor changes to make platform to get to yellow key more obvious).
Edit: removed attachment, more recent version later in thread



Some backtracking is required here. There are at least two pathways to get back to the top. This is just one of the more convenient ones that has to first be 