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>> No.5167387 [View]
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5167387

>>5167080
>>5167183
Watched and listened to voice fda, sorry the map was so frustrating.
Changes:
--Moved player start so player is aware of elevator on the starting platform
--added stimpack to each of starting plat elevator and rev plat elevator, should take the sting away from first fall a bit without adding net health to level (you have to jump into slime to get it and lose health in process)
--added stimpack to pump elevator at beginning, on all difficulties (might make too easy)
--elongated secret platform you have to jump off elevator to get so it's more visible as well as easier to get to
--moved berserk to end of level (original idea was mashup of something for speedrunners and people doing continuous play) that you get for free, changed berserk to chaingun (mostly for speedrunners)
--some monsters are raised on instant raising platforms (out of sight of player, earlier in level) instead of out but ambushing at the beginning, I feel this makes the level function closer to intended
--added notification health bonuses at two switch area to make progression more clear
--made the jump after two switch area slightly easier, moved 8 units closer and made target 8 units lower

Now my concern is that the level might be too easy.

I wanted to add elevators closer to where a player might fall off but without a bunch of extra blocking pillars and so forth it adds trivially easy progression skipping, and there's already 2-3 areas the player can, with difficulty, skip: right at the beginning you can jump to the wall and then from there jump to the 4 pillars at the start and then to the blue key/rev area, and the two switch area allows you to either vault over the gate or (more difficult) to the final area directly
You can actually stay in that first area before the slime jump if you want, as the pillars block the rev rockets.
You were correct that the pump used to be activated.

https://anonfile.com/J5Ebwel7b7/open_1_zip

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