SyStemkraSh5642 wrote:@ tenta:Spoiler: show
For the chest
for the watermelon i really have no idea how to fix the going through the ground problem :/...
Moderator: A2MTers
alex2 wrote:Don't use MAP16 to insert the watermelon block.
limepie20 wrote:Diamond learning issues
limepie20 wrote:theme issues

Argumentable wrote:This level was a pretty good metaphor for talkhaus

limepie20 wrote:The first p-switch run was just too unfair. It's single block jumping which is hard on it's own, but you have the slipperyness and the bullet bills to throw you off, too. Plus, the level's theme has nothing that suggests a p-switch run, so it also feels out of place.



Argumentable wrote:This level was a pretty good metaphor for talkhaus

limepie20 wrote:Septentrion:
I hate to give you a hard decision, but I feel it will be in your best interest to revolve your level around one of the two themes, not both. You did a good job trying to combine both themes in one level, but after playing this, I feel these two themes don't really mix.
Although both themes are seen throughout the level, they don't fit together very well, and I hope I can explain to you what I mean. Dino torches are primarily on the ground; they walk and are useless if they fall. Diamonds are primarily in the air above abysses; they are jumping obstacles, and if you fall, you die. They don't fit together because the spawners need to be in a place with land, and diamonds need to be in a place without land. The result is many sections of the level focusing on one theme but not both. Your level is kinda drawn out. It's a bit too long for a p-switch sublevel, and I don't blame you. You are trying to stuff two themes into one level.

Argumentable wrote:This level was a pretty good metaphor for talkhaus
I have a question about the overworld placement of the switches. Are each of them placed on equally difficult paths, or more random paths?
Septentrion Pleiades wrote:The level only feels longer then most switch sublevels, which have been argued to be to short for an endgame.
Septentrion Pleiades wrote:It just has a lot going on, which a many players can appreciate(as well as the people from youtube). I can deal with slight changes, but throwing large these concepts is asking to much. It's very unique at this point and I don't what to lose any of it.


Argumentable wrote:This level was a pretty good metaphor for talkhaus


Argumentable wrote:This level was a pretty good metaphor for talkhaus

fireyblaze wrote:Gonna put my level up for clearing. I really don't have much to say about it.
I tried to tone down the puzzle parts somewhat in exchange for a more simple level feeling. I also took out the ASM I originally had made to make it so my dragon coins didn't save on death because that was only needed for the puzzle parts.
Anyway, try to enjoy.



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