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Re: Episode 2 Post Levels Here
Posted: 23 Apr 2016, 15:13
by SAJewers
Move it to approved list, and move Temple of Stupid back into the WIP list for now.
Re: Episode 2 Post Levels Here
Posted: 23 Apr 2016, 16:43
by Slit08
Awesome level, I guess it'll be for world 3? The only small gripe I have is that the second half ends up a bit shortly. It could benefit from a bit more content in the final room.
The thing is that the second half after the midpoint is extremely short compared to the first half: which consists of a decently big 1st room, followed by a creative descend and a third room of your choice with another appropriate length. The second half though consists of one room of similiar length to the first one followed by a super short 5th room.
My suggestion would be to either use one of the two rooms of your choice from the first half (the third rooms) and put it between the 4th and the 5th room (not counting the midway point though) or make a completely new room after the 4th one. It can be a bit more tricky as well since these third rooms both are pretty challenging. Maybe something where you need to throw bombs in order to destroy obstacles. Maybe having a character swap to Sheath here since she can collect quite a few bombs. I think one more interesting room would make this level perfect. :)
Re: Episode 2 Post Levels Here
Posted: 30 Apr 2016, 17:18
by ztarwuff
Just updated Gravity Falls on the Onedrive.
Re: Episode 2 Post Levels Here
Posted: 14 May 2016, 17:08
by WestonSmith
So, uh, where are peeps at with this? Is there any documentation/recording on what levels have been fine-combed and finished?
Re: Episode 2 Post Levels Here
Posted: 14 May 2016, 21:25
by Rixithechao
It's on the wiki.
http://asmbxt.wikia.com/wiki/Levels/Episode2
http://asmbxt.wikia.com/wiki/Episode2
EDIT: Oh, sorry, you were asking specifically about finalized levels. Well, aside from towns, intro levels and castles, any levels that have been slotted in and marked approved without any further changes can be considered finalized. The intro levels are mostly done aside from Start-of-World cutscenes, which will be inserted after the cutscene tech is finalized and the corresponding scripts have been approved, and the castles are at varying levels of completion; some are missing bosses, some are just bosses without accompanying levels, and like the intro levels they need their cutscenes.
Re: Episode 2 Post Levels Here
Posted: 28 May 2016, 02:52
by snoruntpyro
I just realized I completely forgot to upload a new version of
Demo vs the Goopinati. Basically a complete overhaul. Also cutscene tweaks, aesthetic tweaks, tons of stuff. I'm a bit concerned about the difficulty though, it might be too much for world 1 but I'd like second opinions first.
Re: Episode 2 Post Levels Here
Posted: 10 Jun 2016, 18:48
by ztarwuff
Whilst working on a new level, I realised my Lunalua code for Ups and Downs of a Demo wasn't very compact, so I redid it and uploaded to Onedrive. Functionally, it's still the same, but just takes up less lines of code.
Re: Episode 2 Post Levels Here
Posted: 26 Jul 2016, 20:05
by SAJewers
Pyro wrote:
SAJewers wrote:Overgrown Underground
Definite improvement over the original level, though there are a few issues. In the final section before the boss, the wooden bridge intended to catch you after you get the raocoin is too short, possibly making for a surprise lava kill. Also, I feel like in some sections of the level the "overgrown" theme of the level is lost. Some sections, especially the thrid and fifth, need more plants, cacti, vines, etc - they feel too empty as is. Other than that, I like it.
Finally got around to doing this.
https://1drv.ms/f/s!AmtFLGuWUOSvgpVIsAplA9IItQwTjQ
Re: Episode 2 Post Levels Here
Posted: 25 Aug 2016, 21:56
by gameguy888
Finally got around to finishing up
Hazy Maize Cave.
https://mega.nz/#!tUZWSCxA!vYfJt67NC02_ ... ydBW1Kwt3M
Edit: Fixed a bug with the corn not spawning at the midpoint if you lose the first one but get the second.
Re: Episode 2 Post Levels Here
Posted: 18 Feb 2017, 11:59
by Mikkofier
Decided that I needed to do
something SMBX related, so I edited
Obstacle Course In A Cave a bit.