·Make longer Snowcap Nimbus act 2 (you have to add 2 0r 3 minutes more of gameplay)
I have already made the level a bit longer. But no way am I adding 2 or 3 more minutes...as SpiritCrusher said, it would massively imbalance the levels, as they don't get that long until much later.
·Improve the altarnate path in SNZ act 2 since both paths are unbalanced.
Kinda vague request, but I have made general improvements to the paths on that level, so I hope you're satisfied.
· Extend Gritty columns act 1, and add an altarnate route in the section where the rocks falls to give the chance to the player to avoid the rise up sand room.
There's already an alternate route, but it's Coop only. That may have to wait for another version. However, I have indeed made the level slightly longer. Not much though; it was mostly about making it
better, not
longer.
· Why you don't get permision to use the Eggsubsand (also you could use it again in another zone) in GCZ act 3 since the eggslimer don't fit with the level
Several people have suggested that. I am not going to use the Sand Sub. Though in a future version of SRB2, I will likely use a different one of the official bosses (one of the ones that isn't out yet).
·Add more altarnate path in FSZ act 1
Hmmm...haven't done that, at least for now. FSZ1 did get some visual updates, though.
·Redone the sonic and knuckles route in FSZ act 2 since it's circular, empty, and boring.
Already did that for the new version.
·Replace the last part of fume shaft with a new room, since that part is a copy paste of another room.
I haven't yet done that, though that's something I hope to eventually do. But I have changed that room around a bit in other ways.
·Add altarnate paths in LGZ (specially in act 2)
That's a great idea, but I likely won't get to it in this version, unfortunately.
·Make longer and better the room added recently when you became small because it's really easy and boring.
You know, I might be able to do that...
·This is urgently IN SPACEWALK ZONE : REMOVE THOSE WHITE THINGS THAT MOVE UP AND DOWN YOU CONSIDER AN ENEMIE. THOSE THINGH'S DON'T FIT IN A SONIC GAME.
The RBZ spikes are staying.
·Add more altarnate path to SWZ act 2
·Replace copy paste rooms in SWZ both acts
Also good ideas, but I'm so involved in other stuff that that may not happen.
· You could use the Crawla Commander and the Pop Up Turret (those enemies fit with the ambience) in Spacewalk zone (although they are already used but they aren't overused, don't worry)
Maybe, but I don't know...
· You should put the spiked eggmobile in SWZ act 3 because it's really easy to beat.
Originally it had spikes, but that was TOO hard.
·You have to overhaul Alien Armaggedon both acts (the unique parts that i really like are: the first section in act 1, and the dark-light room and 2D room in act 2).
I'm currently working on improving AAZ.
·Why don't make a super sonic level? you could make one in which don't necessary you have to fight a boss. It could be like this: After beat eggman in SSZ, he furious active his ship chargued with TNT to crash in the alien planet and super sonic must to find it and turn OFF or an autodestruction a switch to prevent it hits in that tortured planet.
That level could star in the satarshodown, then (with teleporter go to the space, after a gameplay into the space go inside a ship (with a lot of death traps) and finally the switch, and after pressing it, sonic beat the level and eggman's plan to conquer the world fails again.
You know, for a guy named "corrector", you sure have terrible spelling.
Do you mean that I should add a NiGHTS level? Actually, there is going to be one...an improved version of Fire Flight Zone. But I don't think I can edit the storyline in that manner.
·You could put the old version of ECZ act 1 as unlockable also
Why the heck would I do that? The original ECZ1 was terrible.
·Also this is optional, but you could edit the emerald stages.
No plans to do that...but duly noted anyway.
*whew*