OK, I'll respond as well as I can, as I have NO idea why people are calling it epic, anyway(I prefer the word "interesting", myself.).
Well, the levels are nice and all, but it seems like you're going for quantity over content. A few weeks doesn't seem like a lot of time. :/
Also, you REALLY seem to be taking this platformer thing too literally. I mean, platformers DO have you jumping around, but.... platforms? I'm sorry, but sticking a 3D block out in the open is in no way shape or form "epik."
Yes, I try to do my best to design these levels with a bit of variety. Heck, I thought you people
liked platforming. If I knew you would have rather just run forward all day, I would have made them a lot...flatter. And for the record, I took about four weeks each for the last two acts and two days for the boss level. Yes, I know I haven't worked on these for
OMG 4 YEARS DSFARGEG, but I was still hoping that you at least enjoyed them(i.e. the reason I started this whole thing).
OMG IT WAS SOOOO EPIK I COULDNT BELIVE IT I ALMOST WET MYSELF LOLOLOLOL
It was. Fun is all I care about. I think you know why your levels p'wn, so I'll skip that and go to the not-so-good stuff.
1) Use star-post-activator sectors. Shadow, I beg of you!
2) About 30% of your epic gimmicks killed me at one time or another... The rest of them just really hurt. :<
3) As nice as it was to mix in old style music and such, you left in the over-used MR music.
4) If you use a green colormap, you need green water textures.
5) Visual glitches.
6) The boss maps suck. All of them.
7) Until the water gets 1.1 features, you always need a colormap. And no, JTE's ogl fixes do not address what I'm talking about.
8) Make sure the player knows which way is forwards. It's depressing when after 5 minutes of solid gameplay, I enter the spawn room.
9) Eggman monitors are gay.
10) The little things in your level-pack killed it. Ex: In the lava level, the descending corridors had too low ceilings. After crawla-hopping, I ran into the ceiling of the next step.
This really is just a summary. If you'd like me to expand on this, come play a netgame with me. I think It'd help you improve a lot, seeing how other people play the levels.
Btw, get this topic out of editing. Beg a mod to move it or something.
1)All right, I suppose I should. It's hard to judge my own stages' difficulty, so if you have any places in particular that could really use them, I'd like to hear them.(I was afraid of making this too easy on you X_X)
2)Hmm. It was probably the last zone, wasn't it? Not sure how to improve here, as I'm not sure which ones you say are particularly painful to get by.
3)The only reason I have to add in extra music is either a-If the level has no fitting music in the lineup, or b-The music that is available is utterly carpy. I see no reason to bloat the file size with rips from other video games. :/
4)Yeah, I really
should do this. I didn't think it mattered at the time, but I suppose I should get on changing those. Thanks.
5)Bleh. I made two areas too large in the third zone. I'll try to find a workaround, but in the meantime, it looks like OpenGL fixes that to some degree.
6)Heh. I can honestly admit that the structure is bland and boring. Since I find that hitting capsules is rather generic in itself, I decided that I may as well make up for it by having you exit the level yourself and find where you will be led next.
7)They
do? Well, I suppose...
8)Yeah, I guess I should try to make it painfully obvious. Maybe if I added in a few signs, you would get less confused? Blatantly obvious arrows ftw.
9):P FINE. I guess I may get rid of a few in the immediate path, but they make for good traps. That they do.
10)Rush Canyon Zone is unsupported, kthxbai. I plan on redoing this level.
Thanks to everyone for the heads up on most of these things. Do you see why this is in editing? D: As you can see, I'm still trying to figure out what makes the perfect SRB2 stage.
As for being cramped in areas, could you point me in the right direction so that I may fix this?