gamevoin
I am the slow.
Greetings, fellow people/persons. I've finished my first wad in one week, so I am proud to finally present it to you. It features a single zone with two acts, and two boss fights, connected by incredibly edgy cutscenes, which I hope you will enjoy. This map is meant for Sonic gameplay, and Tails and Knuckles will likely cheese it easily, so I ask you to play as Sonic or a similar custom character if you wish. I didn't have the guts to lock the character.
Before you start, I'll say that Act 2 is definitely most likely better than Act 1, since Act 1 was my very first map, but I had some extra Mapper XP for the rest of the maps. Please, report any bugs that you find, and tell me any criticism you have.
The map should appear pretty fine now, both in OpenGL and Software, although the colored areas are a bit intense in Software in comparison to OpenGL.
Before you start, I'll say that Act 2 is definitely most likely better than Act 1, since Act 1 was my very first map, but I had some extra Mapper XP for the rest of the maps. Please, report any bugs that you find, and tell me any criticism you have.
The map should appear pretty fine now, both in OpenGL and Software, although the colored areas are a bit intense in Software in comparison to OpenGL.
After Eggman has been lethally killed to death in the ER Core, it seemed that everything has returned to a calm state. The lands damaged by Eggman's exploits were slowly repaired to their natural state by a natural preservation company, which arose shortly after Sonic's victory. After plenty of years have passed, however, sightings of Badniks and reports of missing people have begun appearing, all linked to the areas guarded by the preserve. And thus, Sonic sets out to investigate the core of their friendly park.
Decreased the HP of the first boss, and increased the requirements for the time emblem accordingly.
Replaced ALL instances of death water with not instantly-lethal underwater areas.
Added extra spring shell enemies in Act 2 to give players an additional chance to reach the top route. (the one leading to the outpost with lasers)
Added a warning sign to warn the player of the crushing trap in Act 1.
Increased the size of one platform in the top route of Act 2 to make platforming a bit easier.
Replaced ALL instances of death water with not instantly-lethal underwater areas.
Added extra spring shell enemies in Act 2 to give players an additional chance to reach the top route. (the one leading to the outpost with lasers)
Added a warning sign to warn the player of the crushing trap in Act 1.
Increased the size of one platform in the top route of Act 2 to make platforming a bit easier.
Completely and absolutely overhauled the right path of Act 1, making it less of a dissapointing and disorienting dead end.
Rebalanced and mainly reduced enemy encounters in the large area of Act 2.
Redid the brightness levels of Act 2, making it playable in Software!
Fixed the star post directions.
Fixed the water FOF's right at the start of Act 1.
Replaced all (I think) score monitors with actually useful items.
Rebalanced and mainly reduced enemy encounters in the large area of Act 2.
Redid the brightness levels of Act 2, making it playable in Software!
Fixed the star post directions.
Fixed the water FOF's right at the start of Act 1.
Replaced all (I think) score monitors with actually useful items.
Fixed a major bug in Act 2, some of the death pits in the top route with lasers were harmless.
Fixed one visual bug in Act 1, and another one in Act 2.
The player now can pass through the outer walls in the last boss arena, so he cannot get stuck anymore.
The player now can pass through the outer walls in the last boss arena, so he cannot get stuck anymore.
MonsterIestyn - Helped me with plenty of questions, and helped me fix a visual issue in Act 2.
Music: Dueling Ages, Serious Sam, Sonic and the Black Knight.
Liquid and Inferno Shields: Joat
Music: Dueling Ages, Serious Sam, Sonic and the Black Knight.
Liquid and Inferno Shields: Joat
Attachments
Last edited: