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Old 1 Day Ago   #321
Nintensis
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Default Sleeping Egg v3





Sleeping Egg is updated again!

Changelist :

- Pogo Spring monitors now respawn
- New alternate paths at the beginning and end of the stage
- Stage select picture

New textures and flats were added to the stage
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Old 23 Hours Ago   #322
Firework917
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Default It's Been Quite a Journey.

This is the biggest post-polish update of Morning Heights posted here. There is still much to be done, but I figured I would post this version here for updating purposes.
The update includes:
Finalized Map Layout: The map layout of Morning Heights is finalized - it will not change from this. It's a bit different than the previous version.
Finalized Spawn: All 32 playerspawns have been placed. There is a ring in front of each so everyone starts with one ring.
Lighting: The entire map is now dynamically lighted, instead of just being set at max brightness - it will constantly get brighter until the final area.
Water: There is water now. Yay.
Emblems: There is one global emblem and two character specific emblems hidden in the map - Sonic and Knuckles specifically.
Token: There is also one token hidden inside the map.
And more little things not mentioned here.
Can I submit a finished map and not a half-finished one before the submission date? Will it be judged as a not-trash map and maybe looked on positively (though I highly doubt it)? Will Morning Heights finally have some sort of flower decorations and stop looking so bland?
Find out next time on KAWAIII Z.
Attached Files
File Type: zip MorningHeights.zip (410.4 KB, 8 views)
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Old 23 Hours Ago   #323
Badnik
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I ended up making one last update (available in the original post once again) to fix things I really should have done earlier:
-Added a small step so that Knuckles can properly make that one blue spring jump in the first river area.
-Added the 31 other player spawns.
-Added a level select picture.
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Old 11 Hours Ago   #324
TehRealSalt
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Just a reminder: there's only approximately 12 hours until the KAWAIII polish deadline is up! See you soon!
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Old 8 Hours Ago   #325
frozenLake
 
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friendly tip for OGL compatability, which, while isn't needed, is highly recommended by me: use v.drawScaled instead of v.draw with V_SMALLSCALEPATCH and V_MEDSCALEPATCH. While it works the same in software, (after adjusting the screen coordinates to fit an actual scale), this actually allows for things to be viewed the same in opengl as in software.
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Old 7 Hours Ago   #326
davee0
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Cosmic Valley
Update 1.10 I don't believe I done it with my thin schedule.

Change Log:
Added new enemy: UFO,
Almost complete texture overhaul (Temples and Flat textures are same),
Complete overhaul of Skybox (Small edit of sky texture, added detail into mountains),
Added Emblems,
Removed/Tweaked Routes.
Added missing stuff from first release. (~~Level select Stuff, etc.)


Download link of updated wad is in Original post: http://mb.srb2.org/showpost.php?p=800652&postcount=188

Edit 1:
Quick Hot fix:
I forgot to delete few tags on few sectors.

Last edited by davee0; 6 Hours Ago at 08:51 PM.
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Old 5 Hours Ago   #327
Lach
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Updated Acidic Alpines one more time.

Spoiler:
I decided to remove v2's hallucination mechanic, and instead just stick with the rainbow effects that were in the first version. There wasn't enough time for people to give feedback on the new mechanic and I honestly don't really like it that much myself. The camera swing has also been reverted to its v1 speed—I know some people found it hard to platform with it, but that was kind of the point. I've kept v2's reduction in flashiness though so hopefully that should mitigate the annoyance a bit as well as protect people from seizures.


Lumps changed from v2 were the map itself and LUA_LV35. Click here to see the lumps I changed from v1 to v2.
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Old 4 Hours Ago   #328
Wumbo
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Seems like there was yet another very minor problem with the map's visuals (more specifically the small cave in the last part) so I pushed out yet another hotfix to deal with this issue. This should be the very last update to my map before the polishing period comes to an end.

Link
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Old 3 Hours Ago   #329
*icefox*avp*
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Final update for Raspberry Desert:

  • Added a blue spring at the mace part, so there will be no more "confusing difficulty"
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Last edited by *icefox*avp*; 3 Hours Ago at 11:52 PM.
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Old 2 Hours Ago   #330
DrTapeworm
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did a big ol' update to Nova Shore

changelog: a lot

please send me as many last-minute bug reports as possible

EDIT: gave the spike shooters sfxinfo definitions
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Last edited by DrTapeworm; 52 Minutes Ago at 02:46 AM.
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Old 46 Minutes Ago   #331
LJ Sonik
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Updated Green Hill Zone (modified LUA_CORE and added a level picture)
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