Gemini Spark said:Green Peaks judging is done HKnux, so look for my post close to the bottom of the previous page. As for Mineral Valley, look no further than right here!
Mineral Valley Zone, Act 1: 6/10
My two big issues here are 1.) the color map for the water is too bright, meaning it's hard to know where you're going, and 2.) the red spring used to get to the high FOF in the sky is just in the wrong place. Most of the time, you just spring up to hit the bottom of the platform; doesn't really help. Oh, and do I need to mention unfair Crawla placement when you have to use the last yellow spring to get through the passage to the endsign?
I'll keep you posted.
Violo said:Gemini Spark said:Green Peaks judging is done HKnux, so look for my post close to the bottom of the previous page. As for Mineral Valley, look no further than right here!
Mineral Valley Zone, Act 1: 6/10
My two big issues here are 1.) the color map for the water is too bright, meaning it's hard to know where you're going, and 2.) the red spring used to get to the high FOF in the sky is just in the wrong place. Most of the time, you just spring up to hit the bottom of the platform; doesn't really help. Oh, and do I need to mention unfair Crawla placement when you have to use the last yellow spring to get through the passage to the endsign?
I'll keep you posted.
I might not have played this mod, but if it's a red up spring, you're going too fast, if it's red diagonal, don't press forward.
Hyperknux said:Violo said:Gemini Spark said:Green Peaks judging is done HKnux, so look for my post close to the bottom of the previous page. As for Mineral Valley, look no further than right here!
Mineral Valley Zone, Act 1: 6/10
My two big issues here are 1.) the color map for the water is too bright, meaning it's hard to know where you're going, and 2.) the red spring used to get to the high FOF in the sky is just in the wrong place. Most of the time, you just spring up to hit the bottom of the platform; doesn't really help. Oh, and do I need to mention unfair Crawla placement when you have to use the last yellow spring to get through the passage to the endsign?
I'll keep you posted.
I might not have played this mod, but if it's a red up spring, you're going too fast, if it's red diagonal, don't press forward.
Exactly what Violo said, you arn't supposed to go that fast in that area, and for enemy placement, I removed a lot of un needed groups of enemies from certain parts of the stage.
The colour of the water is fine for me. Unless people want me to change it, I'm keeping it to as it is now.
And for the spring thing, screenshot?
daiches99 said:Hyperknux said:Violo said:Gemini Spark said:Green Peaks judging is done HKnux, so look for my post close to the bottom of the previous page. As for Mineral Valley, look no further than right here!
Mineral Valley Zone, Act 1: 6/10
My two big issues here are 1.) the color map for the water is too bright, meaning it's hard to know where you're going, and 2.) the red spring used to get to the high FOF in the sky is just in the wrong place. Most of the time, you just spring up to hit the bottom of the platform; doesn't really help. Oh, and do I need to mention unfair Crawla placement when you have to use the last yellow spring to get through the passage to the endsign?
I'll keep you posted.
I might not have played this mod, but if it's a red up spring, you're going too fast, if it's red diagonal, don't press forward.
Exactly what Violo said, you arn't supposed to go that fast in that area, and for enemy placement, I removed a lot of un needed groups of enemies from certain parts of the stage.
The colour of the water is fine for me. Unless people want me to change it, I'm keeping it to as it is now.
And for the spring thing, screenshot?
Look, the water seems fine, some bits are confusing or you maybe going the wrong way or doing the wrong thing.
Maybe it cna have adventure fields as well and perhaps more levels?
blargen said:Its exellent. I like it better than the normal game. Espesialy the way to gather the chaos emeralds.
On Green Peaks said:Green Peaks Zone, Act 1: 5/10
Some walls that are supposed to be breakable aren't, plus there seems to be a little too much scenery around. It gets to be distracting. Pop-up turret placement also seems to be a little early. On the other hand, there's less bottomless pit, and it's good and simple. Just fix those breakable walls, and it should be okay.
[spoiler:12a76c65c1]I found the secret area with two extra lives[/spoiler:12a76c65c1]
The spoiler mentioned above has Hall of Mirrors. That won't affect the score, but it's another thing to fix.
Green Peaks Zone, Act 2: 6/10
Yeah, I see the waterfall at the beginning. Hard to miss!
The breakable wall leading to a ring monitor actually causes lag for a couple of seconds for some reason... Plus, in the emerald area, you don't want to spring up only to land down on an enemy, and--worse case scenario--fall into the pit. I have yet to figure out what a certain passage has in it, but don't worry about that for now; I'll get to it. Floating grass is EVERYWHERE!!! lol It does seem better than the first level.
Green Peaks Zone, Act 3: 6/10
Boss battle, huh? The pit really discourages fighting Eggman on the platforms... something to think about.
Green Peaks Zone Overall: 5.67/10
GPZ1's revamp actually hurt this score because there's a lot of stuff to fix, but when you decide to fix it for later versions, it'll help.
Gemini Spark said:I'm getting there! Now for Sand Kingdom!
Sand Kingdom Zone, Act 1: 8/10
Interesting choice to use No Climb to hinder Knuckles a little. There's no need to fix it; you could have warned me about it, though. Other than that, it's a great level, especially for a sixth zone.
Sand Kingdom Zone, Act 2: 8/10
Clever placement with the emerald area, plus great scenery and a good balance of enemies means that this is a great level for the mod.
Sand Kingdom Zone, Act 3: 7/10
Boss battle. I like the faster quicksand because it adds to the danger, yet it doesn't result in a cheap death by itself. It is pretty easy, though. Despite that, it's the best so far.
Sand Kingdom Zone Overall: 7.67/10
Great work here! Next will be Galaxy Fortress. I'll be commenting for the first time on it! Looking forward to that!
Not finished with Chaos Twilight yet.
Finally someone that understands the wrong placement with the springs in the boss...Gemini Spark said:Metal Mechanism Zone, Act 3: 3/10
Yep, all the springs are completely in the wrong positions. Most of the time, it's just spring up, hit a platform or the roof, then fall straight back down into the slime. Even when you do get to the top, Eggman is still puttering around at the bottom of the level, and waiting for him to come to the top so you can battle him is very frustrating. In other words: No. Just no.
Hyperknux said:i was surprised [Sand Kingdom] got a high score.
Hyperknux said:Brown, The springs are just as how I would want to place them in the level (except 2 tiny moves to fix the diagonal springs). The springs below, pretty much a recovery point. And it is the 5th world, so do expect it's not going to be easy, and a liquid sheild is placed on there for easy & (not sure normal) difficulty. The only way to crash is if you actually made yourself go under the platform for the upward springs, and the diagonal springs, I added 2 small squares back more in the DB grid, so no more problems can occur, that was the only bug fix that was done so you will have to wait until the next release is out.