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Old 01-18-2017   #1
davee0
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Default What do you think on my Map02 ? Davee0 Design....

I am working on this since last Summer.
It started like Remaster of map 01 ,But I decide it expand it to Map 02 and more...



There is a start of the Map 02 but still need "Polish".





But there are too NEW PATHS!!1









What do you think ? BTW map 01 will be fully 2D so...
OPINION TIME !!!
Edit:Now for Bigger resolution you can click on it lol... simple xD

Last edited by davee0; 01-18-2017 at 07:54 PM.
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Old 01-18-2017   #2
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Hard to tell what's going on when the screenshots are the size of a plankton.
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Old 01-18-2017   #3
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Sorry i didn't registered that IMG Uploader had Resolution 1024x768
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Old 01-18-2017   #4
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I like what I'm seeing here, keep it up.

EDIT: Might I suggest using 3D mode and the A key to autoalign textures? You can also use the "Peg Midtexture" flag instead of "Lower Unpegged" for the grass tops if you want the top of the wall texture to align with the bottom of the grass midtexture instead of the floor.
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Last edited by Boinciel; 01-19-2017 at 04:30 AM.
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Old 01-18-2017   #5
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Wow, this looks pretty good, keep going!
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Old 01-18-2017   #6
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Thank you ...I just posted bossfight
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Old 01-18-2017   #7
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Now that I got to see the image... really well done! I love the textures and their usage!
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Old 01-19-2017   #8
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Quote:
Originally Posted by Boinciel View Post
I like what I'm seeing here, keep it up.

EDIT: Might I suggest using 3D mode and the A key to autoalign textures? You can also use the "Peg Midtexture" flag instead of "Lower Unpegged" for the grass tops if you want the top of the wall texture to align with the bottom of the grass.
Peg Midtexture only moves the mid texture to the floor. It does not affect the lower displayed texture at all.

Lower Unpegged actually worked the way you described Peg Midtexture before the slope update. but after the slope update it instead aligned the lower displayed texture with the lower floor and causing alignment problems.
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Old 01-19-2017   #9
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Lol... I started Map 01 but i need still Name...









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Old 01-21-2017   #10
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I decided to name these 2 levels Photosynthesis Zone and make Start of Map01 3D but Most of the level is still 2D...
Spoiler:

Still heavily W.I.P 15% is now Map01
Map02 is going to finish.. its around 85% done.
Spoiler:

Spoiler:

Spoiler:

I Meaby make more harder Arena for Bossfight.
Spoiler:

Warning... BIG GIFS.... :/

Last edited by davee0; 01-21-2017 at 09:21 AM.
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Old 01-21-2017   #11
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Wow, I love what I see so far, especially Act 2's second gif. The textures and level design so far look great, keep it up!
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Old 01-21-2017   #12
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Quote:
Originally Posted by davee0 View Post
Warning... BIG GIFS.... :/
It's good that you know they're big... but putting them inside a spoiler doesn't stop them from loading. To make it so that they're much smaller and the viewer has to actually decide to load them, you should consider (in the future) uploading them to GfyCat and just linking to them here (so people have to click the link to load the page, which will have much smaller files (file-size-wise) than raw GIFs).

As for the GIFs you embedded, they look really nice. Kind of like "remixed" versions of Green Flower Zone, not just remastered, when compared to the previews of the official 2.2 previews of Green Flower Zone we've seen so far. The slope usage looks super fun, too. (Especially the "ramp" at the start of the first GIF.)

The only critiscism I have is that in act 2's second GIF, I think it could look better if you made it so there's a bit of space between the ceiling and the floor at the edges, so you can see some "wall", rather than just a stright 90 degree cut at a sloped section, and in the boss arena, you might want to either change the water to actually look hazardous or put a hazardous-looking thing inside it. Right now, it looks to me like you could just hop right in without taking any damage, especially considering it looks just like the water in the rest of act 1 and 2 (which I'll assume are not hazardous).
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Old 01-21-2017   #13
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Thanks you for your critiscism and tips. You know how works water at Deep Sea Zone Act 3 Boss fight Works... I tried recreate this effect but still its so weard.

Meaby at future i will try make custom enemies i already done some pixeleted designs/concepts...

This robotized rabbit will replace every crawla nothing special...

Mechanized eagle will be something like "Jerry-Sin Gunner" and "Bird Aircraft Strike Hazard" but it will flight much slower than actual "B.A.S.H"

Solar turret will be same Pop-up turret but it will fire special projectile.

This spike will damage you on every site unlike classic spike but its already function at my map already.

Last edited by davee0; 01-21-2017 at 12:06 PM.
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Old 01-21-2017   #14
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Very unique And unexpected to see this.

Since last summer too which was some time ago.

Very Impressed!
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Old 01-21-2017   #15
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Last update of this mouth... i only wanted to finish this map until next week...
There are some gifs
https://gfycat.com/NeglectedBraveBat
https://gfycat.com/PeriodicCommonKitten
https://gfycat.com/AgileEssentialBurro
I will do Pack of these two levels for download after I finish map01 ,when I will have more time I will make Big map pack so... .-. i hope i will have more time .

Last edited by davee0; 01-21-2017 at 05:33 PM.
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Old 01-21-2017   #16
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Sounds nice man, so far the levels are good.
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Old 01-22-2017   #17
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Cool, I'm looking forward to play this level when is completed
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Old 01-22-2017   #18
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Does act 2 incorporate some of GFZ1? I don't mind if it does, it's always kinda cool to see the super-familiar level in some new contexts! :)
Great artwork by the way. I absolutely love the sky texture :D
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Old 01-22-2017   #19
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Quote:
Originally Posted by Ice View Post
Does act 2 incorporate some of GFZ1? I don't mind if it does, it's always kinda cool to see the super-familiar level in some new contexts! :)
Great artwork by the way. I absolutely love the sky texture :D
Yeah im not 100% sure but it does look rather familiar to GFZ1.
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Old 01-23-2017   #20
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I'm digging the aesthetic on this one. If you keep act 3's damaging water, you should probably use a different texture to indicate that it's actually damaging.
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