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To not let players climb to places where they're not supposed to, though this wouldn't be an issue with Knuckles and Tails, I might aswell change the spring sprites to dash panels maybe?
I'm actively working on a level for once. Anyways...
Name: Knothole Valley Zone (at least for now)
Progress: Maybe 10% done
Description: Heavily based on SSNTails' unfinished 3D recreation of Knothole Base, with many revamped (or completely custom) rooms and routes added. And no copy-pasting.
Holy cow! That's a huge update to an already huge level!
This was really fun to play through and the atmosphere changed so much between the two versions, it actually feels like you're storming a castle now and not just running through a ruby courtyard.
The only gripes I have with it is that it's a little more challenging near the end and I would put a checkpoint near that switch that opens up the second half of the spike platforming section or just next to the wall itself.
(also not to sound nitpicky or anything but this happens in OGL, I know not a lot of people test outside their native render because they're unable to or whatever.)
The Quest to improving visuals - Part #1 / 59 (Thanks everyone, your feedback has been very vital :) )
The Background textures color altered to use a slightly darker orange, I have also scaled up the texture from 128 to 256, Hope this makes the level less of a pain to look at lol.
Also another Quick update, changed the Sand falls near the very end of the stage to Quicksand with Downwards current (forgot these) and very minor visual changes to the first 2 areas.
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