Linedef Triggers Based off Score
Let's be entirely honest: Score is only good for more lives. And even then, its a rather slow process and you have other means of doing so. However, if we were able to make triggers based off score much like how linedefs can trigger depending on how many rings you have, this opens up quite a few more opportunities.
For example, as a plan for an OLDC entry, I had a Challenge Room concept based off Kirby's Return to Dreamland, in which you have several challenges you can aim for a top score and rank in. However, there are no triggers whatsoever for score. Infact, the ONLY thing you can do with score is raise it, as subtracting has a nasty bug behind it. So if I wanted to say, give the player a rank on their score, I'm simply out of luck in this matter.
Again, this is just one example, and I'm sure having triggers based on score would be a welcome invitation to some innovative concepts, due to it freeing up rings for their usual use, or other purposes.
A Varient of Emerald Check that Works on Indivisual Emeralds
Being one of the few, if not the ONLY way for one map to directly impact another, or a method of a map being able to "save" its progress, needing ALL 7 Chaos Emeralds to trigger Emerald Check is extremely limiting. If we were to use individual emeralds for Emerald Check via Linedef options, you can more dramatically influence maps between eachother. Thing of them less as emeralds and more like event flags we can use. Again, to the Challenge Room idea, this can be used to save progress on a single map, with say, getting 2 emeralds opening up more challenges available. Things like HUB worlds would be possible too.
Let's be entirely honest: Score is only good for more lives. And even then, its a rather slow process and you have other means of doing so. However, if we were able to make triggers based off score much like how linedefs can trigger depending on how many rings you have, this opens up quite a few more opportunities.
For example, as a plan for an OLDC entry, I had a Challenge Room concept based off Kirby's Return to Dreamland, in which you have several challenges you can aim for a top score and rank in. However, there are no triggers whatsoever for score. Infact, the ONLY thing you can do with score is raise it, as subtracting has a nasty bug behind it. So if I wanted to say, give the player a rank on their score, I'm simply out of luck in this matter.
Again, this is just one example, and I'm sure having triggers based on score would be a welcome invitation to some innovative concepts, due to it freeing up rings for their usual use, or other purposes.
A Varient of Emerald Check that Works on Indivisual Emeralds
Being one of the few, if not the ONLY way for one map to directly impact another, or a method of a map being able to "save" its progress, needing ALL 7 Chaos Emeralds to trigger Emerald Check is extremely limiting. If we were to use individual emeralds for Emerald Check via Linedef options, you can more dramatically influence maps between eachother. Thing of them less as emeralds and more like event flags we can use. Again, to the Challenge Room idea, this can be used to save progress on a single map, with say, getting 2 emeralds opening up more challenges available. Things like HUB worlds would be possible too.
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