on Edge
Member
Kuja said:1)All right, I suppose I should. It's hard to judge my own stages' difficulty, so if you have any places in particular that could really use them, I'd like to hear them.(I was afraid of making this too easy on you X_X)
2)Hmm. It was probably the last zone, wasn't it? Not sure how to improve here, as I'm not sure which ones you say are particularly painful to get by.
6)Heh. I can honestly admit that the structure is bland and boring. Since I find that hitting capsules is rather generic in itself, I decided that I may as well make up for it by having you exit the level yourself and find where you will be led next.
8)Yeah, I guess I should try to make it painfully obvious. Maybe if I added in a few signs, you would get less confused? Blatantly obvious arrows ftw.
Thanks to everyone for the heads up on most of these things. Do you see why this is in editing? D: As you can see, I'm still trying to figure out what makes the perfect SRB2 stage.
1) Uh... Your levels are REALLY big and theres a lot of them. Picking out each lap-marker that needs an activator secor would be hard. The rule of thum (for me, anyway) is that if you're scrambling for your life, you won't be able to hit the lap marker, and you won't be able to double back on yourself. In other words, think of the area prior to it and how the player is approuching the check-point.
2) I hardly played the Sand Zone, seeing how I allready had a feel for your level desighning, and it was giving me lots of game-overs. >.<
6) Uh... Kuja, it was the battle, not the transition. The fighting was fail, everything else is only for show. You might try SOCing instead of purly level desighn to make it interesting.
8) Well, I can't help you here very specifically. If you f12'd me you'd see what was going on, and then that might be able to give you the info you need.
About the editting thing, I know that this is a WIP, but it's also very enjoyable and has a solid amount of content.