Hmm... considering the SNZ2 problem... stepping on the part that falls also triggers an invisible/intangible FOF with the end level effect to start moving into the chamber, so even if they get stuck up above, the level still ends?
...And furthermore, Kim, if you really want to skip Spacewalk, you could gather the seven Chaos Emeralds beforehand, thus enabling you to skip straight to SSZ.
... It also features a cool little gimmick that you'll have to wait to learn about.
I've tried it out with a bit of copy-paste, and I think you might need to change the colormap a bit around to fit. Also, the "sunkisty" light blocks shoudl probably be removed for the mud parts, because that looks very awkward.Oh, wow. I've always wanted to pay tribute to Mudhole Karst somewhere in Tortured Planet. Thanks for providing me with the best way to do it!
...I meant the fake minecart ride earlier in the level. not the PolyObject one. I'm fine with the real one, although I think that one would be cooler if you fell right into instead of using a spring. But while we're at it, I think I have a way to make this one more useful without messing around with it much. Just let it drive right into a waterfall of damaging liquid so that you have to jump off quickly to avoid getting hurt. I don't think that would glitch up the PolyObject more than it already does, and it's very easy to do.Unfortunately, the minecart really can't get much modification, because it's already so glitched as it is. Any perturbation to the system can really hurt the way it works. I might be able to try modifying it at some point in the future, but the results may not be good.
It's probably much simpler than that. Just don't give the parts where the railway overlaps the Rope Hang effect. As long as you don't force the player to jump at those points, it should work well enough.
Pipes.Oh, and regarding those round "things" (I totally can't think of a word for it right now) where the slime/goop falls out of
Unsynchronized pipes, eh? The only problem is that Continuously Falling Sectors of the same speed, upper points, and lower points cannot be set to fall at different times. This is why the DSZ waterfall gimmick and my remakes of it have to be set up the way they are. In fact, I'll post something in the Suggestions thread about that.You said yourself that the idea of walking around the rims of it didn't work nearly as well as you thought it would. Why don't you just synchronize them so that whenever the slime falls out of one, the ones next to it have their pause, like an alternating pattern? Then the players would have to hop across them and time their jumps properly, and whenever you stand on one, slime is currently falling out of the other one.
Uh, I didn't think of this at all. Yeah, the only way to incorporate obstacles would be to let a different rope hang sequence begin after every obstacle.Well, that might solve the first problem with the rail, but there's also a much bigger issue. If the player is traveling between waypoints, they will just pass over any gap in the bridge and won't have to jump. They will also pass through any solid sectors or FOFs, so that won't be a good option either. The only obstacles I can think of that would not disrupt or be disrupted by the minecart rail are:
1. Spikeballs (which were already used liberally throughout the previous level and would be too small and dark to see properly)
2. Flame Jets (which would make no sense in Fume Shaft Zone)
3. Lasers (which would also make no sense)
4. Crushers (which would be insanely difficult to dodge on a minecart rail and are in any case overused in Tortured Planet already)
5. Rock Spawns (which would rarely harm the player, feel cheap when they do harm the player, and which are already overused in Fume Shaft Zone)
6. Intermittently Spewing Pipes (of which there are already quite enough in Fume Shaft Zone, and which would be a cheap, often unavoidable danger)
If you can think of a way around this problem or come up with a functional and acceptable kind of impediment to the player along the rail, please tell me.
Why on earth didn't I think of that?Pipes.
Now that is kind of a bummer. Sure there's no workaround of any kind?Unsynchronized pipes, eh? The only problem is that Continuously Falling Sectors of the same speed, upper points, and lower points cannot be set to fall at different times. This is why the DSZ waterfall gimmick and my remakes of it have to be set up the way they are. In fact, I'll post something in the Suggestions thread about that.