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GreenFlower Cave

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Chaos

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So, I've been working on a cave level. It's some GFZ-themed one with water and stuff. Not much to say. Incomplete, but with a few paths. The secret in the beginning leads to an Emerald Token, it's unfinished.

Screenshots:

OMG HEADER
http://i27.tinypic.com/2k1zdg.png

Part of the right path:

http://i26.tinypic.com/w8s3k5.png

Part of the left:

http://i26.tinypic.com/fc7lgx.png

Where paths meet:

http://i29.tinypic.com/2qxayc3.png

Second section of the level, right path:

http://i26.tinypic.com/2na06mt.png

Part of the last part:

http://i29.tinypic.com/2qn31gx.png

Last but not least, the download link:

http://www.supersanctuary.net/srpgp/ffh/download.php?file=19fc37aad2a501b01dfb54375dca6a7b

Questions, comments, complaints?
 
NOTE: I won't add a Thok Barrier untill the level is done. It's annoying having to keep on changing it as I go.
 
Not bad, but riddled with problems:

You forgot to put an End Level sign or an Exit Sector.
Your level has no thok barrier. (I read your post right after I typed that.)
Thing placement in places is a tad erratic. Usually you'll want to make the spaces between all placed rings and springs evenly.
Texture offsets were strange in places. You'll want to make your sector heights in multiples of 32 to make them more texture-friendly.

Otherwise, you at least seem to already understand the basics of level design. I look forward to an improved version.
 
Urmm... It's good... except that:

1. I can't get to level in any way except by 'MAP MAP10'. It would be a good idea to put in 'levelselect = 1' in your level header.
2. You don't need that red spring in the area with the waterfall (Near the end), as it makes you go too high above where it's supposed to take you. Replace it with a yellow one please...
3. Why do you have CEZ Chains in your level? It doesn't really fit.
4. You could put a checkpoint mid-way through what you have done so far. I didn't ask that because I kept dying (I didn't even struggle to finish it). Continue to add checkpoints in a way so that there won't be too much in-between each one, or too little, and that there shouldn't be too many of them in it either.

It's still a decent level, but keep these points in your head as you continue to make it. Keep working on it! :)
 
I don't know about you, but I think that keeping a thok barrier during the process of making the level is a crucial skill. I mean, who knows when you might need two different types of thok barriers to get the look you want?
 
I tried the new version, and it's still good.

But you seem to have forgotten to deaf the rings in the last bit you just added in so far.
 
Litte bonus thing is in.
Now available for level select.
What should I add for that water pool and the left side of the towery thing before the Starpost?
 
It's definately not a bad level, but some of the awkward 90 degree turns while platforming didn't exactly seem to work too well. Flow definately seems to be one of the things you'll be having a problem with in this map.
 
I got rid of the 90-degree turn at the second part, added a better Emerald location, and got some ideas ready for another part. But, I can't make/release anything since my computer doesn't have Internet and srb2.srb got messed up by XWE or something. I'm thinking of just scrapping this for a better level. I can do quite well with a beach level, and I already got the beginning parts.
 
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