Creative Worlds Level Pack.

Creative Worlds Level Pack. 0.50.7

  • More optimization work for SGZ1, BCZ2, and GSZ
  • Fixed some midtexture repeats and offsets in SGZ1
  • Updated preview for SGZ2 (with 3 emblems already in position to collect). There are a couple of visual issues with software rendering at the moment, but I apparently found one of the more notable ones related to sprites is actually fixed in next. The completed version may not be ready until the next release anyway.
  • Optimization work and fixes for BCZ1
  • Fixed the MainCfg not having information related to Dangerous Descent Zone commented out. It is not even in the pack yet and cannot be brought in until the 2.2.11 release (because of its use of UDMF)
  • Cool!
Reactions: SusSped
New update.

  • More utilization of alternative solid FoF types (for the purpose of bringing performance improvements to Skyward Garden Act 1, Broadside Cliffs Act 2, and Greenhouse Scamper).
  • Optimized the lua scripts in several areas.
  • Slight optimization to the map of BCZ2 itself. All optimizations listed, based on what I noticed, has improved performance in performance-sensitive areas (in Software rendering, OpenGL was always fast).
  • Various alignment fixes and small slope fixes in BCZ2.
  • A bit of rewriting for BCZ's Flybot, which fixes a few things and optimizes it. It now works a bit more like it was intended from the initial release of this pack.
Changes.

  1. Actually apply some of the newer textures in a couple of spots that were missed previously (areas made before the textures were made in Lawn World.
  2. Experimented with replacing a number of greenhouse glass FOF's with transparent and solid greenhouse glass midtextures (in LWZ2 and GSZ). The result is little to no render glitching where a lot of it went on before (in software mode) while looking the same. I am aiming to emphasize software only effects more so eliminating the flashes and other bugs is important. Actually, the old glass FoF's are now invisible boxes to make sure collision still works).
  • Cool!
Reactions: SusSped
Greenhouse Scamper Zone received a few fixes and tweaks throughout (alignment fixes, thing placement fixes, small oversights).
NEW: Greenhouse Scamper Zone is complete (for now, like other zones it is subject to future changes and enhancements). Tested in both Software and OpenGL (though OpenGL is still recommended due to how it handles transparency and lighting).
  1. Record Attack emblem requirements were updated in response.

Unfortunately, the games data had to be reset again (to avoid what would otherwise be an issue with GSZ's emblems in existing games). The level thumb is still relevant as there was no notable change in the start area.

NOTE: Area in .gif saw a few updates since this was taken.

  • Skyward Garden - extension of the Amy and Fang route. The temple annex is live.
  • Skyward Garden - a few colormap and detail changes in the temple sections
  • Skyward Garden - fix a few sectors that did not get tagged as a deathpit
  • Broadside Cliffs (both main acts) - additive shading for all light beams (instead of simple transparency
  • Default Castle Eggman thumbnail for Skyward Garden Act 2 WIP (barely started) replaced with a placeholder box
  • I noticed Skyward Garden Act 2 could be accessed once all levels were complete, it is just a single incomplete section, but best to put an end sign and at least give players a way out that is not quitting
  • Cool!
Reactions: SusSped
Forgot to seal off the extension of unplayable area (in LWZ) with impassible linedefs.

Also, an alignment enhancement for the wood bridge near one of the moving platforms.
  • Cool!
Reactions: SusSped
Sorry for the release noise, but this fixes the display of emblem hints for Lawn World Acts 1 and 2 and an attempted fix for the graphics of an FoF where a LWZ 1 emblem is.
NEW - Lawn World act 1 now has a new route to take, just remember to not lose the whirlwind shield at the beginning to access it.
FIXED - SOC error breaking a Skyward Garden emblem
- A couple of texture alignments were also fixed (tm).
- Easier to hit starpost near the start of LWZ 1


In addition, a couple of changes in 0.25 I forgot to add. More playable space in BCZ 2 with rings and goodies to find, slight changes to make a few starposts (not the LWZ ones) easier to hit, and some extra playable space in BAZ near the rock bridge (was highlighted in an attachment someone made for feedback).
New version, much smaller this time, but I am getting back to working with the binary format so I can resume releases. I will also start using Software as my renderer again to reduce the chance of major issues sneaking by.

  • Fixed - backwards logic for the Brute Crawlas (in terms of checking z distance) was fixed. The broken logic made them more annoying than they should be
  • Fixed - Poly Object rendering in software, for the WIP zone Greenhouse Scamper
  • Large numbers of excess vertices and sectors were removed in Broadside Cliffs Acts 1 and 2 as well as in Skyward Garden, helping a little with performance
  • The ending run in Skyward Garden is now accessed a different way, check the new red springs
  • Layout change in Lawn World Act 1, concerning the way to get over the first fence. There is also another emerald token somewhere.
  • Broadside Cliffs Act 2 now has more consistency in what is climbable and what isn't
  • Small quality issues fixed throughout (overly rough sloped geometry, flags that should've been checked, wrong textures, wrong alignments, ect...).
  • Start making use of the ramp sector special, it should make some ramps less prone to glitching
  • It is now possible for the Yellow and Red Crawlas to check for z distance before moving if needed, reducing the chance of unwanted ambushes (which is employed in Greenhouse Scamper). Done through the extrainfo parameter as it is not universally needed.
  • Lawn World in general now has a notably expanded texture set
  • Cool!
Reactions: SusSped
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