Creative Worlds Level Pack.

Creative Worlds Level Pack. 0.7.3.1

Another update. This time there are more than just quick fixes.

LWZ1 - Redid the Amy and Fang route, it now continues under Sonic's route into its own area (as opposed to the short and cramped path it was earlier). It lets out by the house at the end.
- Opened one area near the start, it is inaccessible though.
- One texture went missing in a previous change, it is added back.
BCZ1 - Now safe to play in software, some geometry changes were done that eradicates the massive glitching entirely (at least according to my testing with tails).
  • Cool!
Reactions: Othius
BCZ1 - Some sectors were manipulated and others split, the result is the node topology is far better in spots and several sections do not glitch as hard. Software is still far from perfect for this zone, so for the best experience keep using OpenGL.
- Crossed paper sprites now replace some of the 3D pines, the really big pines are still 3D due to the sprite size being too big for SLADE to handle well.
- A slight transition improvement from the steep cliff at the end of the level to the background.

General - Fixed; A few BCZ textures were still not fully resolved from the palette modding attempt (though software still can't map a couple of them very well even with them using SRB2's Palette). The OpenGL recommendation stays.
- Crunched all remaining sprite and texture .png's to Doom Graphics (resulting in a major drop in file size).
Sorry for updating so quickly, there was a SOC line I forgot to roll back when removing the beginning of BCZ2 (because of those palette issues).

LWZ2 - Fixed a small HOM
BCZ1 - First stab at splitting sectors and having more sane ceiling heights (for the purpose of optimization and reducing software glitches). I clearly overestimated the OpenGL adoption rate in this community, so a lot of new development will be done in the software engine.
The palette changes I did (to try to improve the color of some textures) proved to be way too controversial. All levels will now use the standard SRB2 colors until the engine gives us a way to add colors to the original 256 (hopefully).
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