Goober's Ice Cap

[Open Assets] Goober's Ice Cap 1.1.2

Eh, I know im late for this, but it COULD use a few emblems, more breakable FOFs, and some other things.
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This maps sucks so much ass, but i see potential.

Gonna be completely blunt, this map sucks ass, but there are some parts here that make me go "thats smart actually".

What i liked

- The thokplay here can be pretty fun to find skips, like the begining blue springs and the last section's yellow spring

- The begining section, as stated by another reviewer, is pretty smart and that small skip at the begining? Really fun, this type of thokplay works nicely to introduce sonic specific alternate paths.

- I like the side paths this level has, the first one is okayishly designed and isnt half bad to go through, and that side path on the inside section that lets you skip part of the level? Pretty good too

Alright now for the things i hate

- The level design can be sometimes "Get launched by some boost pads, do some gameplay, and then get launched by more boost pads!"

- Enemy spam not only is lazy, but isnt a real challenge at all (it wasnt challenging in demo 4, it isnt challenging now)

- There are several technical issues with the level, like the boost pad spam lagging the level a lot, the end section having no death pit, the begining inside section having some mid textures on the side path for some reason? And the first side path on the level having a buggy end cam

- This level wasnt playtested with othe characters was it? Knuckles can't do most of the jumps on the main path and is pretty much only able to beat it thanks to his glide and climb, the begining boost pad not having force spin makes it pretty bad to go through as Amy, and Fang cant even make it through the first part due to him being bigger.

- The original level doesnt feel represented here, if you played the level without looking the name there would be no way to tell this was based on ice cap zone (except that begining section)

If you're reading this, dont take this as a sign to give up and never map again, some of the ideas here are executed pretty well and i really want to see you improve. Next time when you make an srb2 level playtest it with all of the characters the game has, research onto what makes srb2 levels good! Rogerrogerroger's oldc videos have some good level design tips for srb2, research about level design or ask on the mb or discord, just keep on mapping, as making bad stuff is part of the learning process

Also, pretty bold to make a level on slade (although if youre on mac, you really dont have a choice do you?)
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(not sure why star ratings are still shown while im typing this... wierd...)
I love how the starting area gives you some speed flatout and then aks you if you can take it into the next area without hassle. While it seems wierdly required for the forward path to keep the initial speed, its one of those moments that make me appreciate 2.2's speed meta.
Though there's a lot of wierd stuff in here. There's a lot of advice to give.
- First of all, you probably intended to make the speed pads use the force roll flag so you were'nt constantly losing speed afterwards, but didn't know how to do that. Similarly the level doesn't feature fofs, which isn't a bad thing for the player, so much as the lack of knowledge might've limited what you could do more than you liked. I'd suggest reading the wiki to learn about how to set certain things up.
- Whether the booster spam was due to the player loosing speed when you didnt want, or because it sounded cool when going through, sprite limit is starting to creep up a lot. While it's never actually reached, it gets close, (1900 or so/2048, you can see how many sprites are being rendered with perfstats 1 in console) and if it does reach 2048, it could cause some objects to be invisible. Using those ported boosters that are somewhere in the resources here should pretty much fix the problem here for a quick fix, since each one isn't made up of 8-9 seperate sprites in itself.
- There's a couple cramped hallways, albeit short. God bless automatic players/anyone who has their camera pretty zoomed out.
- The exit sectors just look like empty rooms, which on the front path would make the player think that there's nothing there because... they can't see anything and have to specifically choose to investigate to end the level. The player could get lost going the wrong way with it not being so clear. You should place a signpost down to at least tell the player that it's an exit, and also because they look very nice.
- Big turrets aren't enemies, they're gimmicks. Theoretically you could say good enemy placement could be seen as an alternative to using gimmicks, but the turrets here are especially not meant to be placed willy-nilly. They're completely invincible, and you can't take cover where they're placed in the level here. Maybe swap them out for pop-up turrets or crawla commanders.
- Converging paths this much is fine, but I love it when levels but 2 or more continued paths in the same room, so if you mess up one or jump up to another, you swap to another path. Sure, it's a lot easier to get lost with that kind of setup than a straight hallway, but it opens up a lot of player experimentation, and that's part of what makes games like srb2 and gt so special to some.
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