Incredirock Demo

Incredirock Demo 1.0

As a tester for the mod. I'll say this map pack is great. The first level looks well done. Especially the second level and boss arena. The transition to act 2 to 3 looks great. This is just a demonstration of what's to come. I love the map pack and I hope the future version of it goes well.
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As the first (and from my knowledge, one of the only) tester of this mod, i can CONFIDENTLY say this map pack is SUPER well done! The first level feels Smooth as hell to, and isnt short, nor too long. For such a expansive first level, its super well done, and brings together a good introduction of the mappack. And as the title suggests, this is just a DEMONSTRATION of whats to come! I've absolutely loved everything so far, and i hope you all stay tuned for more!
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Loving it! I'm always a fan of big, open levels like this. It kind of reminds me of the 2.3 prototypes. I've got a few gripes with it, which I'll detail in the discussion thread, but I'm sure those will be fixed in later versions.
WindowPerson
WindowPerson
When I was designing the levels, I was inspired by SRB2 2.3 levels. You can definitely see that at the end of TRZ2.
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Note I played the whole main cast (plus Vector) for everything. I also used Many Minor Tweaks, while it's nothing super game-changing it should be no different from a regular modless playthrough.

From what's available, it's pretty good. Most beginner mappers make their maps too cramped that even the smallest characters struggle to navigate.

I'm glad to say this is not the case. The stages are big and fun to navigate. Though lacking monitors and checkpoints there's a lot to explore and most of my complaints is it being too empty and not much going on.

However, I may note it's almost impossible for Fang to beat Act 1. I'm not sure if I'm missing something but the floating stones just don't launch Fang very far and the jerboa is doomed to a watery grave.

I'd personally scrap the floating stones and replace them with the water pillars.
WindowPerson
WindowPerson
Trust me, the original Tropical Ravine Zone was cramped. The thing with the moving rocks is that you have to be constantly running. It may seem hard at first, but it'll get better.
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I played through this as X Sonic, so take my words under that consideration:

This first zone makes great use 2.2.14's texture scaling features for decor, and the enemy placement is actually worth studying, as they felt like extremely intentional obstacles, rather than being haphazardly placed.

Though, the size is probably a great detriment. The reason I played this as X Sonic was because vanilla sonic was just *unbearably slow*. You really should be using a momentum mod, or at least something that lets you redirect rolling momentum into other platforms easier. Same goes for the water below too. You either wade through a flat plane of rock until you find an exit, or wait patiently for your character to fall all the way to the death pit a mile underwater.

Act 1 also has moving platforms, one section has clearly defined brown colors, so while it's not clear what they do until you touch them, it's strongly incentivised that you try going in that direction, and from there it's pretty clear what to do. The other moving platform is an elevator to save you from some pitless water. You litterally can't even see it. It's in a grass corner laid off to the side with no reason to actually stand there, and uses the exact same floor texture as the surrounding area.

I think the map could be scaled down a little bit, but what's already here is pretty darn solid level design. Like I said earlier, they knew what they were doing when adding enemies, and they really did succeed in making enjoyable and memorable level pieces. If more care was put in the water section as a true bottom path, or if it were completely absent like supposed later zones, as well as not understimulatingly large, then the full pack could really turn out to be better than cyberdime for me!
WindowPerson
WindowPerson
Thanks for the feedback! I'll focus on this in the demo v1.1 update. The levels are bad quality because I am working on it all by my own. What I might do is shrink the extremely wide areas to make them more decently sized as well as add new obstacles.
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