lost Valley zone

lost Valley zone v1.5

this is a pretty cool level. consistent theming, good variation and decoration, and great flow. i can't be bothered to write in an essay format like i'm used to (and i don't think people wanna read that anyway lmao) so here are some of my thoughts after replaying the level a couple of times:

- the level is scaled a little too large for my liking, although it handles the larger scale pretty well; it didn't feel like an absolute drag playing my main (amy) which is a trap that a lot of largely scaled levels fall into. just like with the orange bricks, however, the scale nitpick could have a lil bias.
- the first token feels less "hidden" and more "out of the way," y'feel? it's 6 seconds into the level and there's a full flowery path with a ring trail leading up to it which all but invites the player into that cave. not "bad" per se, just kinda does tokens a disservice.
- loved the little sections behind breakable walls. even if they're pretty slow in comparison, it's always neat to see variation-- it really shows the care you put into the level.
- variation! this level is really varied in its setpieces. each little room feels like brand new stimuli that builds on the level's theme rather than straying from it. i actually started to smile a bit going from room to room as the level went on. fantastic job here
- the large robo hood blocking the main path kinda deterred me first since it visually blocks the way forward.
- the trees are great decoration, but some flowers or other shruberry would be welcome especially since the map uses flower floor textures a lot.
- the teleport sections into the final room should be two way. it always feels bad to be trapped after teleporting through an open doorway
- looping the music is kinda tedious, but it really does make the map infinitely more presentable. here's a guide on how to do that that: https://mb.srb2.org/addons/how-to-properly-loop-your-music.3049/
- on that note, i think mp3's break with loopbacks? if that happens, export the audio file as a .ogg file instead and it should work fine.


water:
- the still water could use a ripple effect. i'm not sure if the opaqueness of it is a stylistic choice but i kinda like it regardless. however, the opaqueness makes it looks really weird without the ripple effect (that should be a checkbox in the linedef's menu but idk if it's different in udmf).
- i think you can scroll the ceiling texture of the water fof to make it seem like it's moving? (i'm *also* not sure how to make waterfalls lol)
- the waterfalls in the skybox look a little harsh. making these slightly translucent, making the colormap brighter, or separating them a bit between some rocks or cliffs or sth could help
cherry
cherry
thank you for the review this helps out a lot!
Upvote 2
two things

1. i dont know how to make waterfalls PROPER either! and thats okay!

2. this level is pretty great for somebody with less effort being put into it!
cherry
cherry
thank you for the review!
Upvote 1
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