PAIN[Discontinued]

[Open Assets] PAIN[Discontinued] v2.1.4

-fixed the broken polyobject in THZ1 after the 1st upper starpost... for real this time
-fixed a typo in an emblem hint in DSZ1; this typo exists in vanilla
-made phase 2 of CEZ3 harder, and changed its LSI
-made metal sonic not be able to cheese ACZ3 as hard as he could before
added spikes to the sides of the train car that you fight the boss in in ACZ3 after it blows up; this'll prevent most characters from using the block enemies linedef that the spikes are bordering to cheese the level... unfortunately, amy, fang, and if you're smart, metal sonic, have ways to deal with this, though amy & fang will have a plenty hard time with ACZ3 anyway, at least

added a starting cutscene to DSZ1 to explain how to slow down on waterslides
-made the starting informational cutscene shorter
-made the 2nd informational cutscene very slightly shorter
-re-added the accidentally-deleted polyobject platform after the upper 1st starpost in THZ1
-made the spikes that fall below their elevators after the player dies in GFZ2 & THZ2 stay on their elevator
-removed the unfair ghosts in the failure waterslide in DSZ2 before the big waterslide section
-replaced the spikes near the elemental shield at the start of CEZ2 with springs, like in vanilla, so that it doesn't catch players off-guard
-removed some unfair minuses in ACZ1 that caught the player off-guard after the TNT-block-off section and aligned a nearby flat
-re-added the BASH at the very end of ACZ1, and put the nearby minus back in its vanilla location
-added a very short informational cutscene right before ACZ3 to prevent the player from being caught too off-guard their 1st time in ACZ3
-very slightly optimized the Lua
-remembered to replace invulnerability monitors with 1k point monitors in ultimate mode
-made golden force shield monitors outside of DSZ2 get replaced with 1k point monitors in ultimate mode, not that it's applicable to PAIN
-made entering DSZ3 not overwrite all pre-existing shields(which you should only have if you're a character mod that keeps shields between levels) with a force shield
-replaced the new force shield in CEZ1 with a pity shield
-stuck some more cacti in the southern oily cactus hazard in ACZ2
-made BCZ1 be much more PAINful than before, making the level finally be worthy of its 10/10 measurement on the PAIN-o-Meter
-remembered to replace the extra life monitors in BCZ1 & BCZ2 with 10k point monitors
-made 1up monitors get replaced with 10k point monitors in ultimate mode, giving you some kind of vain reason to pop them
-very slightly optimized the Lua
-prevented the player from getting more than 7 extra lives(than you start the level with) in singleplayer in GFZ1, GFZ2, THZ1, & THZ2, not counting score lives that come from the intermission; now you can't just have 99 lives going into THZ3 by grabbing 2 lives, hitting retry, and repeating the process as necessary
-made the golden force shield monitor after the goalpost in DSZ2 be removed outright in ultimate mode instead of getting replaced with a 1k point monitor
-took an armageddon shield monitor from CEZ1 that could easily be used to get 3 extra lives(and then you could hit retry and do it repeatedly for 99 lives), and replaced it with a force shield monitor
-replaced the new magnet shield in CEZ2 with a pity shield in case not having it would throw people off after going back to vanilla after getting too used to PAIN for some reason

hopefully, I won't have sufficient reason to perform many more updates within the next few weeks; this is an entire level pack, however, and those tend to have alotta room for polishing after those come out
-hopefully fixed a bug that allowed android players to mash out of pterabytes
-removed an unnecessary fraction of a kilobyte from the mod's uncompressed filesize
-replaced the infinite continues after winning with infinite lives after winning
-remembered to replace the space in the bosses-only filename with an underscore
-added a short explanatory cutscene before GFZ1
-fixed the facing of 2 red buzzes in the knuckles path in THZ1, and removed an ineffective pterabyte from later in that path
-stuck a crawla commando in THZ3 because I felt like it
-made players spawn with a force shield in DSZ3(he's only supposed to register at 4/10 on the PAIN-o-Meter, after all), and put a golden force shield monitor next to the goalpost in DSZ2; of course, both of these don't apply to ultimate mode
-removed the closed gate to the right of the start of CEZ2 and stuck an attraction shield and some enemies in it
-removed a pack of 3 ineffective pterabytes from CEZ2, next to a starpost on the right side of the map before the big bridge
-loosened the time emblem requirement for the new level, and fixed the emblem's color
-added many environmental hazards to ACZ2 and polished it in various ways to make the level finally deserve its 7/10 spot on the PAIN-o-Meter; it's still easier than RVZ
-gave fang(boss) an extra 4 hit points to make sure that he's deserving of his 7/10 spot on the PAIN-o-Meter; this is also still easier than RVZ
-loosened the time requirement for the ring record attack emblem for ACZ3 according to said hit point increase
-polished some stuff in RVZ to get rid of cheesing methods, and made the first rollout rock section harder
I removed cheese in the right path in the start of RVZ, wherein you could simply jump around most of the firebars to get to the rising/sinking platforms, by putting lavafalls on the sides.
I also added more pterabytes between said platforms since it felt too easy for its designation on the PAIN-o-Meter, and removed nearby redundant Hive Elementals and the platforms that I made for them.

The bosses-only version of PAIN is unchanged, and doesn't need to be re-downloaded.
I removed some easy cheese that I just found from the very start of RVZ, which involved just jumping to the left with a slope jump to just avoid most of the firebars altogether.
The bosses-only version of PAIN is still the same, however.
-moved the hive elemental in the big pipe jump section in THZ1 to a more obvious location so that it won't catch the player off-guard so easily

-replaced the regular vertical crusher after the right turn in the waterslide at the end of DSZ2 with a moving non-retracting spike hazard, and replaced the nearby invulnerability monitor with a 10k point monitor

-replaced the force shield at the start of CEZ1 with a 1k point monitor, making the spikes next to the adjacent springs matter some

-raised the lower pterabytes in CEZ3 by 4 fracunits to make extra sure that they don't grabble anyone who isn't jumping

-removed the blockmap & reject table from ACZ3, causing your client to create them upon level load, and saving ~68kb of pre-compressed filesize; I'd thought that adding them might've fixed the mac-related bug with ACZ3, but it apparently hadn't

-remembered to give the lava in the new level the ripple effect

-put 2 individual bees at the start of BCZ2 at the corners behind metal sonic so that the bees coming from the ceiling are less likely to catch the player off-guard at first

-aligned the corner textures in BCZ2's elevator

-changed the starting cutscene a bit to more clearly explain that added environmental hazards are sparse until later levels
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