As for whether it's more than average or not... well, we'll see when it enters the contest. With 15 maps, I doubt it'll make it very far, but it probably will stand out.A satellite was long since lost in space when one of Eggman's prior attempts to reach space failed. Drifting around the Earth, if very far away, it was soon again found by Eggman who decided to turn it into yet another arena for SRB2 players. He has fixed up some of the wreckage that ensued when it was hurtled off into space without only gravity to guide it, but the wily doctor* intentionally left one glaring error - the main room completely lacks air, except for the huge column in the center and the few columns supporting the main pathways. Unless they have a green sheild handy, players must be prepared to run from point A to point B with only five seconds until their untimely demise, making this one of the most unique stages around, but also one of the trickiest. Can YOU and your buddies take the stage on?
(*Not Dr. Wily!)
You were able to get Space Countdown to work? I was going to use that for my level but I couldn't get it to work. Meh, it's probably better that I didn't anyways, considering the low gravity will probably be hard enough for players to deal with.players must be prepared to run from point A to point B with only five seconds until their untimely demise
That's odd, since all you have to do is set the type to 6. Or, if you need to combine different sector types (like I do for the bottomless pit), use a giant invisible, intangible FOF whose dummy sector is set to 6. It's easy as cake.FuriousFox said:You were able to get Space Countdown to work? I was going to use that for my level but I couldn't get it to work.
The countdown only stops for the console player, as you described, and it causes a consistency failure.Shadow Hog said:I know if I do splitscreen, 1P works A-OK while 2P will run into the sector, start the countdown, run back out, and still have it counting down, causing them to die. I want to see what happens if I do a netgame.
Knights of the red-table!Mystic said:
Um, not if I retain rule 4...Tets said:If there is one next month, however, rest assured I'll finish this for it.
Level Description said:This was a rather fun level to make. If anyone was watching me, they'd notice a pattern. Hidden Palace was conceived in English class. Triad Trials was conceived in Health class, as was Space Armada. And Fight to the End, if I ever fix it, was made in Social Studies.
Well, I made this in Algebra. Why did I go off on that tangent? I don't know, and you don't either. But anyways, I had a blast making this level, as I made it almost exclusively in Doom Builder. I made a staircase in WadAuthor, and added the header with Lumpmod, but everything else was Doom Builder. This led me to the determination that, except for really specialized jobs, Doom Builder beats out WadAuthor.
Now, playing the map. First of all, this is a SonicandTails218 map. Meaning that Tails has a leg up. However, don't worry, as Sonic will do rather well in this level, except for the crumbling platforms, which will take precision jumping. The underground caves are a hint I took from Triad Trials, in that going up and down is ten times as fun as foward and backward or sideways. Also, I didn't use any yellow springs, and red springs were only used for big jumps. Everything else is jumping or stairs.
Once again, I find myself going off on a tangent. I'll just skip right to the gameplay tips:
-Tails will do well in this level, but Knuckles players will find that it suits them as well. The character is only as good as the level, so consider trying out someone other than Sonic.
-The crumbling platforms will reappear, so don't worry. However, since they do crumble, you can really torture pusuers by standing on a platform they're about to land on, and getting off at the last minute.
-No bomb rings, and no infinity rings. Rail and homing and automatic are present. I should warn you that there is no mass sniper spot like in TTZ, so it's more balanced.
Right now, SRB2 is in XMAS mode, but the level works well either way. One might question why I used generic GFZ graphics. I answer that question with this: Not one of my maps till now has used the GFZ texture set, so I decided to try it out. Enjoy the map vote 10/10