I have a hunch that your wish will be granted.More easter eggs. I always like looking for secrets.
I have a hunch that your wish will be granted.More easter eggs. I always like looking for secrets.
That is so not true. In RVZ and ERZ2, for example, invincibility is a godsend, and I can think of several other invincibility monitors placed in SRB2 that are very useful. In most cases, it has nothing to do with enemies; most enemies aren't much of a threat in this game. But whenever there are hazards that don't outright kill you, invincibility is very useful.The only place I even realized invincibility in SRB2 existed was pretty much GFZ2. Outside of that it's useless.
Actually, Invincibility works properly in 2.1 already, granting 10000 points for the sixteenth badnik and beyond, making it very relevant for score attack.
Totally rework DSZ. There's some downright awful level design in there.
https://wiki.srb2.org/wiki/Version_2.1#Single_Player
Does anything here address the problems you have with it? (How many remembered this page even exists? :P)
People keep telling Mystic that 70% of all people loathe this room with a passion, but he refuses to do anything about it because of the 30% that don't. Personally, I don't have a problem with the block maze per se, but I do have a problem with the fact that it's a mandatory element of the path. Due to the rather faulty aspects of SRB2's physics in regard to bustable blocks, you can't go through the whole thing in one motion because approaching the blocks at too sharp an angle gets you stuck.The biggest problem I have with the zone though, is the bustable-block maze in act 2, there's just no excuse to put something so redundant, boring and frustrating into any level, let alone an official one. It's not mentioned in that article.
I can think of one room with a lot of Skims in one place, and that room is rather deliberately designed in such a way that you either move quickly or are bombarded to death. I find that a lot more interesting than just placing a few of them that don't pose much of a challenge. The Level Design 101 is rather imprecise in that regard: As long as the room allows you to outrun the Skims, you can place a lot of them without a problem. In its rooms with rather slow forward movement that you need to be careful.Both acts have pretty poor Skim placement that totally goes against the Level Design 101 notes on them.
DSZ's textures in general are problematic because they're all so small, which looks awful on large walls. There's no decoration because the whole starting area of DSZ1 is already taxing on the framerate, but frankly I don't find that the first room is lacking in detail. And I find the higher path to be very straightforward: Go forward -> go right -> continue walking on the platform you are on. There are even rings to guide you the way. If you're talking about the springs that only become useful when they're submerged in water, that has been changed.DSZ1's starting area is really bizarre, the textures don't blend nicely, there's next to no deco and it's not at all obvious how you're supposed to get onto the higher path unless you're playing Tails.
Yeah, something should be done about that.DSZ1 had me going backwards at least once. In particular when you come out into the large semi-circular room from the high path, there's absolutely no indication whether you're supposed to go left or right.
Again, that room is so empty because it's already killing the framerate pretty hard as it is. I agree that the escape route from out of that pit is pretty awkward, but I think that has been changed. What I don't understand is why you're first instinct is to jump down into an empty pit rather than stay on the platform you are on and turn to the left, especially since the first thing that catches your eye is all the stuff floating above you. But a trail of rings that leads to the left should fix that.Alot of the time it's just unclear where the path is, like in the first big room of the lower path in DSZ1 the player's likely to go forwards and jump into what turns out to be a massive pit of nothing with only one frustratingly awkward escape route, when they were supposed to take a sharp left with no arrows or anything.
This baffles me too.This just downright baffles me. I don't have a clue what this is.
(Apologies for the console in the way, you make a bind to avoid that right?)
That entire room has been removed and replaced.The section in DSZ2 with the slowly falling blocks on the waterfall has a problem - the wall on the path side is no-climb, but the far side of the room isn't. Knuckles can just climb across that side, which is silly.
I agree that the whole sequence is too long and repetitive. What I don't agree with is that the last room with the elevator has no redeeming qualities, and you don't exactly explain why. I'm not a fan of the fact that you have to do it with two gargoyles - once you've done it, you've done it - but per se I like the idea.And then, of course, there's the gargoyle puzzles. The first one is passable, a total newcomer to SRB2 would probably be stumped for half a minute or so, but once they get the idea, they get the idea. Having a bigger one where you have to put multiple gargoyles on, that's pretty bad. Having one where you have to awkwardly struggle them off of a wall, push them up an elevator and then stack two of them on a ledge that they can just fall right off if you're not careful, is just downright shit level design with no redeeming qualities. It just makes the player do what they've already done, but even more boring and time-consuming and frustrating and flow-breaking. This is Sonic the Hedgehog, not MYST, for god's sake.
Feel free to do so whenever you're not sleepy.I might rant about bad design in the other areas another time, too. There's stuff in ACZ and the new CEZ that I really want to criticise, but I'm sleepy right now.