ASfAEe (Average Sonic fan vs Average Eggman enjoyer)

ASfAEe (Average Sonic fan vs Average Eggman enjoyer) 1.3.2

Riolucariolu updated ASfAEe (Average Sonic fan vs Average Eggman enjoyer) with a new update entry:

Post an update Watch Add bookmark Remade stages 1-3 and added some QoL

Hello!
The changes are the following:

- Maps 1-3 have been completely remade to give the mod a better first impression
- Map 4 still kinda sucks but I put a breakable wall in the beginning to skip the lake, so you can get past that really quickly
- I added a little cheeseproofing to Map14, the cloud map; it's not much but I didn't care for it
- I added invisible ground that only NPCs can stand on to the Metal Sonic boss arena, so he won't needlessy prolong the fight by falling down anymore...

Read the rest of this update entry...
 
Screenshot 2025-06-15 191318.png

...*cough*
(This happens as soon as the first map starts, immediately after the cutscene.)
 
Alright, I deleted that linedef function. I can't test myself whether that helped because I never had problems getting into the stage.
Please tell me if it helped.
I'm European and have work in the morning, so 1.3.2 will be the last fix for today. Will look more into this after work if it's still not solved.

Thanks for the bug report!
 
Alright, I deleted that linedef function. I can't test myself whether that helped because I never had problems getting into the stage.
Please tell me if it helped.
I'm European and have work in the morning, so 1.3.2 will be the last fix for today. Will look more into this after work if it's still not solved.

Thanks for the bug report!
I played up to Forfeited Factory 18 and it all seems to work well!
 
I'm gonna list the maps that I had difficulty with as requested in the response to my review. Most of them were in the last quarter of the pack's runtime. First map is Map 17 and 18, since they're both pretty much the same map but 18 is 17 reversed with a time limit. The primary issues I had was with 17 initially, the crushing ceiling towards the end. I don't think it's very possible for you to outrun this ceiling crusher, so I cheesed it by letting it pass beneath me, then going through. Unless that's the intended solution?

Map 18's primary issue is the tight time limit coupled with the number of traps. First off, you start with no rings, so you're likely to die to the lasers at the start, then you have to contend with the room that has the crushers on both sides, where if you fall just slightly short, you can't climb back out. After that, you've got a series of crushers, a room that goes dark (had to turn off shaders just to see what I was doing!), and during all of this you're under the pump with that 2:00 time limit. If you had say, 15 more seconds, I think it'd be more managable. I feel as if I was pushing myself as hard as I could and only barely made it.

The same applies to all the Metal Sonic races more or less. The first race isn't too bad, but the races after that are where that trial and error element comes into play, mainly since there's no checkpoints and races with Metal obviously can't have that due to the way they're designed. Particular standout is the rooftops race, where the timer seems very strict with little room for error (and lots of death pits, of course).

Map 19 is the map where the bizarre difficulty spikes become a real issue. Right after you clear the first two areas, after the steam jet jumps, you have to delicately jump across these 3 narrow platforms right over a deathpit with no chance of recovery if you fail. This wouldn't be awful, but there's no checkpoints before this point, so you gotta redo all that tedious stuff beforehand every time you want to take a crack at this kaizo-level platforming section. I ended up cheesing it by spindash jumping to a small railing on the left side where the green slime flows from. After this point, the map never has anything remotely coming close to the difficulty of this segment.

Map 20 is pretty self explanatory, as I did so to a certain extent in my review. The first segment before the path split is already hard enough, but I couldn't get past the gravity flipping mechanic on the "hard" path. Even if I could, my lives were already drained considerably by the slime tunnel you gotta get through near perfectly with a fully charged spindash and management of Tails' flight. You need TAS like reflexes to do it consistently, I think.

Map 22 wasn't bad, but I just had a complaint about how the whole floor's a death pit? It doesn't look like a death pit from above, there's all that terrain visible under the water. It was frustrating gathering all those rings only to mess up the last jump and lose it all at the end.

By the way, the back half of the mod isn't all bad. Map 21 is actually a really fun concept, I like the gravity puzzle elements. The final boss is just Brak, but I find getting his pathfinding to work with the gaps in the floor to be a little annoying. The rest of the pack didn't give me much trouble save for a few tough platforming challenges here and there.
 

Who is viewing this thread (Total: 1, Members: 0, Guests: 1)

Back
Top