Fawfulfan said:I really think you should actually just post this as a legitimate vote and give a score.
BlueZero4 said:May I ask why? Would you prefer it that way?
Fawfulfan said:I'd prefer it that way because I think it would help other people. I know I've often found it helpful to look at ratings for other peoples' levels.
Though I also have to say that I don't understand why you find my level's theme to be inconsistent. I consider it to be quite cohesive.
BlueZero4 said:Um, I don't know either. I just went back and played your level again, and I think I'm once more speaking too quickly and without thought.
I think there's a part of this that I've failed to conceptualize. Now we're coming back to that old "Hur hur hur, don't port other games to SRB2" idea. There's a gradient involved, a sliding scale between directly porting ideas from other games and using pieces of the game with barely a glance at the source material. I am not a Mario fan, so I don't know exactly what you've taken and what's your own. To me, the second area (platforming over open-air deathpit) doesn't seem to match the feel of the rest of the level, which is clearly grounded and a little more landscape-y. The blue underground area at the end seems unnecessary to me, again because you're working a day-time on-the-ground-floor level.
Because these two seem out of place to me, I am speculating (and am likely to be completely wrong) that you wanted to include them because of their presence in real Mario games and wanted to try your hand at them, rather than wanting to build a level with the Mario theme with more of a focus on finding your own direction inside your own map. Am I communicating the difference in mindset clearly?
If you understand where I'm coming from, please tell me: Am I wrong, and if so, how much? I ran into this problem about assuming things with Blade last contest, and I want to know now.
Fawfulfan said:I don't think you're wrong at all...that's a pretty realistic description of my thoughts on this level. And yes, I'd imagine that you'd appreciate it more if you were a Mario fan...without any prior knowledge or liking for Mario, I'd understand how the underground section felt out of place.
BlueZero4 said:Okay. Well, I think I hurt Blade really badly two months ago, and I didn't want to do that again to you. I'm going to go apologize to him now.
M[T]P said:Uh... funny starting. Those liquids can be entered by walking/running, but bounces when we jump to it. Interesting.. And we even BOUNCE WHEN WE JUMP INSIDE, wtf..?
That's not the point of that platform. The point is that you can drop down on the platform from the side paths for easy access to the base.Oh, and the yellow spring in front of the flag room is strong enough to bring you to the flag; you do not need to use the platform above the spring.
Yes, but the platforms and the water rise together. If the water didn't rise, the platforms would be lower and therefore you wouldn't need the extra boost from the spring. In the end it all boils down to pressing the button and taking the spring.And I don't know how you failed to notice, but I did use the underwater physics. Quite apart from the floating platforms ascending to a useful height, the spring wouldn't launch you as far in the air without water.
They used to, but I shot that "feature" down because it got on my nerves. The problem is that Sonic is so fast that you exit the pipe while the sound from entering is still playing. That, and there are just so many pipes that the sound plays all the time.Why does the pipes not make the sound when you go into them like in the Mario games? I was REALLY looking forward to that, and was disappointed when there was none.