MotorRoach
Retired
The main gimmick of the level in there is very interesting as a whole, and I love the you've made of it so far.
GIFs in spoiler tags are still loaded when you navigate to the page, unfortunately. This was an issue with my topic for people on slower connections, and the spoiler tags weren't cutting it. In the end, the only solution is to put a gif for your most recent recording, and then link to the original gfycat for older recordings.
Onto the subject of the gif. A death pit that you are thrown into by getting hit is extremely punishing design. Whilst it's good to be punishing, and I seriously love the concept of dissuading you from jumping, some potential for recovery from small mistakes should be allowed. This makes me think the ceiling should be an electric damage surface instead of an outright death pit.
(also, your water really needs a white-tinted colormap)
Also, if it's a death pit, it should LOOK like a pit. Don't use electric pain textures for instant death.
A general rule of classic Sonic is that touching something cannot instantly kill you. The only things that can instantly kill you are falling off the stage, crushing, drowning, and time over. Hence you should always use a pit (black or sky) for instant death floors.I've put yellow "electric flashing lights" for electrical damage and grey ones for instakill. I guess I'll put real 2.1-ish death pits instead, then.
A general rule of classic Sonic is that touching something cannot instantly kill you. The only things that can instantly kill you are falling off the stage, crushing, drowning, and time over. Hence you should always use a pit (black or sky) for instant death floors.
Don't be afraid to use fade to black ceilings for death pits, even if it doesn't seem like it would make much sense. It's very easy to communicate to the player that it's instantly fatal, Egg Rock for example uses fade to black ceilings quite frequently actually.
There's certainly ways to communicate that a touch based hazard is fatal, but you'll need to be extremely explicit with it. And at that point you may as well use a fade to black death pit or an open sky instead.
I am glad you're thinking so! ^^But yes, I really like how this level is shaping up so far!
Also, that screenshot seems fine to me. It's really important to be able to know at a glance whether you're underwater or not.
Yeah, looking a little off in OpenGL (which is unsupported anyways so you don't need to care about it) is a small price to pay for at-a-glance determining whether you're underwater or not.
I would make the water sides to be a waterfall texture (flowing in the direction of its gravity, preferably) instead of a generic noise texture. Over than that though, nice job!