I have recently begun development on a level pack of my own - scr_ascension.wad - which is going to span five zones in the final version, with each level having two or more acts, not counting the boss. This is an ambitious project but I have a lot of free time on my hands, and even if I only manage one or two levels, it's been okay, I learned new things in level-design.
That being said, I finished a beta of the first zone, first act, Red Cavern (lava/cave theme) and I honestly have no idea what unique gimmick to use in the second act, which is going to place more emphasis on the cave part. I may have it spend a significant portion of the time underwater.
The beta is incomplete in the following aspects:
- Not finished. The final will have a star post at the place of the current end level sign, and another segment.
- Thing placement is rather rushed right now. I need better placed rings and enemies, and some more secrets, altho there are already two extra lives hidden around. Try to find them ;) More exploration would be nice too.
- Perhaps some other stuff. Some things are a bit tacked on, like the water part.
Multiple pathes are already in. The difficulty is about THZ level. At this point, depending on path, an average player would need 45 seconds to 1 minute to complete, and I'm fairly sure that a 30 second run is possible.
I'm placing this here for feedback, ideas, and a dev thread and the like.
Linky on the SRB2FFH (current version): http://srb2ffh.supersanctuary.net/205scr_ascension.rar
/e: After some polyobject fiddling around it looks like I must scrap my boss idea for the first zone, which would have been a giant advancing wall of doom, as moving polyobjects don't crush stuff caught between them and a wall (they push you through the wall instead), so it looks like the only wayto fiddle around with that idea would be having you do some platforming above a bottomless pit while aforementioned giant wall of doom presses you to be fast, but that would be a little hardcore for first boss. Might be used in the last stage though. Until then, I'll probably simply insert the Eggmobile, in a slightly altered arena.
That being said, I finished a beta of the first zone, first act, Red Cavern (lava/cave theme) and I honestly have no idea what unique gimmick to use in the second act, which is going to place more emphasis on the cave part. I may have it spend a significant portion of the time underwater.
The beta is incomplete in the following aspects:
- Not finished. The final will have a star post at the place of the current end level sign, and another segment.
- Thing placement is rather rushed right now. I need better placed rings and enemies, and some more secrets, altho there are already two extra lives hidden around. Try to find them ;) More exploration would be nice too.
- Perhaps some other stuff. Some things are a bit tacked on, like the water part.
Multiple pathes are already in. The difficulty is about THZ level. At this point, depending on path, an average player would need 45 seconds to 1 minute to complete, and I'm fairly sure that a 30 second run is possible.
I'm placing this here for feedback, ideas, and a dev thread and the like.
Linky on the SRB2FFH (current version): http://srb2ffh.supersanctuary.net/205scr_ascension.rar
/e: After some polyobject fiddling around it looks like I must scrap my boss idea for the first zone, which would have been a giant advancing wall of doom, as moving polyobjects don't crush stuff caught between them and a wall (they push you through the wall instead), so it looks like the only wayto fiddle around with that idea would be having you do some platforming above a bottomless pit while aforementioned giant wall of doom presses you to be fast, but that would be a little hardcore for first boss. Might be used in the last stage though. Until then, I'll probably simply insert the Eggmobile, in a slightly altered arena.
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