Major And Minor (M&M) Tweaks

Major And Minor (M&M) Tweaks v1.5

I like what was done to GFZ3, THZ3, and DSZ3! Will you do the same to the other boss levels?
Also, when you said "added a path in GHZ1", which had me confused until I realized it was GFZ1, and I thought a new route was added, until I found out there was LITERALLY a trail using the v2.1 grass textures, going through the entire level on a fixed path. Why you gotta confuse us like that, man?
That's the aim for the next update. I'm gonna try my best to redecorate all the rest of the boss rooms.
 
PMR updated Major And Minor (M&M) Tweaks with a new update entry:

The Subtitles Update

Changes:
  • Added subtitles to the Match & CTF maps
  • Changed CCZ's and CEZ2's subtitle
  • Added little bonus islands to GFZ2 and ACZ2
  • Added bits of fire to Egg Rock Run (accentuating the fact that the zone is taking place as the Egg Rock is blowing up)
  • Added slight changes to the CEZ, ACZ & Metal Sonic arenas (Brak Eggman's stays as is, I couldn't see anything that warrants changing)
  • Added bits of decoration to the Multiplayer Special Stages

Read the rest of this update entry...
 
found an error i dont think i was supposed to notice in THZ3... 🤨 (in the first screenshot, i'm straight up inside the computers.)
 

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Tweak idea: What if enemies dropped rings after taking them out? It should work this way:
Regular badniks with 1 HP would give the player one ring, badniks with 2 HP would give the player 2 rings after being defeated, and bosses would drop 5 rings each 2 hits, with the final hit giving a ring monitor. Finally, if you defeat a boss without getting hit once, you'll receive an extra life.
 
Tweak idea: What if enemies dropped rings after taking them out? It should work this way:
Regular badniks with 1 HP would give the player one ring, badniks with 2 HP would give the player 2 rings after being defeated, and bosses would drop 5 rings each 2 hits, with the final hit giving a ring monitor. Finally, if you defeat a boss without getting hit once, you'll receive an extra life.
This seems better as it's own mod, I think it's too drastic of a gameplay change to put in M&MT, I'm afraid.
 
found an error i dont think i was supposed to notice in THZ3... 🤨 (in the first screenshot, i'm straight up inside the computers.)
Were you using a custom game palette when taking these screenshots? If yes what is it called? Just wondering.
 
I like the new Forest Fortress path is neat conceptually. I appreciate that it feels aesthetically distinct (and thus memorable) within the act.

I think the level design is perhaps a bit too sparse, though. There seems to be only one "solution" to room of the new path, in a manner that reminds me more of Egg Rock than the rest of Forest Fortress itself. There's not much opportunity for decisions; it's mostly just a question of how well and how quickly you can execute the challenge presented. The challenges themselves are decently designed, but something about it all feels oddly incomplete and thus out-of-place compared to both the visuals and the gameplay design of the vanilla sections of the act.

That said, perhaps there is something either desirable or at least not necessarily negative about the sparseness of the section. Almost as soon as I began to explore it, I was reminded of various rooms in older versions of SRB2; the brief corridor maze in particular ends up feeling like a call back to early versions of Deep Sea Zone, albeit far less confusing. I don't know if that was intentional, but I suppose that is conceptually appropriate for an act which is based on a scrapped older version of Castle Eggman.

I would also recommend adding an alternative exit from the path for no-spin characters like Amy; it's rather annoying to work through multiple rooms only to discover that you need to backtrack or restart because the character you picked has no way to finish it. Alternatively, perhaps the hidden path should only be accessible to characters who can spin.

Also, as seen in one of the attached screenshots, you can just walk on one of the lava(?) pools. And since we're on the subject, I think it's perhaps a bit weird to have lava in this act; fire or thorns would fit better into the theming.



I think the addition of a spring to the GFZ2 section in the 2nd screenshot and the stacked blocks that follow are a downgrade; I believe the section was intentionally designed to require Sonic and similar characters to repeatedly use the whirlwind shield obtained from the golden monitor slightly earlier in the act, as a form of tutorialization. (Hence the monitor being golden in the first place.)

As for Amy, I think she and the 1-up should only appear after unlocking her in Frozen Hillside. Appearance in the tutorial zone aside, I think it's important to keep her inclusion as a fully-sprited and then playable character a surprise (as it is in vanilla).



Egg Rock Run is much fairer than I feared it might be when I first loaded it up, though I'm not a fan of the maze section (I'd much rather have a normal platforming challenge in its stead).



Finally, I noticed that this mod needs to be updated to account for Techno Legacy Zone being replaced with Final Demo Zone.
 

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