"Thunder Coil Zone" from the Nov/Dec OLDC.
One of the known issues to the level is lag, which is however hard to correct without butchering the whole level. In the zip file below are 4 different versions in attempts to fix things. (All of them have the coil issue fixed, as stated above.
(1) The map layout for bottomless pits is the same as before.
(2) The half-light gradient along the pit has been removed, and replaced with Sky.
(a) Without emerald spawn locations.
(b) With newly added emerald spawn locations.
[Note: You do not need to add all four wad files at once. You only need to add ONE wad to the game.]
"Map MAPG0"
Thunder Coil Zone -- Creator commentary.
I'd first like to point out, upon playing the match pack, that the area around the "Lightning rod" (in the middle of the map, can't miss it.) SHOULD NOT BE WORKING LIKE THAT, AS FULL SECTOR DAMAGE. Only the floor should be, and it completely baffles me as to WHY this is happening. The only explanation is the last-minute addition of the exitsector/flagreturn effect I added to the sector as to return the flag of anyone who fell down there (Since re-attaining the flag on damage-floor is nigh impossible), to which I question why the hell it applied this form of action to the sector. Seriously game. I wanted a fair means of flag return, not you TOTALLY RUINING THE MAP. It's a total punch to the gut seeing something reliably stated completely turn against you; and even more-over, I can't just say "Oh hey guys, use this version rather than the one officially included in the map pack. Sorry about that." (Okay I can, but that'd look bad.)
A too-late realization that also struck me is that I had forgotten the addition of emerald starts, as I was much more focused on level design and ring placement than I was a minor gimmick. Even so, with an aerial setting with a large bottomless pit around the majority of the level, super form comes as a massive double-edged sword. It's hard to say now, but perhaps the lack of any such gimmick is for the best, assuming people don't jump at the lack of emeralds. (at least 4 people will.)
One of the things I'd have liked was a much easier method for accessing the topmost part of the center 'building'. I tried different springs in different locations, but the yellow spring was far too low, and red springs would generally overshoot the whole thing, and make players a screaming target for others who already got up there to get rail. There are a few means for sonic to get up there, however; just use your imagination. (And game physics.)
Something to largely make note of is Mach's part in it. He essentially supplied the rough layout for what the final version is. In play-testing it, it was ironically fun despite several flaws, and so I jumped at the chance to try my hand at it, and essentially overhauled the whole thing into a much more player-friendly map with several goodies in store, without completely breaking things. The general comparison you can make is from other maps Mach entered into the contest. They aren't necessarily BAD, they just need a lot of polish, and a more open feel.
But I digress, if anyone wants the map without that last-minute sector screw-over, PM me before rating it, and I'll give you the "un-fixed" version. Otherwise, I'd appreciate the topic-wide knowledge that it isn't suppost to work like that.
(Why the hell would I deliberately want to do something so stupid and game-breaking?)
- Fixed the coil issue. The only problem is if a flag gets lost down on the electric floor, you'll need to wait the 30 seconds for it to respawn at the base, unless you can manage to throw it on to the recovery platform down there.
- Added Emerald spawn locations to the specified file below
One of the known issues to the level is lag, which is however hard to correct without butchering the whole level. In the zip file below are 4 different versions in attempts to fix things. (All of them have the coil issue fixed, as stated above.
(1) The map layout for bottomless pits is the same as before.
(2) The half-light gradient along the pit has been removed, and replaced with Sky.
(a) Without emerald spawn locations.
(b) With newly added emerald spawn locations.
[Note: You do not need to add all four wad files at once. You only need to add ONE wad to the game.]
"Map MAPG0"