Map: gamebanana.com/mods/492702
I ran into some pretty nasty problems in this one. First off there are some spinners that stick to switch gate. Originally they didn't stick, but then they blocked the dream block, so I made them stick. But now it turns out that they stick to the switch gate and make it kill you instead of pushing you into the other room, so I made some of them stick and added a few extra spinners to fill the gaps left by the missing connections (in the months since making this room I have learned how to turn off connections and compensate with more spinners when using flag spinners).
Unfortunately also the Victory Point (VP) I missed under that gate was a regular once only dialog cutscene, so I have no idea why it wasn't included in the last video, but I can't include it in this one. AFAIK there is no way to remove an ID from the DoNotLoad set from the debug console.
Later I ran into an issue where a large falling block lands on some tiles that weren't there when I was making the room and stops before falling out of the bottom. I was able to fix it by making the block taller and removing a couple rows of tiles. Previously this made it impossible to access the Southwestern Caves (not that anything of value was lost).
I did not have the Stupid Hat when I tested the Southwestern Caves intro cutscene, so I did not know before today that the doublejump indicator does not share the Player's visibility. Oops.
Anyway, we've finally made it to Final Cave. In contrast to that downclimb for the last Wednesday berry, this is the part of the map that I have the most experience playing and some of the most recent experience practicing, as I needed to record multiple pristine (i.e. perfectly matching the designed route) runs for the cavegen and spent quite a while testing both during the initial mapping and when adding tiles, hazards, and decoration. I had hoped to finish in this video, but the meat Does Not Want To Cooperate today. Nothing is moving quite like I expect, and I'm having aiming issues that are the opposite of usual (aiming more down instead of less down than intended). I lost a Wednesday berry to a mirror when I dashed down-left while aiming left, so we won't be seeing the 100% ending. I want to at least show where it is though, so I'll aim for the regular hard ending.
I think that an issue this map has is that Final Cave is so unlike the content that you're required to go through to get there that there's a good chance people who would enjoy Final Cave won't get through everything that comes before it. Some of the Wednesday berry rooms have similar ideas kicking around, but I don't know if that's enough to compensate the slog of going through Thunderhead multiple times. Part of the problem is that it turns out I don't know how to make good beginner gameplay, and for the map to have a beginner route, everything up until the two routes diverge has to be beginner. As a result I basically had no good ideas for most of the map, and also I think maybe I wound up with more of an intermediate techless route than a beginner route. Like you can do the elevator without tech, but... good luck figuring out how.
Here's another fun anecdote: I designed Final Cave with a different version of the tileset that had a lot of white in it including bright white borders lol.
I stand by this choice though, as the color scheme for both Skycave and Final Cave is based on the final area in An Untitled Story, which, on a CRT, appears to have solid black foreground and background with only the player, a bunch of spikes, and a few rotating cannons things visible. This new tileset was only meant to look better, but this is a nice bonus :).
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