quakis, on 06 February 2026 - 01:09 PM, said:
I always look forward to a new release by Merlijn and was aiming at praising his body of work as a whole but, wow, I think you somehow exceeded beyond that and convinced me even my line of thinking might have been too... stagnant of one's potential? even if that weren't the intent... Maybe the sky should be green and the water will eat me alive.
Again I refuse to spoil anything but, something I can say is one way my brain is processing my impression of the map is it's already subconsciously writing a review of it (for Paul B's website?), but it's not even out yet. I am looking forward to playing the final version quite a bit too even though it isn't often that I tend to get that urge from maps I help out on testing for.
Speaking of spoilers, I finally just got done with the mechanics of and around my sector miniboss and I'm just going to revenge link to how some of its interface looks butt naked because this bozo took me a week to make and I can't have it. Progressive list (from just funny stuff to hmm...) so one can choose when to stop the drowning of the surprise although it's not this much of a reveal in reality. Detail may still change, for instance some text is placeholder, am noticing too there is an element that should be built a different way but all of the tedious stuff is out of the way. I had to adjust as much as my sleep pattern for the week for my focus to be able to keep up with every step, and kept notes of organized tasks on so many random paper scraps. I haven't even tested it yet but one advantage of the method is there will be clarity for every existing piece of the machine that (inevitably) will break, so whilst I'm not looking forward to the debugging in every possible case it should be obvious what is wrong and to retouch. I am sure I will have to tweak a couple of mechanics too (for difficulty) but that eventuality also is accounted for to not be so hard.
Now I just need to put one last sequence together in that map and it will be done (for the time being, but it already has full gameplay throughout). Then I already started rough layout for the sixth and seventh map a while back and have had the time to think about them a whole lot since, and so hopefully they come together really quickly. This fifth one was such a ballbuster to make (and speedrunners will breeze through it all in ten seconds), going back to something less technical for a while should feel like such a creative release. But it also was good warm up for the final map which I want to be a bit similar, and (now I know) a bit simpler.