Hey thank you all for your precious feedback, honestly makes me feel a bit better about how I spent my week already and so thereby making said week.
Dr.Panico, on 27 June 2022 - 08:55 AM, said:
I have, however, to point out some issues I've had: if you emerge while under the second sewer line, you end up in the other sewer line (the one where you started the level). And, depending on where you emerge there (at one of the tail ends), you end up warping either to the upper freeway or in the middle "floor" of the central crevice. You're also unable to submerge if you head there from dry land.
Thanks a lot in particular for pointing this out, I guess I'll be making an update after all, to address those teleporter issues. I had noticed weird behavior there before but thought I had eradicated it all in the end, well I guess I didn't. I've noticed one funny bug when trying to emerge out of that one long central slime pit all the while hugging the wall to try and fit back in one of the holes to the sewers, if you do it on the right frame the game won't be too sure which sector Duke is supposed to enter since so many lines overlap there and occasionally clip the player into the wrong one instead; I assume that's the same thing you're referring to, I didn't really mind in the moment because getting back to where you intended to go always is nothing but one step back into the pit, but thinking about it now I could probably fix this too by adjusting the sector heights since I'm going to update.
The Commanders flew past the warp zone without warping and thus entered the wrong 'side of the mirror' of the map? So curious as to why they didn't warp. I'll try lowering the respawn sprites a bit (maybe some are too close to the SE although I tried to be careful there). And the eggs moved? This is downright scary almost, where did that happen?
I'm also glad to read you realized one could (to an extent) 'grab' onto the cars and skitch around the highway with them, borrowing a ride. It's actually a pretty cool mechanic also when the enemies can and will also do it - wouldn't mind pushing it or seeing it pushed in particular in a different map.
Build vehicles (especially outdoors) very easily veer into jank territory yes, normally they aren't even supposed to work by killing the player and yet sparing the enemies just like that; I'm aware of all the side effects on gameplay Quacken described (rockets occasionally being deflected, the RPV's going rogue - but then for some reason they seem to go guard the second key pad as resignation which I thought was tolerable). This whole central mechanic basically is a premise that's not supposed, or likely to work, and yet the results seem to be mostly fun happenstance. The tanks may or may not merge with the traffic, the cars will knock more or less enemies into the central pit, clearing the upper layer of the level for a bit until you realize that means you're still going to run into them later. I've had Commanders and even Octas follow me back up the pit before too, seemingly not struggling against the whole set-up.
@Quacken in particular thanks for your review (appreciated your writing style as well), if you liked this then I'm certain you will be into Blast Radius since those levels are basically everything you appreciated here times twenty (with the rewarding of exploration at least), this really is a speed map where I only tried so much but that does mean I went for my usual go-to's. Quality and scale of the average Blast Radius level blows this out of the water but that's only reassuring and confirms I haven't been spending the last three years on virtual nonsense no one will enjoy. I genuinely appreciate your interest.
Ah and the .mid is Megadeth (and I'm not Megadeth), track name is 'Killing Road', glad you liked that match up.
Very happy you enjoyed it! Thanks for commenting.