Aleks, on 03 June 2024 - 02:41 AM, said:
This is probably my favourite of your SM64 levels (along with Wet Dry World). It's more straightforward and less based on puzzles than usually, which is a good thing. The beginning is pretty intense with all the monsters just out there in the open, especially the troopers at the beginning made me take a beating as I was trying not to move around too much to avoid waking up more stuff. The map was very generous with supplies even without finding all secret places so the large groups of enemies later on weren't difficult to deal with and in general I enjoyed the combat a lot, the locations of most enemies worked very well. My favourite part was the inside of the volcano, which looked quite intimidating and impressive (despite the heavy TROR glitches of the floating sectors, but I just assume the map is somehow playable with Polymer on at least a couple of machines...). Obviously, I have no idea how the original looked or played, but I can see how this was a platformer. The super-elaborate story is of course great as always. I didn't have any glitching commanders, but it's something that happens sometimes due to their hitbox I think, especially when placed on top of some higher platform, commanders might become invincible to projectiles, but they can still be brought down with hitscan guns.
I think you should try and give SM64 a go sometime, it's a short and simple game (at a casual level, otherwise it can get as technical as you want to play it because the physics are broken), as far as early 3D level design goes it's a masterpiece and something I can't help but notice whenever I study those levels is that game did something similar to what Duke 3D did in relation to DooM. Which is very specific focus on dynamics and spatial arrangement no other competitor had experimented with or shown before (moreso than at first might meet the eye of any mundane player). Duke 'shunned' DooM tech with all the moving sectors and overlapping spaces; SM64 'shuns' Duke/Build/general 2.5D tech by shoving almost nothing but contraptions 2.5D couldn't pull off around its levels, and from that perspective it becomes obvious the entire game doubles up as an almost arrogant tech demo of what the 64 could do in addition to being an enjoyable and creative game. I think there is zero level in SM64 that would be 100% reproducible in DOS Build, so TROR is mandatory to come close to replicating just about anything from that game that isn't the central castle/hub. Not just because the layouts are Quake-styled with lots of stacked platforms but also due to how particular the choice of every moving part mechanic is. Sometimes it's stupid stuff that prevents it, such as this or that lone set of platforms that unnecessarily insists on flipping a certain way (in the early levels mostly) but some other times it's entire level parts that play in novel ways also because they showcase a new effect, and it's almost always something Build in particular couldn't do. That makes ToiletDuck's entire experimentation with remaking the SM64 levels in Duke all the more commendable.