#Icerov's Vacrat Highway (finished)
173 messages · Page 1 of 1 (latest)
Sounds good
i'd also would appreciate if some people good at aethstetics would give me some help for like ground design or background
I'm not an expert on that, maybe Kalhua, GreenOne or LexLimbo want to help you out
yeah was thinking of some of them
@remote kiln is also a coordinator for your level, so I think he might be the best choice 
ok i think i settled the lore for the level, you have to save popjaws from pollution
eh.. might need some help.
i've been stuck for weeks cause i dont really like how it's coming out and i dont know how to progress it
Would you like to have a talk in a voice channel later?
surey
ok so to make a long story short, i realized the reason i never liked how the level turned out was because it was just a normal level, not something that feels like my level.
soo i decided that i will try to turn it into a mini version of my "extreme" series levels, while keeping the main theme i was going with
i Will hopefully soon start the newest version
Alright, but will it fit the difficulty of chapter 2?
We can move it to chapter 3 or 4 if you want to make it more difficult
no need, it wont reach those levels of difficulty
ok so im sorry again, i just dont think the popjaw theme will ever work, would it be okay to change the level theme entierely?
had troubles every time i tried making the level but MAYBE i have a final good idea to try
Of course, you can change it
i realized i just didnt know how to make a good sewer level, but after thinking about it for 30 minutes i realzied what im truly good at...
am gonna make an highway!
icerov's ch2. high way (name in progress)
btw its an autoscroller with main obstacles being sawblades, fire cannons from the sky and parkour on spinning platforms
level is near done, and i love how it turned out! i just need to polish some stuff and make the contraptions for gr-17 and bug Pieces
That's great! As the collectible guide says, it's recommended that you add the bug pieces after review
i already have the positions for them marked with a simple blue arrow
so at least i can Remember where they would go
okay the first version is done! bugs and gr-17 arent working yet but you can still find them.
also when giving feedback for the level, i know that 1 checkpoint is a bit too little but the checkpoint setups occupied too much space 
2cb0b0k
Nice, is it ready for in-depth review or would you just like some short feedback for now?
probably feedback since it's the first version, if everything is fine then we can use the same version for review
Alright 
btw, it did say the level was running slowly when uploaded, but i made sure to verify it on switch on handheld and it didnt actually lag much
I played it today and I like the creativity, pacing, checkpoints and collectible placements!
The only major issue I see are the unpredictable flames raining down above the circling platforms. For some of them you often have too little time to react and dodge them because they appear so close to you.
How about you replace some of the spiketrons on the vehicles with active spike traps? I think these are more fitting.
Is it possible/feasible to have two tiles/layers of "road" flyblocks on the bottom so that you can see more of the road and it's not so low on the bottom of the screen?
I was struggling a bit with the burny whirler inside the helicopter, it has a somewhat strange cycle that is difficult to handle. I think it would be good to let its rotation/movement start together with the section camera path so that it always spins the same when you reach it.
thx for the feedback!
-the flames are unpredictable mostly if you stay too close to the end of the screen, do you have an idea on how to make then more predictable? even if we add banners or something they would still appear when the Fire does as well
-we defenetly could use spike traps, however i liked the spiketrons cause it feels more like the trucks are actually moving them like blocks, the spike traps would look a bit unfitting
-unfourtonately there is no easy way to make the road taller, i'd have to move the whole level 2 blocks higher which is painfull with all the paths.
plus even if i do, then people couldn most likely just cheese by staying in between the 2 flyblocks.
-yeah sure, a simple eyeswitch to activate the burny whirler should fix the issue
Alright. How about you place the cannons on the vehicles facing upwards?
well there are many parts where there either is no ground or spikes, also it would change how you face the obstacles a bit too much.
maybe we could put a sign 2-3 tiles before a firing zone with the danger logo, there is a cannon near the start to the players will learn quckly what it means
and when in the part with bigger fireballs we could use the skull sign
Hm, maybe marking the flames' trajectories with paths would work well
The thing is, if there is no ground, then you are probably at the bottom of the screen and have enough time to see the flames coming
i dont think the trajectory is the problem tho cause you can see where they go, i think they just need an headsup. cause even with the Path, you still only see them once you start seeing the fire as well so it doesnt really fix the fireball jumpscare problem
So at those parts the flames can come from above with no problems
which would you say is the trickier part with the flames?
Actually, I think the timing of the fireballs is the biggest problem, because you can't predict when they come down
The one near the end of the level, with the rotating platforms. I died the most times there
maybe i have an idea for that.
so for that part since you stay high anyway, i could make the camera go a bit higher and place some mudwood sticks to show where the fireballs land
All the other fires were alright to dodge
you think the part with the final moving platforms is too unpredictable or is that one fine?
wait idk if we're thinking the same, i mean the last time you see fireballs, not spinny platforms but the flyblock that you activate
I'll make a screenshot
so i can move the camera up there as well if necessary
Sounds good
I forgot to mention: I think it would be good to make the driving vacrats killable, maybe via a fallthrough ledge, so you have something to do while waiting for the camera to progress and to make the ribbon more fun
nuuuuh :(
wha?
This sounds good
oh yeah, but which part is the one you find more unpredictable? spinning platforms or flyblock
I was referring to this part
oh ok, yeah in this one it can defenetly go at least 1 tile higher for the camera
maybe even in the next one with the flyblock
Yeah 
And maybe nerf the flames overall just a little because it's a pretty long section without a checkpoint
Never mind, I think it's alright
defenetly does need the mudwoods to show where they land
I don't know if that's helpful because they usually don't reach the ground, but the spinning platforms instead
yeah but at least you now while on the platforms their trajectory
so i applied the changes among smaller other ones.
-burny whirler now spawns once you open a door for the helicopter, and is now slower but with 3 things.
-camera now goes a bit higher in the tough parts, and i changed it a bit in other places too.
-vacrats can be killed tho it is not an easy job. they can be killed by going under them belwo the vehicle and pressing a pressure switch. its supposed to be a semi-secret thing you can do so they switches are hidden, but they pop out and are noticebale
if you want i can show you the changes tonight before the gamenight
No need, I think your new version will be ready for review 
ok so i took a look at the guide and, if its an autoscroller it doesnt need a speedrun way right?
Yeah, it's not really possible for autoscrollers
Your level isn't long anyway, so it's fine
oookay so here is the level that i think is ready for review, gr-17 and bugs not working yet.
also, the vacrat killing mechanic is intended to be a really hard bonus, killing them is not easy nor mandatory
g3s9z0x
Nice, thank you
this level i think has a very hard but cool ribbon route, cause you have to be as quick as possible while collecting everything
Alright, I reviewed your level, your changes are really good!
While taking a closer look this time, I found just a few more minor issues:
At the checkpoint where the pathed camera pauses and remains in place, its placement implies that you're at the right edge of the level and not supposed to continue to the right, but go upwards or somewhere else. This both makes the GR-17 too easy to find and is confusing. I think most players will be inclined to go up to the GR-17 and then don't know where to go. Can you please make the camera end more to the right and include another yellow arrow (like at the start) to show where you have to go?
Can you please nerf the two moving whizblades in the screenshot above a little? Sometimes when they move close together, they become almost impossible to dodge while you're on the moving floor/road
This single jem seems a bit awkward. It's not that easy to get, how about you replace it with a turbo jem? 
I think this lock switch would be a lot more intuitive and convenient if it was placed on top of the moving platform so that the platform doesn't leave without you on it and you can control better when it starts so you don't get hit by flames
This part with the key and flames is pretty tricky because you're tempted to go on the moving floor in order to throw the key at the door, but there you can't properly dodge the flames while throwing and getting in the train. Jumping right over to the train and throwing mid-air is easier, but it took me a while to figure that out. Can you please have only two fire cannons there so that it's more balanced?
Finally, I think the second half of the level after the checkpoint is still pretty tough, would you mind slowing the down the camera just a little?
ookay so, for the checkpoint yeah i can defenetly add the arrow and move the camera.
for the whizblade maybe just making the big one medium should do the trick, or making the small one slower.
turbo Jens seems great since it is one of the harder jems.
i can move the switch a bit, but i thought of that has part of the challenge (also did you know, this part is actually possible platformless?).
the key part actually has a little trick: you see the little blue platform thats on the truck? it perfectly allines with the door, thats where you throw it.
and finally, yes i can defenetly slow down the camera, however i think that could Male the final section too long?
also i assume that this version i have to make the bugs and gr-17 working
also for the camera speed, i think lowering it by 50 makes it a bit too easy, so maybe 25 less of speed
there still is the throw platform but since its not obvious i changed some stuff. now the fire are shoot every 2 seconds and the middle one is offset by 1, then i added a fallthrough platform next to the keydoor
Very good, thank you 
the key part actually has a little trick: you see the little blue platform thats on the truck? it perfectly allines with the door, thats where you throw it.
That's considerate, but I don't think any player will notice or try, especially because throwing the key from a far distance is generally risky. If you miss, your run is over because it will probably disappear under the wheels
welp, i had published the complete level and was about to give the code but then i realized there is a big error you can do by jumping on the left of the gr-17 platform, so i had to cover the Place with invisible prizeblocks
Was this error possible in your previous version of the level? How can it be so bad that you need invisible prize blocks?
it was possible in every version ecxept the one i remade now. so go to the platform and just jump left very far, you can go back in the level.
i couldnt fix it in other ways since the camera cant be locked there because you need a way to get back down
When trying out your level I noticed that you can go back when you jump from the GR-17 platform, but I didn't see it as a problem
Well, you can go back and get all the Jems and kill every vacrat
the thing is
1-the main hard part of the level is the autoscroller
2-it just looks really bad when you see the flyblock conveyor under, ruins the magic
anyway, this is the full version, without the gr-17 error.
4z7xpkd
Oh, I see
Technically you could put GR-17 into some kind of container in the air that you can only get out of downwards
also lemme know what you think of the new way to reach gr-17, i think its a bit better
Then you don't need prize blocks
you wont spend much time there anyway, you'll only see the prizeblocks if you try to do the glitch or if you are so bad at parkour you fall down the left side
I'll take a quick look at it and then release the level for testing 
Good job with these new changes, the bug pieces look good!
Unfortunately I have two more remarks:
- Can you please change the color of all blue arrows to yellow or green? Because according to the builder guide, blue arrows indicate throwing. This includes the new arrow at the checkpoint and the one that appears shortly after. (I did say "include another yellow arrow" and I didn't notice the second one during review because I thought it represented a bug piece)
- The prize blocks kind of break the immersion and I'm pretty sure there are ways to make the camera work better so they aren't necessary. Would you like to take a look at it with me together? It doesn't have to be though
maybe we can try tonight rn i cant. also i didnt notice in the guide the thing about arrow colors
dont fire me
It's all good 
Can you please upload the new version so we can release it for testing? 
oh right i forgot, i'll do as soon as i have time
Thank you! Then it's ready for testing 
oook uuuh hold on a min. that code is invalid now. i did an oopsie
i accidently reverted it while trying to revert the previous ones, ops
ok fixed. 8kpdh0p
so far, it could do with a few more checkpoints
like one between cp1 and cp2
or I'm just bad
You're right. Icerov and I thought the same, but he said:
1 checkpoint is a bit too little but the checkpoint setups occupied too much space
We already nerfed the two sections a bit, so now it's a challenging short level
I haven't even reached cp2 :(
There is only one checkpoint
I haven't even reached the end :(
It divides the level into two sections 
well you should have divided it in three
I think the difficulty is just easy enough for the end of chapter 2
// NOTE.NEW "never beating the LHCC"
Well... @smoky ravine, we could consider putting another single-use checkpoint in the second section, but with no camera pause. What do you think?
Or make the level easier instead
nono you don't have to do something just because I said something
even though that's the whole point of testing
Well, your concern about the difficulty is valid and we agree, so maybe it's worth putting another checkpoint in the level or nerfing it more
That happens to me too sometimes, though not in this level

i think the level tho hard isnt that extreme. also a checkpoint without a camera stop is not a good idea.
the only spot i could think of putting it is the small car after the helicopter, which would Make the section a bit too short
Agreed
I like the level though
although I don't know what's the point of the hidden key chest at cp1
is that gr17
wait that makes sense
nevermind
I forgot this was a campaign level and not just a fun level
@winter chasm Have you finished testing? Did you find any other issues? 
AAAA
fuck uhhhhhh
getting all the buttons under the cars seems like a bit of a time crunch with the autoscroll and moving road, but i havent tried to fully do it
yeah, it is supposed to be hard, you sick murderer 
You don't have to get all the buttons because it's difficult and not relevant for the campaign since ribbons don't exist in the campaign
killing them doesnt do anything (
) its just for ribbon hunters to add a challenge
make one regular jem locked behind an enemy gate
So... testing finished now? 
Or do you need more time?
Alright, no problem. Let's not forget about it though 
ill try to get a 100% (exc. enemies) later
If you're having trouble with 100%ing, I can do it for you. It really isn't easy
nevermind :(
Then I'll do the 100% testing for you. Are you finished with testing the rest then, Flower?
It's alright, do you want to continue or should I assign someone else? 
Okay
this is basically the genocide route. you kill everyone and the whole thing gets 10 times harder
but it makes it more fun
"Fun" 
it does have another trait of the genocide route 