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Author Topic: Level Design -  (Read 2609 times) Bookmark and Share
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z80man
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Last Login: 04 September, 2012, 19:42:33
Date Registered: 26 December, 2010, 10:02:50
Location: City 17
Posts: 966


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« on: 29 January, 2011, 08:12:39 »
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I noticed that in the madness level you can reach the finish by going through less than half of the map. A suggestion to allow the player to go through the entire map would be to move lock 6 to the bottom center. Replace lock 5 with wall and key 5 with key 6. Then replace key 6 with key 4. Lastly move key seven to the upper right. Hope this helps. Good work btw, I can't wait to see scrolling screenshots. Grin

Spoiler for modified map:
« Last Edit: 29 January, 2011, 10:12:37 by z80man » Logged


List of stuff I need to do before September:
1. Finish the Emulator of the Casio Prizm (in active development)
2. Finish the the SH3 asm IDE/assembler/linker program (in active development)
3. Create a partial Java virtual machine  for the Prizm (not started)
4. Create Axe for the Prizm with an Axe legacy mode (in planning phase)
5. Develop a large set of C and asm libraries for the Prizm (some progress)
6. Create an emulator of the 83+ for the Prizm (not started)
7. Create a well polished game that showcases the ability of the Casio Prizm (not started)
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