
I myself am actually very surprised how perfectly some of the levels fit on each other, particularly 2 and 3. Also 6 and 8, to some extent.
Also, other than the levels being 'Tetris blocks' that kinda fit together, all the level doors line up perfectly vertically.mk1995 wrote:I myself am actually very surprised how perfectly some of the levels fit on each other, particularly 2 and 3. Also 6 and 8, to some extent.
If you mean that each entry door is in the same column as the exit door of the previous level, then I think MK arranged the levels that way on purpose.Norbert wrote:all the level doors line up perfectly vertically.
Yep. All done by myself, using nothing but good ol' MS Paint and some online maps as reference to the layout.Norbert wrote:Cool.I like the idea to check it out too. Did you create the image?
I believed it was distinct enough.David wrote:Some levels could use more distinct colors. For example, the two brown-ish colors look almost the same, and the two yellow colors also look too similar.
Um... it is?David wrote:Also, the exit door of level 8 should be under the other level door on that level. (i.e. one room right to where it is currently drawn.)
Exactly. Done on purpose, though I think Level 7 could have been put two rooms deeper, since there's this place at the far right of the level that is open-ended to the right.David wrote:If you mean that each entry door is in the same column as the exit door of the previous level, then I think MK arranged the levels that way on purpose.Norbert wrote:all the level doors line up perfectly vertically.
I remember that, and I actually went to work on this with that at the back of my head.David wrote:I remember there was a mod by Steven Fayers, where the levels shared some identical rooms, which allowed them to be put together.
There is also a screenshot of putting them together: http://www.princed.org/content/files/sc ... spfpsp.png
Yes, what David writes is correct.mk1995 wrote:Um... it is?David wrote:Also, the exit door of level 8 should be under the other level door on that level. (i.e. one room right to where it is currently drawn.)
Looks good.mk1995 wrote:Sort of like this?
Interestingly the walkthrough mentions something similar:mk1995 wrote: The demo level was MUCH harder to pinpoint. I had to remove the empty rooms to even make it fit somewhere, and the exit door leads to God-knows-where, but the point where the demo level ends leads (with a room inbetween, since you can access the exit door from the left) to that alcove on the far right of Level 7.
Eizaz Azhar wrote: 1) While going through "the long way", where you have to get past a trap, a gate and
a set of spikes, you may notice that there's a platform above, on your right. Why
it exists, and how to get there is still a mystery; it looks like it's conjoined to
the demo level (it really isn't; it just seems so.) Simply put; just for show and
to add mystery to the game in general.