RELEASED: New SNES mod by ecco
Posted: August 17th, 2014, 12:46 am
Hello,
Finally, it is ready!
Sorry for the long wait, but I hope it will have been worth it. File attached to this message.
Supposedly I should fill the following in:
New slabs/Walls : Yes
New levelset : Yes
Guard modification : No
Hexa Hack : No
Color : No
Story : No
There are more screenshots in this old thread:
viewtopic.php?f=116&t=3109
I'm not sure what new slabs/walls refers to- layout, hex, graphics?
This mod is a new level set, that's it.
But it was a long time coming because I am fussy when it comes to making levels. And I put a lot of thought into intelligent and interesting level design, while trying to keep to the original visual and gamepley style.
Regrettably however, the shadow's role in the game was kind of an afterthought, so the relevant screens could have been more interesting otherwise. I only added them in recently after it was all finished.
Levels start easier (more 'boring'), and get harder typically, though it may generally be a bit scrambled in places. About 1/4 of them I made 3 years ago. If you're not inspired by earlier levels, keep playing or use a password to jump to another.
There is more to my levels than just reaching the exit. Because of this, sometimes levels may a bit shorter than you might expect otherwise. Many levels have extra areas, either alternative routes or 'hidden areas'.Eg, can you find this room? Finding life potions can also take on a big role. Most levels have one, some have two, some have two but you can only get one or the other, not both. If you've completed all the levels, try and find all the potions even if you don't need them.
There is not nearly as much time to spare on the clock, but it can still be done in the two hours.
Training: Try them out. They are all new too, and each is like a normal level but split into three stages. Except Training 5. Due to compression issues (levels too big resource wise) this level was canned.
That's it.
I won't be doing any more of these, but I might still be able to answer any questions anyone has over them.
Thanks again to David for helping me iron out the bugs, and of course for making the editor in the first place : )
If you think you have found any bugs, please let me know here (there are some background graphics oddities. I tried fixing them but any extra change I make at this point, no matter how small, seems to push the compression over the limit and stops the file from working.
If you're going to copy/ host elsewhere, please point back here to the original source and credit me- thank you.
Hope you enjoy it!
Finally, it is ready!
Sorry for the long wait, but I hope it will have been worth it. File attached to this message.
Supposedly I should fill the following in:
New slabs/Walls : Yes
New levelset : Yes
Guard modification : No
Hexa Hack : No
Color : No
Story : No
There are more screenshots in this old thread:
viewtopic.php?f=116&t=3109
I'm not sure what new slabs/walls refers to- layout, hex, graphics?
This mod is a new level set, that's it.
But it was a long time coming because I am fussy when it comes to making levels. And I put a lot of thought into intelligent and interesting level design, while trying to keep to the original visual and gamepley style.
Regrettably however, the shadow's role in the game was kind of an afterthought, so the relevant screens could have been more interesting otherwise. I only added them in recently after it was all finished.
Levels start easier (more 'boring'), and get harder typically, though it may generally be a bit scrambled in places. About 1/4 of them I made 3 years ago. If you're not inspired by earlier levels, keep playing or use a password to jump to another.
There is more to my levels than just reaching the exit. Because of this, sometimes levels may a bit shorter than you might expect otherwise. Many levels have extra areas, either alternative routes or 'hidden areas'.Eg, can you find this room? Finding life potions can also take on a big role. Most levels have one, some have two, some have two but you can only get one or the other, not both. If you've completed all the levels, try and find all the potions even if you don't need them.
There is not nearly as much time to spare on the clock, but it can still be done in the two hours.
Training: Try them out. They are all new too, and each is like a normal level but split into three stages. Except Training 5. Due to compression issues (levels too big resource wise) this level was canned.
That's it.
I won't be doing any more of these, but I might still be able to answer any questions anyone has over them.
Thanks again to David for helping me iron out the bugs, and of course for making the editor in the first place : )
If you think you have found any bugs, please let me know here (there are some background graphics oddities. I tried fixing them but any extra change I make at this point, no matter how small, seems to push the compression over the limit and stops the file from working.
If you're going to copy/ host elsewhere, please point back here to the original source and credit me- thank you.
Hope you enjoy it!