Well you can make him optional if you just make some other way than the staute room to prevent early tourian access. (which I don't think should be that hard)
What are the last few items in the item order? You'd have to see if any of those can be used to lock off Tourian (like screw attack-only pirates and a metal door). In my opinion, it'd be better just to leave the statue and move Ridley though.
ok, just started planning my area, I've decided that the elevator will be the exit in a kind of "you have to leave this way" way so I'd like the entrance to be where either of the purple arrows are on the map... I'd prefer it to be coming from Fizzer's area but if that's going to be optional then I have no problem with it coming from Cardweaver's section. I will make the other door into some wort of exit.
I'm following this project with interest. Too bad I'm still working on Aegis or I'd grab one of the unused spots. Maybe if they're still open when I'm done, haha.
ok, just started planning my area, I've decided that the elevator will be the exit in a kind of "you have to leave this way" way so I'd like the entrance to be where either of the purple arrows are on the map... I'd prefer it to be coming from Fizzer's area but if that's going to be optional then I have no problem with it coming from Cardweaver's section. I will make the other door into some wort of exit.
You might want to keep in mind that my area is entirely optional.
Nah. Pros will not need the E-tanks. But most other people will.
You're referring to the fact that there are e-tank goodies for those who enter the optional areas and complete them? But then doesn't that mean that nonpros will be forced to go into the optional areas, which are optional specifically because they're ridiculously hard, while pros, who will be better suited to the challenge presented by the optional areas, won't need to? TIME PARADOX
It's not like people are forced to complete the optional areas. I would think that optional areas would have rewards spread out and not based on full completion. I would think this would mean always having a way to leave and go back to the main route (not having the item acquired at the end be needed to leave).
Well, that's sort of conflicting with what GK is saying if I understand him correctly. He, to me, seems to be saying that there will be added e-tanks that nonpros will probably need to complete the game hidden in the optional areas.
I doubt they're making it so that you cant turn back and get out of the optional areas though.
ok, just started planning my area, I've decided that the elevator will be the exit in a kind of "you have to leave this way" way so I'd like the entrance to be where either of the purple arrows are on the map... I'd prefer it to be coming from Fizzer's area but if that's going to be optional then I have no problem with it coming from Cardweaver's section. I will make the other door into some wort of exit.
You might want to keep in mind that my area is entirely optional.
lol scrap that idea then. I did just realise though, who's going to connect all the areas up and decide where each area is situated on the map?
I doubt they're making it so that you cant turn back and get out of the optional areas though.
Well... I'm at least making it so that you can't get in without what you would need to complete the area, but once you're in, you're in until you get the Gravity suit; then you may leave. Unfortunately, my area is turning out to be easier than I thought it would be. Might have to make some adjustments.
Also, I'm back from vacation, so my hacking can resume.
Why not just leave it on easy/medium difficulty if that's the way it's shaping up and that way it's fairer to those who may stumble in there accidentally with what they need to get in, but will complain because they didn't realize the area was optional and can't get through it with their current skill level in order to get out.
Why not just leave it on easy/medium difficulty if that's the way it's shaping up and that way it's fairer to those who may stumble in there accidentally with what they need to get in, but will complain because they didn't realize the area was optional and can't get through it with their current skill level in order to get out.
I wouldn't mind playing something that has ridiculous (for my skill level) optional sections, but I would hate having to save states to make sure I don't accidentally stumble into something I can't get out of. Make it however you want, but maybe some way of telling us there's something hard (dbj, shortcharge, that speedboost morphball thing from soup that I didn't bother to even try) in a certain section would be good, like, before a gray door closes behind me or I think I should jump into that water. That and the ability to backtrack are the only things that make sense to me.