Nearly 7 months in the making, and it's finally finished. Every room has been disassembled and remade, and several areas of the planet bear no resemblance to what they once were.
First off, just as a warning to any less experienced players, difficulty is definitely stepped up from Dependence. Walljumping is absolutely required from the very beginning. Other techniques that are required to complete the game are "infinite" single-wall walljumping (only in a couple of places though), single bombjumping, and the midair morph. Some insane crumble block skills are also required. As with most hacks, "infinite" bombjumping is not required.
Another little bit of a warning: There's some early heavy difficulty with crumble blocks but if you want you can try to abuse savestates to get through it and move on to the juicy exploration-based center.
While my first hack, Dependence, focused mainly on the individual room design, Golden Dawn has turned out much different because, instead, it focuses more on overall area layout and area design. It's also larger than Dependence. Nearly every room has been expanded to the limit where needed, in order to get the most out of the default 3meg game size. Overall, I'd estimate it's around 1.3 times the size of Dependence and the original SM.
Similarly to Dependence, save states are required because of the lack of save points. They cause even worse errors when inserted into this game than they did in Dependence.
And while the game has gone through a pretty decent playtesting phase, if you notice any bugs, be sure to report them. Be sure to read the readme for a bit more info and a known issues list.
Also, I may be releasing a sort of 'hardmode' patch for it a few days from now as well after one of my playtesting experiments for it yielded good results. It'll probably just cut the number of possible e-tanks in half, remove the reserves and alter some room design a bit to increase the difficulty. Maybe some other things I haven't decided on as well.
Some preview pics:
http://www.freewebs.com/blacktelomeres/gdpreviewpics.htm
Two fullroom shots that were released earlier:
http://www.freewebs.com/blacktelomeres/SuperMetroidC7965B.PNG
http://www.freewebs.com/blacktelomeres/superMetroid7975C.PNG
Link to the patch:
http://www.freewebs.com/blacktelomeres/gddp.htm
The latest patch for Dependence, my seminal hack, can also be found on that page as well for convenience's sake.
First off, just as a warning to any less experienced players, difficulty is definitely stepped up from Dependence. Walljumping is absolutely required from the very beginning. Other techniques that are required to complete the game are "infinite" single-wall walljumping (only in a couple of places though), single bombjumping, and the midair morph. Some insane crumble block skills are also required. As with most hacks, "infinite" bombjumping is not required.
Another little bit of a warning: There's some early heavy difficulty with crumble blocks but if you want you can try to abuse savestates to get through it and move on to the juicy exploration-based center.
While my first hack, Dependence, focused mainly on the individual room design, Golden Dawn has turned out much different because, instead, it focuses more on overall area layout and area design. It's also larger than Dependence. Nearly every room has been expanded to the limit where needed, in order to get the most out of the default 3meg game size. Overall, I'd estimate it's around 1.3 times the size of Dependence and the original SM.
Similarly to Dependence, save states are required because of the lack of save points. They cause even worse errors when inserted into this game than they did in Dependence.
And while the game has gone through a pretty decent playtesting phase, if you notice any bugs, be sure to report them. Be sure to read the readme for a bit more info and a known issues list.
Also, I may be releasing a sort of 'hardmode' patch for it a few days from now as well after one of my playtesting experiments for it yielded good results. It'll probably just cut the number of possible e-tanks in half, remove the reserves and alter some room design a bit to increase the difficulty. Maybe some other things I haven't decided on as well.
Some preview pics:
http://www.freewebs.com/blacktelomeres/gdpreviewpics.htm
Two fullroom shots that were released earlier:
http://www.freewebs.com/blacktelomeres/SuperMetroidC7965B.PNG
http://www.freewebs.com/blacktelomeres/superMetroid7975C.PNG
Link to the patch:
http://www.freewebs.com/blacktelomeres/gddp.htm
The latest patch for Dependence, my seminal hack, can also be found on that page as well for convenience's sake.
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