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This is a pretty goods hack, but there are a few things to improve it.  At the beginning especially lessen the amount of random shooting.  Give us an indication of blocks that can be bombed/shot.  Or at least give use the wave beam or xray scope relatively early so that we aren't completely blind.

Reduce the amount of "one way" doors.  It's no fun if you are randomly exploring and you exit out of a powerbomb door and you can't get back in without going the long way.  Its one thing if we get the power bombs and and then exit out of a powerbomb door, it's quite another if we go through that shitty rising acid room, but we were supposed to go a different direction and we end up not being able to go back.  There were also quite a few Super Missile doors that were that way as well.

Other than those two things it's pretty fun.  Also jumping in/around acid without the gravity suit really sucks.  I am glad that you didn't have any of those annoying run through the water/norfair with out the Varia/Gravity suit parts though.  Those aren't really fun at all.
well i've been playin along leisurely the past 2 weeks; kind of suddenly i'm in mother brain's room and

i have not fought ridley. So either i missed him or he's after MBrain. Would like to go back, but not unless i know where to go.
Quote from PowerCrazy:
This is a pretty goods hack, but there are a few things to improve it.  At the beginning especially lessen the amount of random shooting.  Give us an indication of blocks that can be bombed/shot.  Or at least give use the wave beam or xray scope relatively early so that we aren't completely blind.


There are indicators in many situations early on (probably not all, though many are probably too subtle) until you get to Tetra Ruins, then they sort of become airblocks without hints rather than shotblocks. There, I was basically just using the fact that you can't backtrack so you know you have to keep moving forward eventually to prevent people from getting stuck and going back the wrong way. I probably used it too much though, leading to it being too noticable. But without the passages, they would've been rather vanilla rooms. I probably should've specifically drawn a block or two for the "purple Chozo ruin blocks" tileset that'd be a bit cracked to indicate a passage (of course then it'd be very obvious).

Quote from PowerCrazy:
Reduce the amount of "one way" doors.  It's no fun if you are randomly exploring and you exit out of a powerbomb door and you can't get back in without going the long way.  Its one thing if we get the power bombs and and then exit out of a powerbomb door, it's quite another if we go through that shitty rising acid room, but we were supposed to go a different direction and we end up not being able to go back.  There were also quite a few Super Missile doors that were that way as well.


Sadly those were basically absolutely necessary given the layout of the planet so a compromise had to be made. I do normally try to reduce the amount of those unless they're somewhat necessary (I did for the most part in Dependence I think, but it had a more normal layout and less of an insane one like this game). For example, the power bomb one near the lavarise room is needed to keep people from skipping straight to the Eternal Hall without having gone through the majority of the Underworld. While if I didn't have a door there to allow people to go back it wouldn't be convenient enough for people backtracking back to the ship after coming down the elevator from Crocomire. Thus it becomes either maybe go through the door accidentally once early on, or you will definitely have to go backwards through the Underworld again after Crocomire anyway. I just chose the lesser of two evils there. Also, while it's not much of a consolation once you do go through the door, you can use the minimap to see that the door is right next to an area you've already been to and thus tell you don't need to go through it. And while I was trying to avoid doors like that, I figured in the worst case scenario, people would just load a state from back on the other side.

Also, with the one super missile door that I recall that's like that (the one after the "superdark" room that leads back near large room near the ship) if you miss the passage to the Old Tourian escape shaft and the Grapple beam, it would've been just as far a walk to backtrack to that passage whether you turned around from the SM door and backtracked from there or just went through the SM door, looped back around and walked back the way you entered that area. I don't recall any more than those two, but I may be forgetting others that aren't as memorable.

Quote from PowerCrazy:
Other than those two things it's pretty fun.  Also jumping in/around acid without the gravity suit really sucks.  I am glad that you didn't have any of those annoying run through the water/norfair with out the Varia/Gravity suit parts though.  Those aren't really fun at all.


Running around in water without the Gravity suit isn't much fun for me either, simply because the slowed down physics make it rather annoying. I've learned to tolerate it when other hacks do it though since some tend to do it a lot, but I try to avoid that in my hacks (in fact, you'll notice there isn't really much water in this hack at all compared to the original SM). As far as running through the acid, I added in two energy recharge units in the Underworld's early portion just because of the little dips in the acid you have to go through.

Quote from TheCheruben:
well i've been playin along leisurely the past 2 weeks; kind of suddenly i'm in mother brain's room and

i have not fought ridley. So either i missed him or he's after MBrain. Would like to go back, but not unless i know where to go.


Yep, he's after Mother Brain
Quote from PowerCrazy:
I am glad that you didn't have any of those annoying run through the water/norfair with out the Varia/Gravity suit parts though.  Those aren't really fun at all.


I disagree 100%. Those difficult suitless runs are very fun, especially in impossible, where you have to keep trying and trying and when you finally get it you're so proud/happy.
Quote from Black Telomeres:

There are indicators in many situations early on (probably not all, though many are probably too subtle) until you get to Tetra Ruins, then they sort of become airblocks without hints rather than shotblocks.


The first two subtle blocks that you shoot were great.  If you are paying attention, but the problem is when you get to things like the Varia suit.  That block is basically dumb luck to find. If you made the block shootable with the regular gun it would probably help some.  Then to stop people from going in there before bombs just put a normal bomb block a little way into the passage.

[quote]
Sadly those were basically absolutely necessary given the layout of the planet so a compromise had to be made. I do normally try to reduce the amount of those unless they're somewhat necessary (I did for the most part in Dependence I think, but it had a more normal layout and less of an insane one like this game). For example, the power bomb one near the lavarise room is needed to keep people from skipping straight to the Eternal Hall without having gone through the majority of the Underworld. While if I didn't have a door there to allow people to go back it wouldn't be convenient enough for people backtracking back to the ship after coming down the elevator from Crocomire. Thus it becomes either maybe go through the door accidentally once early on, or you will definitely have to go backwards through the Underworld again after Crocomire anyway. I just chose the lesser of two evils there. Also, while it's not much of a consolation once you do go through the door, you can use the minimap to see that the door is right next to an area you've already been to and thus tell you don't need to go through it. And while I was trying to avoid doors like that, I figured in the worst case scenario, people would just load a state from back on the other side.
Quote:

Yea I see the layout that you used.  Really nice.  But isn't there another way to prevent people from progressing?  Why not make is a super missile door since you aren't actually supposed to get super missiles until lower underworld anyway right?  That way the second time you go to that area you can go back through that door.

Quote from PowerCrazy:
Other than those two things it's pretty fun.  Also jumping in/around acid without the gravity suit really sucks.  I am glad that you didn't have any of those annoying run through the water/norfair with out the Varia/Gravity suit parts though.  Those aren't really fun at all.


Running around in water without the Gravity suit isn't much fun for me either, simply because the slowed down physics make it rather annoying. I've learned to tolerate it when other hacks do it though since some tend to do it a lot, but I try to avoid that in my hacks (in fact, you'll notice there isn't really much water in this hack at all compared to the original SM). As far as running through the acid, I added in two energy recharge units in the Underworld's early portion just because of the little dips in the acid you have to go through.


I do like the occasional water tricks, like you had at the beginning and in High Command.  Also that one room off of Eternal Hall where you had to freeze the enemy to jump through the door.  That room drove me crazy.  The first time I got there I tried to dbj into the door.  But I'm not quite good enough to do it.  If I knew the frame timing for it I could probably pull it off, and I'm sure someone else could do it for major sequence breaking.  Otherwise it was really nice setup.

I wonder though if you coudl reverse the order of the Powerbombs and Super Missiles.  Powerbombs are really useful for exploring, Super Missiles not so much.  So what if you just replaced all the super missiles/Doors with powerbombs/Doors and vice versa?  Unless you did that on purpose to make people explore more... It's a delicate balance.

Anyway, good job on the Hack.  I really enjoyed it. Though Cocomire was almost too frustrating, since you had to wait until he was "synced-up" with the rising and falling Acid.  That was the boss fight that took me the most retrys.  All the rest were great though.

Quote from Bolognab:
Quote from PowerCrazy:
I am glad that you didn't have any of those annoying run through the water/norfair with out the Varia/Gravity suit parts though.  Those aren't really fun at all.


I disagree 100%. Those difficult suitless runs are very fun, especially in impossible, where you have to keep trying and trying and when you finally get it you're so proud/happy.


Well in Impossible it was kind of annoying since you had so many branches to take, and no indication of which way to go.  So the only way to do it was constant reloads.  And running through the water like that...just seemed like a waste of time.  There was no additional difficulty you were just slowed down.  Coming from the same guy who changed the phyics because they were too "floaty."  (Unless that was redesign, meh, I don't remember) but regardless I think it's a poor design decision to force the player to go someplace they aren't equipped for and thus they feel they shouldn't be there.
Quote:
The first two subtle blocks that you shoot were great.  If you are paying attention, but the problem is when you get to things like the Varia suit.  That block is basically dumb luck to find. If you made the block shootable with the regular gun it would probably help some.  Then to stop people from going in there before bombs just put a normal bomb block a little way into the passage.


Yeah, I was basically just relying on the fact that people would be enticed by the fact that there's a load of cracked blocks above blocking off the passage, as well as the fact that there's so much air within the middle of the "bridge," and hoping that'd spur people on to bomb a bit around that area. I think I mentioned this before either here or somewhere else, but I was definitely considering changing the block to a shotblock right before release, but my playtesters said they liked it the way it was. (Maybe I have explorationally masochistic playtesters?)

Quote:
Yea I see the layout that you used.  Really nice.  But isn't there another way to prevent people from progressing?  Why not make is a super missile door since you aren't actually supposed to get super missiles until lower underworld anyway right?  That way the second time you go to that area you can go back through that door.


Now that I think about it, that being a power bomb door may be a remnant from before I knew what item exactly was going to be down in the Underworld that I just never changed, so I'm going to have to think about doing this to see if it creates any sequence breaks, because it might be feasible for me to change it to a SM door. (That whole segment of the planet over to the west in the Underworld and up into Dark Gardens near Crocomire is one big loopy maze of passages, so I'll have to think about it for awhile, especially if it has any implications for sequence breaks on the possible ways Crocomire, but it doesn't seem like it should to me atm.)

Quote:
Also that one room off of Eternal Hall where you had to freeze the enemy to jump through the door.  That room drove me crazy.


Yeah that gave me problems when I first created it, but after going through it a few times, I found it became rather easy so I decided not to dumb it down by putting in any easier to reach platforms under the door. In contrast, I really ended up dumbing down the two early crumble block puzzles.

Quote:
I wonder though if you coudl reverse the order of the Powerbombs and Super Missiles.  Powerbombs are really useful for exploring, Super Missiles not so much.  So what if you just replaced all the super missiles/Doors with powerbombs/Doors and vice versa?  Unless you did that on purpose to make people explore more... It's a delicate balance.


That wouldn't totally be feasible because of all the shortcuts in Eternal Hall that look like normal ceilings to rooms and are several layers of blocks deep until you set off a power bomb, which wipes out most, if not all, of the blocks. Making all those blocks into Super Missile blocks wouldn't really be doable, since people would have trouble getting through them. That was the main reason why Power Bombs had to be the later item of those two. Also, in my other hack, it was reversed, with Supers later on and Power Bombs early, so I wanted to change up the item order a bit.
Quote from Bolognab:
Quote from PowerCrazy:
I am glad that you didn't have any of those annoying run through the water/norfair with out the Varia/Gravity suit parts though.  Those aren't really fun at all.


I disagree 100%. Those difficult suitless runs are very fun, especially in impossible, where you have to keep trying and trying and when you finally get it you're so proud/happy.

I am partial to being underwater w/o gravsuit and unequipping hijump, for better horizontals.
Quote from PowerCrazy:
Well in Impossible it was kind of annoying since you had so many branches to take, and no indication of which way to go.  So the only way to do it was constant reloads.  And running through the water like that...just seemed like a waste of time.  There was no additional difficulty you were just slowed down.  Coming from the same guy who changed the phyics because they were too "floaty."  (Unless that was redesign, meh, I don't remember) but regardless I think it's a poor design decision to force the player to go someplace they aren't equipped for and thus they feel they shouldn't be there.

Branches? what branches? I thought the path was pretty straightforward :X
Perhaps he's referring to the fact that while it follows the same structure as SM, during your first playthrough, you can't be sure at what point Saturn will have changed certain passages to force you to take alternative routes that you wouldn't normally use in SM? (Such as going in Maridia the back way.)
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Edit history:
DMantra: 2008-02-01 12:03:12 am
Breathe in the Future, Breathe out the Past
Just started this one up, got 2e-tanks, 10 missles, morph, bomb, varia.

My first impression was that while the look and feel was great, the air tiles here and there were sort of ridiculous, I had to reference here to find that getting the first pack of missles was through an invisible ceiling.

As for the FX for some of the rooms, incredible. When I got the varia I thought, now this is what we need, some darker regions, it's more sci-fi horror, more effective for a player that wants to truely experience what SM is all about: desolate on an alien planet (for me anyway.)

Edit: Just got grapple and looking for supers. I'm guessing theres a secret path in underworld which exposes more territory, cause all I've seen is a clear path to grapple and thats it. I'm ibj up that long shaft but since you said it's not necessary maybe I should stop.
Yes, there's a secret path to the west of the regular path which can only be accessed once you get the grapple beam (its blocked off by crumble grapple blocks). People seem to miss this path sometimes even though its right out in the open.
glad to see you learned ibj. now tackle the one in confinement Evil or Very Mad
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Breathe in the Future, Breathe out the Past
Quote from Bolognab:
glad to see you learned ibj. now tackle the one in confinement Evil or Very Mad


piece of cake. I can ibj up 5 screens with my eyes shut, then open my eyes and diagonal it.  8-)
SM:I has crafted me into a bonafide bounty hunter.
Sorry for suggesting the ibj change in your hack, but hey it got others playing it that wouldn't. :)
(user is banned)
Breathe in the Future, Breathe out the Past
I think I'm stuck. Went down to LN underworld and got some super missles, but I feel like I've missed the pbs. Theres a door that leads back to dark gardens with wrecked ship music and a door on the ceiling, seeing that ibj isn't required I doubt I should go there. Any hints on where to go next? I don't feel like bombing and shooting every wall again, because your hack has such massive rooms..
ah do believe to have PBs
Kraid must be slain
You'll need the ice beam to get back to that door. Go back up to Dark Gardens the other way and find a SM door that'll let you work down to the boss that guards it.
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Edit history:
DMantra: 2008-02-05 02:32:35 am
Breathe in the Future, Breathe out the Past
Got the speed booster, but I feel like I'm either missing pbs or I'll be getting them soon. high command led me back to underworld but it feels like I should have gotten them by now. If I'm wrong that's fine and I'll carry on, but I have to ask. Simply because this hack is so huge.


Edit: nvm. found the other elevator. The problem with this hack is the exploration. Since it's so big, I tend to forget a speedblock I saw here or a grapple block I saw there. Ofcourse it's very rewarding to get back on track, but this is insane. I'd call Golden Dawn the SM:I of exploration. lol
Quote from ducknerd:
All right! New hack material!

My first impressions: Your level design has gotten EXCELLENT (Dependence was a little off in places). Nice and tricky, good linearity/nonlinearity ratio. Also, I think there I have found a small sequence break:
I'm not sure where the "official" first Missiles are, but if you go to the right part of the landing site, climb the rock outcroppings, and walljump off the very bottom of one of them, you can make your way into a cramped little tunnel which leads to the upper-right part of the room with a missile pack in the wall. If these are the real first Missiles, I have quite a treat in store for me.

Oh, and spikes suck.

EDIT: Found a place to get stuck. The "omg Samus walks on water!" room has a small pit in its left side where you can get "under" the solid water. Dunno what's going on there, but you can't jump out of 3-block-wide water pits w/out high jump boots.

EDIT2: NM, I'm an idiot.
i found golden dawn way to hard and im a tame matroid player with a hack on the way but in golden dawn there are just to many hard parts in the first few rooms the graphics looked great but the sheer difficulty of the first purple background room was just stupid no offence but you should have made an easier version like dependences difficulty cus that was a great hack up to phantoon which al though the physics of the enemy changed i found that it was to hard due to lack of e tanks . keep up the great graphics tho.
Lol, that pruple room was easy peasy. And by graphics do you mean aesthetics? >_>
(user is banned)
Breathe in the Future, Breathe out the Past
8:01
91%

This was a fantastic hack, and you're my favorite level designer out of all the hacks I've played.
The escape was crazy, I had no idea how much time I had after ridley as the timer went all glitchy.
I wouldve liked ridley to be a bit harder
Quote from DMantra:

This was a fantastic hack, and you're my favorite level designer out of all the hacks I've played.


Thanks. If I recall, I liked your one room hack's asthetics a lot, so it probably means we have similar tastes as far as level design. So when I make something, you'll tend to like it too perhaps and vice versa. I forget, did you also play my first hack, Dependence? If not, you might want to check that one out as well, although it has the occasional awkward-looking tile formation here and there, but mostly because I didn't always want to compromise what I wanted places to look like to make things look sterile and perfect.

Quote from Bolognab:
I wouldve liked ridley to be a bit harder


Sadly that was a bit of a problem. Balancing Ridley when you consider he's during the escape. For one, he has FFFF HP, so the fight couldn't really be made any longer unless I took away the Hyper Beam. However, then you wouldn't have any Super Missiles since MB took them all so a lot of the strategy would still be gone anyway (and standing in front of an enemy respawn point before Ridley to get them back doesnt make much sense during the escape).  And adding some item pickups would've felt wrong for me during the escape also, although I know some hacks have done it I think. Plus I'd need more rooms, and I never intended for the escape to be too long anyway.

I didn't want to make him do too hard though, since there's more limited "strategy" beyond knowing how to dodge him well in the fight because of no SMs, no PBs, Hyper Beam only. And learning how to dodge Ridley well isn't something people pick up too quickly, and people getting stuck at a boss during the escape didn't totally feel right to me. I mostly put him in there to waste your escape timer to add more panic to the escape. And because I've seen Ridley done so many different ways before and putting him in the escape would be more fresh. Especially considering you'll want less to finish him precisely and more to finish him quickly because of the pressure of the escape (and not being able to see the timer.)
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Breathe in the Future, Breathe out the Past
Quote from Black Telomeres:
Quote from DMantra:

This was a fantastic hack, and you're my favorite level designer out of all the hacks I've played.


Thanks. If I recall, I liked your one room hack's asthetics a lot, so it probably means we have similar tastes as far as level design. So when I make something, you'll tend to like it too perhaps and vice versa. I forget, did you also play my first hack, Dependence? If not, you might want to check that one out as well, although it has the occasional awkward-looking tile formation here and there, but mostly because I didn't always want to compromise what I wanted places to look like to make things look sterile and perfect.


Yeah I played dependence last week. You can see what I said about it in the thread. See you next mission!
Oh crap, that's right, that was the reason you went to play GD. I totally forgot somehow.
Eschews avatars
So I picked this up again to see if I could 100% it. I have all items except for spazer, plasma beam, and screw attack. Where should I go? High Command seems like the logical place, but I'm not finding any open doors there.