Molten Caldera Alpha (Unfinished level)

Sasaki

Sasaki

Active member
I'm not going to take too long with this one, as I should be spending my time on better pastures. But I figured that since I would have to do this whole mod updating shtick anyway, it would be a waste if I just left this thing to collect dust on my hard drive.

Little context: I put together this beta version of the level during a ski holiday week using a UDMF map editor.
Sadly, as this was the time my mental health started to take a nosedive behind the scenes, it was left in an unfinished state.

It was meant to be a small teaser of what could have been, specifically intended to be Zone 5 for the map pack that I was supposed to begin
working on after finishing character mod #3. However, character # 3 never made it out of the concept phase while this map was effectively scrapped.
The level would have been split into two parts: the initial level & the Ordinary Sonic ROM Hack/Fangame-style escape sequence upon collecting a black ring.

I don't really have anything else to say. If someone finds a use for this, good for you.

 

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It could use some little bit of texture and color variation, so it wont be too monotonous, but besides that it has some really good potential, even more than mine had, youre off to a strong start
 
It could use some little bit of texture and color variation, so it wont be too monotonous
I know, I chose to prioritize getting the main paths done first while I had the surge of motivation to do so. I had an intention of adding those sweet details & variety in once I could finally figure out how to get the UDMF format to do what I wanted.

There was even going to be a Knuckles path and a path exclusive to mod character #2 Yumi in the cave part where you would have a lava/boiling water section to navigate through running from an invincibility box to another à la DKC 2. But I didn't have the knowledge to properly implement these into the level yet, so they were left to be implemented later alongside the breakable walls for Knux, Amy & mod character #1 Ann.
 
I know, I chose to prioritize getting the main paths done first while I had the surge of motivation to do so. I had an intention of adding those sweet details & variety in once I could finally figure out how to get the UDMF format to do what I wanted.

There was even going to be a Knuckles path and a path exclusive to mod character #2 Yumi in the cave part where you would have a lava/boiling water section to navigate through running from an invincibility box to another à la DKC 2. But I didn't have the knowledge to properly implement these into the level yet, so they were left to be implemented later alongside the breakable walls for Knux, Amy & mod character #1 Ann.
if you need, i can be of assistance with key details or stuff you might be feeling stuck with, just ask me via DM, or if you can, lets take it to Discord
 
I will try this build a bit later for sure. Looks interesting
 
if you need, i can be of assistance with key details or stuff you might be feeling stuck with, just ask me via DM, or if you can, lets take it to Discord
I would usually tough it out myself but considering the situation I'm in, I might actually show up on Discord to see what can be done about this. My endeavors involving a certain project regarding Pokemon are at the point where I think I have the time needed to get this side thing done.

I am unfortunately going to be a bit more busy now that the studies have started at autumn 2024, so I will have to see if I can fit this into my schedule. I do have to dedicate time into learning Deflemask as well so I can finally make my musical gifts have a use, so that's gonna take some time out of my schedule as well.
 
I played around with this build a bit, and it's quite interesting to play, but many of the fire obstacles are placed carelessly, making it very easy to take damage. The upside-down lava falls look extremely strange and jank; I would flip those objects back to their original orientation and place them above the lava rather than on the surface itself.

Regarding the visuals, I feel that the level lacks more engaging geometry, which makes it feel somewhat empty overall. The choice of textures is also quite odd in places; for example, the grass rock texture looks rather unappealing.

Additionally, I realized at the end that I had been going in circles when choosing one of the paths. Of course, this is an early build, but still, the first time around, the end of the level can be confusing.
 
So, an update regarding this. I tried my best to implement the changes while working on the sections. The cavern section now has multiple character-exclusive paths to take, and the final section involving a climb up the mouth of the volcano has now been added, including a goal post.

I have chosen to not implement the chase mechanic for this version, perhaps later if I want to make this into a whole deal, I may go for it.

I also made sure to make a separate version with emblem data for later in case I want to convert this from a standalone level mod into a whole mod pack. Every level would have 5 regular emblems, 2 emblems designed to be obtained by the two mod characters I've worked on previously as well as the usual 2-3 emblems for Score Attack records. (The time to beat will be determined later alongside the ring count, the latter will likely be lower due to the difficulty of the level itself.)

This was rather annoying to work on due to having to juggle this, a certain other creative project as well as studies at the same time.


Srb20018
Srb20016
 

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