Digital Empire Port

Digital Empire Port 1.3.4

  • Thread starter МАКС ГРЕЧКАッ
  • Start date
МАКС ГРЕЧКАッ

МАКС ГРЕЧКАッ

Active member
МАКС ГРЕЧКАッ submitted a new addon:

Digital Empire Port - Someone waited for it

Think about this one levelpack that was ported but not released but now it got released!
View attachment 3602
Well today i'm ported another levelpack, and for others it be known or charming levelpack or having the fun experience, for either levels or soundtracks, and it was created by KartKrew team member that worked out with Top Down and Kart, and for my opinion this levelpack is good with it's charm, even though that it was incomplete, and this port is...

Read more about this addon...
 
Welcome to release!
I think we need to fix console bugs such as:
Code:
WARNING: P_WriteConstant has been called for Mapthing 0, this level is vulnerable to context drift if -writetextmap is used.
WARNING: P_WriteConstant has been called for Mapthing 490, this level is vulnerable to context drift if -writetextmap is used.
WARNING: P_WriteConstant has been called for Mapthing 491, this level is vulnerable to context drift if -writetextmap is used.
WARNING: P_WriteConstant has been called for Mapthing 492, this level is vulnerable to context drift if -writetextmap is used.
 
МАКС ГРЕЧКАッ updated Digital Empire Port with a new update entry:

Version 1.2 - Fixes, and lavaproof rings!

Well do you waited a new update? well version 1.2 is released, and here is the list of changes in this version:
  • Added Lavaproof Rings lua script by Rem
  • Fixed flying flowers in Sand Valley.
  • Changed Character Select Music from 2.2 to 2.1's Character Select Music (the same thing happen with Invincibility music)
And this is it, enjoy with new update!

Read the rest of this update entry...
 
МАКС ГРЕЧКАッ updated Digital Empire Port with a new update entry:

Version 1.3 - Finally some update!

This was a long time past since previous update of V1.2... But finally you got some update of that port,
and here is the list of changes in this version:

  • Changes in Sand Valley Zone:
    • Fixed sandfall, and changed tag for them, so sandfall and quicksand
      is united all together.
    • Fixed rope hang to finally move and scroll textures:
    • View attachment 5240
    • Changed pit texture in skybox....

Read the rest of this update entry...
 
Lets see what we have here..

Neo Canyon Zone:
Off to a good start, the first zone looks hella amazing and detailed and filled with life and decoration, that it makes me be depressed lmao.. There's just a few things on the first map i found tho..

Seeing these rocks falling outta nowhere, as in spawning outta thin air feels odd.. maybe add a little hole or crack, like a small mountain peak where they may fall from, a huge rock with a crack that keeps constantly crumbling down on itself, dropping these rocks onto the floor.
Srb20014



Right before the signpost, have you forgot to add something here??
Srb20015


Neon Canyon Zone 2:
What else can i say other than what i havent said on the first one, they both look amazing and hella detailed, and i love them a lot.

Another small issue, in this case a texture error, maybe you accidentally forgot about these rocks? they look odd with the textures from the nearby walls, as its not consistent and it doesnt make sense
Srb20016




Jesus fu-.. Tone it down a bit, it's almost s*icide passing through here, you're forced to take damage, and good luck if you arrived without rings
Srb20017




Waterway Ruins Zone:
Almost as amazing and good looking as the previous zone, i really love the exterior part, as it reminds me so much to the old original Granite Lake Zone, before it was promptly removed, it brings me so many memories..
I love the water elevators gimmic, thats original and very clever id say..


Path is not really so clear here, it took me a second to realize where to go, finding out i had to step on the moving rock, to then jump on the small gap behind the pillar (i know i could had just climbed away because Jason, but the idea is making it easy to navigate for everyone else)
Maybe move a way a bit the pillar revealing that small gap a little, and add a few rings as a trail marking the path, floating right over the water signaling you have to jump there.
Srb20018



Molten Cavern Zone:
God this one's outside areas brings me so many memories of that one mine maze remake, except this one is so ominous..

Haha death pit go brr, i cheated death.
Srb20019
Srb20020



Maybe add a few rocks here? Pumas bouncing on stone brick look so weird and out of place..
Srb20021




Sand Valley Zone:
This one looks like if the concept of Desolate Twilight Zone were to be fledged out on a coop map, and i like it.. equally as nice looking as the other maps, all so consistent.
This on was honestly too long for my taste, i had to cheese my way out with cheats to complete it, cuz i was in no way completing such a hard and long map, to be fair..
 
МАКС ГРЕЧКАッ updated Digital Empire Port with a new update entry:

Version 1.3.4 - Fixing Sand Valley's Music

Well, I finally released another minor update, but this time it's about music, one of the issues is have been detected by @DoMikoto ツ when he tested a previous version of this port (v1.3.3), and probably the game itself made Sand Valley's music messed up, so he fixed this issue, and sent me a slightly fixed version of this addon, and I thank him for reporting this issue to me.

Read the rest of this update entry...
 
Last edited:
Just played it again after this last update, and lets see what do we have.. This time i did it with Blaze, one of my always fav chars


I see that you still havent made any use out of this cave, you can add things like rings, an emblem, or whatever else to reward the player for bothering exploring around here instead of proceeding any further. Doesnt have to be anything too crazy, just a few goodies like rings or a life is enough.
1767878820027





Oops, wrong texture.. (kinda wanted to explore the map a bit further by going on different paths all at the same time)
1767879045429



I see that you havent fixed this texture issue here with the taller ledges that act as walls. (I mean, its not mandatory, but it doesnt really look all that good that mix of stone and grass with such abrupt change, not blending together)
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Please, i beg of you, move the first crawla further back or remove it, thats just cruel.. Ran straight into it without the chance to react cuz how well they blend in with the water. (or at least make them Red so they get highlighted a bit more)
1767879517388




There isnt really much to say here than i hadnt said before, i really look the late 2.1 aesthetic you went for the maps and specially the songs (or if it wasnt on purpose, they really fit perfectly like such)

Theres something most modern map makers cant understand, and its the fact not everyone has to be turned into a fucking open world game, with massive rooms with too many things to do all at once. Sometimes its nice to relax, and play simpler things, like smaller rooms with easier challenges. Sometimes Corridor-like maps arent all that bad as they paint it.. (You just have to know how to properly make them)
 
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