Hi there! Before we move on to my comments on the most recent stuff, let me say this:
I'd like to announce that I've started replaying most of the levels that were sent after the latest Base update, and I began porting them to the ROM. I've made, and am making several edits to a few levels, as well, being some aesthetical or even heavy modifications on design, like moving/removing sprites, modifying boring/unfair sections and so on. It's also important to mention that I'm modifying Map16 pages and moving/modifying Sublevels, Secondary Entrances (meaning that Egadd's Sublevels list may be obsolete, at least until the ROM comes), inserting the most recent custom compositions and GFX slots. Yeah, a darn awful load of things. According to my current progress on the new Base update, it might be done by tomorrow. Though it may be a bit experimental regarding the level modifications. What I want to say is that their official designers should take a look at my edited versions to point out new suggestions or add something they'd like to be restored.
With the warning about the Sublevels list being made, I'll be making a new list to go easier on Egadd, and once we have everything established, I'll ask K3fka to create a subdomain for us.
The current leadership (Mrdeppelman, MetalJo, Buried Alive, Egadd) of this project will be kept, but I'll be amongst them in this group now. I'm unsure about my activity after about the end of December, so I don't really know if I should create a new thread when everything is ready. We may keep going with this one until I come out with an answer about my future for next year.
I'd like if Deppel linked this post on top of the first page for more people to get those news. And my thanks to everybody for accepting me back again, and Buried Alive at first for letting me get this project started in the first days he joined the site and wanted to make a team hack. Leading this project is a dream of mine coming true, and I'll be more than glad to see this fully done and released. I must thank all the contributors, not just the leaders, by the way. If it wasn't by you, guys, we wouldn't be here now.
Yep. Dark Side lives!
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Now it's feedback time.
@RealMarioGamer: It may be just me, as well, but I don't like when there are paths that go through over vertical cliff tiles when there's elevation (I mean, near the Ghost House and the Fortress). And the same thing as ShadowFire mentioned.
Originally posted by EgaddAlso, if I'm correct, the cave level doesn't need a circle below it.
For me, I don't mind if there is a circle or not behind a Cave Level tile. I tend to use them when I have absolutely free terrain space for that, or either I just do something like you can see in several paths of Honey Forest and Heaven/Hell Valleys.
@levelengine: I've added you to the list. I like the BG idea, but I think it could be slightly improved. The said improvement wouldn't be adding more stuff - it'd be just using better tiles, because the pattern is a bit odd with non-flipped going together with X-flipped. And the ground palette is kinda weird.
@X-cniS:
let's type backwards Gonna hear your SPC now to comment on it tomorrow.
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