Although true, does that not abuse a few glitches or clever level choices using either the ice flower or hammer suit?
I'm designing one or two of the frostlands levels. I wouldn't count on any glitches, better bet is ease with powerups
Have you seen Invasion 2 speedruns? Using an ice flower, you can clip through the invisible bridge in Ice-1 and you can use a perise enemy placevent to skip the boot requirement in Ice-2.
Although true, does that not abuse a few glitches or clever level choices using either the ice flower or hammer suit?
I'm designing one or two of the frostlands levels. I wouldn't count on any glitches, better bet is ease with powerups
Have you seen Invasion 2 speedruns? Using an ice flower, you can clip through the invisible bridge in Ice-1 and you can use a perise enemy placevent to skip the boot requirement in Ice-2.
That's assuming they use the same Invisible Coin Block "Bridge" gimmick from Frigid Awesome Land (Ice-2). I felt that it was tedious to "build" and, like Mech mentioned, could be easily bypassed through iceblock clips or Zelda's teleport jump. This negated the whole idea of making the bridge then using a hammer suit to gain access above it to cross, cheapening the secret path's feel.
The same could be said for White Savage Zone (Ice-1) supposed to be requiring a Boot or Yoshi for a boosted jump. Why waste time getting that when you can just get a Leaf and fly up to the keyhole ledge in the last section?
These easy or glitched bypasses are the things to avoid in the next iteration of the Ice World. I hope it focuses more on the new ice-based enemies like Flurries and Flipruses (possibly using them to reveal secret exits).
Or you could require the Yellow Switch Palace to be pressed for Ice-1's secret exit to be active, to require some of the first world to be completed; likewise with the Green Switch Palace for Ice-2.
Or even some combination of Power-ups, Enemies, and Switch Palaces...such as using a fire flower to melt an iceblock that a Flurry is behind, freeing it to jump on to cross a spiked tunnel that is only open when the proper Switch Palace is pressed.
I'm designing one or two of the frostlands levels. I wouldn't count on any glitches, better bet is ease with powerups
Have you seen Invasion 2 speedruns? Using an ice flower, you can clip through the invisible bridge in Ice-1 and you can use a perise enemy placevent to skip the boot requirement in Ice-2.
That's assuming they use the same Invisible Coin Block "Bridge" gimmick from Frigid Awesome Land (Ice-2). I felt that it was tedious to "build" and, like Mech mentioned, could be easily bypassed through iceblock clips or Zelda's teleport jump. This negated the whole idea of making the bridge then using a hammer suit to gain access above it to cross, cheapening the secret path's feel.
The same could be said for White Savage Zone (Ice-1) supposed to be requiring a Boot or Yoshi for a boosted jump. Why waste time getting that when you can just get a Leaf and fly up to the keyhole ledge in the last section?
These easy or glitched bypasses are the things to avoid in the next iteration of the Ice World. I hope it focuses more on the new ice-based enemies like Flurries and Flipruses (possibly using them to reveal secret exits).
Or you could require the Yellow Switch Palace to be pressed for Ice-1's secret exit to be active, to require some of the first world to be completed; likewise with the Green Switch Palace for Ice-2.
Or even some combination of Power-ups, Enemies, and Switch Palaces...such as using a fire flower to melt an iceblock that a Flurry is behind, freeing it to jump on to cross a spiked tunnel that is only open when the proper Switch Palace is pressed.
For reference on what I am talking about on Ice-2:
One of the things that I always thought was odd about the Invasion series was the fact that the Invasion-type (Airship) levels didn't show up until half way through. It feels front-loaded with castles and back-loaded with airships, bringing a disconnect to the way the ends of each world feels from beginning to finale.
Might I suggest to alternate between Dungeon and Invasion final levels for each new world. That way we would get to experience an Invasion earlier in the game while also keeping a rhythm of Castle, Airship, Castle, Airship, and so on. It would help with that disconnected feel and would do away with the odd situation that the Koopa Kingdom had with both a Castle and Airship.
One of the things that I always thought was odd about the Invasion series was the fact that the Invasion-type (Airship) levels didn't show up until half way through. It feels front-loaded with castles and back-loaded with airships, bringing a disconnect to the way the ends of each world feels from beginning to finale.
Might I suggest to alternate between Dungeon and Invasion final levels for each new world. That way we would get to experience an Invasion earlier in the game while also keeping a rhythm of Castle, Airship, Castle, Airship, and so on. It would help with that disconnected feel and would do away with the odd situation that the Koopa Kingdom had with both a Castle and Airship.
Actually we already restructured the way of Dungeons and Airships.
Every world will have a dungeon and then every odd-numbered world, except for World 1, will also have an airship after the dungeon.
And World 8 has a Sunken Ghost Ship after the dungeon.
Also regarding speedruns. We are aiming to make this rather speedrun-friendly, at least in the Any% route.
We're like nearly halfway done with the main game levels, the reason progress slowed down is because it's my final year of high school.
Don't worry, this is not cancelled.
Analyzing the screenshots, does it look like some original TI2 levels will remain unchanged? (not saying that's a bad thing, just suggesting to expand and pretty them up a bit)
Analyzing the screenshots, does it look like some original TI2 levels will remain unchanged? (not saying that's a bad thing, just suggesting to expand and pretty them up a bit)
From what I can see on the screenshots, the levels that are comparable to TI2 (Super Easy Road, Go Go Goomba, Subcon Nightmare Land, Desert Maze, & Bubbles in the Sky) all have noticeable differences. They did say that some levels will be reiterations, similar to how some TI1 levels carried over into TI2 with some changes.
I'm sure that once they complete all the level layouts and test them for proper difficulty, they will go back and add in the aesthetics to "pretty them up."
With them adding in an entire new main world (Vanilla Mines), new side world (Nimbus Land), and more levels per world, I think we may see most of the TI2 levels return upgraded though.