I understand what you are saying here, but I still disagree.Ceilick wrote:Once you know the drills are there, sure, it's not very hard at all. But since A) the player will drop there 90% of the time, and B) the player has no way of knowing the drill placement until they've landed and probably died once. Ideally, a player should never have to die just to figure out how to approach an area. That's why the drills are going.
1) On the ledge that the yellow gem is found. Keen can drop down from almost anywhere from that ledge and miss the drills completely. Jumping off the right side of the ledge is where the drills become an issue. This is why I disagree with your 90% assessment because the player does not have to go down there.
2) The area where the drills are is in optional area anyway. No one has to go there just to get 1,000 points. But I do understand your point about a player having to guess and die just to know whether or not that area is safe. But since you have already made up your mind on removing the drills, there is no need to discuss it further, so let's move on.
I can understand you changing this so the red gemdoor cannot be bypassed. This will also make Jotundra Mountains more challenging because in the harder skill levels, there are Bedheds placed in very small areas where it is difficult to move past them in such a confined space. These are rooms that are supposed to be blocked by the red gemdoor. These small rooms were easier to get to with the secret passage because Keen could enter these rooms from the top and Bedheds do not fly upwards making it easier to grab points once they fly down, which eliminates the risk of being killed. Or the rooms could be avoided altogether. Once the player is forced to use the red gemdoor and forced to climb up through those small confined spaces, the Bedheds have to be dealt with.I misunderstood the mountain problem, but it will be fixed in the next update. I've removed the upper path of that secret so that it can only be accessed from the spike room.
You can jump back over it using a tap jump. Anyone who has played CK Guy's Keen 5 levelpack or any of Keenrush's mods are very familiar with the tap jump. To execute it you just barely tap on the jump key and then use the directional key in order to jump past the prospector. This will allow you to jump low enough to miss the ceiling. I will admit though that the tap jump can be difficult to execute and on certain keyboards, this jump can be next to impossible. The sensitivity of the keys varies from one keyboard to the next. On keyboards where you have to push the key almost completely down in order for the key to respond, this makes the tap jump very diffcult or even impossible.Pyry wrote:This same Prospector is blocking a switch you need to beat the level. Even if you manage to jump over it to get to the switch, you can't jump back over it for some reason. This could also be fixed by changing the ceiling.
In previous posts, I have already mentioned how to deal with the prospectors. You can manipulate them to jump and break into pieces in areas where it is easy to jump over them. In the screenshot you posted there are at least two places to do this. In one section there is a dip in the floor. The other section is farther to the right near where the switch is. In either place the prospector can easily be jumped over. But since Ceilick has already made up his mind to edit the ceiling one tile and since this is a very minor change, I do not see any reason to argue over it, so again, we will move on.
At the top of the pole there is a longer stretch of floor and a switch there. The Shikadi can be shot up there. In fact, if you are an expert with the neural stunner, stunning the shikadi will be quite simple. Also if you quick enough, once the Shikadi climbs down, you can hurry up, flip the switch and get away before the Shikadi climbs back up. If you are really good, you can avoid the Shikadi altogether.Pyry wrote:Sounds good. There are three last things for me to point out, but since they could be intentional, feel free to ignore them.........
It takes a while to kill the Shikadi Aggrolyte in this area since the platform Keen is standing on is so small. But maybe you're suppose to use the slanted part of the platform to pogo up to the bigger platform above.
This was intentional because if Mortimer's sprite was harmless to Keen, it made the battle with Mortimer too easy because all a player would have to do is stand on top of Mortimer and never have to worry about being shot.At the Warpcore, even though Keen can walk into Mortimer and not get hurt, Keen can still die if he collides with Mortimer while Mortimer is in his gun pointing pose. Is that suppose to happen?
I agree with Grimson on this point, the goplat should stay. As for the Vlorg in hard mode, it is called hard mode for a reason. No attempts should be made to make hard mode easier, unless there are clearly areas that are impossible, but those of us who have completed hard mode can assure you this area is possible.As for the gun room in Defense Tower Surth, I have another suggestion for it that might make it easier but still challenging. Revert the change you made to the middle gun in normal mode, but replace the goplat with that red cylinder platform instead. The guns can shoot through it, but now you can take your time. You could also do something with that Vlorg in hard mode.