Don Vecta wrote:Okay, i gave a round to the new stages.
Some small details and some problems i faced with enemy positioning.
Stage 1-3. You might like to make the doors slightly taller. They look like they're part of a gigantic dollhouse or so. Most enemies would bump their heads to the top if they pass through there. Same for stage 2-2. Try to compare them with the doors from Go straight street or something. They have a good height/width proportional to the characters.
Stage 2-3. Mona and Lisa pop up out of nowhere. Maybe you tried to pull out a ninja trick show up or something but nah, doesn't really look good. I guess you could move them to the first grid and they'll be there as soon you get in. Fortunately, the text there it's short so it won't interfiere with the battle. You might like to put X and the assistant slightly more to the left so the players can see him depart cuz... otherwise, we won't know they're there (I didn't know until I saw them on SORmaker, lol). I made the patch myself of that scene. If you interested in taking a look I can upload it for you.
Stage 1-3: I lol'd =P I will learn to resized the doors when I release a patch of this.
Stage 2-3: I will do that to about twins and as for Mr X and the assistant, I tried to put some layer to cover up that run-away layers but its no used and the loop might worse...

Don Vecta wrote:Stage 3-1. Okay, two things: 1) Why it's a stand alone stage without scrolling? 2) Why there's no animation on the signs? If you need resources I think you can use the v4 ones or the ones from CajNatalie. The signs without animations look... dull.
Stage 3-2. Your Hakuyos still pop up if I run until the cam lock. You must place them two grids behind, they shouldn't be in screen where the Axel space is. Also, I ran again until the end of the stage, fought the hordes of enemies and in the end a Donnie got stuck in the green. I was able to hit him, though. For that you must either place your enemies out of the Axel grid or at the low bottom so they don't get stuck in green... also, is there a reason why don't we have a Murphy in support there?
Stage 3-1: 1) To make it same as original BKII beta? <_< or you want me to mix with 3-2 "back again"? I was fear about the camera locked...

as for signs.. I will put that later on...

Edit: I will put 3-1 and 3-2 together.

Stage 3-2: Its in the patch >_> but I didn't know that Donny at the end had a problem so I think i will put some screenlock... I will turn on Murphy (lol non-canon cop) support there because I forgot

Don Vecta wrote:Stage 3-3. Is there a reason why there's a pure green map there? In the bar area where the Electra is, there was some collission problems and was pretty messed up. EDIT: Found out what was the problem. Your stage 3-3 in the first demo was the Barbon alleyway. I guess you should tell everyone to either delete the first demo to avoid problems like these.
Stage 4-2 was fantasic, I loved it. But yeah, main entrance door can use a serious resizing.
Stage 3-3: will do... >_>
Stage 4-2: Derp!
Don Vecta wrote:Overall, the mod it's shaping great. I'm liking the full spriting work since some stages are done without using resources (though some could use a touch of texture in and there so they don't look too plain, but overall it's a great effort in design). It could use some enemy difficulty scaling since i sensed it kinda on the easy side for a Mania player (and I'm sure some easy players would love something more mellowed out, especially in the Go straight street) but overall it's a sweet work. Check the kinks i found, though. Especially in enemy positioning.
Thanks
