Nice to see you alive and kicking gains. Making wallpogo enjoyable.
Bonus 2 as requested:
And some feedback. Just because
c1 level 5, extend to make it less easy. Can easily fire a rocket and go directly upwards
same with c1 level 6
c1 level 7 can also use an extend, using 3 rockets to clear the level isnt very nice imo.
c1 level 8 can have the shootable walls being a bit higher? needs some testing
Bonus 1 can use a lowered roof, a bit too easy at this point imo.
c2 level 1, the grayish wall actually confused me at first. Thought it was nogreande. Not too much of an issue but can be taken in consideration.
c2 level 3 can be extended and make use of a wallcatch instead for increased difficulity.
c2 level 7, can you make the blue floor in the middle of the transition shootable? since im used to the attached1 length of levels i thought it was the end and shitted me over.
Not too important either. but its nice to be able to adjust the mouse position in between.
bonus 2. see video. Speed can be highered a little bit of the telewalls. Can still go faster down. As you can see in the last part of the video. there is a visable nodraw/nogrenade(dont remember which) at the bottom
not touched c3 much yet
all i can say is that is the next last one should be increased in amount of rockets you can shoot doing it all with just 1 on each wall is a bit too much tbh.
Ah wonderful, thank you. Think Ill leave the speed alone, though.
1-5 and 1-6 was kind of intentional to be able to jump straight up, but I may change that now that you have mentioned it.
1-7 I may extend the white walls to 2-4 rockets at a good pace per wall. We'll see
1-8 Id prefer to leave the walls as is as it promotes height control
2-1 And a hanful of other jumps use the 60% wall as an indicator for hitting head on the ceiling or coming up to a nogrenades
2-3 How should I approach this, keep the narrow walls the same length and move the back wall further? I should do the same for 2-4 regardless to what I do with 2-3
2-7 Hmm, might leave it as unshootable. Was however considering taking out 2 of the drops, feels fairly lengthy.
B-1 Didnt pan out the way I was hoping for, should have tested 1 or 2 rooms prior to making the whole jump. In the future Ill be adding button walls in only the corners, shortening yhe length of the hallways, and probably raise the bottom section of the walls. Its supose to be 90's in a pseudo-random direction.
B-2 Had a lot of issues as stated in the known issues spoiler, was all fixed in a2
3-7 I would like to keep the single rockets on this, but I could either shorten the length of the white parts or shorten how much the curved walls stick out. Also, a1 had 12 strafes, a2 has 5 strafes, I think Im going to have it set at 6 strafes for a3.
Were there no other problems with c3?
Also how was the difficulty curve over all?