Welcome to the Tundra Trek Round Robin!
I'm changing the rules of engagement here because I've gone through four people from the old list and no one was available. Soo...
This is now a first come first serve Round Robin. Simply be the first to post that you are editing the last posted edit, give us an idea what your working on, and give us an idea of when you'll be done. Take your time, but try to keep it down to a few weeks. Then when your done, post it here on the thread.
In order to keep track of which edit of the bin we have, lets start adding an edit number to the end of the bin name, kind of like a version number. So, whoever does the first edit, name your bin 'Niffforum - Something with snow e1.knytt.bin,' the next person 'Niffforum - Something with snow e2.knytt.bin,' etc.
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Plot:
Juni, by some unknown and probably inexplicable happenstance, finds herself in a tundra, one which perhaps should not even be as it is in a tropical zone. Perhaps she has heard about this region and/or its religion and came to investigate. Perhaps a friend lives here which she has come to visit. Her reason for coming is undecided, so feel free to decide on one or make one up.
She finds an abandoned cabin with no wood and begins to look for some. As she looks, she begins encountering labs, and information about an ancient religion centered around two deities which control the four seasons.
These two gods have always been in balance in this region through the religious practices of the indigenous people. (note: should the village be the decedents of these people? If so, lets use ego's interiors to do some backstory of the religion.) However, at some point in time, the people began abusing their "powers" over the gods, and they inadvertently gave the winter god full power over the region.
*** It should be noted that at this point, it is not fully implicit that there are actual "gods" or if there are only seemingly magical yet natural forces at work. However, there is a hint that there might be actual gods in lab 3. For now, however, I'll just refer to these powers as the two gods. It may in fact be more interesting if whether there are gods here or not is never actually revealed explicitly.
The Labs: At some point, a group of scientists have come to this region to investigate the strange weather patterns of this area. They discover the artifacts of the religion and find that they all have unique properties which they begin to experiment with. Among these are updrafts, portals of time and space, an influx of life giving energy, and a black portal that consumes life energy. These energies are discovered to be like positive and negative polls which try to stay in balance, but the method of bringing these energies into our world can be regulated, creating more life and warmth, or less. An experiment with the negative force causes the experience in lab 3 and several other labs to be shut down. The labs are abandoned except for one lone scientist who is determined to solve the riddle of the gods and their forces: the ironically named Dr. Wood.
SOOOOoooooo, this is where we are so far.
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Endings:
We need to decide on an ending or endings, and how best to achieve them. Greencookie suggested these 3 endings and I've edited them to what I think would fit the story thus far best:
Bad ending: Juni simply finds firewood somewhere and returns to her cabin. The end, eternal winter rules.
* Needs a location for the wood, and an inside to her cabin.
* May need more of a reason, like she discovers her friend and leave with him/her, or she simply decides she's had enough of cold.
Balanced ending: Juni is able to reestablish a balance between the Summer and Winter gods and the region returns to its former cycle before the ancient people messed up the balance.
* Needs a location for the Summer goddess' power to be reestablished, perhaps by bringing to it an invention of Dr. Woods, or an ancient object.
Summer rules/end of odd weather for a tropical region: Juni is able to not only reestablish the Summer goddess (balanced ending) but goes on to lock the Winter god away from this region, returning it to a tropical region.
* Needs everything for the balanced ending.
* Needs a location for locking the winter god away. I might suggest Juni must go into the black tunnel with an object that protects her and doubles as the lock. The black tunnel will probably be an "it wait's below" like area.
SOOOOooooo, how much work do we want to keep putting into this? What is the interest level? Basically, if someone is willing to take on an ending or part of an ending, I think we should keep going until they are all done. But if we get to a point where no one want to contribute, than let's at least do just the balanced ending.
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Additional issues:
* Decide on an opening sequence. I feel we can leave this in the hands of any one person who wants to make the opening cut scene.
* A scene with Dr. Wood, furthering the plot, and perhaps receiving an object that helps disable the winter.
* Fix messages like, "I don't have a sound card." and, "I ran out of time." Also, fix bad spelling and grammar.
* A place where the underwater section exits (not into the sky)
* Add lab 1... maybe.
* Voids/SGEs
* Redevelop the room(s) at the end of the lab 3 radiation area to be person free and more key to the plot.
* Flag3 is broken. Do we want to fix this with something in lab 2 or 3, or just remove the whole flag 2 and 3 issue?
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Further plot and level suggestions:
* I'd like to see the insides of the village to the right of Juni's cabin and have that area tied into the plot. I like the idea of these being the descendants of the ancient culture. Perhaps the reason it doesn't snow in the village is someone there has an object we will need to get the balanced and tropic endings. Maybe we need to get their trust by doing something like investigating the labs, the cave, or something from Dr. Wood.
* I feel kind of bad for the way I've handled streightflames and his area. I think I tried to sweep it under the rug because I couldn't figure out how it could fit. Then someone said "perhaps it doesn't need to." Right. So, any suggestion on this? If not, I'm done trying to manipulate this area.
* The summer goddess area could be a cave (perhaps full of lush life, or maybe dead trees and such) with an alter/statue/thing that is somehow broken or blocked causing the influence of the summer to be blocked.
* The under water section MIGHT be an interesting place for the summer goddesses cave, as in you come up out of water and into the cave. Or, perhaps more fitting, maybe a flooded lab 1 is down here, though that might need some plot tie in. Maybe Dr. Wood needs something from there and can't swim! That would fit with the mechanical background. Either way, the "no climbs" would need to be removed so you can get back out of the original entrance, or else there needs to be a second exit from the water area. Would Evil like to be involved in finishing this area??? It is his after all.
* The "failed experiments" area in lab 4 might be a good place for the Black Tunnel. Either that, or Dr. Woods helps you unlock the Lab 3 lockdown. Hmm...
* Some thoughts on the conversation with Dr. Wood: "I don't believe it! You've been able to get all the cards so far? I soooo need your help!" He's trying to figure out how to end the eternal winter, and asks your help. There perhaps needs to be 2 visits to him, one for the compromise ending, and one for the tropical ending. Or perhaps it is the indigenous people who want the tropical ending because it means an end of the whole sources of power thing, something Dr. Wood would probably not want.
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egomassives' suggestions:
The Decline: The ruins are all alters that draw in extra warm power from another space. Many years of easy living caused the people to become lax in their maintenance of the alters. As alters failed the climate began to cool attracting the curious scientists. In their study of the remaining functioning artifacts they inadvertently cut the connection to the warm space. This allowed the cold god to assume complete domain.
Dr. Wood: When the cold god nearly destroyed lab 3, most of the scientists ran. Dr. Wood, however, stayed to fix the climate change he feels responsible for. With his machine he is trying to open a window to the warm space, to set things in balance.
Linear Greenfire Road: If portals exist to other spaces, then this is just another space. The alter must be misaligned. The character there could explain this and even hint that the darkness in lab 3 is due to a door to a cold space.
I also have a proposal for the opening. Juni is visiting an elderly friend who asks Juni to fetch some wood before his fire dies. The winter was longer than expected, so he ran out. It ties into the bigger plot. It explains why Juni is there and why she can't just leave. Also, all the endings described by Headgrinder would satisfy the old man's need for warmth.
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sergiocornaga suggestion:
What if the water section (which doesn't currently have a purpose) were to become the area for locking the Winter God away for the third ending? The surface could be frozen over at first, and only become accessible after re-establishing the power of the Summer Goddess.
This is a little against Headgrinder's suggestions, but I believe it would involve less work, and thus finishing this level faster.
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Last of all, I was as confused as heck about the flag business and how to get into the ice cave. I'm pretty sure the reason is that I broke flag3. :oops: At any rate, since I took the time to put together a walkthrough, here it is too:
Lab 3, obtain Level 1 (flag0) key card in Private Quarters area
Lab 3, Reactor area to lean what you need keys for (flag2)
*** Apparently I broke flag3 to get to the ice cave when I rebuilt Lab3, so this needs to be fixed, as mentioned above.
Lab 3 with Level 1 (flag0) key card, red, blue and purple keys to get Level 2 (flag1) lab card.
Lab 4 to Dr. Wood... incomplete
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For my own sake, I think I will be extending the deadlines to 2 week intervals rather than 1 week.
I would also like to discuss some alternative methods for completing portions of the level. Since I've seen a lot of people who would like to help but don't know how, One way could be to drawing numbers to see who finishes which part of the project. Another would be to re-ask for contributors who specifically want to see this level finished asap, and put them on a permanent rotation until it IS done.
I'll contact everyone on the current list and advise them of this.
Here's to finishing a knice level!
Something with snow e1:
http://www.mediafire.com/?k69sb48knb5076p
Changes:
- Purple key added to the Icicle caves(Explorer).
- Completed the Icicle caves (Tourist).
- Minor edits to already existing screens to fix some issues(Most of them from SF's Explorer path.)
- Small, quite hidden secret room\Easter egg.
- Fixed the flags. Now the "Quest" looks like this.
Go to Lab 3, obtain Level 1 key card in Private Quarters area (Flag 0 : Unlocks quarantine room and Lab 4)
Lab 3, Reactor area to learn what you need keys for (Flag 2 : Random guy appears)
Talk to random guy at the end of Mountainside Village to know where to find keys (Flag 3 : Unlocks the Icicle Caves)
Go to any of the path (Red,blue and purple keys : Unlocks reactor)
Go to Lab 3 with Level 1 key card, red, blue and purple keys to get Level 2 lab card. (Flag 1 : Unlocks Lab 2 secret proyect)
Go to Lab 2 with Level 2 key card to get Dr.Wood's key card. (Flag 4 : Unlocks ???)
Go to Lab 4 to Dr. Wood... incomplete
Sounds great. I've just replayed through the whole thing. It looks like there's very little it needs in terms of level design or bug fixes. I must say, I hadn't played for several updates, and I was pleasantly surprised at how close to completion it is. Mostly it needs the story filled in and directions for the player to prevent needless running back and forth.
Design-wise I think there should be a tourist path through the reactor, similar to the key caves. Also, there needs to be something after meeting Dr. Wood. I'm not sure what that will be yet. I'm going to read through the old thread to see what was said. Headgrinder had some good ideas about balance and gods vs. science, but I need a refresher course.
Yaay! Yeah, there are some difficult areas and ideas to bring together in this level, and I've wanted to try to fix it for a while. Unfortunately, my thoughts have been too close to, "well, if I change this area..."
Edit: didn't see ego's post before writing this...
Yes! I fully concur with a tourist path through the reactor. How about a secret key somewhere in the labs in lab 3, something an exploration junky might find but a challenge junky wouldn't care to look for?
I just have been trying to play through, and the biggest confusion is always that card 1 in lab 3 is for both the quarantine area and lab 4. I always forget to do the quarantine and head straight for lab 4 and the ice cave only to discover I'm still to scared to enter. :/
Progress Report: I've patched up the level so it will work with my vision. I'm making the smallest edits I can. I've laid out a plan for manufacturing the huge number of cutscene images we'll need. I'm attaching a part of a scene for you to see the art direction I'm going with and voice your opinions. The background is a four times scale of a map screen, it's intentionally blurry to make the characters pop out. The characters are being drawn with vectors, so that once I draw an asset I can mix and match it with any other assets to create new poses, characters, and expressions.
Edit: Oh hey. I just made a sharp version of the same image. Not sure which is better.
OK. I've got to hand this off, or I'll never move on to cutscene creation.
Download Endless Winter version e2 25.5 MB
Edit: Newer versions are available
I changed the name, by the way. I have no idea what the version number means --the last one was e1. PM me for the script if you want to see it and you're planning to take a turn.
Things to do:
- Make a tourist route through the reactor.
- Make a better lab 4 section 4, AKA: Failed experiments storage.
- Finish Lab 1. I started it down below the rest of the map. You can alter Lab 1 as you see fit, but please keep a place for the archaeologist's report.
Things on my personal to do list:
Things on my personal to do list that other people can do:
- Turn Dr. Wood into a CO. He is a tile.
- Figure out who belongs in the credits.
- Adjust the volumes and quality of the music.
- Spell check.
Yeah I had to make my own Flag purpose list to keep track of them. Should have realized you guys would need it too.
Flag 0
To turn on: Pick up Level 1 key card in lab 3 quarters
Its effect: Gain access to lab 3 decontamination, and lab 4 lobby
Flag 1
To turn on: Pick up level 2 key card in lab 3 reactor
Its effect: Gain access to lab 2 teleport lab
Flag 2
To turn on: See key blocks in lab 3 reactor area
Its effect: Makes man appear near Icicle Caves
Flag 3
To turn on: See man near Icicle Caves
Its effect: Allows entry to Icicle Caves
Flag 4
To turn on: Get all access card in lab 2 teleport lab
Its effect: Allows entry to Dr. Wood's lab in lab 4
Flag 5
To turn on: Get life relic from lab 4 failed experiment stroage
Its effect: Dr. Wood will give you scuba gear (detector)
Flag 6
To turn on: Talk to ex-scientist in village
Its effect: Prevents that cutscene from playing again
Note: Some flags are used for purposes other than their main purpose. For example, Juni's friend reacts to several flags/power ups, but she doesn't turn any of them on herself.
@ Healy: To give lost players direction, I added clues throughout the labs. They're not blatant, but they're there. There really isn't much we can do to prevent a lot of running around. I considered setting Lab 4's lobby to level 2 clearance, but Lab 4 was the only place I could find to add a clue for where to get the level 2 card. As for the story, I think I've got that covered. Besides the notes on various computers telling the science side of events, Dr. Wood will explain the accident according to his understanding. Another big chunk, will be in the "History" cutscene which gives the local religious view.
more @ Healy: I'll send you the scripts for the cutscenes. From there you can add on whatever you want. Thanks to Evil's mysterious lake, I made Lab 1 submerged which makes putting information on computers difficult. If you want to turn most of it dry that's up to you. I believe Headgrinder and I decided at some point that Lab 1 was built around an existing shrine to the negative energy pole, AKA: death god; but it's not as if we have the final say on everything.
By the way, the umbrella has been hidden in the level. Cutscene making is going great.
:oops: It's hard to remember who did what at this point. I'll fix it when I get my next turn. Glad you liked it.
Edit: 30May2012: Finished the first cutscene. You can grab it now if you want, or you can probably get it in the next level update. I'm awfully happy with it. :)
Download EndlessWinterIntro.zip (http://egomassive.com/temp/EndlessWinterIntro.zip) 250 KB
And, here's an icon I made for the level (see attachment.)
Edit: 2Jun2012: I've finished 2 cutscenes and started a 3rd. There will be 6 story cutscenes as well as 2 informational scenes (like the books in Gaia or A Day at the Beach.) I've decided to make a hidden cutscene as well. This brings the total to 9! Yikes! But, there are less than 7 left.
Edit: 6Jun2012: I've finished 3 cutscenes now. I'm going to wait to release anymore until I've finished them all.
I know what you mean about respecting people's efforts, but I don't think I've been doing it to the same degree. Apparently my feelings have changed since 2010 (http://nifflas.lpchip.nl/index.php?topic=3498.msg48613#msg48613), probably because I really liked seeing the expansion of my environmental path into something much larger. I've been adding extra details to existing rooms that extend their ideas, but hopefully retain their original spirit. I hadn't really considered that these actions could be received negatively. Oh well, if anybody's unhappy with my changes you have my blessing to undo them.
If I had access to the animations for that green guy, I'd probably make a palette swap of him with a grey metallic body and red eyes. As I mentioned, I like the idea of modifying his dialogue slightly in reference to dotdot's talking computers from Rainy Day Adventure:
"I'm surprised you made it here! There is nothing here for you to see... beep."
"Beep! Leave that keycard alone... Ah, very well, since you got this far."
EDIT: I've noticed that several doors are marked with '(press down to enter)' signs, especially in the village, but the vast majority aren't. This is a tough decision, so I'd like to hear some opinions: do you think these signs should be removed for consistency? Or maybe something else should be done?
I've been putting off bringing up an important topic, but I think this level's using copyrighted (non-public) music. I'm pretty sure Music 22 and Ambiance 23 are remixes of the Zora's Domain theme from the Legend of Zelda games. If I'm right then we should look for replacement options. I like the mix and usually take the Icicle Cave challenge route so I can hear it, and the intro-to-loop transition is well done. It will be hard to replace, but I don't want my name attached to a product using stolen music.
Edit: Progress Report: I just finished the biggest cutscene of the level. I trimmed it from 18 frames to 15 mainly because I felt some of the comedy planned at the end of it didn't work. This leaves the closing scene and the bonus scene to do. :)
Really great additions and alterations! You fixed so many issues that I couldn't figure out how to fix. The icicle cave challenge in particular was much more fun to play. *gives star*
If you finish the easy reactor path and then try to take the challenge path you get a void.
I think I'll get started on compiling the credits. This ought to be fun.
I've compiled the credits. I've left no stone unturned, but if I've missed something please let me know before I turn this list into a scene.
Concept:
Hmpf
Directors:
Bulbapuck
Headgrinder
Designers by order of appearance:
Vegetal Gibber
Bulbapuck
Pick Yer Poison
Headgrinder
Razzorman
Evil
Firecat
AClockworkLemon
BioShock
StraightFlame
PeppyHare4000
Ultigonio
Green.cookie
Sergiocornaga
egomassive
Music & Custom Audio:
Sion
Ultigonio
Kevin Macleod
Nurykabe
Zero-G
Suonho
Wako-kun
Koops
Tilesets and Custom Graphics:
Smashy
egomassive
Vegetal Gibber
Sergiocornaga
Headgrinder
Evil
AClockworkLemon
Nifflas
Mr. Monkey
NeonPSY
LPChip
Nurykabe
Mylveri
Cutscenes
egomassive
Sergiocornaga
I've also gone ahead and added credits to tilesets, large custom objects, and audio tracks. I've repaired the ends of the two very long songs by Sion and adjusted the volume and quality of all tracks. While sifting for credits, I found a midi song demo Wako-kun made for us a long time ago. I've converted it into a tiny music piece which could be perfect for various hidden rooms.
@ Sergio: Did you make the ice cracking sound, Song30? I need the credits for it.
Nice. It would be cool to have a radio tower in the background as reference to the labs... but then again there is no tower in the game.
Maybe something like this?
Edit: Alternate version added.
I was going for a lost-in-the-storm look. The bunker entrance adds intrigue, and I find that much more compelling. If I'd never played this level before I would have to know what's behind that door. I'm most impressed at how Sergio inserted it behind the snow storm!
*Ahem* I've been doing some level editing, while we wait for Healy to possibly finish lab 1. The warp error near the reactor is fixed. I've stuck in my version of the top clearance lab. A few things here and there were tweaked for consistency. All the music has been repaired, volume adjusted, and/or quality adjusted. I added some covers for the edges of the storm near the statue switch. There's some new ambiance surrounding the village to smooth the transitions to the storm. The info screen is in there, as well as an improved icon.
My most controversial move was to put music with the various secrets. I'd like you to try it this way, then tell me if you totally hate it. :P
Download Endless Winter e4 17.6 MB
Edit: newer version available
I'm glad you liked the secret area music. I thought the snow looked less jarring on the white ground.
I make the music tracks mono on purpose for the smaller file size. For most background music it's not important, but I admit Sion's tracks did lose something. It sounds like there are some phase tricks in it which don't work in mono. But, I thought they still sounded good for background music. As for "repairing" them, getting the original files would have been a good idea. I cleaned up what noise I could and shortened one track so it wouldn't abruptly end mid-note. Wako-kun's midi sounded slightly better in stereo too. It's probably more noticeable due to it's simplicity. I use Audacity for all my music editing, and I use it like a blunt instrument.
I recognized the character, I just spaced it when adding credits to it. I was trying to make it fit in an area smaller than a frame, helps prevent user errors.
I'll take another crack at it. The music in particular. Then I'll re-up it.
I lost all CO's on this level once. I could never reproduce it. I've worried about the number of snow objects, but I rarely see performance issues even when big applications are running in the background. The custom object buffers every image at the start of the game, so I don't know why it would overload mid-game. Are you playing with KS1.2.1? I usually use KS+.
Edit: I just played through with KS1.2.1, and it happened when expected. Then, I switched full screen on and off a few times and saw some really crazy stuff, objects appearing in the wrong spot, the game area showing in the upper left corner. Very weird.
I'm not succeeding at removing the pop at 5'34" in Stars at Night. I've managed to turn it into a thut, but I can't eradicate it. So, if someone else want's to try their hand at it, be my guest.
That might not be necessary, I think I've pretty much fixed it. This version is in stereo but I crunched the filesize smaller than egomassive's version. If this is deemed acceptable, I can do the same for the other track too.
https://dl.dropbox.com/u/4353469/Song254_fixedfixed.ogg
Edit: And here's a replacement water cover CO, which should reduce the load (and also fixes the issue of the umbrella showing through the wall).
;Place on same tile as fish. Previous objects 20, 22 and 23 now obsolete.
[Custom Object 20]
Image=Watercover2.png
Tile Width=256
Tile Height=240
Offset X=84
Offset Y=-60
Sergio, I'll let you put those files into the game since I already prepared a new version. :P
Download Endless Winter e5b (http://egomassive.com/temp/Nifforum-EndlessWinter-e5b.knytt.bin) 25MB
This version includes volume adjusted stereo sound, Sergio's version of the info screen, and a snow object that keeps the level from breaking with KS1.2.1. Credits in images have been altered to meet Sergio's concerns. Song254 is the version that's been in there all along minus the pop at the end. Song255 is also the version we've had minus the abrupt end. It turns out that Sion, the author, released that track under 2 names in the same album and both versions end mid-note. I think this version of song255 is fine, but I'm all for Sergio reducing the file sizes.
Edit: [sarcastic]Ah ha ha ha.[/sarcastic] After mentioning that squeezing CO credits in a space smaller than a frame helps prevent user errors, and then changing the credits on a CO to a size larger than a frame, I didn't test it. Level re-uploaded.
Wow, this is looking FANTASTIC! I haven't played through since most of the new changes have been made. This post has been a stream of reactions which I am now trying to clean up.
Reactions:
1) The changes to the lab 4 region, the AMAZING notes, and how it ties in why their is a guy just sitting at the lab 4 entrance are fantastic. BUT, how do you get back out??? I walked in there right after getting the climb power up but that is not enough to get me back out. There is a switch, but it doesn't work. I'm using KS+... could that be the reason? (Edit: Bah, never mind, just a tricky jump.)
2) There is still no place for the umbrella and we have even more locations to use it. I personally would like to see it show up before we happen on lab 3, because of the two updrafts there, but would that create problems with the core challenge course? So far, all the things the updrafts lead to are just bonus secrets, so I suppose either 1, it could show up later and if you really want the bonus material you can go find it out, but that would be a lot of back tracking, or 2 we can give it at some other point and perhaps even make one of the updrafts a required step in the game. And by the way, the updraft leading to the hot springs if very cool. I wish there was something more happening up there than just a cool location. Anyway, I was thinking the guy in the attic in the village, perhaps there could be a way to get up to him and he could give you an umbrella. Don't know why he would, but it just seemed like a good way to solve the umbrella problem.
3) I'm not positive I like the way the lab 1 entrance works. First, because it is a dead end right now (that screwed up my save file, but I have sense learned to edit the save.ini files thank goodness), and secondly, I really liked how you use to go up into that last whole of light in the last background screen like you were emerging up into a dry lab (though it led to the sky for some bizarre reason at the time). I dunno, this is just personal picky-ness, but I thought I would bring it up.
4) I got very confused once I got into lab 4. There is the beginnings of a local history, but it is blank and there seems no other hint to lead the player back to lab 2. Are there plans to help that out, or did I miss a hint?
5) So, I just figure out the scenic rout to receive card 2 (I think that is the card... the one that is in the reactor). Nice job! I like how it ties in to the flooded lab 1, though I don't think it you can get to the other side of this room from lab 1, which would be cool. I would suggest that cracked glass would not be the clue and the way into the sign room, but a port whole tile. As for a hint that there is an easy route, how about a note somewhere that mentions an emergency cooling shaft located right before the reactor area? I would just like to see something that clues a new player in to the reality of an easy path, because I didn't even know it was there my first time through. I might have found it if it was my first time through, but I'm very unsure of that.
6) I keep noticing a flaw in the snow animation where it creates a white line across the screen. This happens anywhere it overlays with a white back ground.
7) What if we at least tried to tie the linear green fire road (was that the name?) in with the rest of the game by having it at least mentioned somewhere. Something like: "There is a strange ancient device in the ice caverns that claims to lead to the future. Whatever that place is, there is an annoying person there who wants to race. I'd just stay away from him unless you have to go there for research purposes. He really gets under my skin."
So, in spite of my criticisms, this is looking SO fantastic! I LOVE all the changes! This level is turning out so fantastic. And call me completely neardy, but it is REALLY exciting to finally get in to Dr. Wood's lab! :D
So this next bit of spoilers is just all the random crud I was writing before I had a complete picture of all the new edits. Read only if your very board. Old edits:
Edit: where is the old friend's house? prob with knytt+
...and I've been in the reactor for 30 minutes... isn't there suppose to be an easy path? Did I miss it or has that not been done yet?
Edit again: So I hope this isn't annoying. I was thinking the game was playable now, but after FINALLY getting through the reactor (I never want to do that again so long as I live) I can't figure out the step after lab 4. There is the beginnings of a local history, but it is blank. Ok, got it, back to lab 2. But there doesn't seem to be any hint to go back to lab 2. Could we get one?
Some one else is already next on taking a turn editing right? If not, I might try to take a turn with some of the improvements I mentioned.
1.) That's not a switch. It's a shovel.
2.) The umbrella is in there already. It's available near the end. It is hidden which is fine because it only leads to bonus stuff.
3.) I veto moving lab 1. The cutscenes are finished and they say where it is. Evil's screens actually make sense this way. It's the end game, so there's no need to come out. We can put a return/quit screen after the ending, and change the "I can swim here" sign to a "there's no turning back" sign.
4.) When you're supposed to go to lab 2 isn't obvious, but I think players can figure it out. The diary mentions a locked room in lab 2. If you go to lab 2 there is a sign saying you need level 2 clearance. Then, you get a level 2 card.
The local history is a cutscene that I'm holding until the end. It is not important to navigating the level. It gives no hints, just explanations.
5.) I agree that the easy reactor route isn't obvious enough even though it has sparkles. I was thinking we could put a save point by it to really bring attention to it.
7.) Sergio said he had an idea about Greenfire Road. I'd talk to him before doing anything there. I really don't think it needs anything. A computer mentions that they haven't been able to duplicate time travel technology which is a clear reference to the Road.
I think I might have to bow out too. I just don't have as many ideas for this that I thought I would. I do have a request for Lab 1 (more of a joke, really):
When I was still working on Lab 1 I had a guy in the dry areas of the lab still in his room playing video games. He had no idea that the cataclysm had occurred, and in fact the scientists used a part of the room he was in for storage space (he'd been there quite a while). It'd be nice if whoever wants to work on Lab 1 did something similar.