So I found a void screen. It's after the Chamber(sp?) of Trials and like one screen before the temple opens to the plains. It appears you're missing some layer 3 tiles on the right side of the screen. Do Did you intend to put a secret here?
Nope, that was just a genuine mistake
I forgot to fill that area with solid tiles after adding the shadows. It should be fixed now.
Were you doing anything special in the Chamber(sp?) of Trials? I experienced some unusual slowdown there.
I think that might be caused by the "autosave" triggered right when you enter the room. I added it to prevent the player from accidentally dying right after entering the room before they were able to use the save point, but it seems this can cause slowdowns in older machines (since the shift is triggered constantly). I'll see if I can do something about it.
Also, it's tricky, but you can get to the Flooded Courtyard treasure chamber, without the hologram, from the room with the yellow lock.
I'll probably leave that as it is now. Some players have a lot of fun trying to take unexpected/unintended shortcuts, so I'm okay with it! (unless this causes a wallswim or something like that)
And that just-out-of-reach (and non-functional) bounce pad is just mean for anyone who doesn't already know where everything is.
Sorry about that! I added that bounce pad just for decoration because the screen looked a bit too empty. I tried placing it very high so it wouldn't confuse the players too much, but it seems this wasn't enough so I may remove it altogether.
The thing here is, while it slowed down the projectiles, it didn't really seem to slow down the rate at which they were spewed. I'm pretty sure you did not intend a constant stream to block my way.
That was not intended at all. It's weird, because that screen doesn't have any autosaves, overlay attachments nor full-screen COs. Maybe the AND tint is just really slow in older machines. I'm not sure if there's anything I can do to fix it, though
(other than disabling the screen tint for all those screens). Perhaps I could try making a "low detail" version of the level in the future.