Ambrosia Garden Archive
    • Long forgotten SKF maps...


      Did I hear someone say: "Wha?"

      Does anyone remember Crono? I do, and before he disappeared from the face of the Earth I remember him announcing a very large SKF level that didn't have a name. If memory serves me correctly he expressed strong feelings towards SKF 1.0.1 when it came out, as he noticed (like many of us) the considerable drop in frame rate that came with it which apparently made large portions of his jumbo map unplayable. Still though, playable or not I'd love to have seen it before Crono disappeared. It's release was estimated at around the same time as GSN's Temple Of The Pen and my own Cathedral Of Chaos, but now it's vanished into the mists of time and become a legend of Sketchtopia.

      Speaking of time, I also remember GSN announcing a level to be named Shrine Of The Seasons, in which the player chooses a specific period of the year to explore a magical forest in. I think I'd be correct in the assumption that I'm one of the few to have played it's BETA, as I don't remember it being released in the Junk Trunk or any later topics. The level contained great visuals, including four nifty 3D season orientated arches! I strongly recommend GSN to add this to the Junk Trunk.

      Finally, an elephant never forgets, and neither do I. Edwards claimed to have a level in the works named The Frozen North, which had gotten near the status of being a BETA. As to what happened to that map is beyond me...

    • @silverwind, on Sep 17 2007, 02:31 PM, said in Long forgotten SKF maps...:

      Finally, an elephant never forgets, and neither do I. Edwards claimed to have a level in the works named The Frozen North, which had gotten near the status of being a BETA. As to what happened to that map is beyond me...

      Oh, yeah, The Frozen North. How much digging did it take for you to find that name? I haven't done any work on it since March 25th, that I can find. I'm still intending to finish it up eventually (1/3 of the map needs to be laid out still, and then I need to add the enemies), but unfortunately my favorite part of it has too many sprites to be really playable in 1.0.1.

      Edwards

    • Hehe, not much digging, just a sudden flashback.

      What's the current file size btw?

    • He's right, there's really just not much to be done for that part of the level. I suppose he could customize a wall sprite to look like the effect he's achieved by using multiple sprites.

      Wait, what? Well, that was one of the perks of winning the One Page contest. 😄 That reminds me, I never did make a full-blown Shooting Gallery. I kind of wanted to do it with custom graphics, but haven't had the time. In fact, this thread reminds me that I've had a lot of levels planned in my head that never got made because I got busy. In fact, I'm still busy. You may have noticed that I still haven't finished CAE 1.0.1? Yup, busy. The code is mostly written and just needs debugging so it, you know, works. I just haven't had the time.

    • @silverwind, on Sep 19 2007, 03:36 AM, said in Long forgotten SKF maps...:

      What's the current file size btw?

      496k, 220k of which are packed into roughly four screens' area, which explains the performance problems. My other in-progress stand-alone map is up to 348k, at between 50% and 90% completion. The PMS Area 10 section is up to 144k for one simple corridor, proving that MapText is nearly as bad as SketchMapMerge for encouraging map-bloating. (It's not my fault that trusses and robo-squid and so on take up so many sprites each! Oh, wait- I think it is. Never mind...)

      @cheleball, on Sep 19 2007, 06:22 PM, said in Long forgotten SKF maps...:

      He's right, there's really just not much to be done for that part of the level. I suppose he could customize a wall sprite to look like the effect he's achieved by using multiple sprites.

      That might work, but blowing it up wouldn't be as much fun. I'd also need to re-build the entire thing, which would be a rather unpleasant process. Besides, despite being the only person to make extensive use of CAE, I'm not too fond of the idea of using it just to implement a couple of new sprites, which is all I'd need for that level (give or take a boss or two).

      @cheleball, on Sep 19 2007, 06:22 PM, said in Long forgotten SKF maps...:

      In fact, I'm still busy. You may have noticed that I still haven't finished CAE 1.0.1? Yup, busy. The code is mostly written and just needs debugging so it, you know, works. I just haven't had the time.

      I can commiserate. Chances are that I won't get much map-editing done for a while, although things may settle down after this week's two tests and a paper.

      Edwards

    • Mind shooting me a copy of that map to see how it performs on a Mac Pro, Edwards?