Monster Iestyn
Fangtastic
That sounds strange, you sure you didn't use any cheat commands such as god or noclip between there and Mystic Realm Zone? The game doesn't save when you've used cheats after all.
2.2 is going to have level flags that will have the option to save a stage or not, so I'd say hang on tight.
Say, whatever happened to that Neo Mystic Realm thing that was last mentioned about 2 years ago? Is that still being worked on?
Say, whatever happened to that Neo Mystic Realm thing that was last mentioned about 2 years ago? Is that still being worked on?
Standards were different back then, and Mystic Realm wasn't really the first to do boss acts like that, or to even popularize it, really. It's a completeness thing: A zone needs a boss act, and much of Mystic Realm's staying power to this day stems from it representing a complete, self-consistent game in and of itself.-The bosses are boring and bullshit and they're definitely the worst part of the experience. I actively hate looking forward to a boss fight at the end of each Act 2. I think this pack set the example for most custom level packs from the community thinking that it's not only okay to end your Zone with a bland-ass arena with an eggmobile in the center, but that it's expected! I think if you don't have a fun, unique boss idea then just scrap Act 3 altogether and let us move onto the next zone. Yeah, okay, Mystic Realm is like a billion years old and boss acts should be preserved like ugly fossils. But should they? There have still been minor updates and hey, if the next random update decides to toss out the 3rd act in basically all of the zones, I think the pack would only improve :) ...yeah I don't think it'll happen, but I can dream...
Standards were different back then, and Mystic Realm wasn't really the first to do boss acts like that, or to even popularize it, really. It's a completeness thing: A zone needs a boss act, and much of Mystic Realm's staying power to this day stems from it representing a complete, self-consistent game in and of itself.
It's really not an exaggeration to say that it WAS 1.09.4's singleplayer campaign, and that's not something it could have done without those boss acts.
Of course, these days that's blown out of the water to a ludicrous degree by all the lua shenanigans flying around: by contrast, the few custom bosses MR has were made concurrently with 1.09.3's rolling implementation of VAR1 and VAR2, with not so much as even A_RemoteAction to give it any punch. "Flying chair with new guns" was cutting edge back then, as crazy as that sounds - almost the entire reason eggman pauses after firing his first frisbee before firing a bunch more is because that actually worked as a surprising and shocking reveal back then. ^_^()
Standards were different back then, and Mystic Realm wasn't really the first to do boss acts like that, or to even popularize it, really. It's a completeness thing: A zone needs a boss act, and much of Mystic Realm's staying power to this day stems from it representing a complete, self-consistent game in and of itself.
It's really not an exaggeration to say that it WAS 1.09.4's singleplayer campaign, and that's not something it could have done without those boss acts.
Of course, these days that's blown out of the water to a ludicrous degree by all the lua shenanigans flying around: by contrast, the few custom bosses MR has were made concurrently with 1.09.3's rolling implementation of VAR1 and VAR2, with not so much as even A_RemoteAction to give it any punch. "Flying chair with new guns" was cutting edge back then, as crazy as that sounds - almost the entire reason eggman pauses after firing his first frisbee before firing a bunch more is because that actually worked as a surprising and shocking reveal back then. ^_^()
-Most of the secrets are bullshit. The tiny, hard-to-see cracks in the crack textures are simply not enough to signal that there's a hidden area behind there. The abundant use of crack textures to hide, not only useful items, but some EMBLEMS really grinds my gears. It feels like a lazy way to put the splash text on the back of the box that says "hundreds of secrets!". No one feels smart or accomplished when they stumble into one of these breakable walls because it didn't take any actual skill or thought to find it - just blind luck. It's like in Doom, running along each wall desperately mashing the "use" key in hopes that one of the walls will slide open. But I have to admit, the areas that aren't hidden this way are pretty badass, and I approve of those.
Back in the day I was just thankful that the walls were actually cracked period. There were many versions in which the bustable walls had no identifying graphic at all, and the best way to find them without resorting to spinning every segment of wall was to pay attention to the texture alignment and thok barriers for places where stuff went vertically out of synch.I actually don't agree with this for the most part. I think the cracked walls are a nice little touch and encourage you to pay attention to the level design. I guess sometimes they can be a little too subtle, but on the other hand if they were too obvious, you'd find all of the little secrets in just a couple of runs. The fact that they're so abundant and so small means that you get new little discoveries in every playthrough; honestly it's one of the reasons I keep enjoying coming back to it. It's basically running on the same philosophy of exploring and secrets that Zelda uses, and I think it works just as well there.
Honestly it's not. The main problem is that it would take real work to actually make it a proper update, and that real work is better spent on vanilla instead of a decade-old level pack.Say, whatever happened to that Neo Mystic Realm thing that was last mentioned about 2 years ago? Is that still being worked on?
I always wanted to have seven simple custom bosses back when I made the package, but practical reality meant that I had to reuse the two vanilla bosses three times. I actually think I did a pretty okay job of making the arenas unique, but obviously there's only so much you can do to make the same boss interesting three times.The bosses are boring and bullshit and they're definitely the worst part of the experience. I actively hate looking forward to a boss fight at the end of each Act 2. I think this pack set the example for most custom level packs from the community thinking that it's not only okay to end your Zone with a bland-ass arena with an eggmobile in the center, but that it's expected! I think if you don't have a fun, unique boss idea then just scrap Act 3 altogether and let us move onto the next zone. Yeah, okay, Mystic Realm is like a billion years old and boss acts should be preserved like ugly fossils. But should they? There have still been minor updates and hey, if the next random update decides to toss out the 3rd act in basically all of the zones, I think the pack would only improve :) ...yeah I don't think it'll happen, but I can dream...
Most of the secrets are bullshit. The tiny, hard-to-see cracks in the crack textures are simply not enough to signal that there's a hidden area behind there. The abundant use of crack textures to hide, not only useful items, but some EMBLEMS really grinds my gears. It feels like a lazy way to put the splash text on the back of the box that says "hundreds of secrets!". No one feels smart or accomplished when they stumble into one of these breakable walls because it didn't take any actual skill or thought to find it - just blind luck.
One of the things I did when I created Mystic Realm was push in things I cared about that I wished the vanilla game did. One of those things was having more bustable wall secrets. I think I pushed it a bit too far in retrospect, but I do still kinda wish we had some more of that kind of thing in vanilla, because while I agree it shouldn't be hiding anything super important, there's something really satisfying to me about seeing something odd, checking it out, and finding something for my effort.I think the cracked walls are a nice little touch and encourage you to pay attention to the level design. I guess sometimes they can be a little too subtle, but on the other hand if they were too obvious, you'd find all of the little secrets in just a couple of runs. The fact that they're so abundant and so small means that you get new little discoveries in every playthrough; honestly it's one of the reasons I keep enjoying coming back to it. It's basically running on the same philosophy of exploring and secrets that Zelda uses, and I think it works just as well there.
However, I will grant that larger secrets, like Emblems and temples, probably shouldn't be hid this way. Restricting bustable walls to hiding monitors would give it a uniform purpose and is more intuitive for the way the campaign is laid out.
I still think one of Mystic Realm's greatest successes was managing to make the very limited enemy variety in 1.X into a god damn threat. It's not even occasional cheese anymore thanks to the buzz making noise now.The buzzes in Silver Cavern Zone can kiss my ass.
Any particular levels you get the error in, or can it occur in any level randomly?
Are you playing Mystic Realm with any other files loaded?
Also, what exe are you playing with? v2.1.17's srb2win.exe or srb2dd.exe, or an exe of some other mod?