FAQ:
Q: How are you getting the chef task icons to show up?
A: They aren't part of the base level, I just edited them in for your viewing convenience.
Q: What is that wizardry you used to skip the rats in the first room?
A: It's a couple of speedrunning techs you can learn more about in this video: • Pizza Tower Speedrunni...
None of these are required to skip the rats, a few tricky super jumps work fine too, but the techs look cool and I've been trying to get better at them, so there you go.
Q: Why is the escape music different?
A: It's actually the music from one of the trailers for the level. I really like the song and it's a shame it isn't actually used in the level. The music file itself is unused in the level audio folder so I just set it to be the escape theme.
Q: Why is there a poorly drawn rendition of Grant Wood's 1930 American Gothic with a photorealistic house behind the last train car?
A: I don't have the answer to this one.
My overall thoughts on the level:
Wow, this was certainly worth the wait. This is the best looking CYOP level period, and I don't think anyone is going to debate me on that. The level of detail here is incredible. Even replaying it I'm seeing details or visuals I missed before. The music is also top notch, and the level is incredibly varied and has a really good flow between rooms. It also does a really good job of telling a pretty interesting story with the town and its people, something I haven't really even seen in base PT levels, aside from parts of Pig City and Don't Make a Sound. I want to just call this the best CYOP level period, and it probably is, but my only issue with it is parts of the level design in certain rooms. Its mostly just the town itself. Going through the town the first time to collect the key is fine, but backtracking through the town and also going through it during pizza time is where it falls apart a little for me. It's just in terms of the level design, the actual idea of going through a burning town sinking in lava is one of the coolest things ever. I think my main issue with it is its way too easy to bonk yourself on a wall or land in the lava because you missed a really precise jump. Now don't get me wrong, nailing the escape or the backtracking through the town feels awesome when you get it right, but compared to the rest of the level some of the geometry and placement of the cows just feels designed to make you hit a wall and lose your speed. I would just extend some of the platforms and give the player just a little more wiggle room. It doesn't need to be by very much, but enough to where there's more time to react and input your jumps.
Anyways, to Samwow and the Other Tower team, you knocked it out of the park with this one. But still, so far every level you have made has been better than the last, so I gotta ask how you plan on topping this one lol.
2 мар 2024