Never mind, the glowing mushroom biome is simply completely unfair but possible to do. I just spawned some wings to do it.
After the initial learning-process of using the flail to solve puzzles, the only area of the map that I feel could have been done better/easier is the second part of hell. The wall-jump-dashing required in that part is a bit maddening, especially having to re-do it all after messing up one of the jumps. Still, I am proud to say I got through this whole thing without cheating. It's still my favorite adventure map. Very difficult and sort of imbalanced in areas, but still a really great creation.
I plan on playing through it again soon -- well, as soon as I can tear myself away from Dark Souls 3 and my own map.
Incredible work. Loving this map!From the creators of The Legend of Zelda - Two Worlds, Echoes of the Lost World is a large-scale adventure map inspired by metroid-vania games. The map is very open-worlded, to the point where you can get items in several different orders. The map is designed for Terraria veterans; both the parkour and fighting will challenge even the most experienced of players. We recommend completing our previous map (The Legend of Zeleda - Two Worlds) before moving on to this one, as it gives a good feel for this map. Estimated time to complete this map is 4-10 hours.
I completed the map and wanted to say how fantastic it was. Other than a couple really difficult, maybe even unfair, jumping segments it was a ton of fun to play. The non-linear Metroid style of game play is really well executed here. All of the different areas are themed beautifully, the visuals of this map are a real treat. The map does have some faults, like the mushroom biome jumping segment being perhaps way too hard (unless I was missing something), and I feel the hint system could have been color coded in conjunction with key items to give a slightly more obvious path for players to follow.
I'm really looking forward to the next map you guys do because this was wonderful, I wish there was more maps like this.
That's exactly what I'm talking about. If there were not constant enemy spawns it would have been a fun, but still difficult, challenge. I found the dash jumps in Hell easier to do than the mushroom biome, simply because there weren't 6 or more enemies constantly on screen that can also fly through blocks.It does get a tad bit annoying though when you gotta stop to kill junk every 5 seconds and/or if you get knocked off and fall onto the meteorite blocks.
You spelled Zelda wrong.
That's exactly what I'm talking about. If there were not constant enemy spawns it would have been a fun, but still difficult, challenge. I found the dash jumps in Hell easier to do than the mushroom biome, simply because there weren't 6 or more enemies constantly on screen that can also fly through blocks.
...I was actually able to do even the jumping puzzles on my 2nd playthrough, though I still brought a grappling hook so I didn't have to re-do jumps I already made successfully, with the exception of the golem stone in the mushroom biome (I tried like 5 times and you just don't get enough time to properly line up a jump to get to that chest though I bet you could go back with some of the items you get later on and make that jump easy... I just didn't feel like doing that much back-tracking and the item turns out to be not that important anyways) and that heart in the Underworld #2 (right next to the flamelash chest). I am convinced that jump is 99% impossible to make, requiring frame-precise inputs... yeah, just no. Not happening.
Please don't take this the wrong way, there are definitely things we should've considered more when making the map, and you can dislike the difficulty of the map as much as you want, but the jumps on this map are far from requiring pixel perfect performance, even the optional ones.
Are you including the Heart Chest next to the Flamelash in on that? Because I tried some 20+ times and I only got close to even touching the 2nd vertical surface, once and I'm pretty sure if it ain't pixel perfect it is incredibly close to it.
That's with using both bottles AND the tabi (or, well, master ninja gear).
In general, dash jumping from hanging on a wall does NOT work very well. Especially not when you have to time it so that you dash underneath the thing you were hanging on. The dash detection mechanic in Terraria is incredibly inaccurate (a lot of times I'll try to get a dash, it'll fail and I'll touch the A or D key a third time and THEN I get a dash).
The game also has this annoying habit of spending one of your bottles when you meant to jump off of the thing you were hanging on too.
I know the Tabi makes for awesome "Hey, look at this, awesome parkour mechanic!" but yet, they (Re-Logic) needs vast improvements to the dash mechanic and its detection. I'd almost rather they put dashing on another hotkey; I have NEVER liked games that require you to double-tap to dash. It rarely works well.
Of course, I'm not saying this to complain about your map, I'm simply explaining why mid-air dashes don't work out very well. Nice idea, but the game itself doesn't support it very well.
Are there any other jumps like this that you are aware of that could allow the player to skip areas?
If you actually thought about killing yourself you should go see a therapist or something.Ok, i kinda cheated that part to keep playing and i finished it now. beside the frustration and suicide thoughts, the map was pretty good, very challengeful, that's what i like, the only problem was my FPS drops (especially at the negative dimension, oh god, my game crashed on thi one but i managed to keep going with lower resolution)
10/10 would play it again xD
Have you ever played this map? xDIf you actually thought about killing yourself you should go see a therapist or something.
Just saying.
Yes, and I got stuck and got really frustrated, but suicidal thoughts is a bit much.Have you ever played this map? xD