Paint the Town Red

Paint the Town Red

Soul Jumper
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Update: 8 Dec, 2023 @ 10:48am

• Added teleporters to prevent the player from dying when they fall and instead teleports them to a previous point in the map. This now means you no longer have to keep restarting the entire map if you fall.
• Added an arrow sign pointing down to the drop in the Saloon-Type Scenario to help newer players, not familiar with the original Saloon, find the Red Key.
• Added text on the arrow sign pointing to the Ending Room that says "The Red Key hides Beneath the Saloon..."
• Fixed being able to restart the Prison-Type Scenario pre-combat music
• Increased the vertical length path of the third cube after the part with the Crystal Entity, therefore preventing a softlock if you miss the jump as well as making it possible for co-op players to make the jump as well.
• Fixed enemies falling through the planks resulting in them immediately dying in the Pirate Cove-Type Scenario

Update: 29 Mar, 2022 @ 2:00am

Change Notes:
- Changed Prison Scenario freezer to no longer be a room (so there isnt a random freezer camera angle)
- Fixed a room in the Saloon scenario still having its floor showing
- Added extra killzone logic zones to help prevent enemies getting stuck somewhere
- Added more Rooms for camera angles near the very bottom of the map to see all the carnage from shockwaving/kicking, etc.
- Fixed a logic zone being able to stop the platform with the weapons on it from moving
- Added Lambda Half Life 2 Reference

Update: 27 Mar, 2022 @ 3:14pm

Change Notes
- Added Camera Angles
- Removed some random light I had in the Prison Scenario
- Made it so you no longer have to kill the "Acolyte" reference guy in the Pirate Cove Scenario in order to progress through the map. He's now just optional, just like the actual scenario.

Update: 10 Aug, 2021 @ 12:16pm

Fixed platform after the Boxers glitching out

Fixed being able to jump into the Biker Bar scenario without starting the music.

Update: 25 Jun, 2021 @ 3:15am

Change Notes:

• Fixed texture under invisible wall blocking the boxers showing up

• Added EVEN MORE ENEMY KILL LOGIC ABOVE EVERY SCENARIO, please editor stop making enemies get stuck :(

Update: 25 Jun, 2021 @ 2:34am

Change Notes:

• Decreased the health of the third floor enemies in the Tower.

• Decreased the health of the second floor enemies in the Tower.

• Added yet again more kill zones around pirate cove to prevent them from getting stuck.

• Switched the two katana robots to two wrench robots

• Decreased the two (now) Wrench robots health by 1 more value.

• Removed a couple of the spike traps on the second floor in the Tower.

Update: 25 Jun, 2021 @ 1:10am

Change Notes:

• Changed the two golden spear robots and the two red katana robots to be regular killable enemies.

• Made the fire traps with the boxers rise more often/quicker

• Removed the spinning platform, changed it to a normal quick ride to Pirate Cove

• Moved Toilet Biker closer to edge lol

• Added more primitives to Disco to make it seem like the disco support beams are being held up

• Changed the logic zone with Chillshark2003 reference to no longer kill players

• Changed back the Giant Robot to no longer engage in combat right away until approached

• Changed the first two stories of robots in the Tower to be knocked down except for the Big Robot.

• Changed the Centurion shield robot from 5 health to 3 health as well as removed unbreakable bones and survives brain damage options.

• Changed the Crystal Entity's health back to normal

• Increased the Giant Robot's attack speed and damage due to how easy it is to maneuver around him.

Update: 24 Jun, 2021 @ 10:00pm

Change Notes:

• Added more kill enemy logic to help prevent Saloon people from getting stuck near the Mini Robot Chefs or Brass Knuckle Robots

• Fixed primitive not blocking the player's path when approaching the Saloon

• Increased the height of the primitive blocking path when approaching the Saloon to prevent shortcutting.

• Added biker bar weapons in safe next to biker boss

• Fixed one of the solitary doors leaving a piece of it floating in mid-air

• Added Pre-Combat music for Pirate Cove due to how off-sounding the combat music is when started right away.

• Fixed Saloon Boxer not having a hat however meaning he no longer has the Boxer fighting animations, but his stats are the same as a Boxer.

• Changed [Music: Soul Jumper] to [Music: Soul Jumper Second] when activating the long spinning platform.

• Changed jumping onto the red key lift to just simply walking up to it.

• Increased the height of the invisible barrier on the moving flamethrower allowing a person to stand on it.

• Added another small platform after the Little Robot Chefs area a little bit closer to the brass knuckle robots.

• Decreased the speed of the rotating platform from 2.5 to 2.

• Turned the Triple Cube Jump to Double Cube as the third one is now stationary until the player jumps onto it.

• Moved the small 4 by 3 squares, near the start of the level, closer together to help with parkour as well as added more 4 by 3 squares to close the distance between the jumps a little bit.

• Added small squares in between the first couple of jumps at the start of the map to help with those with lower parkour skills.

• Added a primitive to block being able to strafe jump from above to access the red key.

• Removed the first Energy pick-up (sorry lol, you don't really need it that early in anyways.)

Update: 24 Jun, 2021 @ 11:10am

Change Note:

- Added Arrows to help guide the player throughout the map.

Update: 24 Jun, 2021 @ 10:02am

Change Notes:

• Added some neon lights like in the thumbnail without causing FPS drops

• Increased the scale of the small squares from 1 to 1.5

• Removed Fake Katana from Disco Boss's Room

• Added two weapons at the part with the Crystal Entity to help.

• Changed different shades of blue for the Triple Cube parkour section due to the cubes kind of blending in

• Changed two of the robots on the 2nd Floor in the Tower that were holding nunchucks to hammers

• Added another enemy kill zone logic to help prevent enemies from being stuck near Pirate Cove.

• Increased Giant Robot's health from 10 to 15

• Increased guy in front of Giant Robot's health from 1 to 3

• Changed Giant Robot's vision cone from 5 to 8

• Added more enemy kill logic near biker bar to hopefully help prevent enemies from getting stuck below

• Added a few more weapons/props in the Kitchen area in Saloon because I forgot

• Added a few more weapons in the kitchen area in Prison because I also forgot

• Made the freezer (kinda) in the kitchen area in Prison because, you guessed it, I forgot.

• Made the Prison serving area (kinda) because, I can't believe it but somehow, I forgot.

• Fixed Prison music still playing after leaving the Prison

• Fixed Grey primitive square not being invisible

• Made most of the normal robots on "Attack Player First" to prevent any weird A.I ignoring the player.

• Attached Beneath/Normal Robot in Pirate Cove to Enemy Tracker

• Moved two of the Disco Couches back to hopefully help Disco Boss figure out what he's doing

• Moved some props that were being pushed off to slightly different locations to avoid this

• Added invisible walls to certain areas to prevent the player from getting confused where to go.

• Added "Lulz" reference because, I bet you $1 if I guess it right, it's probably because he forgot.