Okay, I addressed all the issues brought up, here are the fixes:
Sector 1:
- Passive lock
-> Make the crate stack shorter
Sector 2:
- The formations can be killed without potion, so you can skip blowing up the gate at the bottom of the stairs
-> Disable tornado and mole combo, give the formations 250 hitpoints and make Asterix do 50 damage under potion (The formations take 5 hits to kill)
- The door at the end of the sector can be skipped with potion
-> Make the door close faster (2.5x)
Sector 3:
- Asterix can be prevented from going on the telepher:
-> Start a timer when he starts running and if he is not on the telepher after 5 seconds, teleport him on there. If Obelix is in the way, he will be pushed away
- Obelix teleports to final area instead of staying behind the gate:
-> Make Obelix teleport back as soon as he somehow teleports in
Mine were mostly game-design/making it look better comments. Don't forget to add a ceiling above the doors in sector 2 AND sector 3.
The tower in sector 3 can be skipped by going around it.
I would not put enemies in the sector 2 water area (cable car area). It's just not great, you can't really punch enemies all that well there's too many enemies (generally a bad thing). You should only make them spawn a squad at a time when obelix moves the telepher.
Right, and the pusher area can be skipped in sector 1.
There's enemies everywhere. Don't put enemies into sector transitions. Player needs to take a break.
And lock counts should preferably be a multiple of 10.
The waterfall needs to be tweaked a little bit on the sides (image).
The rock (image) should not be a sliding ground.
There are ceilings everywhere
What do you want to make look better?
Yup, I'm not sure whether to keep the tower there...
I believe you are talking about Sector 3? Why are the enemies not great, you can fight them just fine even on the stairs?
The problem is that Beta Rome is very empty and removing the few enemies will make it too short so you can just walk to the end... Also while it's not common that there are enemies in the transitions, note that there is a small squad in the 4-5 transition. I would have a few enemies in the transitions because it's the final level and Rome is heavily guarded (as explained by Sam)
I don't know about that, do you think the locks are too small?
Yup, the waterfall will be made to better fit in for the final release, I know that the texture is not completely continuous around
I didn't make it like that, the collision of Beta Rome marked it as sliding, so it's very unlikely that I will remove the sliding flag
You can jump above the both doors.
Sector 2 & Sector 3 iron doors