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fixed.
the Second Floor/Rooftops now has more things to do, and are mostly connected. there's still 2 separate segments as thats how its intended, but theres more ways to access each of them and the pointless rooftop now has a use.
Fixed the ghost coins in the trophy room, and improved the look of the building a tiny bit.
The Docks now have a SuperSecretStash™! (not really) see if you can find the key to open it.
Adjusted the amount of loot in the Market area, as per criticism.
Minor things:
Player Characters now spawn in the order they appear through the game's story.
Made some barely noticable visual improvements.
Removed a single crow. Don't worry, he's just been sent to the local animal shelter.
Added 2 small decals/symbols that hint to where the trophy is located.
5. It's best to have the characters in order that they usually show up in the official levels. This can be accomplished by placing them into the level in that order.
I look forward to your next maps.
1. While the separate rooftops may seem like a good idea, it's a design that's been tried and tested many times, and the result is always a slog of sorts. It's best to have some connection between the rooftops. Like vents going across them. There are times when segmented designs work, such as in 3D mazes and in larger scale sections, but not really for individual rooftops.
2. It's not good to have pointless areas. You can use loot, health, suits, or secrets to fill that void. Or just remove the area.
3. Be careful with ghost coins. If loot tries to spawn more coins than open spots, then they won't spawn. That's never fun. It also adds to the score at the end.
(skip to the "Folders and changing the Dialogue" section)
but in short you open up the folder where editor maps are stored, open the .xml file using notepad and add strings of dialogue according to the template (<string> number|character|text </string>) and repeat it until you have enough dialogue.