AnEnormousSmileyFace_ForgottenGrotto= Forgotten Grotto
AnEnormousSmileyFace_ForgottenGrotto_ForgottenGrotto= Forgotten Grotto
AnEnormousSmileyFace_ForgottenGrotto_ForgottenGrotto_B1= Neglected Niche
AnEnormousSmileyFace_ForgottenGrotto_ForgottenGrotto_C1= Hidden Hollow
AnEnormousSmileyFace_ForgottenGrotto_ForgottenGrotto_H= ottorG nettogroF
poem_AnEnormousSmileyFace_ForgottenGrotto_ForgottenGrotto_A= :D

A2_BS=
[MADELINE left normal]
Dev Log 1: {1.5}

Hey! I’m hoping you’ve enjoyed my map so far! I’ve gone and scattered seven of these rooms all over the place, which’ll generally contain stuff about my design process. {1.5}

They’re numbered by room order, not necessarily gameplay order, in case the numbering is ever confusing. {1.5}

Anyways, have fun looking for them! {1.5}

[MADELINE left deadpan]
I’d {~}encourage{/~} you not to at least try it without debug. Although who knows, maybe it’s too late already. {1.5}

[MADELINE left normal]
On to the fact! {1.5}

This is actually the second silly room I ever made, and the berry room was built to let it be semi-sneaky. {1.5}

The room used to be really janky because of that (and maybe you think it still is, my bad), but I have spent a lot of time polishing since then. {1.5}

By the way, if you missed anything, you can retry to reset the dialog. {1.5}


A2_S=
[MADELINE left normal]
Dev Log 2: {1.5}

Hewwo! This is the first ever extra room I made, and the only natural one. {1.5}

I noticed you could come out of the next room with a lot of speed, realized there was nothing between the room entrance and the far wall, and just added a hole. {1.5}

Aside from that, I was actually kind of worried how the adjoining room would turn out, as I blocked it out as a big mostly square space before getting to mapping. {1.5}

However, it ended up defining my process for all the room creation! {1.5}

I wound up starting with a traversal, generally from one side of the room to another. {1.5}

Then I would slap on some elevation gain and do my best to reuse the lower tile structures as much as possible. {1.5}

Towards the end of this map, actually, it started feeling like I made the first pass and then the room did a lot of the extra work itself! {1.5}

I was originally intending to have quite a lot in terms of interweaving paths, but I did find that really hard to enforce. {1.5}

In the end, I just worked in the interweavings that appeared naturally, and otherwise stuck with the sort of stacking approach you can see here. {1.5}

A3_S=
[MADELINE left normal]
Dev Log 3: {1.5}

Welcome welcome! The connected room is actually the first one I ever made. {1.5}

Not just for this map, but at all! I wanted to get into mapping, settled on getting liftboost off the sides of zippers, and then threw that room together to get some feedback. {1.5}

Needless to say, I had fun making the room (and people were really supportive) so I went and got to work on the rest of the map. {1.5}

It has gotten a lot longer than I initially expected, with my original plan being to add a tech intro room, then maybe one preceding room and a final after this one. {1.5}

However, I ended up having so much fun (and running into new little techs will appear later), that the plan very quickly expanded to the three gameplay chapters it is now. {1.5}

B2_S=
[MADELINE left normal]
Dev Log 4: {1.5}

Hi! Good job getting here! {1.5}

This is a relocated room! When I was closing in on the end of mapping, I noticed CP1 had more rooms than everywhere else and I was running out of emoticons, so I moved one here. {1.5}

Then the vanishing got pointed out in playtesting, so I pulled this face out of the ether to replace the missing room (it’s Dev Log 3, in case you’re curious). {1.5}

Anyways, more about this room: It used to be a chill easy entrance from the adjoining room. {1.5}

However, when I was decoing the berry room I realized I had that giant hole that felt really meaningless, so I threw together a bit of a demo and secret path. {1.5}

I hope it turned out fun! {1.5}

B4_S=
[MADELINE left normal]
Dev Log 5: {1.5}

Wow! You found this room! {1.5}

The tech you need to get in here is what I was originally hoping to work with in the map, just stacking lift boost from consecutive zippers. {1.5}

Sadly, it seems like jumping resets it, and without jumping you’re a lot slower getting started. {1.5}

Because I’m already working with enough maneuvers as is, the no-jump lift boost got generally scrapped, but I think the map has turned out great so I can’t really complain. {1.5}

{~}Although maybe if I come back to this some harder zoomier gameplay will appear{/~} {1.5}

I don’t have any specific fun facts for the adjoining room, so you get to learn about my general mapping process! {1.5}

For all these rooms, I started with very minimalist foreground tiles to sort of sketch out the moves I wanted the player to make. {1.5}

Then (often while I was still working on later parts of the room) I started fleshing out the foreground tiling, turning two or three block lines into the spinner’d blobs that are here now. {1.5}

Once all the gameplay was done, I went in and added all the background tiling in one sweep. {1.5}

I'd do my best to make everything look naturally connected together before I went through and added all the camera triggers. {1.5}

To finish it all off (and this happened a lot later, when I was generally done with the whole map’s gameplay) I went through and started really decoing. {1.5}

A lot of the decals sort of placed themselves as indicators, and then because I still felt like it was a bit empty, the water decoration {~}appeared.{/~} {1.5}

C4_S=
[MADELINE left normal]
Dev Log 6: {1.5}

GREETINGS. {1.5}

This was maybe the second most natural secret room to appear during this map’s development. {1.5}

Other than dev log 2, I sort of noticed ways to smuggle speed out of a previous room and built around that in the next room. {1.5}

(or I just noticed a random gap and threw a room there, but I don’t count those) {1.5}

For this room, I noticed the amount of speed you can get off the zipper, and just knew that there was going to be a new secret room once I was done putting it all together. {1.5}

Anyways, this is when I sat down and decided to really churn out the last two rooms, but doesn't have any other fun trivia, so... berry rooms! {1.5}

There were a few mechanics that I thought about and liked, but figured were a bit too jank or stylistically different from the rest of the map. Those became berries! {1.5}

There are also other mechanics, mostly related to more precision or top-of-zipper gameplay, that I decided didn’t fit for this map at all. {1.5}

Maybe one day I'll come back and make a really brutal b- and/or c- side... {0.5} NO PROMISES! I still have a lot of stuff I'm going to work on first! {1.5}

H_S=
[MADELINE left normal]
Hey. Thanks so much for playing through my map. {1.5}

If this is the first secret room you’ve been to, I encourage you to {~}not use debug{/~} but find your way to the one in the first berry room. {1.5}

I want to thank all the wonderful folks over at FWGTCord {1.5}for being the reason I made my way into mapping, and for otherwise being generally supportive. {1.5}

A lot of y’all have fingerprints on gameplay and the way I’ve been learning. {1.5}

An extra special thanks to Spooooky {1.5}for all the advice about resources, techniques, and general design. I’m sure quality would have been dramatically lower without you. {1.5}

And an extra, extra special thanks to Kit {1.5}for a frankly concerning volume of playtesting and feedback. {1.5}

Without you, just about everything would have been harder to read, more jank, and certainly more cheesable. {1.5}

Plus, your feedback was a big part of what kept me motivated throughout this process. {1.5}

Without y’all, this whole experience might not have happened at all, and it certainly wouldn’t have been nearly as fun. {1.5}

Now go finish the map {1.5}

<3 {4}

There's no more dialog {1}
Seriously {1}
<3 {100000000}
