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If I didn't miss it, your question on infinite checkpoints didn't get answered yet?
It's just an emitter emitting a checkpoint with a very small piece of dark matter glued to it. This is important, because only then will a new checkpoint spawn on the same place, even if the last one is still there. Set emitted at once to 1 and link it to a sensor (one shot) with a very small raidus below the checkpoint. The sensor must not turn on immidiately when sackboy respawns. Set it so that it turns on after sackboy has landed on the ground. Else it won't work.
It should be ok with the thermo, I found they use very little of the space.:)
I think there are some threads on it in the Help forums too.
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This level is great for the short amount of time that I played it. The graphics are great. Beautiful design to every puzzle. It is very hard, too hard for my taste. But reading these reviews has got me craving to glance at those quadruple bosses you got going there. You see I haven't gotten passed the slide with the electric walls. Everything up to the part with the flaming ceilings that rise and lower is beautiful, from the Moon eclipsing the Sun (nice touch), to the spinning wheel (absolutely brilliant), loved it all, except the flaming ceiling. That part is just down right frustrating, add the fact that there's no checkpoint when you make it across makes it annoying. Then the slide section after it is like a trail and error experiment. It seemed like I had to die first before I realized which plane I had to be on. Regardless of those 2 annoying sections I really wanna see the rest of your map because it can only get better. Can't wait to see your bosses! Give me time and I'll eventually pass that slide. But once I die on the slide and am forced to play that flaming ceiling again, I'll most likely wanna "return to my pod." I recommend a checkpoint after that part. I'll drop you another visit here when I reach your bosses.