Mentions:
@_splitycool mapper
hi, me and
@wee.twdecided to test the map, now I will note what in the gameplay should be changed in our opinion
a few design bugs, probably already mentioned by tortilla, but it's not a biggest issue here
I personally like kogs and this type of structure on maps, but this one is just very chaotical and sometimes randomly placed. Kogs are alright for me, but u need to be able to actually save people, even with back, but this map just gives a false safety feeling and false saveable places, but it's actually not. A lot of interesting ideas in ur parts, but just parts itself don't give enough space to do anything or parts just implemented badly. Some parts should be definitely reworked or rethinked to the point where it's actually playable. Every TO, CTO as i said earlier placed wrong so u are rocketing urself in the air every time you respawn. Tight spaces, sometimes u cant even jump on platforms. So much unnecessary fail moments in such places where it isn't really need. Also it's surely not t0 map, so much duo moments and places where u can't even press a or d to not to be killed, might work with teamlocked to 2 players, but barely
the mapper has potential, the parts have potential, the fillers are interesting, but the overall structure of the map and some chaos, as well as the small amount of space, really affects this map badly
I would like to see a fairly serious rework of this map
I see something has been left out since you last posted this map, check out the new reviews and I suggest you take a look on testlog https://ddnet.org/testlogs/show/Amegakure. Waiting thoughtful rework.
yeah ik about the caotic but i needed to prevent skips with the spec