Mentions:
@texandnonikpart 10 is impossible 😭
make paths wider idk
part 10
super fun
it feels just right to me. did you grenade top left to slow down?
i would make the teleport a bit transparent since its a bit confusing
I don't believe we will do this. We literally had an event and everything is fine.
Less visibility is better in your opinion?
not less visibility but distinctability
i swear its very visible lol
look
a bit more transparent, and i also added a VERY subtle fog in the background, that apart from giving ambient to the map, it also breaks the plain colors in the background and tele, i think that was really the issue, it was a bit plain
like that looks good to me if u want the asset tell me :D
@ me if u need
The design also changes from winter to autumn in the map. Sure, it's not a problem to edit tele. I don't see such thing as you do, but I'd be happy to make it comfortable for others!
wait it changes
didnt notice that
i can send the map here if u aprove
with the fog and transparent tele
it wont let me send the fog image for some reason
You can send it in dm, I wont make decisions alone. I'll get Texnonik and we would make it together
sure
wont let me dm u tho
request dm
we changed BG , added clouds animation for two periods . tele color changed tele corner color changed aswell ( we didn't forget about it to )
nice
Thanks to Pablo for the idea
That's all I could come up with. I have a couple more ideas for skips, but they're too complicated to implement The map is really fun, and I liked it
Xdd how many skips ☠️ gl poor mapper 😔
ai logo?
maybe
im sure is ai the letters and some pixels are so obviously
like this
is so ai
the freeze and tele can be confusing when there is a lot of freeze
kinda plagued from the same shit as other parts, ceiling is so so cramped
whole map would benefit from being mapped bigger and wider
would it kill you to just draw better curves xd
there's this icky feeling im getting that basically all the tele curves and shapes were just drawn one time and tested until they worked. they seem pretty unthoughtful to me
or worse, made with ai xd
Last several cps are just many times more difficult than anything before 14. Pretty muuch everything with laser should be a sequel imo
feels unbalanced, there were some parts where i felt like i understood what the mapper wanted and other parts where i just couldnt believe i wasnt allowed to do it the way i imagine it working the best, with a good height and angle
also there's random spikes in difficulty that force you to fit between like 2-3 tiles
^^ Like I understand what I should be doing, but when I try doing it it's always off by a few tiles, and I have no clue how the mapper had done it to get through properly
just as one example i was constantly hitting the outer walls here. if you want to force good speed then dont punish your players by making them intentionally stop nading randomly
like i had to figure out what combo of up/down nades to do in order to do it the way "you" want me to do it even though i know it would flow nice if it was forced as max speeds.
the map is also at odds with itself because later in the map, you do want specific angles and speeds from the player that are close to optimal, so i guess if the map was more that style it would be better
but IMHO gimmick maps like this are better left loose, since many wont want to play it if it's a new mechanic AND precise
the last few parts of the map seemed to have better ideas but i got kinda skillgapped at around the cp14 point so i cant really comment on more. but this map would feel way more fun to me if i wasnt constantly bonking shit that felt bs, like an oldschool race map that you have to begrudgingly finish for points even if the lineups are random af
concept is great
Agreed, and previous maps of yalls also feels like this imo. Either needs some looser spacing for parts, or simply more refinement across all the parts
aura
i think there was other version that i lost , i assume ( because we also had two versions of map with changing seasons )
I see ya'll, great points. This was an old project we did and thought it was ready. I see this map has potential with the mechanic, but was executed incorrectly.
i think if u test every part, and really try to get max speed/angles, you might know how much to make it bigger by
and in general i think making much less of the tight parts like cp10 will make the map enjoyable. if you want precision, then dont trick the players with the first handful of parts that are not tight at all.
because i was excited to play the map and i got to cp10 and wanted to quit
also i dont think a gimmick map should be this long, but this is more subjective ig
+1
I really liked the map, the idea is good, but the unpleasant moments that were written above need to be corrected
Decline, this is not coming out any time.
Mention:
@texandnonikI really liked the map, I hope you can come back to it someday