Mentions:
@nightspyo, i have nothing more to say about the map, very nice and interesting in terms of gameplay, i hope the map will be accepted❤️
ty for feedback🙏
fixes
I highly recommend switching/redoing that ugly grass main variant, the edges are a bit buggy
design fixes
imo grass looks fine, i dont have anything better that would fit in the map
дай дс матвея пж
- I think you could use regular from/to teleports for the parts because they would look cleaner than multiple rows of cps that serve same purpose
- You never use these tiles after this part, i would suggest tweaking it the way it doesn't need these tiles anymore
- Infinite hook on/off creates chat spam, i would suggest moving turn off inf hook from tele to to somewhere else (mind the cheats that it might create though)
- These 4 images create biggest part of filesize, you could make 1 white logo image and color it in game to have similar effect but much less filesize used Nice map, most parts are very solid and map doesn't look far from ready. Btw, as Assa stated before, you should really fix the grass tileset because it's clearly bugged, it shouldn't be too hard i think
design fixes
design fixes
Hey, I've got some feedback:
- If you compare this part
- to this part there is a big gap in the skill required.
- Move the tele up a bit so you don't have to wait for someone to drop all the way down. And I saw this at a few parts: Why are you leaving out random blocks of unfreeze?
- Would be much more comfortable if you add tele below the to-tele instead of unfreeze at the bottom. (Also just a suggestion to not leave teleporters floating on their own but support them with a structure.)
- Most basic throw, not a good filler.
- Not a big fan, the top is slow and annoying to repeat and then you slam into the wall with full speed.. The map doesn't even need solo parts.
- Some more space to start the part here would be great.
- Also not a big fan of this solo, you don't see where you are going and need to dj to make it up.
- This part is way longer than the others. (Unbalanced.)
- These two sections are also not great in my opinion, I'd rework them a bit.
- You utilize laser exactly 4 times during all these parts, could make it a bit more useful. :)
- Also can easily keep laser here but I don't think you can gain anything with it.
- The drop here is uncomfortable because you often end up hitting the marked tele. Maybe move it up a bit to reduce downwards speed.
- Make it easier to get up here after completing the part.
- Move the tele up or change the part a bit, I don't want to jump up or get hooked to gain the necessary speed for every try.
- I don't see a point in this wall. 😸 Just remove it, the blue tele, and move the platform up a bit.
- Very basic. Would be nice to have both players do something more.
- Just get rid of the tele in the top left corner. Stopping there every time you redo the part is annoying.
- Maybe add a part here that requires both players to do so one of them won't just go to the finish solo.
- Are you making these stars on your own? The can have a big impact on performance. If you need help with how it should look like please ask. :)
The biggest issue is the inconsistency in difficulty Make sure that all the parts require similar skill levels. Especially the last one is much harder than some earlier ones.
Any questions, just ask. ^^
Hey, what parts exactly should i buff 😅 The first ones?
If you want to make the map harder pretty much all of the once of the upper half of the map. Some of course more and some less.. :P
Ok 👌
What should we do with solo parts?
Aand with the deep one?
If you want to keep them make them flow better but you could also just remove them. For the deep either split the part up a bit or make the one before equal in length just so that both players can get a similar amount of playtime.
Oh and I forgot to mention (at 19.) why did you place unlock tiles inside the finish? ^^
To make people leave their teams after finish and flex at spawn😅
parts buffs (thx to
@yaccre) & design fixes
Перевет друк
i played with mapper this map. Has a few minor issues that I mentioned in the game.(fixes like: move this wall 1 tile down,up right and etc) Also this map have teleport transitions what i dont like, but its already too late to change it. Good map, most parts are really liked , also have some unic parts so for me its redy after small fixes.
Changed some parts & design fixes
talked to mappers in game, mainly regarding the placement of teleports to make the map cleaner.
which one tp u talked?(between parts or "in parts")
about those that can be made more convenient and neat visually
some changes to logo
As other testers have said, I find the difficulty is quite inconsistent throughout the map. TP 27 and 38 are much more difficult than the rest of the map. Maybe consider put tp 27 part to later part of the map and/or nerf them.
Did everything pio asked, expect nerfing 27 tp since it doesn't seems too difficult imho, tell me exactly what makes it hard. Also fixed skip on last part and made it a bit easier.
tp27 is hard by comparison to the parts near it
Uhm i dont think so, parts near it feels quite harder than this to me
Oh xD mb
I thought abt 27 cp
Alr i will nerf it
nerf tp27
entities error
for more details, the swing with the laser is very low, if you put the hookable upper it would probably be better, also the last swing, the HT is setup like if we would hook from up left, but the setup force to hook almost straight
missing tiles
The map difficulty ranges from mid moderate to early brutal
1 : for the start the dummy falling in the tele is annoying (and if u hook directly the dummy also fall in the tele) 2 : playing with the blue tele is a good idea, but use it completly, here it's just 5 block away and doesn't use the full potential of the speed, also it's a very dense start, if you give more speed and space it will be better
white glow is very confusing
Yep
same start problem as the drag, could start the part lower because when you come instantly you can't do the part because you need the full speed.
the tele that back you up, why isn't it just the tele 33 ? and it's not even aligned
the endless hook could be with the cp like u did for the others (better for entities)
and for only 1 small part, the part could be easily adapt to not use the endlesshook
undeep desing is the same?
The map is heavy for nothing, it must be the complete tile layers you partly use
in terms of balance it's a bit problamatic, it's an average hard moderate but some part are easier and some other like the first with the hammer or the last part are more brutal
in design the contract between different blocks is hard to see (hook unhook HT) also having some hookable in grass and some hookable in generic that looks like unhookable
the map have a good potential but need a lot of work. we decline for now to let you take your time for the fix and the developpement of the map. gl.
Mention:
@nightspi think is not a cp the to but xd