
Mentions:
@nightsp

filesize

u can try searching up "downscaler" in google and downscale until you think its enh

ill check the map soon

yup, i understand, i could optimize like bush and stars images, will take care of it soon

WOOW

WHAT A BEAUTIFUL MAP

1mb is actually fine IMHO if the design is fire and doesn't affect gameplay - but I couldn't take a proper look yet. The preview does look good tho ^^

i didnt see the map before, so i recommended



please stick to gameplay related testing first


why?

we always test gameplay first before reviewing design bugs/errors






what ive seen from your other maps means that you finnally used logo in a quad, not text

so just copypaste "turn off entities"

and there's a way to skip start line?

oh u have entities on

idk how wide is start tile

start line skippable by 0.01% chance

tas when

nah just with tas u can know right coordinates to go thru tiles

its for first tile

second is hard

skip

glad you send it

was about to post update

80% of parts so boring

just simple novice parts

I would really like to see more variety in the drag parts on this map, a little more complexity in them, a little more space in general, clean up unnecessary special tiles and close the skips so that it would be more playable, otherwise it would be easier to simplify this map to a novice, because now it is closer to that level

it was planned as novice at first thats why

gonna rework some drag parts

everything tight as hell, so many useless entities (switch, stoppers, speeder) the jetpack and infinit hook are badly use, (for 1 hook or 1 straight up jetpack) and same for inffinit jump sometime it's more novice the cp are not well used, it could be cfrom most of the time some timecp are place badly

Mention:
@nightsp
I liked the drag parts, they are like modern versions of somewhat outdated ddmax drag parts but the fillers are quite slow. i suggest to start a new map where you have more space to create your part, because the filler ruin the gameplay of your map. it's hard to explain but the way you mapped it makes the gameplay really slow and clunky, something fast paced with more space would be much better. you can probably keep the drag parts for your new map, if you continue mapping. but i agree with the decline in the current state the map has too many issues

Im currently reworking map almost entirely

Adding more space and reworking parts

hopefully it will be better

somewhat outdated ddmax drag parts
authorities.. this guy!

he has the ddmax licence

this was meant in a positive way, some concepts from ddmax maps are good and should not be categorized as bad



New version of the map, probably wont change opinion about decline, but here's a list of changes:
· Fixed skips mentioned above · Fixed design bugs · Made map more open · Reworked some parts · Made some parts more difficult and more interesting · Fixed gameplay bugs · Removed useless tips

A lot of the issues are still there.
- Stoppers are overused
- Bad transitions between the parts (not enough space for more engaging stuff)
- Some parts are tight and use a lot of unnecessary entities
- This is not a great start too a map. If multiple people join at the same time they will immediately overpopulate the first part.
- This part is a mess, did you even test it?
- The use of grenade isn't very good here.
- Jetpack just for this and it's not even needed?
- Laser only to spam one player trough the freeze and then the only good use for it is one shot down before finish.


picture 2 i tested but it is dumm unfriendly

well, not now that the door is placed correctly

Small thing but based on how everything is separated I think it would be much easier to use numbered teleports instead of checkpoints





thanks for the feedback!

will try to fix all of these