Mentions:
@madison56_96338Map 🐞:
hi there madison!
first off: a few parts feel super weird to play
screenshot 1: Could've imo been done a little better in terms of spacing, hitting the CP on purpose when fetching jetpack is a weird mechanic and the jumps overall feel boring.
The second part is also not spaced properly, when using bluetele you keep the speed, which oftentimes just makes you hit the ceiling forcing to redo it.
screenshot 2: why no unfreeze here? 3 seconds of Zzzzzzzzz
screenshot 3: skippable, the hookthrough is not needed at all.
screenshot 4: i dont like how the door is used to prevent people skipping this part, why not just close off the path in itself and call it a day, maybe add a fun section to it
overall, the map IMO requires some heavy changes to be even remotely close to being releasable, its decently boring to play and some parts are more on the annoying side not because of difficulty but because of the way they're structured
waiting for another testers opinion before declining tho.
Had a quick look and uh, the honor is all yours!
i enjoyed cp 7
try to use less special tiles + speeders and really 'short-lived' weapons
fo rexample, u could instead of giving nade , removing it, giving sg, etc.
just have sections of the map dedicated for nade so you dont always have to use armor and then give it back
some parts were actually kinda fun imo, i enjoyed the tight mapping style in some scenarios
the jump refill parts were fun
i think u should explore more parts that use jumprefill, jetpack, and maybe even shotgun / nade in more tight scenarios
theres a difference between simply making tight gores / pathways and making tight pathways that force you to use a certian combination of powerups in a cool way
a lot of cps are really far back, i think some parts like cp 8 could be split into two parts
the jetpack parts could also be abit more 'inspired'
Mention:
@madison56_96338i think theres definitely potential with this mapping style, but the parts need to feel a bit more 'inspired' and forced.
i suggest u take a look at and play this map: freezejump by im corneum
its a decent example of tight parts that force certain moves. it's not exactly the same as this map and some of the moves are kinda 'boring' or 'toxic' in the above map but it could serve as some inspiration. (in my opinion it's a tad too tight so i wouldnt recommend mapping this tight))
your map could take a similar approach but be a bit more flowy, open, and maybe use sg/jetpack/jump refills
6ish/10ish bannans for design, I love your colors, but the freeze isn't mapped (you can use super small courners if you don't want to effect gameplay, some freeze design is allways better then none, but you could also replace it with tela kill tiles, like the map I'll be back sometimes does) and the backround is a big boring, i'd add some simple mostly see through blocks like the aim maps do, or something like that in the backround.
Over all, very nice!
i liked the map, shouldn't be too hard to rework