many little important changes
added time checkpoints
$decline
really missing the content here
not even 10 parts and nothing special to it
also not well made even tho its that small
Reworked almost every part with tester
fixed a lot of things, good little map that deserves a release imo
rawrs x3
barely visible for me
should be better now
tp2 and tp3
fixed minor things
design looks like 5* brutal but gameplay is moderate xd
anyway, you should fix holes in roof and walls, just to avoid bugusing with the new hammer feature, because you could cheat the whole map with it
parts are okay, nothing ultra new
there is no way to escape the map now witout touching kill tiles
i think his point is that you can skip kill tiles with the new hammer
(which they already abused on heartcore 2)
not needed, new hammer is broken
and if you could do the same bug before then why are all other maps not fixed
they are fixed as the skips are revealed
no holes anymore
$ready 1
best map
worst
worst dev right here
ahahha jk 😄
when rls
say a date
31.12.2019 at 23:59
got it?
2019 best and last map ?
it seems that noone made a christmas map
rls on next friday maybe ?
i played it today , why map is so short ?
why not ? there are so many moderates that are even shorter
answer or worst admin on earth
Worstestwish
was
$reset
this still has some issues that need to be resolved
1) first part is not gonna work in team 0: the part is long and hard but there is little room for afks/people who wait (throwing them in freeze is not a solution). the easy filter doesnt help with that either. 2) everything besides first 2 parts and tele 6 is too easy. 3) a long part that you have to do twice doesnt belong in a short map (tele 3) 4) end of tele 6 is unnecessary faily 5) cp 6 placement needs to be improved 6) the map isnt optimized for speedruns while that should be the main focus of short, straightforward, fairly easy maps
I disagree with everything: 1) Most maps aren't meant for 'mass-t0' but almost all maps can handle small-medium groups 2) This map does get easier the closer you get to finish but there's nothing wrong with that, it's balanced enough 3) I don't see how a map's length should dictate part length as long parts aren't too long in general 4) Nobody able to play a brutal map will fail pressing 'right' at the right time 5) It works fine so I don't see a problem 6) Again I don't see how a map's length should dictate gameplay style, the only exception are maps that are both very long and faily
1) it doesnt matter whether they are meant for t0 as long as they can be played in t0 it has to be considered 2) it should be the other way around (also to cope with 1.) 3) going back and forth counters flow and such parts feel like a lame way to increase length (maybe this is a me problem) 4) im not sure if were talking about the same thing 5) deep should get cp6 so that u can afk 6) if its not meant as a speedrun map, it feels like it’s missing content. if it’s meant as a speedrun map, it’s missing speedrun parts
1) So you don't allow using team-force but maps without team-force must work for mass-t0 🤔 2) It doesn't really matter unless first part is very tight and slow 3) Flow is entirely optional 4) I'm talking about the only thing you can fail in that part (I wrote left instead of right in original message, sorry) 5) I agree here, but this part is short enough that it's not a big deal 6) See point 3
1) yes 2) its slow to my standards 3) in general yes, but short maps that are a 100% gonna be speedrunned (due to their nature) should be optimized for it imo 4) ye thats too faily compared to everything else
to 1), its not hard to make it work for t0 so i dont see a big issue here
1) It starts in a similar way to supernova and other good maps 3) Maps that don't work well for speedrun just won't be 4) I guess that's easy enough to fix if you think it's a big deal
I suppose tele-6 part justifies team-force :^
1) there is way more space to wait at supernova lol 3) again its not hard to make it work well for speedruns with a few tweaks
and imo those "tweaks" are fully up to Knuski since flow is completely optional
ye just make more space at first part
would remove freeze at some ceilings too
tho tele-6 part is trolly for t0 with the switches and it's already a bad t0 map so I would just teamforce it
i cant even see freeze
on low brightness
teamforce a moderate like this is kinda odd tho
id rather t0 cuz its short and all
and just fix parts that are bad for t0
oh yeah forgot to mention that tele6 doesnt work t0
question: should i remove the kill tiles that are randomly spread in the map cause of trolls or should i keep them ?
keep
i like to kill people in a run
k good
rude
is this dummy friendly
yes except one part
but im still changing things
fixed everything
moon should be less brigth
logo shouldnt be hd
texts look like they could need some dilate
also bad for flow
it feels all a bit messy now
you should really try to clean it up properly
especially that short maps shouldnt have basic or low effort parts
no unsolo there
ye the unsolo is at tele 3 cause if u get ported back u would get chat spam
gonna change it then
fixed everything and also changed cp 6
alright
rls when
good changes but cp 6 is too hard now
would rate the map mod 4*
i think you can improve the part by removing freeze from the ceiling and moving the freeze line more to the right
what parts need sv_pauseable?
(if none, then you should remove it)
i think it would be better to be able to spec there
you sure it doesnt work with weak?
no i mean that it would be nicer if there werent ppl lying there xd
so they could spec
fixed but i changed cp6 a bit differently but i could still change it to ur liking
you shouldnt use sv_pauseable to cope with lack of space tho
alright, there is enough space u dont need pausable xd
feels like another lame fix..
compare cp6 and the solo before to what the other guy does
doesnt align
nvm the other guy does 1 more part
but the fix still feels weird
fixed it
its a bit hard now
u think ?
i mean its really easy if u just aim upwards
its almost like a 1 tile freeze
and the drag isnt hard at all
other parts first try for me this not
I think tp6 was better before
for me it's random now even when i'm aiming laser up
2 tiles of freeze is too much maybe
K I will Change It tomorrow
suka said he has contrast issues. might want to make freeze more bright and moon less bright
a lot easier to see all the details
your version looks better to me
upload the map here maybe
if he wants to use it
Sure if u like it more
I think it's not about jao liking it more
it's just common sense
players should be able to see things
xd
that last move is actually harder than it looks. What am I doing wrong?
light,lamps and logo hd?
logo not
laser part kinda tricky but good parts
rocket one took a bit too
first part is hard too
took the longest
maybe its ping tho
U need to dj there very fast after ur jump
@skuafixed
fixed some remaining bugs
$ready 4*
jao is going today to kill all maps on testing ? ( $decline and $ready )
Noice