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Re: [Tenebris] by »Slayer. & Lilith (Brutal)
Posted: Fri Sep 08, 2017 12:11 am
by maggi323
The map is really hard, for me it fits with Insane 1*, but idk.
To some Parts:
We did this with 2 Edgehooks before the stoppers, but is that the right way?
I didn't like this thing. Schulzer did this, but jao, me and Awesome failed doing this.
This is just a loooong grenadefly, boring and long. Didn't like that one.
Now for the design:
Ahhh, my eyes hurt when i see this! those tiles don't fit.
Sometimes the edges are rounded on the ground, sometimes not. Not a big deal, but it's not the same everywhere.
Many parts were fun, even though they were pretty difficult.
The map is really long, maybe make two maps out of it?
-maggi323
Re: [Tenebris] by »Slayer. & Lilith (Brutal)
Posted: Fri Sep 08, 2017 1:40 am
by jao
Most parts are fine and fun, but the map is badly structured and not of good quality.
Most of the time each player does two or more parts in a row. This leads to one guy having to wait for long times given that the parts are quite hard and long. Also, it's good to have transitions, but the filler parts are often repetitive, boring and timewasting. Some solo parts are faily in a random way and generaly worse than the drag parts. Some drag parts are badly mapped as they have bad placed stoppers or something else as a prevention for cheats, wich actually affect the normal way doing the part. Often you have to unncessary walk back and forth, because of badly structured and implemented parts. First parts are bad for a beginning, such deep parts generaly cause blocking.
I highly suggest to rework the map. That means that parts should be rearranged, reworked and deleted in some cases. It will make the map more fun and definitely worth the time.
Also read the Mapper Rules again, stuff like TO-teles directly placed on the ground has to be fixed.
Re: [Tenebris] by »Slayer. & Lilith (Brutal)
Posted: Fri Sep 08, 2017 2:26 am
by maggi323
Yeah, the best way would be to create a new empty map, and take the best/most fun parts (mappers choice) and try to implement them in a nice way, so the map feels more fluent. Would be a shame to have such a big map with good parts just be declined.
I think it would be worth to rework it, cause it's not a bad map, just not mapped nicely enough.
-maggi323
Re: [Tenebris] by »Slayer. & Lilith (Brutal)
Posted: Wed Sep 27, 2017 9:04 am
by RayB.
maggi323 wrote: Fri Sep 08, 2017 2:26 am
-maggi323
Screen 1: I did it with one edgehook and a normal hook

.
Screen 2: I don't believe u couldn't do the part xd. You just have to stand on the 1 tile platform above the freeze and hook your mate through the ht.
The rocketfly part is indeed lame.
Re: [Tenebris] by »Slayer. & Lilith (Brutal)
Posted: Wed Sep 27, 2017 9:57 pm
by maggi323
I think I get the part now, yeah, didn't think about that...Now it seems easy

Re: [Tenebris] by »Slayer. & Lilith (Brutal)
Posted: Thu Oct 05, 2017 11:25 pm
by jao
We decided internally to not release the map unless you do a bigger rework.
The reworked version shouldn't have:
- Too long parts, or multiple parts in succession for one person.
- Repetitive, boring, or timewasting filler parts.
- Unfair or random faily parts.
- Not properly working parts.
- A bad map structure.
- A start that causes blocking.
- Common problems (Mapper Rules)
Re: [Tenebris] by »Slayer. & Lilith (Brutal)
Posted: Wed Feb 28, 2018 5:20 pm
by Slayer
Re: Tenebris by »Slayer. & Lilith [Brutal]
Posted: Sat Mar 03, 2018 3:09 pm
by Slayer
Re: Tenebris by »Slayer. & Lilith [Brutal]
Posted: Sun Mar 18, 2018 7:32 pm
by тυx
Hey i like everything i saw of the map and even if im noob i tested a few parts and i had a lot of fun. I know some people dont like the mapping style but nerly every drag part has a special creative idea in it.
Please test and appreciate it a bit more.
Re: Tenebris by »Slayer. & Lilith [Brutal]
Posted: Sun Mar 18, 2018 7:40 pm
by Slayer
Changed 2 rocket solos, delete hard filter