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Re: MorningStar by stompie & Soapy Sandwich[Solo2]
Posted: Thu Apr 20, 2017 5:34 pm
by jao
Cellegen wrote:@Jao: Last part isnt hard if you really figure out how to do it.... anyways, teleport down so you cant fail helpfully.
I didn't say that the last part is too hard.
Re: MorningStar by stompie & Soapy Sandwich[Solo2]
Posted: Thu Apr 20, 2017 5:37 pm
by Cellegen
............... you wrote in the pic. .____O" maybe a bit miskate.
Re: MorningStar by stompie & Soapy Sandwich[Solo2]
Posted: Thu Apr 20, 2017 5:54 pm
by Ninjed
it's not last part.
Re: MorningStar by stompie & Soapy Sandwich[Solo2]
Posted: Thu Apr 20, 2017 6:00 pm
by stompie
Jao tbh nothing u suggested i want to change, the parts are not that hard u just cant figure it out :/ I will fix corners and talk with soapy about what u said but nothing about gameplay is gonna get changed unless its major the gameplay for me is perfect
Re: MorningStar by stompie & Soapy Sandwich[Solo2]
Posted: Thu Apr 20, 2017 6:02 pm
by jao
It's no suggestions, it's the improvements I figured out after testing.
Re: MorningStar by stompie & Soapy Sandwich[Solo2]
Posted: Thu Apr 20, 2017 6:28 pm
by Cellegen
gameplay still good in solo 2*
Re: MorningStar by stompie & Soapy Sandwich[Solo2]
Posted: Thu Apr 20, 2017 8:06 pm
by Soapy Sandwich
Maybe the ending is a bit unpredictable but I've never had it not work (As in you can't make it up) once. If it is important to change I will come up with a different part, or remove the second jump as it probably is where the unpredictability comes from.
The 10 second ninja part I honestly don't find very hard. If you just ninja up into the roof over and over it is rather easy.
The wall jump on the right wall was intentionally left out as we figured we'd make it a bit of a challenge.
The bullet section does seem to give the most trouble but I didn't think it would be too bad. I can maybe adjust the starting placement of the bullets to give a different cycle but i think this isn't too bad as we place a checkpoint right before it.
Thanks for the test thought and I will try figure out what you meant by the corners being inconsistent as I thought they all were. XD
Re: MorningStar by stompie & Soapy Sandwich[Solo2]
Posted: Thu Apr 20, 2017 8:26 pm
by jao
Soapy Sandwich wrote:Maybe the ending is a bit unpredictable but I've never had it not work (As in you can't make it up) once. If it is important to change I will come up with a different part, or remove the second jump as it probably is where the unpredictability comes from.
The 10 second ninja part I honestly don't find very hard. If you just ninja up into the roof over and over it is rather easy.
The wall jump on the right wall was intentionally left out as we figured we'd make it a bit of a challenge.
The bullet section does seem to give the most trouble but I didn't think it would be too bad. I can maybe adjust the starting placement of the bullets to give a different cycle but i think this isn't too bad as we place a checkpoint right before it.
Thanks for the test thought and I will try figure out what you meant by the corners being inconsistent as I thought they all were. XD
If you read this by yourself you will see that you just descriped the parts as unbalanced

. If you want "challenges" you have to make the whole map a challenge.
And stuff like the left out walljump is only annoying.
For the last part I'm sure that you will find a better, properly working solution, if you spend more time on testing and try different stuff.
Re: MorningStar by stompie & Soapy Sandwich[Solo2]
Posted: Fri Apr 21, 2017 3:28 pm
by Soapy Sandwich
jao wrote:If you read this by yourself you will see that you just descriped the parts as unbalanced

. If you want "challenges" you have to make the whole map a challenge.
And stuff like the left out walljump is only annoying.
For the last part I'm sure that you will find a better, properly working solution, if you spend more time on testing and try different stuff.
The map is unbalanced in the same way every map is unbalanced, every map has easier and trickier parts. When I described these parts I am not saying this part is a 5* and this part is a 2*. I am saying I wanted one part to be a bit trickier than how simple it would be with that wall jump you think we should put in. Now when you take that to the whole map I think the whole map has challenges. Just like the ninja part challenged you
I don't mind jumping underneath a wall to a wall jump on the other side so to me it isn't annoying at all. I am sorry you find it annoying, would you feel better if that wall was covered in stun? Is your problem that there is a blank wall or that this kinda trick just bugs you?
I will take a swing at changing the last part but the best way I can think of is removing jumps to remove the randomness. Just thought it would be weird to suddenly lose jump just for the end of the map. Other solution would be completely changing the ending but I am not sure if that's what we want to do. I'll see what I can do on that XD
Re: MorningStar by stompie & Soapy Sandwich[Solo2]
Posted: Fri Apr 21, 2017 3:39 pm
by jao
Soapy Sandwich wrote:The map is unbalanced in the same way every map is unbalanced, every map has easier and trickier parts. When I described these parts I am not saying this part is a 5* and this part is a 2*. I am saying I wanted one part to be a bit trickier than how simple it would be with that wall jump you think we should put in. Now when you take that to the whole map I think the whole map has challenges. Just like the ninja part challenged you
This doesn't make sense. A map is supposed to have the same difficulty through all parts, a good example for this is the map navii.
Soapy Sandwich wrote:I don't mind jumping underneath a wall to a wall jump on the other side so to me it isn't annoying at all. I am sorry you find it annoying, would you feel better if that wall was covered in stun? Is your problem that there is a blank wall or that this kinda trick just bugs you?
Yes this jump was annoying for me and I think it's more enjoyable with waljump on that wall.
Soapy Sandwich wrote:I will take a swing at changing the last part but the best way I can think of is removing jumps to remove the randomness. Just thought it would be weird to suddenly lose jump just for the end of the map. Other solution would be completely changing the ending but I am not sure if that's what we want to do. I'll see what I can do on that XD
I'm sure you will figure out something that fits and works properly, if you try out some stuff.