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Re: Flux by Pulsar [Moderate]

Posted: Mon Aug 28, 2017 5:53 pm
by Pulsar
Changed nade solo and made last part a little easier.
I guess it's final version.

Re: Flux by Pulsar [Moderate]

Posted: Mon Aug 28, 2017 11:39 pm
by Pulsar
I've made few design bugs when I changed nade solo.. fixed

Re: Flux by Pulsar [Moderate]

Posted: Wed Aug 30, 2017 11:38 pm
by hi_leute_gll
And when will you extend the map?

Re: Flux by Pulsar [Moderate]

Posted: Thu Aug 31, 2017 12:06 am
by Pulsar
Probably never. I've played it with moderate 3/4* player and it's just perfect length.

Re: Flux by Pulsar [Moderate]

Posted: Thu Aug 31, 2017 12:35 am
by hi_leute_gll
And when will you fix the to-tele and marking?

Re: Flux by Pulsar [Moderate]

Posted: Thu Aug 31, 2017 12:50 am
by Pulsar
I think I already told what is to-tele for and I still don't know what's the problem with markings..

Re: Flux by Pulsar [Moderate]

Posted: Thu Aug 31, 2017 3:20 pm
by hi_leute_gll
To-tele are these yellow tiles on Tele-layer.
It is better to use only a few markings with a shadow behind instead of spamming them. Take a look on other maps, most current maps have proper markings.

Re: Flux by Pulsar [Moderate]

Posted: Thu Aug 31, 2017 5:06 pm
by Pulsar
Yes to-tele is such yellow thingy, and I used it for some reason.
I guess you mean unfreeze. I chose to make it as a cut in freeze and suns instead of shadow and few suns. Still clearly visible and looks fresh. Idk everyone I played with had no problem to see it.

Re: Flux by Pulsar [Moderate]

Posted: Fri Sep 01, 2017 11:20 am
by Ninjed
Tested with Ravie.
Good map, but for me a bit short probably.
Didn't noticed any bugs.
Can be released as moderate 3-4.

Re: Flux by Pulsar [Moderate]

Posted: Fri Sep 01, 2017 11:40 pm
by RayB.
Totelecp 14 & 18 should be above the ground.
btw. nice fix for last part