Page 4 of 5

Re: Inverted

Posted: Sat Aug 01, 2015 4:21 pm
by BannZay
Its VERY hard to understand map, (when here is so many teles and switches when u have no idea what they all do, also u have many ways to go)
Its interesting to found way using entities.But how much time players need to do this map w/o entities ? I guess marking number of switches and doors, making inscriptions for tele`s - true way.

Just tip : Nico, try to ask for test by players who didnt see you map before and look how they do it without ur help and especially without entities.

Re: Inverted

Posted: Sat Aug 01, 2015 5:22 pm
by Ñı©Ø
BannZay wrote:Just tip : Nico, try to ask for test by players who didnt see you map before and look how they do it without ur help and especially without entities.
In the last version i put numbers with arrows so you know where to go, like all others solo maps (like Vasten100 one, BlackVision)... who cares if it's not playable in overlay entities, i can't do nothing for it!

Thank to moderators who thought there was something in this map and unarchive the post... and perhaps thank to your opinion, BannZay and all other testers...

Re: Inverted

Posted: Sat Aug 01, 2015 7:43 pm
by Welf
Nico he says that the map is confusing and hard to understand WITHOUT entities, ask a friend to play it without using entities.
It is rather sad, if people can only understand a map, when they use entities and /pause the whole time (and then the map wont be played that much).

It is hard to make a confusing map, the question while playing should rather be "how is this possible" and not "where is the next invisible button".

Re: Inverted

Posted: Sat Aug 01, 2015 8:15 pm
by Ñı©Ø
Welf wrote:Nico he says that the map is confusing and hard to understand WITHOUT entities, ask a friend to play it without using entities.
It is rather sad, if people can only understand a map, when they use entities and /pause the whole time (and then the map wont be played that much).

It is hard to make a confusing map, the question while playing should rather be "how is this possible" and not "where is the next invisible button".
Wait without entities mean NORMAL VIEW, because entities overlay is ENTITIES VIEW!
So? I put arrows and numbers so it's not confusing anymore... even Blackvision or other cool solo maps are like this...

Re: Inverted

Posted: Wed Aug 12, 2015 4:50 pm
by hi_leute_gll
It is good that you don't have to go the same way again and again, but the marked way didn't work for me. Also this "inverted hook" chat spam is still their.

Re: Inverted

Posted: Wed Aug 12, 2015 5:42 pm
by Ñı©Ø
hi_leute_gll wrote:It is good that you don't have to go the same way again and again, but the marked way didn't work for me. Also this "inverted hook" chat spam is still their.
I removed the spam... i don't know what do you mean with "didn't work"

new cfg ↓

Re: Inverted

Posted: Wed Aug 12, 2015 7:44 pm
by teini94
Welf wrote:.

It is hard to make a confusing map, the question while playing should rather be "how is this possible" and not "where is the next invisible button".
thats what I do

Re: Inverted

Posted: Fri Aug 28, 2015 5:12 am
by Welf
It is sad, that i say this now after some people tested the map, but i am rather against the release.
In this map you often have to search in spec for the number/the door which just opened. In my opinion this is a bad style of "confusing".
The parts are not that creative, they are mostly basic and sometimes in a weird style. Some parts are weird faily.
I like the push hook itself, also the start is cool where you have to climb with it (because it is about understanding the physics), if you want to keep some of these parts you can make a new push hook only map (the parts where it changes between push hook and normal hook were not that good in my opinion).

Re: Inverted

Posted: Fri Aug 28, 2015 8:03 am
by Ñı©Ø
Welf wrote:It is sad, that i say this now after some people tested the map, but i am rather against the release.
In this map you often have to search in spec for the number/the door which just opened. In my opinion this is a bad style of "confusing".
The parts are not that creative, they are mostly basic and sometimes in a weird style. Some parts are weird faily.
I like the push hook itself, also the start is cool where you have to climb with it (because it is about understanding the physics), if you want to keep some of these parts you can make a new push hook only map (the parts where it changes between push hook and normal hook were not that good in my opinion).
My idea wasn't to create a push hook "parkour" map, but something that you must lose time seeing where to go and enjoy the puzzle game... but if it's not a good idea i can start doing a very nice thing that maybe nobody did for the entire map: a 2ppl full push hook map, nice isn't it?

Re: Inverted

Posted: Fri Aug 28, 2015 5:25 pm
by BannZay
Welf wrote: but i am rather against the release
+1

Much time ago i`m not sure is this good enough, but I got some tester experience, even release few maps after this time. I`m sure now... Yea this map unusual, but spectator playing - its not just bad, its even annoing even using entities. Nothing personal Nico, but I dont like this gameplay too