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Re: Lucid Dream
Posted: Tue May 24, 2016 7:20 pm
by Dr.Dre
Looks nice, you still forgot one CP though.
Also I suppose you won't fix the little design bugs because of the see through unhookables?
Re: Lucid Dream
Posted: Tue May 24, 2016 7:23 pm
by clefairy'
not a design bug for me
Re: Lucid Dream
Posted: Tue May 24, 2016 7:29 pm
by Soreu
It has nothing to do with design, you should just mark also the 3rd possible way with checkpoint...
Re: Lucid Dream
Posted: Tue May 24, 2016 8:23 pm
by clefairy'
fixed
Re: Lucid Dream
Posted: Sun May 29, 2016 1:19 pm
by Zerodin
Test it: Short easy map with more than one way at the start, found just two bugs that i dont understand^^
Sorry if i fail something, i dont read every post here ^^
Solo 1*
Re: Lucid Dream
Posted: Sun May 29, 2016 9:21 pm
by clefairy'
Fixed bugs found by Zerodin
Re: Lucid Dream
Posted: Wed Jun 01, 2016 6:24 pm
by clefairy'
Tested with [A] Awesome, patched a little bug
Re: Lucid Dream
Posted: Tue Jun 07, 2016 2:35 pm
by Index
The map (and even the editor layers) still seem like a mess xd
However I really like the concept and somehow it really fits to a weird lucid dream.
So yea, you could probably change even more minor things. Add more cps for all possible ways, or seperate the map better with Clipping etc.
But I think its not really important. There should be no huge bugs and this map waited already way too long.
Let's say, the newest version is playable and finally good enough for a release.
(Ik I write that often, but one last testrun and the map seems ready)
Re: Lucid Dream
Posted: Wed Jun 08, 2016 5:48 am
by BamBam
[release=1; Solo]"Lucid Dream"; -=TeK=- pikou[/release]