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nullptr by Shishigami [Moderate]
Posted: Mon Mar 20, 2017 6:43 pm
by Shishigami
Link to latest version
My first map, Moderate 5*-ish I'd assume, lots of edge hooks.
Thanks to jao for letting me use his background
Highly appreciate feedback/suggestions/advice

Re: nullptr by Shishigami [Moderate]
Posted: Mon Mar 20, 2017 9:31 pm
by Shishigami
Tested with ZimE
Code: Select all
- Fixed cheat (added kill tiles at the sides to prevent going out of bounds)
- Fixed entities bug at tele 27
- Added more hookthrough at tele 17: http://i.imgur.com/AKTKj9r.png
Potential changes:
- Last part: -- fixed in rc3
- Use tune zones in last part to decrease freeze duration?
- Delete dummy drag at the very end? It doesn't really serve any purpose -- fixed in rc3
Re: nullptr by Shishigami [Moderate]
Posted: Mon Mar 20, 2017 9:42 pm
by Im 'corneum
Re: nullptr by Shishigami [Moderate]
Posted: Mon Mar 20, 2017 10:33 pm
by Shishigami
Im 'corneum wrote:about your first screen, i dont know if this is what you want but i have here something that i use very often.
i dont have time to explain the screens one by one anymore so i hpe you undestand them how they are, im just going to put them below this [...]
Thanks, I was planning to use this but I noticed that it doesn't work with the split tiles from the generic hookables:
Do you have any idea howto fix that?
// EDIT: I edited the generic_unhookable.png so it doesn't have those gaps:
Re: nullptr by Shishigami [Moderate]
Posted: Mon Mar 20, 2017 11:25 pm
by Welf
Tested jao and then with mapper, was not a full gameplay test so i wont say anything about difficulty, yet. I guess he will upload a fix soon.
Re: nullptr by Shishigami [Moderate]
Posted: Tue Mar 21, 2017 10:35 am
by Shishigami
Welf wrote:Tested jao and then with mapper, was not a full gameplay test so i wont say anything about difficulty, yet. I guess he will upload a fix soon.
Code: Select all
- Moved totele 4 and 26 to more convenient locations
- Moved cto 31 to the right
- Moved unsolo at the start to a more convenient location
- Moved cp 41 so you can't accidentally skip it anymore
- Removed/fixed all speedups
- Removed solo at cto 31
- Removed duplicate basic_freeze mapres
- Removed last deep/dummy drag part
- Replaced invisible kill tiles with invisible unhookables :^)
- Fixed two minor entitiy bugs
- Added one more hookthrough in the last part: http://i.imgur.com/MoetIFZ.png
- Small design fixes
Todo: Welf wants more clouds

Re: nullptr by Shishigami [Moderate]
Posted: Tue Mar 21, 2017 12:04 pm
by VipeR
Re: nullptr by Shishigami [Moderate]
Posted: Tue Mar 21, 2017 12:24 pm
by Shishigami
VipeR wrote:Nice map! Its a bit unbalanced imo Mod 4* parts up to Brutal 2*. But overall Brutal 1* should fit
some cuts and bugs:
Thanks for your feedback! Regarding the hammer fly, I intentionally set the tele to 39 so its easier to start flying from the platform like this:
Would you say your way is better?
Also, I don't really have any issues doing the part with dummy, but I guess this part will change anyway
// Edit: I changed it
Re: nullptr by Shishigami [Moderate]
Posted: Tue Mar 21, 2017 5:00 pm
by Shishigami
VipeR wrote:some cuts and bugs:
Code: Select all
- Fixed all cuts and bugs
- Put freeze edges everywhere: http://i.imgur.com/J3fFROB.png
- Changed HF before last part: http://i.imgur.com/TQtTx6c.png
- Design changes: http://i.imgur.com/bLIme9t.png
Re: nullptr by Shishigami [Moderate]
Posted: Wed Mar 22, 2017 2:14 pm
by Shishigami
Did another test with VipeR
Code: Select all
- Added more clouds and stars at the bottom of the map
- Added a little more space at the HF before the last part
- Added teles at the right wall to make rocket fly a little harder, added a little more space as compensation
- Fixed entitiy bug at tele 37
- Fixed various freeze edges and corners