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Venum

Posted: Sun Apr 17, 2016 12:48 pm
by FlushA
Hello,
This is a solo map.

Re: Venum

Posted: Mon Apr 18, 2016 6:37 pm
by xPeke
Peace my Friendows!
The Idea isnt Bad.
But some things are bad implemented, e.g.: The ShotgunPart
The Map is very enjoyable.
I made a Speedrun for Fun (Rhyme :)) and my time was 7:40, so the lenght is Great!
The Design is so sad, for such a nice Map, I really hope u rework it, or ask someone idc, But this is unacceptable - its DDMax.
U need to add unfreeze in the whole Map!!
Here ure Screenys:
screenshot_2016-04-18_18-11-10.png
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Re: Venum

Posted: Fri Apr 22, 2016 5:57 pm
by FlushA
Tnx xPeke for test,

#Update 2:
Venum.map
(347.89 KiB) Downloaded 109 times

Re: Venum

Posted: Sat Jun 25, 2016 1:12 pm
by Lumina
I have tested this map.

I want to say,that i am against the release of this map.

First the positive feedback:
- You have connected the parts well, your arent confused where you have to go
- You can understand the parts fast, you know what you have to do
- It is quitle less frustrating than other maps

All in all your map is a bit balanced and there are some ideas in the map.

Second the negative feedback:
-This design isnt for me, it looks not good for me
-Some Parts are harder than the rest of this map
-There is much empty in some parts
-Some parts are pretty much the same


All in all the parts in this map are sometimes filled with nothing, or sometimes you have to do in some parts all the time the same.

Let me first start with the design of this map.
I know you dont need to change the design, but have a look in this Screenshoot:
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SS1.png
SS1.png (509.54 KiB) Viewed 2987 times
Why i dont like this design is the sunlight of this map and the big clouds.
1.The sunlight is to yellow and after sometimes it hurts to my eyed, in my opinion the sunlight needs to be lighter.
2.Some clouds are to big, the cloudse looks a lot better, if they are a bit smaller.
3.The greyblocks and the redblocks are ok but, i would say that the greyblock should be unhook and the redblock should be hook,it can be confuse some people.

Now i want to talk, is the balance of this map.
If you look at this screenshoots:
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SS14.png
SS14.png (585.22 KiB) Viewed 2987 times
asd
asd
SS15.png (755.07 KiB) Viewed 2987 times
If you now try to compare this parts with the rest of this map, you will see that some parts are harder to beat and some parts easier to beat.
1.compare the first screenshoot with the other hook parts
2.compare the Jetpack art with the other Jetpack parts.
3.You see the balance of this map needs to be better

The next point is the empty parts and the parts where you have to do much the same:
Look at this Screenshoots:
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SS6.png
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SS7.png
SS7.png (588.23 KiB) Viewed 2987 times
SS9.png
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SS10.png
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SS11.png
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SS12.png
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SS17.png
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1. Parts where it is empty, so much filled with nothing, there could be very nice parts.
2.Parts where it is much the same, You could change the part really better. Let give it a Example. You have to do a part. In this part you have to shoot you with the grenade through the freeze and land on the platform, and now you have to repeat that 35 times. Quite boring right?
And now lets say you have to repeat it only 3 times. in the 1 time you need one grenade shoot to land on the platform through freeze, in the second time you need 2 grenade shoots, to land on the platform,in the 3 time instead of a platform you have to shoot you in a unfreeze tile to get through. You will see, that it is much more fun and is a bit challenging.

All in all i want to say that you could add so much stuff in the parts.

Here are some Screenshoots for entitie bugs:
SpoilerShow
SS 5.png
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SS3.png
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SS4.png
SS4.png (483.08 KiB) Viewed 2987 times
SS5.png
SS5.png (562.14 KiB) Viewed 2987 times
SS8.png
SS8.png (521.48 KiB) Viewed 2987 times
1.tele needs to be 1tile about the ground and you dont need to set the tele so much in the air.
2.You can change the blue color tele to red tele.
3.Shields only need 1tile place, that is enough.

I hope you can understand, why i dont want to release this map, dont get me wrong, your map need just a better rework, and i think you can do this in a new map. I hope i could help you aswell with this ''guide''.

Dont give up and try it again , you can do it.

Your Tee
Lumina

Re: Venum

Posted: Sun Jul 24, 2016 8:42 pm
by VipeR
Agree with Lumina.

Must parts are basic weapon part. Already used and seen a dozent times. Map isnt bad but i am against release.
You have potential and i am confident that your next map will be better.
Archive from my side.

Re: Venum

Posted: Sun Jul 24, 2016 8:46 pm
by RayB.
archived

Re: Venum

Posted: Tue Nov 22, 2016 2:46 pm
by FlushA
Update #3:
Venum.map
(348.59 KiB) Downloaded 122 times
Tnx from all for test update #2.
Please test this new update.

Re: Venum

Posted: Mon Dec 05, 2016 7:45 am
by gdin
I didn't test the first versions so I don't know what to compare it to, but here's my opinion:

This map feels like it's straight out of 2010. Simple design, boring, repetitive parts, no real structure or flow to it. This map would have been great years ago, but with the standard these days it doesn't exactly make the cut. As I played through it, it felt really bland - repetition and uncreative parts, nothing too special. That isn't to say that you need to have lots of new ideas and amazing parts to make a good map, but this just felt rather underwhelming.

tldr; It's not bad, but it isn't too great either.

At it's current standing, I don't see this being released in the near future so leaving it in archive for now.