acid. by PTS 6

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hi_leute_gll
Posts: 2525
Joined: Mon Jul 21, 2014 1:15 am
Player profile: http://ddnet.tw/players/hi-95-leute-95-gll/
Mapper profile: http://ddnet.tw/mappers/hi-95-leute-95-gll/
Clan: iMTG

Re: acid. by PTS 6

Post by hi_leute_gll »

PTS 6 wrote:
hi_leute_gll wrote:
Ryozuki wrote: Put informative layers behind the tee. (solo, unsolo, finish, unfinish)
Such layers should be in front of the tee, so that even if many people are in the part you can see all signs.
Well who is correct now? :D

@hi_leute_gll would be awesome if you have the time to take a look at my map. I mean its rejected already but I think some more constructive feedback would be very helpful for further mapping ;)
Who is right depends on if you want the best graphics or the best gameplay experience. Since Tw isn't a game famous for fancy graphics, you probably rather want the second one.

Basically you just need to start thinking about making new parts. The map itself is kinda fun, except a few problems with the tightness it is well playable. But the parts are all known and mostly pretty old, so they don't give the player any new experience.
This hookthrough at the beginning isn't that good, people will abuse it for blocking purposes

(I told teini94 about that map, so he may release it on DDrock and you can play it there then.)
.hi._.leute._.gll. | iMTGmember
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