[Moderate] NiggoDrag by Bossk

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Bossk
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[Moderate] NiggoDrag by Bossk

Post by Bossk »

2 Tune zones included :D
Attachments
NiggoDrag.cfg
for tune zones :)
(356 Bytes) Downloaded 154 times
NiggoDrag.map
(420.81 KiB) Downloaded 152 times
SBL
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Re: [Moderate] NiggoDrag by Bossk

Post by SBL »

Maple and me tested that map and found some bugs.
Bug1.png
Bug1.png (845.61 KiB) Viewed 4472 times
Looks ugly.
Bug2.png
Bug2.png (646.63 KiB) Viewed 4472 times
Freeze-tiles to much.
Bug3.png
Bug3.png (767.26 KiB) Viewed 4472 times
Hookable marked but unhookable.
Bug4.png
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Difference between unhookable and hook-through is a bit weak i think.
Bug5.png
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Hook-through doesnt work with this angle, even it is wierd to hook like that in this stage.
Bug6.png
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Useless unfreeze.
Bug7.png
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You can hook through that unhookable blocks.
Bug8.png
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The hook-through-blocks are not even needed because the tee on the right has grenade from the last stage and can just grenade up.
Bug9.png
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Looks super ugly. :)
Bug10.png
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Red marked part is useless, you can just get the shotgun the way i marked it with blue-arrows.
Bug11.png
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Teleporter not marked.
Bug12.png
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You can just hammer the deep-tee into that red-marked checkpoint, let him fall down and he will spawn on top in the blue mark.
Bug13.png
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You can just drag him up, maybe no-hook on the left side?
Bug14.png
Bug14.png (1.08 MiB) Viewed 4472 times
Doesnt work like you wish, i guess.
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imp
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Re: [Moderate] NiggoDrag by Bossk

Post by imp »

SBL wrote: Difference between unhookable and hook-through is a bit weak i think.
Hm, what about no? ^^
SBL wrote: You can just drag him up, maybe no-hook on the left side?
Enough people aren't able to drag in such a way. I think parts should be sometimes doable in more ways than only 1. This makes them more interesting and the players can experience different ways how parts or problems can be done/solved which leads to train a wide(r) range of their skills, especially to beginners.
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Bossk
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Re: [Moderate] NiggoDrag by Bossk

Post by Bossk »

I changed one whole part like you can see on the image.
LQa3PPt.png
LQa3PPt.png (302.77 KiB) Viewed 4450 times
The others bugs should be fixed aswell, but it would be better if you take a look at them again :D
Doesnt work like you wish, i guess.
What do you mean? It does what it is supposed to.
If you mean the turret, that stuff is just if your stuck on the corner. I know it can be solved easier but I wanted something cool :lol:
Attachments
NiggoDrag.map
(353.67 KiB) Downloaded 139 times
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Bossk
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Re: [Moderate] NiggoDrag by Bossk

Post by Bossk »

Well it rly didnt work, the turret... now fixed ^^ and the Bossk figure is now in an original tee size ;)
Attachments
NiggoDrag.map
(363.48 KiB) Downloaded 135 times
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MrAppendixX
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Re: [Moderate] NiggoDrag by Bossk

Post by MrAppendixX »

No.1::
This line needs to be deleted since it affects Number 5
1screenshot_2014-05-12_15-38-00.png
1screenshot_2014-05-12_15-38-00.png (471.36 KiB) Viewed 4418 times
No.2::
Another unnecessary freezetile
2screenshot_2014-05-12_14-22-35.png
2screenshot_2014-05-12_14-22-35.png (405.7 KiB) Viewed 4418 times
No.3::
The unfreezetiles here are not necessary since its easy to pick the dummy up from the right. Also please reposition the shield since there is no unsolo, i would suggest it above them.
3screenshot_2014-05-12_14-33-09.png
3screenshot_2014-05-12_14-33-09.png (575.82 KiB) Viewed 4418 times
No.4::
i think you forgot the no hook :)
4screenshot_2014-05-12_14-36-56.png
4screenshot_2014-05-12_14-36-56.png (621.57 KiB) Viewed 4418 times
No.5::
If someone crosses the "start" (its still NF) as seen on Number 1 it turns off the laserdoors here.
5screenshot_2014-05-12_15-14-03.png
5screenshot_2014-05-12_15-14-03.png (274.56 KiB) Viewed 4418 times
No.6::
You accidently swapped this tiles with those in Number 7
6screenshot_2014-05-12_15-28-28.png
6screenshot_2014-05-12_15-28-28.png (467.76 KiB) Viewed 4418 times
No.7::
no coming through the next drag part if this tiles are placed this way :D
7screenshot_2014-05-12_15-28-35.png
7screenshot_2014-05-12_15-28-35.png (501.42 KiB) Viewed 4418 times
Been on this map for a few days now and Saavik told me that you obviously used HD walltiles,which cause a problem, if someone hasn't turned on High Details.


MfG AppdX
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MrAppendixX
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Re: [Moderate] NiggoDrag by Bossk

Post by MrAppendixX »

I forgot this one (pic brutally stolen from SBL)

Should be a turn off switch there too, since when failed, the laser still shoots when you try to get up again. It's nothing big, but annoying
Bug14.png
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Bossk
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Re: [Moderate] NiggoDrag by Bossk

Post by Bossk »

No 1:
I switched the number of the laser you see in No. 5, accidently took it twice :shock:

No 2:
freeze tile deleted

No 3:
I had another idea behind that but nevermind i deleted them :lol:
Secondly, i didn't move the shield, but placed him in front layer instead of game layer, so a unsolo entitie could be added on it ;)

No 4:
Ye, i forgot the unhook :roll:

No 7:
Big mistake, sorry for that lol
There also belongs hook and unhook both on top and down there. The problem was that i made the unfreeze layer unfreeze and the nohook was in game layer instead of front, so it got overwritten by unfreeze tiles :x

And i made wall and freeze layers low detail, so the map can be played on slower computers ;)
Attachments
NiggoDrag.map
(363.5 KiB) Downloaded 137 times
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MrAppendixX
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Re: [Moderate] NiggoDrag by Bossk

Post by MrAppendixX »

still possible to hook there
Attachments
1screenshot_2014-05-13_21-47-42.png
1screenshot_2014-05-13_21-47-42.png (600.66 KiB) Viewed 4391 times
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Bossk
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Re: [Moderate] NiggoDrag by Bossk

Post by Bossk »

fixed
Attachments
NiggoDrag.map
(363.5 KiB) Downloaded 130 times
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