nullptr by Shishigami [Moderate]

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Shishigami
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nullptr by Shishigami [Moderate]

Post 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 :)
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nullptr.map
(803.43 KiB) Downloaded 122 times
Last edited by Shishigami on Wed Jul 12, 2017 9:55 am, edited 11 times in total.
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Shishigami
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Re: nullptr by Shishigami [Moderate]

Post 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:
SpoilerShow
  • 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
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nullptr.map
(803.47 KiB) Downloaded 119 times
Last edited by Shishigami on Tue Mar 21, 2017 10:38 am, edited 2 times in total.
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Im 'corneum
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Re: nullptr by Shishigami [Moderate]

Post by Im 'corneum »

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:
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screenshot_2017-03-20_21-36-28.png
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screenshot_2017-03-20_21-39-21.png
screenshot_2017-03-20_21-39-21.png (349.76 KiB) Viewed 4873 times
reply to this post or your mom will die in her sleep tonight
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Shishigami
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Re: nullptr by Shishigami [Moderate]

Post 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:
SpoilerShow
Image
Do you have any idea howto fix that?

// EDIT: I edited the generic_unhookable.png so it doesn't have those gaps:
Last edited by Shishigami on Fri Mar 24, 2017 10:40 am, edited 2 times in total.
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Welf
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Re: nullptr by Shishigami [Moderate]

Post 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.
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Shishigami
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Re: nullptr by Shishigami [Moderate]

Post 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 ;)
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nullptr.map
(771.46 KiB) Downloaded 117 times
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VipeR
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Re: nullptr by Shishigami [Moderate]

Post by VipeR »

Nice map! Its a bit unbalanced imo Mod 4* parts up to Brutal 2*. But overall Brutal 1* should fit
some cuts and bugs:
SpoilerShow
screenshot_2017-03-21_11-54-40.png
screenshot_2017-03-21_11-54-40.png (245.53 KiB) Viewed 4807 times
screenshot_2017-03-21_11-53-58.png
screenshot_2017-03-21_11-53-58.png (352.71 KiB) Viewed 4807 times
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screenshot_2017-03-21_11-52-52.png (349.81 KiB) Viewed 4807 times
screenshot_2017-03-21_11-42-34.png
screenshot_2017-03-21_11-42-34.png (283.64 KiB) Viewed 4807 times
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Shishigami
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Re: nullptr by Shishigami [Moderate]

Post 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:
SpoilerShow
Image
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
SpoilerShow
Image
Last edited by Shishigami on Tue Mar 21, 2017 10:39 pm, edited 1 time in total.
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Shishigami
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Re: nullptr by Shishigami [Moderate]

Post 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
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Shishigami
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Re: nullptr by Shishigami [Moderate]

Post 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
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