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Re: Run Free by fikmesån [Moderate]

Posted: Tue Apr 17, 2018 1:00 am
by fikmesån
Fixed some bugs.

Re: Run Free by fikmesån [Moderate]

Posted: Wed Apr 25, 2018 6:07 pm
by fikmesån
Fixed design bug...

Re: Run Free by fikmesån [Moderate]

Posted: Thu Apr 26, 2018 8:33 pm
by Oblique.
Pretty decent map.
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9: Bushes and doodads should be High Detail.

Re: Run Free by fikmesån [Moderate]

Posted: Thu May 03, 2018 12:37 am
by jao
We decided to approve the map. In addition to Oblique's suggestions, there a few other things to improve on. Will get back to that later.

Re: Run Free by fikmesån [Moderate]

Posted: Wed May 09, 2018 2:14 am
by jao
TestShow
1. Unsolo shouldn't be after start and there should be a bigger area before the startline where you can wait for your teammate. It would work to mirror the filter: Starting in solo and getting unsolo where the current solo is. However, since it's a team-forced map I don't see a reason for have a filter at all.
2. Black: There should be another block so that you can run into the hole. (I know you can jump against the wall above but running into the hole works too, sometimes. Faster but random ways are annoying for speedrunning. Also, it's the most obvious way.)<br />Red: There should be another stopper so that you can jump straight up into the hole (for better flow).
2. Black: There should be another block so that you can run into the hole. (I know you can jump against the wall above but running into the hole works too, sometimes. Faster but random ways are annoying for speedrunning. Also, it's the most obvious way.)
Red: There should be another stopper so that you can jump straight up into the hole (for better flow).
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3. Red: You can swing the dummy like this and skip going to the right first.<br />Yellow: You don't need to use this platform when going back left.
3. Red: You can swing the dummy like this and skip going to the right first.
Yellow: You don't need to use this platform when going back left.
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4. It would be cooler if your partner would have to hook you up tolaser through the freeze instead of simply using the red marked hook.
4. It would be cooler if your partner would have to hook you up tolaser through the freeze instead of simply using the red marked hook.
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5. Red: This should be hookthrough to allow hooking the dummy properly.<br />Tele 8 part feels a bit too hard, Im 'corneum suggested to add walljump in the yellow marked area. Alternatively you could adjust the blue marked platform hight.
5. Red: This should be hookthrough to allow hooking the dummy properly.
Tele 8 part feels a bit too hard, Im 'corneum suggested to add walljump in the yellow marked area. Alternatively you could adjust the blue marked platform hight.
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6. Red: This is somehow too tight, annoying for speedruns and generally kinda unnecessary.<br />Yellow: Often you jump over the unfreeze or get frozen again after hitting it.<br />Green: You can tower here to skip the following parts. (Not as hard as it seems.)
6. Red: This is somehow too tight, annoying for speedruns and generally kinda unnecessary.
Yellow: Often you jump over the unfreeze or get frozen again after hitting it.
Green: You can tower here to skip the following parts. (Not as hard as it seems.)
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7. Better looking and understandable design for one-way-hookthrough.
7. Better looking and understandable design for one-way-hookthrough.
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8. You should add mirrored grass under unhooks (left side) to get rid of those ugly gaps between unhooks.
8. You should add mirrored grass under unhooks (left side) to get rid of those ugly gaps between unhooks.
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9. Last parts (after undeep) seem kinda lazy made and not thought through. It's okay to have something "easy" at the end, but especially in such a short map I expect something made with more effort :roll:

Re: Run Free by fikmesån [Moderate]

Posted: Wed May 23, 2018 3:38 pm
by Themix
I just ran the map through and had fun playing it, nice, short, enjoyable moderate map. Some changes could make map batter and more smooth but not every little thing is that important. The most important thing is to avoid unwanted by mapper cheats.

Re: Run Free by fikmesån [Moderate]

Posted: Wed May 23, 2018 5:56 pm
by Silex
Themix wrote: Wed May 23, 2018 3:38 pm I just ran the map through and had fun playing it, nice, short, enjoyable moderate map. Some changes could make map batter and more smooth but not every little thing is that important. The most important thing is to avoid unwanted by mapper cheats.
Nudes 4 positive critism?

Re: Run Free by fikmesån [Moderate]

Posted: Mon Jun 04, 2018 3:40 pm
by fikmesån
Fixed cheatable part.

Re: Run Free by fikmesån [Moderate]

Posted: Mon Jun 18, 2018 5:12 pm
by triki
1. i think need hammer dummy from up and thats mistake and i cant go back.
2. useless door.
SpoilerShow
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Re: Run Free by fikmesån [Moderate]

Posted: Mon Aug 06, 2018 12:13 pm
by jao
[release=★★★✰✰; Moderate]Run Free; fikmesån[/release]