Exit (Moderate)
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- BannZay
- Posts: 837
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Re: Exit (Moderate)
I`m tryed to start test it one more time
switch 1, down switchoff totally useless, upper can be replaced to tune command - "switch_open 1"
After few mins, i`m leave testing it and just looked on all parts, decide to fully stop it.
Map is very hard to test becouse of many ways, then need spend hours to just get all this combination then u can starting real test, hopefully someone able to do it. (same with playing map after release).
What I think about map is : okay design, but template parts and unreasonable tangled gameplay.
I`m doubt that its enjoyable map.
switch 1, down switchoff totally useless, upper can be replaced to tune command - "switch_open 1"
After few mins, i`m leave testing it and just looked on all parts, decide to fully stop it.
Map is very hard to test becouse of many ways, then need spend hours to just get all this combination then u can starting real test, hopefully someone able to do it. (same with playing map after release).
What I think about map is : okay design, but template parts and unreasonable tangled gameplay.
I`m doubt that its enjoyable map.
- BamBam
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Re: Exit (Moderate)
I think it is enjoyable, but only because of the many ways you can go. I found out it is actually really short, the fastest way being 3-4 minutes or so.
Probably will be released... But any other testers want it to? I like this map.
Probably will be released... But any other testers want it to? I like this map.
i exist
so do you
magic
so do you
magic
- imp
- Posts: 788
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Re: Exit (Moderate)
Yeah downer one is useless but it doesn't really matter. And I think that it's less work for staff just to use the switch deactivate tiles instead of using tune command or whatever you meantBannZay wrote: switch 1, down switchoff totally useless, upper can be replaced to tune command - "switch_open 1"
- BannZay
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Re: Exit (Moderate)
Less work - not mapping at all. Here another question how to do it true. We should respect developers(who dont think like you and trying to make tw better) and players(useless switches which fully useless/could be painless removed shouldnt be on map), see no any problem to spend 10 sec of your time to make this simple improve.imp wrote: it's less work
Also good mapper shouldnt looking for less work.
-
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Re: Exit (Moderate)
Hey,
I found a "bug" just place the shield one tile more left so you can see it without entities:)
And i watched only over the map ...
I found a "bug" just place the shield one tile more left so you can see it without entities:)
And i watched only over the map ...
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- imp
- Posts: 788
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Re: Exit (Moderate)
I meant it's less work for staff when they only get one file (.map) and don't need to do anymore workBannZay wrote:Also good mapper shouldnt looking for less work.imp wrote: it's less work
- hi_leute_gll
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- imp
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Re: Exit (Moderate)
I dunno, but I don't get why it's so important that everything has to be 100% awesome on entities.. just because some "entitiy-nazis" are running around?
- BannZay
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Re: Exit (Moderate)
Becouse most of players play this "mod". This is important subject for me and I`m talked about this with many ppl. And more then 90% of them playing using entities. And, for example, this switches(very bad example, cuse here switches not affect on gameplay much) is the main reason why.imp wrote: I don't get why it's so important that everything has to be 100% awesome on entities..
Dont need overact. Teeworlds developing and every mapper should follow new features improving this way yourself maps. Just dont be bad example for young mappers.imp wrote:everything has to be 100% awesome
- imp
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Re: Exit (Moderate)
So many people use entities but dislike oldschool design or oldschool maps... I don't understand world anymore
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