Page 1 of 2

Mystery Compound by BlaGK

Posted: Wed Aug 06, 2014 11:11 am
by BlaGK
Hi there :D. I build a map. Tested it myself & with some friends already so there shouldn't be too many bugs etc. So yeah. If there are any suggestions to change a part because of reasons, go ahead & tell me! If not, go ahead & tell me :D
Difficulty should be around a high moderate maybe? Dunno.
Feel free to leave a comment of any kind.
MysteryCompound.map
(395.71 KiB) Downloaded 124 times

Re: Mystery Compound by BlaGK

Posted: Wed Aug 06, 2014 1:35 pm
by Ante
ok EryX and I made a testrun and here are the results:
- Tele 2: you don't need the hookthrough to go to the other side before getting the dummy out; the tele is kind of confusing because you wouldn't think that you'd need to jump in there without turning entities on
- Tele 12: i don't think this part works as you intended, there is a cut at the beginning and in the middle
- Tele 13: there is a hookthrough bug at the beginning, but i would not know how to fix it. It's DDRace related and not your fault
- Tele 14: you didn't mark a hookthrough tile at a place where you can hook through the wall; you can cut a bit here with putting the dummy on the edge of a tile and hooking him later
- Tele 29: use the red tele tiles to cut hook
- Tele 15: you don't need that hookthrough wall
- Tele 20: you can cut by placing the dummy on the edge and hooking from the right
- Tele 23: you don't need the laser

Conclusion: It is a good map. Allmost all parts are pure dragparts, meaning that one player plays while the other does not have to do anything. That can be boring for some players. You mapped some creative parts using a few new or merely used ideas. Fix the cuts.

- Ante.

Re: Mystery Compound by BlaGK

Posted: Wed Aug 06, 2014 2:07 pm
by BlaGK
Sure! I'll fix the cuts. Thx for testing ^^, but can you explain tele 12 a bit more? The Rest is clear ^^

Re: Mystery Compound by BlaGK

Posted: Wed Aug 06, 2014 2:47 pm
by Ama
screenshot_2014-08-06_14-35-54.png
screenshot_2014-08-06_14-35-54.png (215.04 KiB) Viewed 3005 times

Re: Mystery Compound by BlaGK

Posted: Thu Aug 07, 2014 9:30 am
by BlaGK
well fixed the most.
MysteryCompound.map
(395.87 KiB) Downloaded 118 times
Ama: how did I miss that cut :0, well fixed now.

Ante:
Tele 2: Changed a bit so the player has to use the dummy.
Tele 12: still don't know the cut at the beginning, I think the one you mean in the middle IS intended. (I have no problems if there are more ways to do a part ;p)
Tele 13: yeah, it sucks :s
Tele 14: Well the cut isn't really much of a cut. Maybe fixed the hooktrough wall.
Tele 29: swapped them ^^
Tele 15: for the people who know about it :3 (see tele12)
Tele 20: I think I fixed it.
Tele 23: Hopefully changed it so you need it.

I do know about it, that it can be a bit boring. I just started mapping and lost myself in it ^^

Re: Mystery Compound by BlaGK

Posted: Thu Aug 07, 2014 1:29 pm
by Gridwyn
I love this map :D:D

Re: Mystery Compound by BlaGK

Posted: Thu Aug 07, 2014 1:56 pm
by BlaGK
Oh yeah, thanks! I build some of these to be sure hooktrough is working. They are weird sometimes if you try to hook with an angle of <45°. About the first one: it was intention having no deep again. To be able to just let him fall there is way more relaxing ^^. Good Idea though.
MysteryCompound.map
(395.88 KiB) Downloaded 119 times
Damn, wouldn't have thought I'd be fixing this so often again :p
Thx for testing Gridwyn ^^

Re: Mystery Compound by BlaGK

Posted: Thu Aug 07, 2014 2:00 pm
by Gridwyn
Pls made 10000000000000000000 maps like this :D

Re: Mystery Compound by BlaGK

Posted: Thu Aug 07, 2014 2:07 pm
by deen
Thanks for the quick testing guys! Released

Re: Mystery Compound by BlaGK

Posted: Thu Aug 07, 2014 6:20 pm
by Bibi
I just checked the map and i found one cut. It's really small cut, but you know.. :lol: Image