Oops. I'd sort of been avoiding this thread until I had time to check out some other people's maps and update my own, but since I haven't, I figured I should respond to Freshbite's feedback <3
Freshbite wrote:Cheeseness wrote:I've published three maps so far.
Jump Test (this was my first map. Some of the jump trajectories are too close to the ceiling here at the moment - you're not meant to be able to die until you're on the light bridge)
Solved. It isn't really any problem if you remember to crouch in mid-air.
Cheers. That helps me know how much I need to drop things down by
I've updated this one and lowered all the jump trajectories. I also added in two hidden things :3
Freshbite wrote:Cheeseness wrote:Timing (this is the one I'm most happy with)
Solved. It's really easy though. VIDEO
Oooher, a video :3
It's meant to be a pretty simple map. The challenge (if any) should in this map be in finding a solution rather than execution.
Freshbite wrote:Cheeseness wrote:Tedium (a much larger map, which needs a few fixes to prevent test subjects from creating annoying situations)
It appeared to break for me. Every time I play, two of the laser-cubes stack onto each other in one of the vents... It's weird. I can't get out either of them. Resetting the vent doesn't work either. They just... float there.
Woah, that is weird. That's never happened to me. I've updated it with redesigned drop chambers and adjusted lifts (so that you can't fall down their shafts anymore). It feels heaps more polished now
I played Sed's "escape v2", and found it to be enjoyable, making use of a variety of techniques.
I played SteelRaven7's "In Phase" as well. It was nicely challenging, though pretty unforgiving in certain spots (if you've painted too much red, it's impossible to drop down onto the faith plate, requiring a restart of the map).
Can't wait to check out some of the other maps in this thread