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@2245298 - P9 P7 or Racing minigame |
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@2900565 by Hidudelol I reviewed the mechanism aspect of the map. I'm still waiting for a P5 reviewer to do the art aspect. I think I see your concept here! Judging from the placement of the wood grounds, you want a plane map that lifts off from the ground? You're in luck, as I have unlocked the walktech on one of my previous maps and can now use it to help you! Here's a sample mech I made to allow "lift-off": http://pastebin.com/gjtgSwmA @2905082 by Hidudelol Reclassified to P5 @2905439 by Pedrohenriko Nice use of three-layer building. I think it effectively-enough gets you the caging mechanism you want, but I think there are other ways to make the mech aside from using the system that powers anvil gods. If you don't quite understand what "3-layer-building" you've done, I explained it below: ![]() Please see the contents of the orange box. I highlighted your three circles by giving them a green, yellow, and red border. And there you see a area shaded lavender. That is the area where all three circles overlap. Without the yellow anchor in the lavender-shaded area, the circles would just push each other out of the way. With your anchor, the circles will attach to each other, but that doesn't solve the problem. You see, the current Transformice physics only allows the dynamic grounds to overlap with ONE other dynamic ground or shaman object. The dynamic ground will then "push away" all other grounds and shaman objects. This is what happens on your map. The circle ground in the green highlight pushes out the circle ground in the red highlight, and the push-out triggers when mice touch the structure. This mechanism is quite unstable and I recommend you do something else. Maybe something like this: XML I encourage you to study the mechanism since it's how you learn to replicate it. :D @1848627 by Hunterelite Plenty of room for improvement on this map! ![]() Remember that you're making a P6 map here, not a P7 or P3/P13. As such, the mechanism should be part of the focus of the gameplay, not something just thrown in the map. The treadmill grounds here, I think, are a nice addition to the gameplay. However, they seem to not be as important in the gameplay as is the double corner jump aspect to get around the tramp V. The tramp V in the yellow circle seems unnecessary and just a filler to make the map harder. I recommend instead that you add a sort of ice slide where the mice launched from the treadmill will slide upward into the cheese. The same thing can be said of the ice/water structure in the red circle. I think the map would be better if you did away with it. Did you make your choco diamonds in the blue circle as homage to Mapeditor's old racing maps? I personally think it would be better to put a simple wood ground there, but it's your call. Finally, I keep saying this: 10-width grounds don't look good in a map. It just gives off a feel that the grounds were just thrown into the map, instead of planned out and deliberate. I recommend making these at least 15 to 20 pixels in thickness. |
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@2907480 P7 |
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Arber a dit : ![]() You should probably improve on the start because it's pretty simple and a little boring. The map looks a little confined can you improve on the entire map's appearance? Delete the slightly slanted earth on the left. Orange arrow: Hide behind earth. Black arrow: Hide please. Yellow and blue arrows: Decrease restitution. Purple arrow: Lift it up a bit it isn't aligned. Red arrow: Make it one water ground instead, just remove the protruding earth ground. This is more fit for racing minigame. You must know that P7 maps aren't just hardcore racing maps. |
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@2911262 - P8 Tell me if you don't like the floaty thing. |
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Matsumori a dit : Please post your category. Refer to the first post for format. |
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@2890041 P4 |
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@2729200 - P7 @2860582 - P7 @2773864 - P7 @2723868 - P7 @2735748 - P7 @2718918 - P7 @2707381 - P7 @2608852 - P7 @2539042 - P7 |
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This thread is better than the mapcrew :D But still.. ok no offend mapcrew |
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Arber a dit : True dat! |
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Karimthebest a dit : Lots of work for me and Shadowwinter :c @2729200 The choc and lava on the right, move them so that more is revealed. I can't really see them. Remove the ice on the left of the top right lava. Why would you want to block the mice? Note that this is submitted for P7 so you don't want to make it too difficult. But IMO this is still fit for racing minigame only.. But moving on, try not to make ice with width longer than length. Fat ice isn't pretty. If you want to make say a long ice of width 180 px and length 30 px, i suggest making a 30 WIDTH and 180 LEN ice, and rotate it 90 degrees.. if you get what i mean. Also, you may consider either moving the right side to the left by a bit or expanding it. It looks pretty unbalanced (left and right) because of the big space on the left. But if you're lazy it's ok :3 The few blocks of ice on the right of the hole. Can you line them with chocolate? This map is pretty neat but do improve on the aesthetics. I'm not sure about how others would perceive the lava because you used a quite a few of those. @2860582 I only got the route after a few tries. Ok firstly, remove the tramp hidden under the ice.. it doesn't serve any purpose. Can you widen the spawnbox? I know that will take some edits to align the bounces but it's too crammy and if mice gets stuck there they'll have to wait the entire round. (Which means, don't make that part too difficult.) What many mice (including me) will do it to hit the tramp next to the spawn box, get surprised by its low restitution, and fall to the floor and be puzzled. So i suggest changing that tramp to ice. The two tramps at the side below the hole, it's very confusing for normal mice so i suggest deleting this, and moving the square ice down (make the ice bigger too). The few extra grounds below mice spawn, remove them (including the small ice) or at most leave the chocolate only. If you want to leave the chocolate make sure mice can see it! The two verticle tramps at the bottom, move it up a little bit. If these edits were made I think it would be fine enough. @2773864 Just a note this should be submitted for racing minigame only. It's too difficult for normal mice. Remove the background. The dark background contradicts the dark tramps. I can't see them. The tramp on the right of spawn, increase the restitution. The roof tramp. Remove it. The tramp on the left of the hole, move it left so that mice can see it. The wj tramp, TOO MUCH WJ. CHANGE IT. The floor below cheese, raise it up so that mice can see. The two verticle beams of ice on the left, IMO I'll rather it be choc. More racy. I suggest removing the two bars of chocolate on the top. Aesthetics wise it's pretty good. (except for the two chocs hehe) |
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@1768463 - P13/P3 |
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Karimthebest a dit : Dddin a dit : Oh nooooes ! I guess I better get started. :< I never gets oreos for dis ;; |
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Shadowwinter a dit : I'll do the fourth one? Can you do the rest.. |
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Dddin a dit : Sounds good. |
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@2723868 by Karimthebest All these maps are more of racing minigame ;; So um.. Remove the background. Show the roof. The two slightly slanted ice squares on the right, make normal rotation for the one on the right. The one on the left (for sc) you should make it 45 degrees.. Im not sure but what I know now is that it doesn't look good. Those grounds overlapped below ice, can you reveal them a little bit more. The middle 3 columns of ice, can you remove the gap. Also, improve on the shortcut. I beat myself via the long way :o So the shortcut isn't too drastic. Remove the choc on the left of the sc hole. The sc tramp.. can you make it a 45 degree chocolate? The first tramp part can be edited. Do something like a zigzag tramp.. -----ice----- -----ice----- ---tramp--- Just suggesting. Overall the iceblock feel isn't too well portrayed and you should try another theme instead (merge the ice squares). |
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Dddin a dit : I-.. Eh.. Erm.. I can't think of anyway to improve this map xD Although the gameplay feels Like Cj wj repeat. If i'm correct in P7 maps Walljumping should be kept to a minimum. It does however reward the more skilled mice but I think you should make it a bit more lower skill friendly. By adding chocolate to some of the corner jump spots. ![]() The starting cornerjump for an example, I think chocolate should be put there because you can already jump to it the ground, but at the sametime I feel like it shouldn't because mice that'd corner jump would be alot faster. This is honestly up to you. The next part you go to too get the cheese apart from the cornerjump shortcut, I had a hard time getting back up there with cheese (As you can see I got jump locked on the way xD). It was hard in general anyways. I felt like if chocolate was there skilled mice would be able to make it without having to rely on a perfect bare corner jump, if it's even possible anyways. The next arrow to the far right of the map, I think that ground should just be a chocolate ground in general or you can just "mask" it (have 10 L chocolate with 5 pixels sticking out). I feel like this would lessen the walljump feel of the map by just a bit. And the last brown arrow I feel like that would be a bit more friendly to newer mice if there was a chocolate ground there. That's all I can really think of since the maps already good. |
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@2914294 P7 category, |
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Karimthebest a dit : ![]() The grounds between the red arrows I think you should just make one ground. They don't really serve much of a purpose being like that/at all. It kind of makes the map look less neat. The brown arrows is where I think you should add chocolate. Preferably 20 H 10 L rotated at 45 with 5 pixels sticking out so the tramp is masked. This makes it a bit harder to get cheese, I feel like it was a bit too easy at it's current state. Lastly, I think you should change the background because daylight the ice kind of blends into it and this isn't something you want. Currently I suggest anything other then Full moon (Because ice tends to blend in with the moon), daylight, and Christmas. My suggestions would be dawn or twilight, or no background at all. Karimthebest a dit : Also, this doesn't seem to be one of your maps. So I will not review it, sorry ^^; |
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Monsterrs a dit : Don't listen to her. Issssa a dit : This map is pretty much perfect apart from two little things, the art does not need to be tampered with, its pretty good. ![]() Well, the Yellow arrow Points at the hole, I think you should put that in the top left corner, opposite the cheese. Then mice can use the bubbles to get to the hole. As for the Green Outline I think you should change this background, it does not look very underwatery. Make it a bit lighter? Maybe add some seaweed and stuff etc. since its underwater. (Or am I wrong again? xD) And its pretty much done. Nice map. ![]() Mousechris a dit : Ahh gameplay with 50/50 grounds, a big problem for many art map makers. ![]() Here is what I think you should do, HERE COMES THE HOLY IMAGE. . . . . . Nearly there . . . . ![]() At the moment your map is impossible, I can't even do it. TT ^TT Well, I'm not the best at gameplay but here is something Fxie showed me, I dont know if it works with this. But you see on my kitchen P5 map (@2796541) there is a wooden spoon at the beginning that moves up and down, beleive it or not, that takes only 1 ground and 2 red nails, it doesnt need much at all. ^-^ I think you should do this with the sword somehow, so it moves back and forth, I dont know if it would work, but its one of the biggest ways to make gameplay with as little grounds on your map. What you do it make the long sword bit dynamic and add two red nails on top of eachother at the bottom, if it does not work, ask fxie for halp, because she showed me. ; ; The Red arrow Point at the chiz, never put cheese in a place like that, its super hard for the shaman to build and it will go offscreen probably, I think you should move it to where the Red circle is. If that doesnt work, I have no idea, maybe ask another P5 reviewer on this thread, I am super bad at gameplay most of the time.. ![]() |