Parkour Map Submissions |
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swag lindo Dernière modification le 1698892380000 |
Jasseh « Censeur » 1698844920000
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@7705014 - edit |
Xdapoloxd « Censeur » 1698880980000
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@7874166 - edited @7848124 @7831193 |
Benevolente « Citoyen » 1699054320000
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@7922358 |
Antoni0 « Citoyen » 1699173780000
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@7923030 |
Currint « Censeur » 1699204260000
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@6661153 @6661180 - edited (less laggy) Dernière modification le 1699221840000 |
Eliyahu1 « Citoyen » 1699206660000
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@7944343 |
K4rambaa « Citoyen » 1699220520000
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@7929386 @7928425 Dernière modification le 1699225320000 |
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@7942702 |
Chocojell « Citoyen » 1699676100000
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@7944594 |
Stovedove « Citoyen » 1699861920000
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@7944603 |
Anotherbob2 « Citoyen » 1699944360000
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@7320074 @7322660 |
Widabapo « Citoyen » 1699969140000
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@7432401 @7437453 @7440661 |
Stovedove « Citoyen » 1699995360000
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@7944761 |
Chocojell « Citoyen » 1700103720000
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~ c h e c k p o i n t ~ |
Lesharingan « Citoyen » 1700667300000
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@7939745 @7945199 @7945251 |
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@7792891- Updated submitted ages ago, but made minor adjustments and wanted to try again… I know the last checkpoint is VERY timing based, and I think that was part of my issue the first time I submitted… I need to make another minor adjustment, and I’ll try to get that done before the map reviews |
Benevolente « Citoyen » 1700835540000
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Air a dit : Hello! Right now all maps submitted we perm 42, so If you're looking for a starting feedback, need help designing any cp(s), or just feel overall unsure, you can contact in game any member from the review team and ask for their opinion, or else you can message an advice request in our discord server (#maps-advice) and possibly get advice from both the team and active players. |
Ssssharon « Citoyen » 1701023280000
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@7945195 |
Chocojell « Citoyen » 1701399960000
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#parkour Map Reviews: November 2023 Posts #759 - #774 Reminder: Players are only allowed to submit a maximum of 3 maps per review period. if you would like to suggest a map for removal, join the #Parkour Discord server and send a message in the channel #remove-maps with the code, author, and the reason why you believe it should be removed. If you would like advice from Mappers, send a message in #map-advice. Approved (4) Anotherbob2#0000 - @7322660 Benevolente#3520 - @7922358 Stovedove#0000 - @7944603 Stovedove#0000 - @7944761 Almost There (5) Anotherbob2#0000 - @7320074 - (Cp 3) The arrows are often misleading, consider removing them and place an indicator here. It's also possible to go through the cheese by either using the “X bug” or matching the middle of the cheese hitbox (they are only 40 pixels away). - (Cp 4) Add indicators to make it less confusing. It's also possible to do it like this, it's up to you whether to change it. - (Cp 6) Can be done like this, players often go for this this way over the intended one, so consider blocking it. This lava is also not too reliable as sometimes you bounce back upwards. Jasseh#0000 - @7705014 - (Cp 3) As the only purpose of this water is to get you to the next level, increase its height by 2 pixels at the top. Katmok#0000 - @7687300 - The aesthetics of the map were much better before the change to minimalism, moreover, the misalignment of grounds is very prominent here and here. - (Cp 3) Consider changing this area into something like this. - (Cp 4) Too inconsistent due to the unpredictability of this trampoline strength and the fact that the slide doesn't line up. - (Cp 5) Sometimes players don't die by hitting the acid grounds due to the rectangles above having collisions with mice. - (Cp 7) If possible, consider lowering the amount of wall-jumps needed to complete the level, as it feels unnecessarily long. Consider covering this water with foreground. Shortcut. Xdapoloxd#0000 - @7848124 - (Cp 1) Too precise, players could feel discouraged to continue the map as it's their first impression. - (Cp 5) Add friction on the lava so you can't grip and walk on it. - (Cp 7) Feels inconsistent as often the trampoline won't give you enough speed for reaching the chocolate. If possible, make helping easier, or else consider lowering the difficulty of the whole level, such as by making this gap wider. Also, remove the extra yellow nail on top of the chair. Xdapoloxd#0000 - @7831193 - (Cp 1) Too specific and precise, without any sort of guidance, and can make players feel discouraged to continue the map as it's their first impression. - (Cp 3) Too precise, consider stretching down both the lava and the trampoline so there's more time to react. Another option is to do something like this. - (Cp 4) Change the color of the water when it has different properties. - (Cp 6) At the start of the level make it not as inconsistent to get the proper speed from the top trampoline. Moreover, there are 2 different ways of completing it, it's up to you whether to change this. - (Cp 7) Block this wood with ice or align it properly. You need an arrow or indicator for hitting the trampoline. - (Cp 8) Remove the yellow nail on top of the chair. Rejected (12) Antoni0#8587 - @7923030 - Avoid repeating gameplay as most of the obstacles seem too much alike and therefore may confuse players about the properties of different water grounds. Also, consider changing the width of the acid grounds to multiples of 40 so they look like this instead of this. - (Cp 3) Feels inconsistent as you need a very specific way of corner jumping to not hit the ice wall while keeping your momentum. Lower the top of this ice just enough so it won't bump on your way. Unless it's intended, consider adding stop to the spawn so you can't complete it like this. - (Cp 4) Inconsistent as you get different heights each time you jump into the the water and bounce off the trampoline. - (Cp 5) The up and regular corner-jumps don't add anything to the level other than being frustrating, they could be replaced by 45 degrees ice slopes or be scrapped out of the level entirely. - (Cp 5) Following this level, the space of the map was not well used, as the main obstacles (inside the red rectangles) are all grouped in small sessions while the larger areas are left without any content (blue lines). - (Cp 6) Is a copy of Cp 6 from @7922358. - (Cp 8) Has afk death and is basically the second middle of the first level. Chocojell#0000 - @7944594 - The space used for the top is disproportionately small compared to the bottom, if possible lower the height of the bottom obstacles so there's more space left to be used. - (Cp 1) Remove the huge acid on the right as it doesn't look good and there's no real purpose. - (Cp 3) If possible, make openings or lower the number of acid used in this level so players can be helped. - (Cp 4) Lower the top trampoline restitution so there's no way of completing the obstacle without hitting the second trampoline. - (Cp 5) Too precise, with addition of the ips drops by playing in public rooms and the movement of the screen, the checkpoint could become inconsistent. - (Cp 7) Hard to help, the bottom acid could be changed to chocolate and it wouldn't change the level. Currint#0000 - @6661153 - Though this map follows a distinct concept of precise moves in tight spaces, the obstacles themselves are still too basic and don't add much in terms of new gameplay. - (Cp 1) Remove the arrow as it has no real purpose and causes ips drops due to the use of viprins. - (Cp 4) Increase the water 5 pixels left so it's easier to avoid the first cheese in such a small space. - (Cp 5) As the level is too long, increase the size of this ice slope so missing it is not too annoying. - (Cp 8) Make the wood slope more noticeable and have an indicator so it is not a blind jump. Currint#0000 - @6661180 - Though the previous critiques are now met, the fixes should have been applied within 1 year of the removal date considering parkour map requirements and context changed so much from 3 years ago. Therefore, to keep up-to-date with the current map review standards, this will not be added back to the rotation as other than Cp 6, everything else lacks unique gameplay. Eliyahu1#7334 - @7944343 - The entire map lacks creative content with generic and basic obstacles. It also does not use the space well, leaving too many empty gaps. Ghost#6398 - @7942702 - The overall map is too short, half of it consists of just basic bounces/lava teleports (Cps 3, 5, 6). The introduction of modified water added a lot to this map, but was also done too straightforwardly. If you could incorporate more interactions from this mechanic for the mentioned levels, the whole gameplay would be much more meaningful. - (Cp 5) Instead of an arrow made from lines, try using images or sparring grounds so the ips drops from viprin's won't make some obstacles inconsistent. - (Cp 6) Add the stop tag here so it's not possible to complete Cps 5 and 6 at once like this. K4rambaa#0000 - @7929386 - The overall map lacks creative content. The space was not well used as the obstacles flow in a weird shape and some checkpoints were placed too high, causing them to be covered by the information bar. Moreover, the obstacles can be too precise and not friendly nor fun for the majority of the players. - (Cp 4) This level could be an interesting idea if it actually made use of its unique design. K4rambaa#0000 - @7928425 - The overall map lacks creative content and is very precise. For the sake of consistency, do not use the same/similar colors for grounds with different properties (ie. you have used the same dark brown color for both wood and chocolate properties), also try to align the colors to the original non-minimalist grounds as much as possible. Widabapo#0511 - @7432401 - Though not required, you could make more interactions with dodue, making the entire gameplay much more meaningful through an underused mechanic (right now, only Cp 4 uses it). Also consider giving more space among the obstacles on the left side of the map. - (Cp 1) Has two different ways and only one of them should be used. If the first way is intended, it should be made more clear by reducing the width of the water. If the second way is intended, it should be made less precise, consider making the first part like this so it can be a fluid motion. - (Cp 4) Add a downward indicator. - (Cp 5) Has two different ways; but none are shortcuts, so it can be left as is. - (Cp 6) Lower the speed of the lava so players won't get dizzy from the quick movement of the screen. - (Cp 7) Too inconsistent, make it easier to line up after hitting the trampoline. - (Cp 8) Consider reworking the obstacle so it can be completed by sliding directly over the ice ramp without the need to jump first, as this extra step does not add anything other than being confusing for players. Also, make it easier to line up from bouncing the top trampoline to the bottom. Consider covering up this acid corner entirely with the trampoline. Widabapo#0511 - @7437453 - Too many levels are generic (1, 3, 4, 6 and 7), and the constant need to hit the trampolines upward is too repetitive. - (Cp 1) It's too automatic. - (Cp 3) Remove the unnecessary cheese and put it on the Cp spawn instead. - (Cp 5) Add an arrow so players know to reuse the Cp 4 obstacle. Another way is by using the speed from the right trampoline to do a turnaround on this sand. - (Cp 8) Too inconsistent as the momentum from the trampoline has complete control over your trajectory. Consider relocating the spawn to here. Widabapo#0511 - @7440661 - The map starts with a good base, however from Cp 3 onwards it's not unique enough from basic bounces. Also, remove collision with objects from this ground. - (Cp 1) Is too inconsistent. Xdapoloxd#0000 - @7874166 - If possible, add more elements to make all obstacles feel more distinctive as it feels generic at the moment. An example would be merging Cp 8 and 9 so you actually need the speed to complete it. - (Cp 1) Rework the whole level as it's too confusing and there are many different ways of completing it: method 1; method 2 where getting the maximum speed from the trampoline is too inconsistent; method 3 where you'll too frequent get jump-locked by the water. - (Cp 8) Lava needs friction so you can't grip it nor survive being launched. Removed (1) Uhuge#0000 - @7893169 - The map lacks creative gameplay with many alternative paths and the grounds are poorly aligned. Dernière modification le 1701400440000 |