Parkour Map Submissions |
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@7687662 fixed |
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@7231473 fixed |
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~ C H E C K P O I N T ~ |
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@7964087 Dernière modification le 1737151320000 |
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@7964207 Dernière modification le 1737431820000 |
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@7964351 @7964879 @7964417 Dernière modification le 1738672440000 |
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@7964087 (changed) @7964112 |
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#Parkour Map Reviews: January 2025 Posts #77 - 87 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 map @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 with your map @code. Accepted (8) Difficulty 1: Anotherbob2#0000 - @7231473 (fixed old map) Sladkoru#5992 - @7963723 Urook#0000 - @7687662 (fixed old map) Difficulty 2: Yinjackson#0000 - @7963766 Zeus#6550 - @7963044 Difficulty 3: Stovedove#0000 - @7943697 Stovedove#0000 - @7963436 Vincentfarm#0000 - @7891599 Rejected (11) Ghibil#8171 - @7962151 - Overall, the map shows great potential to be accepted. However there are big adjustments in terms of map design we would like you to make, in order to make the map more enjoyable and more pleasing in visual aspect. You can see this image of editted version as a reference. - Reduce the use of acid. We think that there are quite a amount of acid that is not necessary, and some acid changing to other ground can facilitate helping more. Especially cp4, where the ceiling and ground both acid makes helping being troublesome. With some edits the obstacles can be kept working while helping being way easier. - It will be more pleasing if you can align the grounds and cheese to create a smooth layout. Also, it would be better if the grounds are more consistent in width, and it would make the map looks more tidy (like using ice ground with mainly 20px and 14px width). Especially acid, with a width of multiple of 40 the texture can be more pretty. - Usually, only use foreground if you need a ground to overlap water. You can align the grounds with water properly to avoid the use of foreground. Except if you are going to combine the pink water between cp3-4 and cp4-5 you may make the acid inbetween a foreground, other ground can avoid being a foreground. - Other than between cp5-6 the image used are not that necessary and you can remove them. Try think as a player and see what you may try if you are new to the map, only adding image to hint them when it's really necessary. - Please turn off the touch collision property of all the grounds. - The cp placement can be more close to the actual start of cp to make retrying easier. - (cp 1) You may give more space for players from the first water lift as it's feeling a bit too strong right now. - (cp 4) You may combine the pink water with the water above. Also please refer to the image of making cp4 more pleasing to help. - (cp 5) The only level using dodue. The dodue makes the map looks a bit too full with the spam use of dodue and hence you may consider replacing it with other cheese + water gameplay. - (cp 6) the getting cheese part is unnecessary. You may edit the cp in this way. The rebounce should be just enough to get to the cheese, and the water can be put a bit away from the top acid. - (cp 7) you may make that tiny water before the bright blue water invisible, and make the bottom of bright blue water align with the ice. - (cp 8) the ending can be less precise by moving the water away from acid a bit. Ledgiic#0000 - @7961942 "- The elements on the map is too overwhelming, the uncommon map setup (strong wind + heavy gravity) cooperating with cheese is already making the players restrict on controls, adding in uncommon gameplay mechanics(modified water, honey / slippery effects) is just too much for the average players. - The map layout can be troublesome because different cps connecting through gaps/openings, and the path is misleading within this map setup. - Make objects static by adding mgoc=-1 on wind or gravity maps. - The whole map is precise, and some are confusing, especially cp5 is too vague and hard to understand. Ledgiic#0000 - @7962989 - We appreciate the new concepts tried in the map, but we think the obstacles demands subtle, hard and uncommon controls, making it difficult to start for the newer players to attempt. You can try making the property of "opposing vertical speed when entering the water" more emphasize and exaggerated in your obstacles, like bouncing downward fast instead of natural falling, and the route of obstacle forms a cool V shape, then players will understand the water more. -(cp 1) It's quite a long water climbing which isn't necessary for learning the water. -(cp 3) It's a introduction of the pink water with cheese, but you start the obstacle with asking players to fall into the purple water and use the rebouncing force to enter pink water, which is unnatural in terms of a learning arc of a player. Please avoid overcomplicating new concepts together, make it one by one. -(cp 5) The setup is confusing and not clear enough to ask players enter the water with cheese when falling and naturally rebouncing up. Also, the ending of jumping over the pink water seems inconsistent. -(cp 7) The jump icon is distracting. I think you can put it at the right side of water. Make a platform on top right acid and make an intervene cp to reduce the unnecessary retrying time. Markoneytor#0000 - @6787475 - Appreciating the use of honey/slippery there. Yet we think that the slippery effect used there is not that significant in gameplay, and they can be easily reassembled without using the slippery effect. - (cp 2) It's not recommended you make the slippery tramp with friction, unless it's a important property you may use in obstacles like requesting players to get slippery effect while being able to jump. In this context it's a simple C shape sliding and it's contradicting with the property of slippery tramp from cp5. - (cp 3) The choco standing is rubbing some speed away from players, it makes the bounce hard to keep consistent in speed. - (cp 4) The last jump is unpredictable and precise. Also the slippery effect of tramp is not that involving. You can just make the sliding wood and the choco between acid to ice. Although there will be a new issue of new possible shortcut from the ice and tramp up cj, but it's now brutally solved by the combination of strong friction choco and acid, which makes helping almost impossible. - (cp 6) The lava above is distracting players to hit it. It should be covered. You should make the lava less z value to make the acid cover the lava btw. The ending is a bit hard to help and it's a bit precise. Nair0bi#3975 - @7754642 The map consists of mainly turnaround, walking, climbing, simple bounce, which is generic and doesn't create unique gameplay. Reses#2305 - @7963013 - (cp 6) It's still hard for players to make quick and accurate control to pass the obstacle, maybe a low-gravity setup can be more pleasing for players. - (cp 8) It is recommended to make the honey ice more bouncy so that players can realise the normal way more easily as now it's weak and players may think it's insignificant. - (cp 10) The marked-red choco can be removed as it misleading players to slide on it, and players can have more chance of realising the honey ice above. - (cp 11) The choco from cp 10 can be used on the marked-black area instead, to lead players the right place to hit and cover the unnecessary part. The length of the bottom chocolate could be increased so that players don’t have to rely on a perfect hit trajectory. - (cp 12) Moving the spawn lower would help ensure that players spawn with the slippery effect. Rioxmaps#3702 - @7962528 - The map has potential but as right now it's too lackluster, short and repetitive in content. You don't need to make the water accelerating that fast and use up spaces that fast. Use the space more wisely with more mechanics cooperating to create variations. Vincentfarm#0000 - @7889166 - Other than Cps 5, 6, 7 the whole map is too precise. - (cp 3) this level is a bit precise and too unclear, perhaps this design would be more cohesive. - (cp 9) if possible, consider covering the unneeded area of the top trampoline, like this for more clearance. Vincentfarm#0000 - @7891602 -The whole map is overly precise. - (cp 5) lag spikes causes the player to hit the lava. Zeus#6550 - @7963040 - It's kinda generic and repetitive. Every up slide will encounter an acid ceiling which I think it maybe a point of this map but it's not enough to make the map special. - Make some cp closer to actual start of obstacle to make retrying easier(cp2,6,7) - We observed some acid use is not that necessary(like cp1 the left acid wall, cp4 the one under tramp, cp6 the 3 acid involved, you can even make the cp6 underneath and turn all mentioned acid to ice instead, the right part is not needed). Please avoid abusing the use of acid and think twice before using them, to make the map more clean in visual and facilitate helping. - (cp 4) It's too precise, and the ending is quite scary for a new player as they don't know the restitution of it and whether it's with friction or not, hence it may give players pressure of doing the cp while the front part being precise. - (cp 6) It's interesting, but maybe a bit too precise now. Doing the turnings perfect will get too fast but doing too slow will fail to jumping enough high, so you may try making the obstacle in larger scale or else to make a wider margin for mistake. - (cp 7) The high ground only gives you an advantage to go left and slide down, and you can make to cp8 with the second bounce tho, but the result speed is just enough to get up to cp8 and the acid above doesn't stop players from excessive speed. So the meaning of the obstacle is questionable. - (cp 8) It's awkward that the best way is just go down and hit the tramp solely and it makes the meaning of the setup questionable. Zeus#6550 - @7963043 - Nice try on foreground gameplays, but due to the hidden concern of trolling we are sorry to not accepting this map. You may think of having a smaller scale foreground gameplay in your later maps, and make the area of foreground just enough for the gameplay. - You can adjust the cp to a place that is comfortable for retrying (cp 5, 7) - For the sake of cp 4 the chocolate gap can be larger. - (cp 4) Please change to an ending that is more gentle, it's repeating the cp5 and it would be tough as an continuation of front part of cp4. - (cp 5,6,8) Too precise, consider making them easier. |
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@7963670 @7964444 |
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@7964060 @7889166 @7891602 |