Parkour Map Submissions |
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@7965164 |
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@7965304 |
![]() ![]() « Citoyen » 1739723520000
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~ C H E C K P O I N T ~ |
![]() ![]() « Citoyen » 1739733540000
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@7911976 finally finidh edits :)) Dernière modification le 1741126860000 |
![]() ![]() « Citoyen » 1739858520000
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@7965468 |
![]() ![]() « Citoyen » 1740397740000
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@7966143 @7966029 @7966144 - (Fixed @7964351) Dernière modification le 1741620780000 |
![]() ![]() « Citoyen » 1740527280000
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@7962151 - edited |
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#parkour Map Reviews: February 2024 Posts #89 - 102 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 (3) Difficulty 2: Rioxmaps#3702 - @7964207 Difficulty 3: Urook#0000 - @7963670 Vincentfarm#0000 - @7891602 Almost There (6) Jinta#1642 - @7964090 - (cp 1) consider adding the upper lava restitution for a bit. - (cp 8) There are quite a lot of factor makes the obstacle inconsistent: i. the sliding and bouncing makes the outcoming velocity inconsistent. ii. the water is too high and too close making the players to have a great chance to fail gaining back the jump. iii. The tramp at the roof is too close making the players to have a great chance to fail gaining back the jump. You should edit it to make this cp more consistent. Relaxbir2#3456 - @7964351 - (cp 3) You can spice the cp up a bit by making the honey 0 friction and adding some restitution, asking players to do cj and rebounce back to bring back the honey effect. The honey effect duration can be a bit longer. - (cp 4) You may put the honey at the ceiling instead like this, to make the cp more continuous and create meaningful challenge. Be make sure don't let the top info bar(20 pixel) blocked the honey. - (cp 6) the flow of this cp is bad and retrying would be annoying. I suggest you can change the upper acid into tramp and continue something like this, the tramp serves cp5 with similar functionality and can smoothly transit to next obstacle. BTW the acids right next to the tramp can be merge together to save a ground. - (cp 7) one direct corner jump to the leftmost water is possible, making the tramp below cp less meaningful. Please fix it. - (cp 8) The cheese just limit players from getting high lifting speed and the fact of the tramp having friction is a bit abrupt and break the obstacles into 2 parts. You may consider reworking it, remove the cheese there and ask players to use the excessive speed there. Reses#2305 - @7965164 - (cp 5) As the honey ice above will blockage players from falling higher and distract players from understanding the cp, it's suggested to move the honey ice higher like this, you may also consider edit cp 9 like in the image. You may change the honey ice to acid there to emphasize players to not touching it, or you may also consider adding a slippery effect icon(x_transformice/x_divers/icone_glace.png) to hint players. - (cp 6) It's suggested you can adjust the grounds and cp position in this way to facilitate easy retrying and good guiding. Vincentfarm#0000 - @7889166 - (cp 1) the level is still too precise for a start, maybe a design like this could ease the difficulty. - (cp 3) this level is still unclear, perhaps this design would be more cohesive. Vincentfarm#0000 - @7964060 - (cp 7) increase the water length by 2 pixels. Yinjackson#0000 - @7964092 - (cp 1) The beginning requires rebouncing at the beginning which cause trouble for the newer players to figure. The start can be a bit more obvious. Either you can make it more direct like this, or adding a water to lead players to a higher and further reach of trampoline like this. - (cp 2) shortcut is still possible You may consider editing the cp in this way. Rejected (9) Jaw#9368 - @7964023 - Appreicate the use of size. But I think the size gameplay are not special enough. The map is overshadowed by other uncommon concepts like sticky grounds and slippery/honey effects, modified waters. - Small size cps are just for players going through small gaps, and I think the use is too shallow. Although the idea of cheese only able to taken with small size is quite interesting and you may reuse it next time. - Large size cps are too normal. cp6 overall it's just a cj and ta. cp9 is more about ducking timing, and it's not much about the size gameplay now. - some cp (cp 5, 7, 10) are walking and it kills the flow so much. Jinta#1642 - @7964238 - It's great til cp6. But afterward the cps are too breaking flow, and the ending causes shortcut and it should be changed. You may consider continue the map in this way, with a large bounce and going downward to quickly use up the space inbetween there. - Lower the lava restitution by one to prevent glitches (9999->9998) Nair0bi#3975 - @7964112 - dodue is not necessary. - some good momentum gameplay (cp1,5,6 front part), but the space organization is bad, a lot of space is wasted by the gap between actual obstacle and cp. - Most cp are filler, like cp2, 3, 4. - (cp 1) Good idea but it used up so many space. - (cp 3)Unnecessary long and repetitive with a waste time distance from the actual start. - (cp 5) needs to be a bit more clear about the spot you're supposed jump and bounce out of the trampoline. Nair0bi#3975 - @7964087 - The dodue is not necessary in the gameplay, it just make jump delayed and uncomfortable. - please make the acid more visible - the core of the gameplay is still walking and generic, the bouncing cp (5,7) is random and doesn't make much sense. - slippery gameplays are too straightforward and not significant to the gameplay. - (cp 3) the downward blindness is not making sense here. The acid can be avoid only by trial and error and remembering the hole position. - (cp 4) you can just lava grip and go on lava. Relaxbir2#3456 - @7964417 - Overall the map is too generic with a lot of filler-like bouncing cps. Also, please use the space more effectively and avoid leaving the centre underdeveloped. - (cp 5) The tramp should be more visible. There is shortcut. - (cp 6) The bottom corner of tramp is not covered and it cause shortcut. - (cp 10) it's precise and time consuming for retrying and it can be annoying. - (cp 11) could be an interesting idea. Relaxbir2#3456 - @7964390 - The honey/slippery effect cps are too messy and lack good guidance and resolution, causing a lot of confusion. - the ending is so anti-climatic, please change it. Reses#2305 - @7965304 It's too repetitive with a lot of walking and jumping. Low grav maneveurs is a ok topic but you can make it more spicy. Rioxmaps#3702 - @7964141 - The back and forth bouncing is too repetitive without creating enough variation and it's feeling a bit empty. You should make the content richer. - (cp 5) A bit vague, but first of all you should make the two water continuous so players won't stuck inbetween. Urook#0000 - @7964444 It's a pretty cool map, but we are afraid this map doesn't fit the environment of parkour. Most of the players are not capable for maintaining good momentum control within a long sequence of bouncing. And cp2 is beyond another level of introducing cheese + water combo at the end there. |
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@7964090 - edited |
![]() ![]() « Citoyen » 1742186100000
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~ C H E C K P O I N T ~ |
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@7966875 |
![]() ![]() « Citoyen » 1744328280000
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@7964943 @7966979 |
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@7967541 |