| Parkour Map Submissions |
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| @7975701 @7975814 @7408139 Dernière modification le 1773143820000 |
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| « Citoyen » 1769605740000
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| « Citoyen » 1769785800000
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| @7977808 Dernière modification le 1770103800000 |
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| sorry lag pls delete this message Dernière modification le 1770103800000 |
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| @7758480 @7666016 @7977927 |
| « Citoyen » 1771527780000
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| @7973277 @7978365 @7978638 Dernière modification le 1772283480000 |
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| ~ C H E C K P O I N T ~ |
| « Citoyen » 1773371640000
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| #Parkour Map Reviews: March 2026 Posts #113 - 138 Reminder: For maps in Almost There Category, players are no need to resubmit the map again. Players may contact Pk_mapper#6262 through inbox in forum, Vincentfarm#0000 through discord(Username: thecalendar) or other mappers when the required edits are made. And the map will be added directly after being checked with no further edits required. 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 (2) Difficulty 1: Omgjrn - @7760285 Pisse#0000 - @7956665 Almost There (14) Aritxo#0000 - @7964943 - Avoid using foreground unless you want to cover water. - Could work more on the visual of the map, such as aligning the grounds, make the ground width more unified(at least make the 10-width ground more wider). - A visible ceiling is preferable. The visible ceiling should not be blocked by topbar. - (cp 2) You can skip the intended way by doing the same route twice like this. - (cp 4) It's specific and too automatic once you got it. I rather you make it easier to do. Doing something like shorten the acid. - (cp 7) Too extreme speed for uplifting water, make it less speed to make it more easy to control. Aritxo#0000 - @7969551 - Some foregrounds are not necessary to be set as they are not covering water or portal. - (cp 4) Currently it's a bit harsh there. Consider making the acid smaller or disappeared. Aritxo#0000 - @7971054 - (cp 7) - The last water should display a different color due to its distinct interaction with cheese. - (cps 6, 8) - Consider adding the tag stop="" to these checkpoints so the cheese from the previous level is automatically removed. - (cp 8) The red water will lift you up when you are ducklocked and the obstacle will be broken. The blocking water could be acid instead. Aritxo#0000 - @7971878 - (cp 1) It's now too precise and scary for a beginning level. Please lower the difficulty and give more room to the players like removing the cheese, make the gap wider. - (cp 6) Fake lava can be real lava instead. Aritxo#0000 - @7972630 - Honey ground can be adjusted to width with multiple of 40 to make it more aligned like this one. - (cp 2) Some players misunderstood that honey is not slippery. You may force them to realize by making the ice longer such that players are forced to hit the bottom part of tramp. - (cp 4) Make the tramp weaker. - (cp 7) Consider making the ice shorter like this. Aritxo#0000 - @7972770 - (cp 3) After the teleporting, the reaction time is too little for players. It's suggested to make the speed slower or make the gap between portal and acid wider to create more reaction time for players. - (cp 5) Too many things happening within a chain. You can make it less difficult like making the trampoline with friction, and making the platform on cp6 be choco. - (cp 6) It's easy to get killed by rushing too much speed. You can avoid it by making the last trampoline have more friction, or put an ice ground below acid to avoid players bumping to the acid. Geneeskunde#0000 - @7967255 - (cp 3) I believe the shift in water mechanics means it requires signling through the crouching mouse image (x_bouboum/x_skin/x_skin_24/x_11.png). - (cp 6) The bottom still makes it quite misleading, the chocolate turnaround isn't pronounced enough. Maybe it could be solved by adding the jumping mouse image (x_bouboum/x_skin/x_skin_24/x_10.png). Also, the portal can be put at the right side of cp 6 to make it easier to redo. - (cp 8) The glitch effect is confusing right there. You could try removing the glitch effect, and instead achieve it by making the circle ground with friction:Infinity (You can achieve it with miceditor). Jaw#9368 - @7971144 - (cp 3) Make the top right ice smaller as players may try going left and slide the tube directly without noticing they can go back to the tube. - (cp 6) the later half is easy to fail and I think one more cp in between on bottom right is needed. Jaw#9368 - @7971753 - Overall a nice miniature. - (cp 4) the cheese taking is forcing, so there is no need for that sticky ground to exist. - (cp 6) I am not sure whether you want players to use the tramp or not but I find out that not using the tramp is more consistent. If you meant to not using trampoline, you may consider covering it. Jinta#1642 - @7966875 - (cp 2) It's not consistent enough, could have make it more consistent by increasing the restitution. - (cp 4) Theres a chance to sc or accidentally sc with the corner of the lava, could be adjusted by a few px like this. - (cp 6) The web is too sticky, phasing through it feels inconsistent. - (cp 8) The wood is placed quite low, making it barely possible to get enough height for the final bounce. Jinta#1642 - @7970324 - It's suggested to tune down the overall precision of the map a bit(like cp1,7,8). - (cp 6) The choco should be longer to cover the whole water. - (cp 8) It's a bit hard to bump the slanted trampoline midair with enough force, consider making it more easier. Rioxmaps#3702 - @7967541 - (cp 10) Last choco make it bouncy. Zasadesu#0000 - @7973445 - (cp 2) The cp can be moved to above instead. - (cp 5) Shortcut. You could probably remove the shortcut by removing the ice there. - (cp 6) The choco for sliding can be ice instead, it's now a bit distracting. Zeus#6550 - @7913612 - (cp 5) The ice top corner misleads players into thinking they should cj instead of replicating the same mechanic learned through the past levels. An arrow indicating falling from higher place would be nice. Rejected (17) Aritxo#0000 - @7966979 - Overall, the routing is too bad. Many alternative ways and shortcuts there. - (cp 1) Shortcut. - (cp 3) The idea is cool but the gap and the end upcj is precise. - (cp 4) Where you need to be headed is not clear. - (cp 5) Alternative route. - (cp 6) Alternative route. Aritxo#0000 - @7967805 - The beginning is still difficult and confusing. - Grounds are of different width and unorganised, it's suggested to align the ground well and make them unified. - (cp 2) The route is unclear. - (cp 3) It's still misleading with the arrows, the setup is unclear, and the last up cj makes everything easy to fail. - (cp 4) The bouncing force varies within a wide range and the gap is too small to fit in those speed. - (cp 5) shortcut is possible with hitting the corner with lava. Aritxo#0000 - @7969701 - Appreciated the creative ideas in the map, but overall, the difficulty is high and not suitable for current rotation. The obstacles are long and precise with a lot of uncommon mechanics involving. And some seems not consistent enough. Barakusum#4485 - @7969911 - Some cp idea is cool (cp 3,5,6). However, most of the cps are too precise right now. - (cp 1) It's hard to realize the physics behind the red water. You could clear that out by adding an obstacle such as cheese to force players into jumping before reaching the water. - (cp 2) The treadmill gives too much speed and reaction time is too short there. - (cp 5) It's easier to do it by manually slowing down yourself. With adjustment this can be a good obstacle. - (cp 7) It's too precise, consider options such as lowering the bottom treadmill speed or adding restitution to make it bouncy. Benbirinegim#7838 - @7972435 - There are good idea (cp2, cp7) but overall the obstacle are too common. - (cp 3) The trampoline turnaround feels unnecessary. Benbirinegim#7838 - @7972804 - It is appreciated to attempt making maps with uncommon setup, but the pacing is too fast and the routing is messy, ends up a lot of spaces are unused. The obstacle feels inconsistent and out of control. Geneeskunde#0000 - @7964075 - It's cool but the bloody red kills my eyes. Ghibil#8171 - @7972156 - Overall the portal mechanism isn't utilized well. It serves as a way to teleport only, and the core gameplay is still generic. - The big area of black acid doesn't look good visually, using less acid and make the acid smaller would be better. - (cp 2) The ice cj is too precise and easy to fail. And it's a bit awkward it's put after a long walking part. - (cp 3) The gap could be wider. - (cp 4) Players maybe overshot and miss cp5, consider making the ending portal facing down. - (cp 7) The idea is ok but the speed is too much right now. Make it easier would be better. Jaw#9368 - @7972135 - For the treadmill, Turn off the collision of grounds. Also make the treadmill with restitution purple to show it's bouncy. - (cp 1) You may get random slippery effect from the ground Move the actual hitbox down 1 pixel would solve the problem. - (cp 3) The intended route is too automatic, but it's not a common way, and there is not much the players can try, resulting it being a bit confusing. - (cp 5) You get the cheese too easily and the cheese doesn't create enough meaning. It's suggested that the cheese can be removed and make the water part a treadmill instead like this. Also the beginning treadmill is too fast, and reaction time is too short. You may weaken the honey effect to make the treadmill slower and adjust the afterward. Liana#8725 - @7968476 - The portal are very chaotic and unorganised, it's hard to follow and it also create unnecessary alternative routes. Please be aware of the continuity of checkpoints, makes it flow well. - (cp 2) The idea is cool but the wj at the beginning is too long, could only leave the part with water at one side of portal. - (cp 4) It's confusing and not sure what to do. And you can cheese it by going back to cp1 and go to the left side. - (cp 5) The wj is too long at the end. - (cp 6) Interesting idea. - (cp 7) It's confusing, and the actual way is too automatic. Things are going too fast and not much you can control. - (cp 8) the cp should move to near the portal for easy redoing. The idea is fine. Miaux#3178 - @7973159 - The grounds are not organized, especially lava is placed all over a large empty space and it causes exploitable shortcuts and unintended alternative paths. The gameplay is generic and aren't coherent at all. Mum#7849 - @7818866 - Overall the gameplay is too generic. - The space is not organized well, too crammed with the acid, it makes helping hard. - Please don't introduce unknown property ground to players in danger situation like cp2 (unknown green ground) and cp5 (does the tramp has friction?) - Avoid making obstacles that can't be seen when you are high up, make some guidance (like cloud). Relaxbir2#3456 - @7972143 - Overall the gameplay are too generic, the space are wide with a lot of open lava, trampoline corners which leads to a lot of alternative ways and shortcuts. - (cp 4) The corner of trampoline is exposed. Relaxbir2#3456 - @7972144 - Overall the gameplay are too generic, the space are wide with a lot of open lava, trampoline corners which leads to a lot of alternative ways and shortcuts. - Most of the arrow is unnecessary. - (cp 3) Ok idea, but you can go straight to cp4 - (cp 6) Disable touch-collision. The water gives too much acceleration it's hard to control. Consider making it less acceleration. The front setup is ok. Relaxbir2#3456 - @7972145 - (cp 3) The checkpoint is long with the up cj being precise. - (cp 8) the lava is too bouncy and it's not controllable right now. Please try making the obstacle near the checkpoint. Rioxmaps#3702 - @7968684 - Overall the map has some great idea with slippery effect, but start from cp 6 the obstacle started being just only bouncing. You can try polishing the later half more. - (cp 1) It's too tricky for a beginning level. You could make it more intuitive by making the ice corner a slope, and move this cp later. - (cp 6) Shortcut. - (cp 8) The two trampoline setup makes it too easy to generate a high speed and break the level. https://streamable.com/q610fr - (cp 10) You can easily make it with the trampoline corner at cp 8 and I don't know if it's intended or not. If so, it's confusing. Rioxmaps#3702 - @7969013 - I am afraid that gameplay using X-bug is not suitable for regular rotation. |
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