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New Maps / Re: jump_kestrel
« Last post by AerEE on November 14, 2024, 02:04:07 PM »quite a fun map!
a few things i have comments on:
stage 5 intended I think adding a curved wall at the end will make the stage play better, even if it will never be used for speedruns.
the jump 8 speedshot feels fine to me
on 9 i think adding a visual texture of some kind in the part before the wall 3x will make it feel a bit less space-y, prefire stages can easily feel a bit wonky if it is all done whilst in just skybox, even if this effect is greatly reduced with tools like speedo.
on 10 i think using the far end platform is fine, going all the way into the hole was not too difficult in my opinion, but it is more so a matter of how difficult you want it to be. I also tested speedrunning the map in parts and on this stage extending the right wall in front of the little metal ramp before the phase pogo slightly might make that feel a bit better.
stage 14 / last is probably my biggest peeve regarding the map. Similar to finn's comment I find the stage to feel a bit off, where the speedy start of the stage gets slowed down quite a bit with the wallsync section. The stage works, but potentially changing the stage after the ramp section to continue going forward in a very speedy manner (this could still be wallshots just much more speed focused) would make the end of the map feel much more grand and fit the overall feel of the map better with its many fast ramp stages/strats.
hope some of the feedback is useful, looking forward to seeing the final product :^)
a few things i have comments on:
stage 5 intended I think adding a curved wall at the end will make the stage play better, even if it will never be used for speedruns.
the jump 8 speedshot feels fine to me
on 9 i think adding a visual texture of some kind in the part before the wall 3x will make it feel a bit less space-y, prefire stages can easily feel a bit wonky if it is all done whilst in just skybox, even if this effect is greatly reduced with tools like speedo.
on 10 i think using the far end platform is fine, going all the way into the hole was not too difficult in my opinion, but it is more so a matter of how difficult you want it to be. I also tested speedrunning the map in parts and on this stage extending the right wall in front of the little metal ramp before the phase pogo slightly might make that feel a bit better.
stage 14 / last is probably my biggest peeve regarding the map. Similar to finn's comment I find the stage to feel a bit off, where the speedy start of the stage gets slowed down quite a bit with the wallsync section. The stage works, but potentially changing the stage after the ramp section to continue going forward in a very speedy manner (this could still be wallshots just much more speed focused) would make the end of the map feel much more grand and fit the overall feel of the map better with its many fast ramp stages/strats.
hope some of the feedback is useful, looking forward to seeing the final product :^)