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Messages - Afterglow

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511
New Maps / Re: jump_glow
« on: May 01, 2012, 10:50:45 AM »
Hmm, I wouldn't suggest moving them later in the jumping order as I think the following jumps are either as or more difficult (8 excluded). What I was getting at is that I think the leap in difficulty from 4 to 5 is quite significant. And, if you do choose to change them, the very least I would suggest is moving 5's end 16-32 units closer so that the speedpogo doesn't have to be as good.

Yea I'll prolly make this change... I definitely see how 5 requires more precise control than 6 at the very least.

14 seems way too easy especially because it is second to last jump, just 4 rockets and not climbing too high

Agreed. I'll put it as number 12 and move back 12/13.

This map is my favorite jump map of all time now.
Got to 13 then I joined a friend
Great map, not too hard/easy

Thanks! But it won't exactly be a walk in the park once I put in the rest of the jumps :P

I don't even know what jump 15 is supposed to be :x

Yea I'm thinking about how to make that easier to figure out. Should prolly make that teleport glass a different, unique texture. Or perhaps an on-screen text pop-up telling you what to do.

512
New Maps / Re: jump_glow
« on: April 28, 2012, 11:55:23 AM »

Just played that map and it was pretty fun. A couple of issues though:

- The tunnel that jump 12 starts with is pretty dark. Not sure if that's intentional seeing as the rest of the map is fairly liberally lit but, even if it is, I'd still suggest raising the lights' brightnesses (4th value of the lights colour property) somewhat.
- Jump 10 can be beaten by just jumping up to the top platform then rocket jumping off the wall and doing a decent skip to the end.
- Jump 5 seems out of place difficulty wise. The first pogo platform is almost too far to just jump to (without rockets) and the end of the jump seems too far away.
- On a similar note, I'd say jump 6 is a bit too hard for where it is (though not as bad as 5). Here I'd suggest just increasing the size of the pogo burshes uniformly by around 8-16 units. I also failed the jump once because of hitting the roofclip/skybox so that might be worth raiseing.

Aside from these technical issue, I didn't think 8 was a good jump. Kinda boring, with a large punishment for failure which I can imagine causeing fustration if someone gets stuck here. That or they'll just bypass this issue with the teleport plug-in.

- Yea I'll raise the lights' brightness for jump 12
- I'll just make the walls a player clip, so you can't shoot on them. The intended way to beat it is a speedshot off the top wooden platform.
- Are jump 5 & 6 rly that hard? And yea you're not meant to jump out to the first platform on jump 5 (you rj on the floor standing up w/o jumping). I was under the impression that they were ezpz, but I'll put them in later in the jump ordering anyways. I don't think I'll change the block sizes or the jumps themselves tbh, since if I make them easier, they'll simply be way too easy. As it is I can do them on my first try every single time.

And about jump 8, I don't think I'll take it out since I've already made it, but I do see what you mean by how it can be abused with the teleport plugin. And the large punishment for failure is necessary otherwise it's too easy. You can actually skip two sections (so you end up in between the blue/green walls in two rj's), so difficulty wise it's not hard.

513
New Maps / Re: jump_glow
« on: April 27, 2012, 11:51:15 PM »
Fixed some stuff, thanks for the replies!

btw, took me a while to figure out the last jump, but i like it a lot^^

Yeah ha I had a hunch it would confuse people. It's my fave jump too... get to soar above the peasants down below.

514
New Maps / Re: jump_glow
« on: April 27, 2012, 12:49:55 PM »
Yea don't put this on a server. It's missing the hard course and it only has a single spawn point on it anyways.

515
New Maps / Re: jump_glow
« on: April 27, 2012, 12:17:21 PM »
Edit: I just realized this pink/black texture doesn't mean the texture is missing but something is wrong with it (custom texture?).


Ah yea it's a custom texture. It's supposed to be a waterfall.



Don't tell me I can't have custom textures :O If it's not a waterfall idk what I'll make it.

516
New Maps / Re: jump_glow
« on: April 27, 2012, 10:58:42 AM »
Okay so I didn't realize compiling with HDR made everything super bright, so the map looks kinda weird. Edited the OP with the map without HDR. Please download that version. Turns out it got downsized to 7mb after that :O

Also another thing, how do you prevent the game from ending when you capture the cap point?

517
New Maps / jump_glow
« on: April 27, 2012, 12:56:45 AM »
Jump_glow_v4: http://www.mediafire.com/?s971yt8pnq54elz


old stuff in spoiler
Spoiler (click to show/hide)

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