Distance
Ocen: 224
DAC #3: Liquinox Facility
   
Przyznaj nagrodę
Ulubione
Ulubione
Usuń z ulubionych
Difficulty: Advanced
Mode: Sprint
Rozmiar pliku
Zamieszczono
Zaktualizowano
334.464 KB
3 grudnia 2017 o 6:09
3 grudnia 2017 o 7:07
Listy zmian: 2 ( zobacz )

Zasubskrybuj, aby pobrać
DAC #3: Liquinox Facility

Opis
Here's my mediocre DAC map that I probably should have put more work into :^

more of a concept map than anything :^

Did you know map making is actually really difficult?
Komentarzy: 8
Morgan 27 grudnia 2017 o 13:37 
Was really cool!
sim<>n[a] 6 grudnia 2017 o 4:23 
Looks and feels grate, but add some hints!!!
e⁻ 5 grudnia 2017 o 19:33 
ooh nvm i fixed it, there was a valve that i noticed when i increased the brightness lol.
e⁻ 5 grudnia 2017 o 19:32 
i am trying so hard yet idk where to go :P.
https://imgur.com/a/c0BRX
MCB | Liquid MuggedByaCoffeBean 4 grudnia 2017 o 1:10 
Its actually a really cool map, but people playing for the first time probly wont know exaclty where to go until after the second time of turning the wheel.

Also i found your easter egg. I approve! XD
Wipeout! 3 grudnia 2017 o 19:35 
Good concept, and really pretty, but I think you could put a little more indication on what you're supposed to do
-Ω- 3 grudnia 2017 o 17:22 
I thought it was quite good actually.
Siddey10 3 grudnia 2017 o 7:39 
An interesting play. I enjoy the concept, although to be fair, i didn't quite understand at first, some indication as to the fact that people need to drive past the valves might help. The one big issue that i have (and don't worry, your not the only one i've pointed this out to) is lighting, or more precisely, the lack thereof. There are many sections where it becomes very difficult to see where your going as everything is made from the same or similar shades of very dark colors, and there are things that i have mere miliseconds of warning as they are difficult to see until they are in the cars headlights (which is not a lot of warning when the cars average speed is factored in). Creating some varience in the shades of objects, and adding in some weak, but far reaching lights should hopefully make it easier to seperate what is open space, and what will make us go boom if we hit it. Not a bad track overall, with plenty of room for improvement, and refinement. :)