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Not really... I finished it right after you made the first post about it, it's not hard, it's just not a very fun or enjoyable map. There are tons of super hard maps with plenty of people going for times on them, but you have to make a map that is actually interesting to play and meshes well with the game's mechanics. Have a look at some replays on these, in approximate easiest to hardest order:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1767664899
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=767946330
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=942726623
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1242712416
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=913305484
And some masochistic stuff:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1663321389
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1257386673
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1302301520
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=922165443
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1627171460
All these are really hard maps (especially the second set, full list here), but they still have quite a few people on the boards going for times, despite them being really hard, because they're really good maps.
This sounded alright until
where it just seems like it'll be more of the same that Lazuli Labyrinth Daredevil was, having many of the same attributes that cause it to not have any finishes. I'd say try something new/different - something that doesn't make the roads look like a bowl of spaghetti if you zoom out, isn't overly dark, and doesn't bounce you around on small roads at high speed/fling you off the road (essentially taking away your control/handling); those things are generally seen as design flaws that make people not want to play the map.
Again as before
just sounds like it'll be small roads, too fast (taking away your control), and obstacle spam. None of that is actually adding any real difficulty - it's more of an artificial kind of difficulty. If you're able to slow down and just crawl through the map (brute force it), then that's artificial difficulty; essentially forcing the player to slow down in order to pass sections, whereas real difficulty requires you to keep up the pace, doesn't inhibit your control (no small roads that you easily get flung off, no massive speed increase you can't control, no curves that grip can't hold onto, etc.), and isn't just a spam of obstacles.
There's definitely a place on the workshop for those kinds of maps, but it's just not really what the larger community is going to be looking for, especially if you're trying to make harder maps and target the more proficient playerbase; that's not the kind of thing they're looking for.
I'll also reiterate that the guys in the Discord #editor channel can help quite a bit with playtesting, saying what works and what doesn't, what plays well or not, how you can fix stuff so it has more appeal, etc.