Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Here are some thoughts and feedback from me on this map:
- I really dislike the portals. I was puzzled where I am many times when teleporting and it took me some while to realize, that these portals are just teleporting to the upper or lower floor. I would really appreciate it, if you would exchange the portals completely against stairs. A rounded helix stairs would be best fit for this Mediterannean style. The portals really tear on the athmosphere and clarity of the map. This is not Aerowalk. If not stairs then at least elevators would also be better fit than portals.
- I often stumble over the fences and die in the canal when I dare to try a trickjump into the next small window or between buildings. Could it be that the texture of the fences is not 100% accurate with its geometric blocking shape?
- The corner where the Bullcraft is, is rather a dead area, because it is only accessible by two paths: from the bridge near the double damage tower and from the jump pad near the Dragoneer. When you see someone in that area from the big open plaza with the Violator, you have no option to get there quickly to get him. (I suggest to rethink the path network of the map in general. There are some paths which are too long before a new possible turning appears.) You could move/add/redirect jump pads or new trick jumps. Or add some Italian Venice pillars in the canal to create a dangerous path you can jump on and reach this area and/or maybe place a powerful pickup item on the pillars above the canal. There is no big health at the moment right? Generally the places where less to no action happens should be worked on.
- I miss the situation that I can see an opponent, guess the way he is directed to and think about my path to confront him. On this map I randomly stumble upon them when they are directly in front of me. Maybe this is my fault, but at the moment I would like the map to be more open to see where my opponents are. I suggest to break open some house walls and make them open archways like open balconies. Especially that house in the middle before the Violator plaza. If you would do archways into this you could add a jump pad leading into this archway. This would make the "path-net" of the map more interwoven.
- I would like the Violator plaza to have more action. I would move the armor from its current place to there. That is, if you don't take my suggestion with the big health on the canal pillars directly beside this plaza. However, the current position of the armor cannot be monitored from many spots. It would be better if you could monitor it from spots a little more distant than now to see if someone takes it or plan an ambush.
- The plants in the Dragoneer archway totally block the view to the Violator plaza, which forces the attacking player in the Dragoneer archway to jump on the plants to see someone down on the plaza. Please remove these plants from the floor and make them hanging plants in hanging pots hanging from the ceiling (Lol, don't say UCANTHANG to this sentence!). This is creating more charming athmosphere as well!
Link, thanks for the feedback. I decided to work on a few layout changes based on it, should improve the map flow when it's ready.
https://www.moddb.com/games/toxikk/addons/canal-old