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However, i DO like the idea of creating a level with these parameters in mind :P
Good luck with that. Every map on the workshop so far has at least one "unintended" skip, unless the author learned about it and then either put up invisible walls (cop-out imo), or decorated the skip route to make it an intended shortcut. The issue you're going to have here is that you as the author aren't going to be able to see every possible route a player might potentially take, so you're always going to have at least one unintended route slip through.
Again IMO, but I believe the author themselves should be able to full-boost deathless their own map. Also "first try" doesn't exist when you're mapmaking - you do many, many test runs of individual sections to tweak them accordingly, so by the time you've finished the map, you've already practiced all your sections enough to be able to (hopefully) full-boost deathless it.
One track that comes to mind is Terminal Grid, although that track was riddles with skips and shortcuts, and a lot fo the difficulty was in the no-checkpoints version.
Desaturation Day - A remake of the NR challenge, it's a bit hard to have skip on a stright track. Flying over the shards is intended.
Firey Flow - Again, a bit hard to have a skip on a straight track.
Propulsion Laboratory - I'm pretty sure I sealed off all shorter paths when making this track, no-one's pointed any out at least.
Admittedly, every single other track I've made has the potential for at least some unsealed shoter path, but not all of them :P
How are you supposed to create medal times without a deathless run? I know some people don't even bother with those, but I always base my diamond medal time on my best deathless run (minus a couple secs, if I think I could improve), and add a bit more time for the other medals.
This is also a straight map, as is this. Being straight doesn't exclude it from having unintended strats/routes. And as I said, putting up invis walls to block stuff is imo a cop-out - there's plenty of ways to design a map where you don't need invis walls. If you're going to put up walls, at least tie it into the decor, don't make them invisible, make them like glass panes or something.
Regarding the first paragraph you responded with, yes, this is exactly what I'm talking about. Platforming is what I would like to see a lot more of on the workshop. Too many times have I played through Departure just to wallride and parkour like a boss down that long flight corridor.
About the second paragraph, yes I don't expect for the map to be completely devoid of skips, but I definitely don't want there to be intentional skips. And I also agree that the undisguised laser grid is a cop-out for everything except falling below the track.
And for the third paragraph, yes I completely understand. (I meant to add that it's a tip for players who casually post on the workshop simpler levels like California Cruise or WipeOut 2048 Empire Climb. Lemme add that right now.)
I meant on the very very VERY first time you test out the completed track. Also I meant the hint ot be for the casual workshopper. (btw, luuuuv what you have been doing with your tracks!)
Typically the word "shortcut" is used to denote an intended (known to the author) faster route, and "skip" is an unintended (unknown to the author) faster route. You can have skips that are slower than shortcuts, and you can have shortcuts that are slower than skips. The only difference between the two being whether the author knew about that specific route when they published the map. So as soon as you, as the author, learn about that route, it becomes a shortcut you intentionally left in the map until you go back to decorate that route, or block things off with buildings, or whatever else, but if you knowingly just leave it without decorating it or blocking it in some way, then it's still a shortcut simply because you as the author now know about that route.
You should be a little clearer with that you're trying to describe with regard to shortcuts and skips, because you could have a completely undecorated shortcut, or you could have an area that is decorated, but also contains an unintentional faster route ("skip").
Lol that's actually a dev-made map xD
Sorry 'bout my lack of clarification. I'l get on it right away.... Anyway, do you have any ideas or suggestions for the map qualifications?