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[Feedback] SubWave 1.0
Hello!

I've heard a lot of criticism about "Subway" lately; and I understand the author has been inactive of Speedrunners (Last playing, in July). So I decided to see if I could spice up the map a bit, while retaining the main-route, below is my result.

The map has been nicknamed "SubWave"- so there are not conflicting versions on the Workshop.

Tiles Edited by: [Tiber] Retro36
Checkpoints Edited by: Someone_u_may_know
Help by: TP[¬]Touki

Feedback is greatly appreciated! :MoonRaker:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=510517129
Last edited by @OtterCEO; 2 Sep, 2015 @ 7:04am
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Showing 1-15 of 19 comments
Theos 🪐 9 2 Sep, 2015 @ 7:04am 
dude just delete that map D:
Last edited by Theos 🪐; 2 Sep, 2015 @ 7:04am
@OtterCEO 42 2 Sep, 2015 @ 7:05am 
I don't see any harm in trying to improve, rather than remove. Have you tried it :D?
Theos 🪐 9 2 Sep, 2015 @ 7:05am 
that map is just lazy and bad... is it yours?
Last edited by Theos 🪐; 2 Sep, 2015 @ 7:06am
@OtterCEO 42 2 Sep, 2015 @ 7:07am 
But that's the opinion of only a few, in lower leagues- the map could be loved.
I think more 'research' would be needed before removing the map.

However I think improving it is a lot better, and ultimately faster.

I insist you atleast try this version ^.^ The RWS is already low-on maps as it is, to be honest.
Theos 🪐 9 2 Sep, 2015 @ 7:09am 
that huge grappling section is damn lazy, the only way to get that map better is remaking completely that part
@OtterCEO 42 2 Sep, 2015 @ 7:12am 
Originally posted by Matheusk0:
that map is just lazy and bad... is it yours?

If you read correctly,
"and I understand the author has been inactive of Speedrunners (Last playing, in July). So I decided to see if I could spice up the map a bit, while retaining the main-route, below is my result."

Originally posted by Matheusk0:
that huge grappling section is damn lazy, the only way to get that map better is remaking completely that part

-Which is why this new map, edits that part, adding a slope, so players can now choose to either cut their opponent off by falling down, or going across quickly with swings. It's more strategic.
Theos 🪐 9 2 Sep, 2015 @ 7:16am 
oh wow, that changes everything
(sarcasm)
@OtterCEO 42 2 Sep, 2015 @ 7:40am 
Originally posted by Matheusk0:
oh wow, that changes everything
(sarcasm)

I could somehow tell.

The map has recieved over 70 subscribers intially, before republishment.
And therefore, general opinion must be good.

Anyway,
"thanks for the good feedback"
Last edited by @OtterCEO; 2 Sep, 2015 @ 7:43am
ssyrmth 45 2 Sep, 2015 @ 7:45am 
Originally posted by Matheusk0:
that huge grappling section is damn lazy, the only way to get that map better is remaking completely that part
I love the original subway 1.0, and this one is just better, I love this, it's just better for new players, and pros, The devs should consider using this one instead of the original
Last edited by ssyrmth; 2 Sep, 2015 @ 7:46am
Casper van Est  [developer] 31 3 Sep, 2015 @ 3:18am 
We'll take a look at this version! Personally, I like the big grapple-swing section at the start :) It teaches new players a lot about how you can use swings like that to get a lot of speed.

So thanks for taking the time to look at and improve existing workshop maps!
Last edited by Casper van Est; 3 Sep, 2015 @ 3:41am
Kinyo 5 3 Sep, 2015 @ 7:47am 
Hey, i enjoyed your take on the map but i wasn't convinced. I was going to give you my feedback but i felt like patching the map my way would ilustrate it better. Check it out, maybe you find it helpful and it gives some ideas, maybe not.
Anyway, hope you like it.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=511526734
@OtterCEO 42 3 Sep, 2015 @ 8:06am 
Hi Eronic!

I've played your version, and it does have some interesting changes! However:

- As Casper has stated, I also like the grapple-swing section at the start, as it does teach new players a lot about momentum, and by raising the floor / lowering the roof, you've left very little space to continue this; I think it's best in the 1.0 version, to allow the choice of swining or sliding.

- Nearer to the right side, I was very confused on where to go, and I felt it really disrupted the consistency of the map? I found myself waiting for the character to fall and hit a slope, more so than before.

- I also feel like the swings are placed inconsistently, if it's your first time on the map, or even 2nd/3rd You'd be very confused to as where Swings where.

+ However, I do really like the Left side Wall jump, I'll see if it can be placed in the original SubWave, as it could still be tricky to new players, and I think it'll need a easier-route. :MoonRaker:

@OtterCEO 42 3 Sep, 2015 @ 8:48am 
Edit: I've updated the map to 1.3, I've also made the map 'City' theme again.
I'm going to be planning some graphics for the map at a later date, e.g to show players where slides are etc. However I'm waiting on a bug to be fixed, which prevents Tile-Backgrounds.

Change notes in 1.3:

+ Slopes lowered, to improve consistent hitting.
+ City Theme
+ Change box-layers.
+ Improved Wall Jump in the Bottom Left.
+ Moved Triggers to the laser, to compensate for faster-wall jumpers.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=510517129
Last edited by @OtterCEO; 3 Sep, 2015 @ 8:48am
Kinyo 5 3 Sep, 2015 @ 9:09am 
Originally posted by Tiber Retro36:
Hi Eronic!

I've played your version, and it does have some interesting changes! However:

- AsCasper has stated, I also like the grapple-swing section at the start, as it does teach new players a lot about momentum, and by raising the floor / lowering the roof, you've left very little spac e to continue this; I think it's best in the 1.0 version, to allow the choice of swining or sliding.

Fair enough, i just feel like its a bit too long and repetitive and it has a bit too much of 'free space', but i can understand the reasoning.

Originally posted by Tiber Retro36:
- Nearer to the right side, I was very confused on where to go, and I felt it really disrupted the consistency of the map? I found myself waiting for the character to fall and hit a slope, more so than before.

Yeah that side is problematic and i should have gone more in depth with it. My idea was having a place to aim where if you slided through it you'd get an advantadge ( kinda like city run ), and if you missed you'd get to the other route. Pretty bad implemented tho, should have tested around and all, but i just wanted to put out ideas.

Originally posted by Tiber Retro36:
- I also feel like the swings are placed inconsistently, if it's your first time on the map, or even 2nd/3rd You'd be very confused to as where Swings where.

Yeah same reasoning, they are pretty vague and would need testing. I think some extra grapples would help your map tho, since there are parts where it feels like there's little skill cap; once you know how its done, you cant improve on it because its pretty simple/easy, and if you miss it, you lose because there's no grapple to recover.

Originally posted by Tiber Retro36:
+ However, I do really like the Left side Wall jump, I'll see if it can be placed in the original SubWave, as it could still be tricky to new players, and I think it'll need a easier-route.

I agree, that part is what i like the most of what i did too haha. I always felt like it was imposible to gain any time in the left side of that map, and with this probably it its.

Thanks for the attention, I'll check out how the map evolves.

Edit. I changed the theme unintentionally, sorry haha; i'll be testing the new version
Last edited by Kinyo; 3 Sep, 2015 @ 9:11am
@OtterCEO 42 3 Sep, 2015 @ 9:40am 
Originally posted by Eronic:

Edit. I changed the theme unintentionally, sorry haha; i'll be testing the new version

Haha don't worry, I changed the theme initially to Prototype when I was creating SubWave, because I think it needed a 'fresh start'.

As said before, I'll be adding graphics later.

+ I also did add your idea to the wall jump on the left side, and I think it fits really well, and as you've rightly said, there's definetly more room to 'catch up' or 'speed up' compared to the old wall jump.

I did have to play around with the sizes / roofs so It wasn't too hard, but not too easy! :MoonRaker:
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