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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.
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."
-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.
(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"
So thanks for taking the time to look at and improve existing workshop maps!
Anyway, hope you like it.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=511526734
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.
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
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.
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.
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.
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
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!