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@OtterCEO 42 10 May, 2015 @ 3:22am
Wind's Peak- What to change?
Hey, I've been tinkering with the Wind's Peak map, after speaking to several and many more people, I've understood that a lot don't like the underground part of the map, It's currently updated (pending for Gert to update it on the workshop) - but you can find the new on my library, I've changed alot underground, added some new cool routes, and removed a lot of the death-traps.

I've just been wondering if there's anymore ways I could improve it for you guys?
I've heard some of these suggestions:

-Removal of the boosts, above ground?
- Less Items?
+ More Boost-Powerups?
- Less boosts, underground?

MY updated version of the map can be found here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=389154478
-Not currently up to date with the one on the curated list.
Last edited by @OtterCEO; 10 May, 2015 @ 3:23am
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Showing 1-6 of 6 comments
TP[¬] Touki 14 10 May, 2015 @ 5:26am 
Haaa, Winds Peak! Here's my opinion
The whole point of the map is taking the bubbles. They are EVERYWHERE. 7 bubbles paths on a classic run, more if you try to get them. People don't even TRY to do hard paths, because they are almost pointless. That's, IMO, the biggest issue with this map.

The bottom part doesn't have a single trick to get speed by yourself, it's all about jumping at the corret timing to dodge obstacles so as not to loose the speed you got, from bubbles...
The change you made just allow us to at least, choose another path below, thought I'm not sure if it worth not taking bubbles. It didn't change the bottom gameplay at all.

Overall, I don't like this map, the hardest part is not to miss the library swing on the right.
On the bright side, this is one of the prettiest map I've played.
@OtterCEO 42 10 May, 2015 @ 9:47am 
Hmm, Okay, thanks Touki, I'm glad that that you share the same opinion as another I've talked to, I'll seriously look into these bubbles.


Here's what I could do:

1. Make doors on ALL boosts, so that when you go round the map on the first go, they will all be closed = No bubble boosts. Then, every alternative round, the doors will open / close.

2. Improve the Bubbles, and make them more balance.

3. Remove the bubbles all together, and keep very little of them.

4. Or any other ideas?
Last edited by @OtterCEO; 10 May, 2015 @ 9:52am
TP[¬] Touki 14 10 May, 2015 @ 2:49pm 
At this point, I'm not sure what you can do with this.

1. I don't think doors would change alot, thought this can become an original map but I'm quite uncertain of its playability thereafter.

2. This seems to be an appropriate solution, giving less advantage to bubbles paths or giving them to the ones behind is a good alternative for their usage.

3. I'm afraid that a drastic removal of bubbles would change the map a bit too much from its original layout.

4. I'd be in favor of removing the bubbles for the top part at least. Speed can still be fair if you remove them and will force people to find another path.
I don't know what you can do for the bottom path thought, without breaking anything or changing the layout a lot, this part would be slow as hell.
Last edited by TP[¬] Touki; 10 May, 2015 @ 2:50pm
@OtterCEO 42 11 May, 2015 @ 9:44am 
Okay, I've removed some of the boosts on top, in an effort to balance it all out, although I didn't want it to disrupt anyone who already knew the map, so if you jump into a slot where there WAS a boost, you'll be redirected (by hitting a wall ^^) to a item boost. Also, there's little boosts underground, but alot more skill can be used to zoom through the first section, I can get from the library swings to the 'Z' swing, without touching the floor ^^. but also it can be slow paced if you're new, which I think is good, so people can absorb what's going on.
baeツ 12 May, 2015 @ 2:18am 
The bottom section backwards Z into up and over bit for me ruins the entire bottom section. Other than that it's okay.
@OtterCEO 42 12 May, 2015 @ 9:19am 
Is it the movement of going Z, or is it the up & over bit?
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