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Red Eclipse • View topic - unnamed time-trial maps

unnamed time-trial maps

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unnamed time-trial maps

Postby Unnamed » 13 Jun 2014 17:52

Here is another time-trial map:
A lap should take about 1 minute.
update: v3
-added details (I used my new texture set: )
-added a trap in the last room
-added a door at the end checkpoint and moved the checkpoint closer to the door
update: v2
-centered the start checkpoint above the hole
-added grates to close the wrong ways
-texture fixes
-fixed clipping

decomposition_v3.zip
(4.51 MiB) Downloaded 159 times

20140818124717.jpg

20140615214725.jpg
Last edited by Unnamed on 18 Aug 2014 10:57, edited 4 times in total.
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Re: unnamed time-trial maps

Postby bonifarz » 14 Jun 2014 13:04

Yay, another trial map by unnamed :D

As usual, the looks are splendid and the map elements are innovative. The part where you have to redirected momentum after falling down is a bit difficult, probably much harder than the previous and following sections. The look and feel of that particular section could change quite a bit if you decide to remove the cylindrical obstacles, making it less of trial and error to build up sufficient momentum.

Overall, I really like this map and would be happy to see it in the official rotation... once you figured out a suitable title;)
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Re: unnamed time-trial maps

Postby qreeves » 15 Jun 2014 08:03

Seconded.
Quinton Reeves | Lead Developer, Red Eclipse
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Re: unnamed time-trial maps

Postby Unnamed » 15 Jun 2014 19:54

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Re: unnamed time-trial maps

Postby bonifarz » 18 Jun 2014 12:55

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Re: unnamed time-trial maps

Postby radiant » 29 Jun 2014 19:50

Image
The start checkpoint should be centered over the hole, or else it creates an issue that it's slightly faster to start a lap by going around to the other side and jumping down from there (because it's less time between coming in contact with the edge of the checkpoint sphere and starting to fall down the hole), but players couldn't discover that fact without going to edit mode.

Speaking of the starting hole, there are some recessed lights in the corners that create small ledges which players can get caught on. I recommend clipping those off.

Image
In this section, the correct way to proceed is by going left with wall runs and wall jumps to stay above slime level. But a player who looks to the right will also see a passageway going up, which it's possible to traverse for quite a while before finding that it tops out at a dead end. This is amplified by the fact that at the next slime section, the player indeed can and must traverse upward in a similar fashion to proceed, as going left at that fork leads only to a curious dropdown and forced death in a slime pit. There is no visible indication of which way is supposed to make progress, which is the one scar on the level design.

Image

Up at the top of the round room with vertical lasers, half of the crenellations are clipped off, but the other half aren't. Curiously, this shape of a 1-meter-high gap looks ripe for abuse, as a player who can get jammed in there will have an easy trip over the top, to the left, and straight into the final room for a big cut, but even the unclipped gaps appear not to let players in.
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Re: unnamed time-trial maps

Postby Unnamed » 01 Jul 2014 14:48

I solved these problems and uploaded a new version of this map.
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Re: unnamed time-trial maps

Postby shirepirate » 10 Jul 2014 05:39

it's a good map, short and simple enough that i find it fun to try to get an excellent time on it. only thing that threw me off in version 2 was the last room, so empty :D might be good to save enough for an impulse slide in there, heh

also building momentum is kinda crucial in the fall, as the jump saves that momentum and you finish your run that much faster.

i say it's good because, it could become much more beautiful if you took the time to add some detail to some spots like a few of your other maps. then it could be great.
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Re: unnamed time-trial maps

Postby Unnamed » 18 Aug 2014 11:00

I updated Decomposition. I added some details and used some of my .
There are two traps in the last room now.
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