| Comments |
|---|
*~Condy~* USER: CONDEMNER
i4Games Trustee | Posted: zo jun 15 at 12:27 | |
| | Very nice and beautiful map overall, liftjump at beginning a little annoying but not a big deal, if you aim for R5, don't put the deadliest room at the end or turn slime into water where's there's the slime cross on the ground, although you can recover in case of failure, it's also easy to fall in the slime. |
|
 |
Sp!Re` USER: KOENTJE
Killing spree | Posted: ma mrt 23, 2020 at 01:02 | |
| | Love the theme, great vibes while playing it. The way the rooms are connected is clever, just feels cool if you pass a previous room again. It was very satisfying to cap (surprisingly quick), but mostly cause of grinding a few parts with checkpoints to find a consistent way. Still a lot of parts I can't get consistently, why it's great only the first obstacle really kills you. The lift around the corner after is very tricky, but at least from that point on it's pretty peaceful. The dodgewall sequence is my favorite followed by room where targets trigger ramps to go up. Thank you so much for yet another amazing map! |
|
 |
mAus` USER: BASS
Player | Posted: di mrt 10, 2020 at 17:41 | |
| | Too tight, aint enjoyable, please stop especially the beams, beautiful design tho. |
|
 |
RoelerCoaster USER: MMI
i4Games Trustee | Posted: ma mrt 09, 2020 at 18:59 | |
| When I first played the map it came across as a really difficult map, but after practicing a bit and figuring out the correct ways in the rooms (like pressing the buttons in the correct order...) it didn't seem to be too difficult at all. I guess it is just the first arch-dodge that is difficult for me, at least I still can't do it consistently.
I Really like the looks looks of it. Good use of textures and I like the lighting: mostly neutral colours but with some coloured accents to spice things up. Most rooms have also nice decoration on the ceiling/skylights, which is often forgotten. I did feel the map gets a bit less decorated towards the end, especially the sequence of rooms/corridors that loops you back to the start felt a bit empty.
I slightly dislike the high-aircontrol-room. The high aircontrol makes it feel a bit strange to move around, it feels I have to keep compensating for small movements a lot. I do get why it is there though. Also, for some weird reason it gives me a slight feeling of motion sickness, mainly if I have to retry the obstacle a couple of times, haven't had that much before. Not too much of a problem though.
All in all really cool map! |
|
 |
P.E.R.N USER: PERN
i4Games Admin | Posted: ma mrt 09, 2020 at 00:53 | |
| I so wish you would be right when you say you aim D5 in your maps Null.
Iam the epitome of solid average players and I feel this map is impossible for me atm  |
|
 |
SAFeSTeR USER: SAFECRACKER
Godlike! | Posted: zo mrt 08, 2020 at 23:21 | |
| Chr1st you sexy beast  |
|
 |
`Chr1st-BLS USER: CHR1ST
Rampage | Posted: zo mrt 08, 2020 at 21:46  | |
| Absolutely stunning map mate! The flagroom looks amazing and there’s some atrium with linens in there that looks very neat as well. I liked that the obstacles were somewhat straightforward, but still very original and challenging. Two very well flowing sequences in there as well. Think my only slight point of annoyance is that liftjump early in the map, but I’m just not very skilled anymore either .. thanks!
And there’s a random room with nothing in it, no meshes, hehe |
|
 |
| CTF-BT-Keep > CTF-BT-KeepV2 |
 |
NuLL USER: NULL
Dominating | Posted: zo mrt 08, 2020 at 20:05 | |
| Thanks for feedback fixed the last lift issue. https://www.mediafire.com/file/xhxv3sx5ki0njbt/CTF-BT-KeepV2.rar/file
In regard to the wall problem, doing the buttons before in a different way would give you more time to use the near fully extended mover.
The peaceful nature of the map is mainly down to player base, dwindling numbers and rusty players Trying to aim at R5 every time with standard maps (sometimes i have to leave in one or two unbalanced obstacles because they just would not be the same made easier).
Thanks  |
|
 |
SAFeSTeR USER: SAFECRACKER
Godlike! | Posted: zo mrt 08, 2020 at 19:00  | |
| Beautiful looking map with some neat obstacles, this reminded me of early Null maps which we all know and love. I played this offline and was glad to see that it was actually quite hard to die, despite it's difficulty. I wondered if Null had done this in response to my recent comment about his 'hard' maps because it would have been easy (and quite sadistic) to have put slime everywhere instead of a way back to the beginning of each room. However, I struggled with most of the rooms and found it to be too difficult for my skill level even with the escape routes which is a shame from my point of view (I had to use 'fly' to progress through most of the map).
A couple of things about the final room:
- I hit a wall bug a couple of times when making the dodge to the 3 wooden beams which made me fall to the floor.
- you can touch the same button twice to activate the exit lift (does not seem intentional to me). |
|
 |
!!Frit!!Viandel USER: VIANDEL
Rampage | Posted: zo mrt 08, 2020 at 18:04  | |
| | Am I getting worse at the game or are maps becoming more difficult? Wonderful map mister NuLL, much obliged! |
|
 |