SpeedRunners

SpeedRunners

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party time  [dév.] 25 nov. 2013 à 14h36
[Official] New "Crazy Momentum" Prototype Level Thread
There's a new level in SpeedRunners. Let's nickname it "Crazy Momentum" for now. It has no visuals, but does have a path that allows you to go super fast for a long time.

What do you think of it ?

You will know the path once you see it ;)
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The map is quite easy, the first side of the map (the "up or down" one) is a little bit difficult to go upside but with the right timing you can go without problems; the second section (the "hooks and BIG RED WALL OF DEATH" one) it's ok and it's fun to run through; lastly the third side (the "vertical jumps" one) is strange because if you don't have enough speed the only way to pass that section is to go back and hook the ceiling. The map in general is really nice, good job :D
I see the path, but i'm pretty bad at hitting it, maybe I just don't have the timing down on the air-slides.

Like Tizzu said, the wall-jumping section is kind of easy to mess up. Without hooking the ceiling you'll have issues getting the required speed to jump high enough up the walls. I tripped up a couple times there before I got the timing correct and watched the bots just try to climb the walls in vain when it started there.
Loving the new map already, I like that the map is quite sparing on the powerups leaving the map pretty much to momentum.
Very enjoyable. Has a simplistic feel, yet has the potential for advanced speed racing. That's speedrunners at its best.

It seems like this build took out the turbo step/jump. Haven't been able to do it so far. It would've been insane on this map. A little sad that it's gone, but oh well. We'll keep on racing.
I can see potential crazyness that you can achieve by plowing through the lower section with full momentum from the "turn point", but the lower section seems just too big and it's kinda boring if you don't have crazy speed (which will happen after a round win).

Also, I can see insane camera/lead issues with the current algorithm.
Casper van Est  [dév.] 26 nov. 2013 à 0h02 
Useful feedback, thanks! I'll definitely take a look at the walljumping section on the left.
SBC saboya a écrit :
I can see insane camera/lead issues with the current algorithm
Do you mean you can foresee issues, or that you've already actually witnessed some?
Playing against the AI I tried to see if there were any lead detection issues on the bottom area (where you can either go top route or bottom) but the game gave the point to thems that was in the horizontal lead so I can't see much problem at the moment.

All in all, I do like this map and I can see it being good challenge for the higher skill levels. Getting to the top route on the lower section is difficult since there are a lot of blind jumps which I'm not sure if I like or not.

I did manage to grab the AI with a hook just before he took the top route at the bottom left. That was fun, I can imagine that being a frustratingly funny occurence in online play.
Casper van Est a écrit :
Useful feedback, thanks! I'll definitely take a look at the walljumping section on the left.
SBC saboya a écrit :
I can see insane camera/lead issues with the current algorithm
Do you mean you can foresee issues, or that you've already actually witnessed some?
Foresee, I may be ahead of me and not giving you guys actual credit for testing this extensively since I only played the map once, so I apologize for jumping into conclusions.

*edit* - I did not see you tweaked lead detection overall before making this post, so disregard what I said about it.
Dernière modification de SBC saboya; 26 nov. 2013 à 6h02
I think I'm a little more lukewarm on it than everyone else seems to be. The momentum stuff is fine but there are more flat stretches than normal and a big part of the level is mostly a big, empty room. Maybe once art gets added it won't feel so barren to me but I very much prefer tight maneuvering to not seeing a single wall on the entire screen for 10 seconds at a time.

Also since the big open area is so tall I feel it leads to a lot of weird endings if someone happens to fall to the bottom path while someone's grappling up top. Falling off the bottom of the screen when the map runs purely horizontal always feels a little cheap to me.
I think it sould be new rush like in the trailer and the profile backrounds for the game. Because when i first saw the trailer i bought it and i really wanted to run around in new rush (the trailer place) because it looked so awesome! :HotHead:
Love the new map but i'm encountering some camera issues when grappling on the bottom layer to get to the straight up wall jump chute.
hmm, the lower section does feel pretty vast. I do feel the current lack of a background does not help that, as someone else pointed out. But, even with one, I think the problem will persist. Perhaps there does need to be a little more "existing" in the midsection.

That could help cut down the feeling of way too much space and it would force players to make decisions, at very high speeds, to decide what routes to go while trying to maintain these crazy speeds.
The bottom could be longer and have the potential to be cut off by players taking the higher route, but has the potential to maintain more speed with momentum grappling the ceiling while the top route wouldn't allow you to keep your high speed, but is a shorter route.
To counteract the high speeds of the bottom route, one would have to keep nitro/turbo handy just in case the racer on the bottom hit really high speeds and got to the vertical phase first.

That might be able to balance and create an interesting race to the vertical phase of the map while eliminating some of the vastness of the bottom section. Just an idea.
Casper van Est  [dév.] 27 nov. 2013 à 5h32 
Yeah it's probably a good idea to add some stuff into that vast open area at the bottom left. I'll see what I can do there!
Naughty Bear a écrit :
The bottom could be longer and have the potential to be cut off by players taking the higher route, but has the potential to maintain more speed with momentum grappling the ceiling while the top route wouldn't allow you to keep your high speed, but is a shorter route.
To counteract the high speeds of the bottom route, one would have to keep nitro/turbo handy just in case the racer on the bottom hit really high speeds and got to the vertical phase first.

I'm not understand this part. Is this referring to the lower level of the map?

The bottom part of the lower map is being called slower and faster than the path taken by grappling.

Edit: Also, I'm not crazy about some of the areas that cut off players in different maps. I like the idea but they have been awkward. If I get time, I will mention examples later.
Dernière modification de Lay_Z; 27 nov. 2013 à 5h56
Lay_Z a écrit :
Naughty Bear a écrit :
The bottom could be longer and have the potential to be cut off by players taking the higher route, but has the potential to maintain more speed with momentum grappling the ceiling while the top route wouldn't allow you to keep your high speed, but is a shorter route.
To counteract the high speeds of the bottom route, one would have to keep nitro/turbo handy just in case the racer on the bottom hit really high speeds and got to the vertical phase first.

I'm not understand this part. Is this referring to the lower level of the map?

The bottom part of the lower map is being called slower and faster than the path taken by grappling.

Edit: Also, I'm not crazy about some of the areas that cut off players in different maps. I like the idea but they have been awkward. If I get time, I will mention examples later.

Yeah, I was implying that the bottom half of the level could have something put in to make those wide open areas a little less so. A bottom(lower) route w/ grapple ceilings that is longer, but allows for higher speeds; and a higher route that was shorter, but slower to try and balance it out. It just makes for a potential race to the vertical phase that takes you back up to the start of the level.
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Posté le 25 nov. 2013 à 14h36
Messages : 19