View Stats:
SpeedRunners > General Discussions > Topic Details
Alex@tinybuild  [developer] Nov 2, 2013 @ 8:39am
Introducing a new level - Theme Park!
Are you ready to test your ultimate SpeedRunning, and swinging, skills? Prepare for Theme Park. This map has 2 huge leaps of faith in the middle. We've been testing it for the past few days, and it's shaping up to be one of my favorite ones!

Difficulty wise, it's definitely easier than Library and Powerplant, and the 2 big jumps make it really special and memorable.

What do you think?
Last edited by Casper van Est; Nov 2, 2013 @ 11:15am
< >
Showing 1-15 of 15 comments
Reso Nov 2, 2013 @ 10:39am 
Can't wait
Casper van Est  [developer] Nov 2, 2013 @ 11:15am 
It's live now, enjoy!
wacko tobacco Nov 2, 2013 @ 11:37am 
Nice level 10/10, love it
Deon Nov 2, 2013 @ 12:37pm 
The only thing about it is the vertical climb (where you can choose left or right) has some of the same issues that the climb in Silo does. If one person is out and the screen is shrinking, taking the right path is suicide. If no one is out, the right path is at least twice as fast as the left, further exacerbated by closing the exit with the switch. Anyone who doesn't know this will always lose there.

Otherwise I love how technical the top path is at the beginning; staying under the blocks but still jumping over the boxes and gaps is super rewarding when you do it right. A pretty good one in my opinion, it's nice to see a somewhat tricky level without the use of spikes.
Jim Bobbity Nov 2, 2013 @ 12:39pm 
I was a little iffy at first, but I've decided I like the map. However, more than a few times taking the "shortcuts" just ends up killing you, even if you're ahead. For example, me and another dude were racing, and we were going to take the wind tunnel shortcut at the far left of the map. My opponent got there first, the tunnel sent him down, and he died.

Another time we DIDN'T take the wall-jumping shortcut at the right side of the map, and as I pulled ahead I died because to progress forward I had to go off the screen. This happened numerous times to the point I consider taking the "normal" path certain death, not because someone taking the shortcut can kill me, but because taking it first will just kill me if someone DOESN'T take the shortcut, widening the screen.

All that being said, I like the map, but would like these types of issues addressed please.
Last edited by Jim Bobbity; Nov 2, 2013 @ 12:40pm
Casper van Est  [developer] Nov 2, 2013 @ 1:10pm 
Yeah we're working on improving the lead-detection stuff, which would fix these issues. Thanks for the feedback!
I'm especially curious to hear if the different paths (on the right side of the map) need tweaking.
SBC saboya Nov 2, 2013 @ 2:22pm 
Well, the left path is basically death if you don't take it with a significant lead, it's too slow.

The "arrowboost" at the start of the map takes the "momentum" thing to a whole new level and it's even worse than SS Royale. I suggest you either remove that path (which nobody takes btw, people just take the regular path and head backwards to get the arrowboost) or make not worth taking it of you go for the other path.
Lay_Z Nov 2, 2013 @ 3:05pm 
The wind tunnel is fine. I have no clue what you guys are talking about. The camera was very lenient when I played.
Lay_Z Nov 2, 2013 @ 3:08pm 
Originally posted by Casper van Est:
Yeah we're working on improving the lead-detection stuff, which would fix these issues. Thanks for the feedback!
I'm especially curious to hear if the different paths (on the right side of the map) need tweaking.

The camera is weird in this area. Once, me and another player were at the same point vertically but on different sides while going up. The camera just randomly killed the guy when he was still on screen. I think it is an interesting path but the left side might need to be slightly shorter when you get cut off as the switch is hit.
jeff Nov 2, 2013 @ 3:18pm 
I think the slow left-hand path needs a weapon or a boost, that you can only get if you don't get cut off by the door. That way, taking it is a calculated risk - if you're fast enough, you get an extra weapon/boost, but if you're too slow, then you take a slower route and don't get anything. Additionally the chance of a weapon/boost makes up for the fact that it's slower. Right now it's basically just worse than the right-hand path in every way (except it's easier, I guess, and sometimes taking it makes you win because of lead-detection weirdness).
Last edited by jeff; Nov 2, 2013 @ 3:19pm
Knall Nov 2, 2013 @ 8:16pm 
Had a few game with bots on this new map tonight. Absolutely loved it! :)
Naughty Bear Nov 2, 2013 @ 10:15pm 
I really like the beginning how you can use the downward sloping of the map and the ceiling grapples to generate momentum boost. Enjoying the map overall. I really look forward to the tweaks on lead-detection though, Casper.
BurnTheMutant Nov 4, 2013 @ 1:44pm 
nice map, but sometimes as Comrade cosmonaut I get launched outside the map on the first round as we start it!
Jim Bobbity Nov 10, 2013 @ 9:23pm 
Since the update I don't use any of the shortcuts at all anymore; I just die if I try. ;_;
SBC saboya Nov 10, 2013 @ 10:12pm 
The lever on the top of the right path should be located earlier, so anyone going to the right has a chance to slow down people on the left. Even then I don't know if that will make people try to go for right anymore. It is riskier, since there's a lever in the middle of the left path that screws you, and to get to tever before players in the left get past them requires you to have a very significant lead...
< >
Showing 1-15 of 15 comments
Per page: 15 30 50

SpeedRunners > General Discussions > Topic Details
Date Posted: Nov 2, 2013 @ 8:39am
Posts: 15