Asenna Steam
kirjaudu sisään
|
kieli
简体中文 (yksinkertaistettu kiina)
繁體中文 (perinteinen kiina)
日本語 (japani)
한국어 (korea)
ไทย (thai)
български (bulgaria)
Čeština (tšekki)
Dansk (tanska)
Deutsch (saksa)
English (englanti)
Español – España (espanja – Espanja)
Español – Latinoamérica (espanja – Lat. Am.)
Ελληνικά (kreikka)
Français (ranska)
Italiano (italia)
Bahasa Indonesia (indonesia)
Magyar (unkari)
Nederlands (hollanti)
Norsk (norja)
Polski (puola)
Português (portugali – Portugali)
Português – Brasil (portugali – Brasilia)
Română (romania)
Русский (venäjä)
Svenska (ruotsi)
Türkçe (turkki)
Tiếng Việt (vietnam)
Українська (ukraina)
Ilmoita käännösongelmasta
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.
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.
Also, 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?
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.
*edit* - I did not see you tweaked lead detection overall before making this post, so disregard what I said about it.
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.
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.
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.