jazz at midnight
Author | gr_8 |
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Tags | author:gr_8 race unrated |
Created | 2008-11-05 |
Last Modified | 2008-11-05 |
Rating | 4 more votes required for a rating. |
Map Data | |
Description | here it is... my first race
quite open, but i here thats a "good thing" to start with. quite short as well, possible sub-1000 frame demo, id like to see them all anyway im open to suggestions, and again, post demoes. tried to make it as un-cheatable as possible, but sad-acts out there will probably find a way. if you get stuck tell me to post a demo, but i doubt you will need it. Please comment! i dont care about votes on this (although i wouldn't mind if you did vote) i just want your comments on how i could improve thanks |
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2008-11-05
I'm not really the new in_dub, you know
but anyways, the map.
Okay, the demo was as far as i could get - the rocket often killed me as i jumped out of bottom left too, and i guess that was my main problem. Okay... advice... let's see...
Okay, when you set the player off for a jump, off say... a '3' tile, a good idea is to set them off on another. straight away. place a '1' or two in front of it so that they jump off the first slope, then the next (and i know you kinda did that) to generate speed, with that speed you can send the player further up into the map - without launchpads. Placing the player in a vertical tunnel is also a good way to generate a speedy ascent. Another thing to do when you send the player on a jump (and you'll see the popular races do this a lot) is to 'catch' them in midair, by placing an 'e' or (preferably) a '5' tile(s) above them, then pulling the player back down. EXAMPLE:
000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000N0000000000000000000000N0000000000000000000000C000000000000000000000?0000000000000000000000000000000000000000005000000000000000000000E0000000000000000000000P0000000000000000000000P0000000000000000000000P0000000000000000000000000000000000000000000000000200000000000000000000000B0000000000000000000000N0000000000000000000000N0000000000000000000000N0000000000000000000000N000000000000000000000ON|5^750,540!11^348,552,528,456
Also note how i landed on a 5 tile too, this just generally leaves more flow options open.
Okay, the demo was as far as i could get - the rocket often killed me as i jumped out of bottom left too, and i guess that was my main problem. Okay... advice... let's see...
Okay, when you set the player off for a jump, off say... a '3' tile, a good idea is to set them off on another. straight away. place a '1' or two in front of it so that they jump off the first slope, then the next (and i know you kinda did that) to generate speed, with that speed you can send the player further up into the map - without launchpads. Placing the player in a vertical tunnel is also a good way to generate a speedy ascent. Another thing to do when you send the player on a jump (and you'll see the popular races do this a lot) is to 'catch' them in midair, by placing an 'e' or (preferably) a '5' tile(s) above them, then pulling the player back down. EXAMPLE:
000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000N0000000000000000000000N0000000000000000000000C000000000000000000000?0000000000000000000000000000000000000000005000000000000000000000E0000000000000000000000P0000000000000000000000P0000000000000000000000P0000000000000000000000000000000000000000000000000200000000000000000000000B0000000000000000000000N0000000000000000000000N0000000000000000000000N0000000000000000000000N000000000000000000000ON|5^750,540!11^348,552,528,456
Also note how i landed on a 5 tile too, this just generally leaves more flow options open.
Demo Data |
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Is that his is closed and has a set path to follow. I wasnt comparing other aspects, those will come naturally. It was just that it was impossible to get lost in his race, that was all. But thanks for the tip about the doors.
2008-11-05
>_<
Sorry, didnt read the part about not voting :P
2008-11-05
Its too open imo
I can hardly find the flow. Make sure a race isnt just a load of tunnels, but dont make it so the player has to guess when to jump either. I know Im exaggerating this a bit, but compared with, say, destiny's latest race, its too easy to get lost. 2
_destiny^-
continued from last one... (damn character limit)
0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000N0000000000000000000000N0000000000000000000000N0000000000000000000000C0000000000000000000M030000000000000000000E0000000000000000000000P0000000000000000000000P0000000000000000000000P0000000000000000000000000B0000000000000000000000N0000000000000000000000N0000000000000000000000N0000000000000000000000N0000000000000000000000N000000000000000000000ON0|5^750,516!11^396,552,540,480
GHM also has a good point about tunnels, or what he was trying to say, at least. Try to make the direction the race is taking more obvious. 'Catching' is a great way to do this ^^.
Sorry for the essay, but you sound like you're serious about this race stuff ^^ - hope this helped :D