#Cave Escape!

51 messages · Page 1 of 1 (latest)

plain sigil
eternal stump
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im going to review this level 'cause i think it has potential and because im bored.
(first screenshot) : it's a cool looking start with floors and the stalactite hanging from the checkpoint, but there's not a way for any of the 16 players to get there without wall-climbing or dash jumping and potentially hitting the inconvenient spikes in said screenshot. I'd add a jump zone or gravity field there.
(second screenshot) : it's more of the first screenshot with more stalagmites and checkpoints.
(third screenshot) : i honestly think that this isn't a great section since the right side is faster due to the block being in the way of the checkpoint's left side.
(fourth screenshot) : first and second screenshot but you're falling and there are bouncer blocks, decent obstacle.
(fifth screenshot) : as much as this segment is clunky, i don't hate it and think it would be decent in the level.
(sixth screenshot and seventh screenshot) : this cycle is very slow and annoying, and it's kinda long too. but it makes up for that in having a cool use for ramps and saws. I'd add a second block to speed up the process and not kill leads.
(eighth screenshot) : good ol' useless space
(ninth screenshot) : jump zones that don't really help, floors you can't run up, not the greatest obstacle.
(tenth screenshot) : what can only be described as the worse randomized placements ever, the left side is objectively better than the right, and this would suck with 16 players all trying to bounce off 1 by 1.

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(eleventh screenshot) : decent funnel.
(twelfth screenshot) : couldn't get the bouncers in my shot so i took one here, its a decent obstacle but it's not great.
(thirteenth screenshot) : disappearing blocks scattered like this is super annoying and sucks for anyone who isn't in the lead, the few jump zones don't really help here.
(fourteenth screenshot) : it's just laser spam and they're in every direction.
(fifteenth screenshot) : I could argue that the saved dash isn't great, but the disappearing blocks are way worse.
(sixteenth screenshot) : im angry over the fact that this isn't centered but the zone itself is a decent end build up.
(seventeenth screenshot) : it's "TOO EZZZ" to get stuck here.

Final Score :
design : 4/10, some obstacles are decently designed but others feel worse in comparison, alongside a bunch of bad visuals throughout the level and lack of decoration.
multiplayability™ : 4.5/10, the only saving grace is the amount of space that isn't used but still gives free movement, but many other sections are awful for 16p.
skill req : intermediate, solely due to some sections requiring patience and skill.
creativity : 4/10, as much as the "This is something I worked hard to get certified" is there this feels like a lazy slop of 0 creativity (no offense)
Score : 12.5/30, I see so much potential but this needs a lot of work before it can even be thought of being certified

plain sigil
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@eternal stump Yo I updated it to all the tips you gave me and tried to make it more fair for people in the lead so if you could review the updated version and give tips it would be appreciated

eternal stump
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just played the updated version, many parts have improved such as the 2 moving blocks for the "wait here" cycle, the bouncer block zone is no longer a nightmare, the arrow in the jump zone spam section is centered, etc

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my one complaint is that speedy saw and the three disappearing blocks

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it's either because im bad at the game or due to it being a fast obstacle that's near impossible to dodge that i can't get through that part easily

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although i can't fully re-review rn, this has hit A-rank territory

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your review will be here tomorrow unless you want it in your newer thread

plain sigil
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alr tmmr fine

sturdy kite
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its awesome. tell me when ready

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and pls dont create another new thread. 1 is enough 😉

eternal stump
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it's re-reviewing time
(first screenshot) : the start will no longer be people wall-jumping like crazy, improvement.
(second screenshot) : the even split makes this so much better to split players up, improvement.
(third screenshot) : floor section stayed the same, i didn't notice any changes if there were any.
(fourth screenshot) : this section remained the same and I never had a problem with it before, no complaints.
(fifth screenshot) : the addition of the other moving block speeds up the cycle, improvement.
(sixth screenshot) : this section looks a bit nicer and isn't just 1 block wide jump zone parkour, improvement.
(seventh screenshot) : the somewhat symmetrical bouncer block zone was heavily improved and won't be too much of an issue for multiple players, improvement.
(eighth screenshot) : took a bad screenshot here, but the moving floors are much better than the double disappearing blocks that destroy your lead in seconds.
(ninth screenshot) : big improvement, the scattered blocks and jump zones make it easier for multiple players to get across.
(tenth screenshot) : didn't notice any changes, this section is great although i would recommend removing a few lasers and trying to get as many 2x2 gaps as possible for players to stand on.

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(eleventh screenshot) : this saw is incredibly fast and as i said yesterday i had trouble getting over it due to the speed, and the disappearing blocks don't make it easier.
(twelfth screenshot) : im pretty sure you can get softlocked on the checkpoint since the saw goes over the tiles to the left of the disappearing block.
(thirteenth screenshot) : it's incredibly hard to see here, but you raised the heart a tile, now people can't be mean and no one will get stuck there.

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Final Score :
design : 7/10 (Originally 4/10), many good changes were added to help the level "flow", with some decoration and nice choices of obstacles.
multiplayability™ : 8/10 (Originally 4.5/10), this update brought so many changes for the level's QoL, making it easier for multiple players to get through certain sections without it being a crampy mess.
skill req : easy, almost slightly intermediate, some sections may require a bit of map knowledge or patience, but it's less than before.
creativity : 6/10 (Originally 4/10), i see some creativity in finding new ways to optimize the level and make it easier, while still making those newer options somewhat nice.
Score : 21/30 (Originally 12/30)

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congrats on the update, i liked it

sturdy kite
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Posted in LC 👍🏻

gray adder
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Good job!

gray adder
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It got certified @plain sigil!!!

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goober 🥳

plain sigil
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what

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woahh!

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YESS

gray adder
vague stirrup
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theres a softlock near the end

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i think

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havent tested it yet

gray adder
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huh what???

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not this again...

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like the bouncy castle level lol

vague stirrup
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yeah theres a softlock

gray adder
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I didn't see that

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@sturdy kite uh, theres a softlock again goobnana

plain sigil
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should I fix it or will it get unverified

eternal stump
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maps rarely get uncertified but just to be safe i would suggest fixing it

plain sigil
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no, like if I change it will it get uncertified

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because I stwitched it

eternal stump
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sure

eternal stump
plain sigil
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ope

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it dosent let me change it is says its been certified and I cant make changes

stone pasture
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upload it as a new level and then send the link of the new level

plain sigil
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ok

worldly solstice
rocky flax
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17 screenshots + 13 in the next one

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whyd i ping you im stupid

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anyways like