[SP] Mistral
Quote from ColorCubeMan on July 11, 2012, 5:36 pmSecond part of my previous map, Interlude.
Second part of my previous map, Interlude.
Quote from wstrika on July 11, 2012, 6:13 pmSHIT, I wish I had checked for a part 2 before I made a video review on Interlude itself.
(Interlude was great, by the way)
SHIT, I wish I had checked for a part 2 before I made a video review on Interlude itself.
(Interlude was great, by the way)
Quote from ColorCubeMan on July 11, 2012, 7:22 pmwstrika wrote:SHIT, I wish I had checked for a part 2 before I made a video review on Interlude itself.(Interlude was great, by the way)
Well I'm sorry, I should have released it earlier. But don't worry, the two parts are not really related...
Thanks for the quality reviews by the way!
(Interlude was great, by the way)
Well I'm sorry, I should have released it earlier. But don't worry, the two parts are not really related...
Thanks for the quality reviews by the way!
Quote from wstrika on July 11, 2012, 8:14 pmMistral is a lot harder than Interlude, I'm still trying to figure this one out.
EDIT: Got it. Nice backtracking.
Mistral is a lot harder than Interlude, I'm still trying to figure this one out.
EDIT: Got it. Nice backtracking.
Quote from zivi7 on July 12, 2012, 9:04 amVery nice! Funny: I knew what the last step would be, but it took me forever to find out the step before that one.
It would be nicer if the fan would affect the player in a way though. I think influencing the actual movement would become annoying, given how long it'll probably take to figure out the puzzle. But how about a gentle screenshake and windy sounds at least in the area where the orange gel hits the wall?
Since this is uploaded on the workshop, I was surprised there was no thumb up/down evaluation screen in the end. Is there a reason you don't have it or is this not intended?
Very nice! Funny: I knew what the last step would be, but it took me forever to find out the step before that one.
It would be nicer if the fan would affect the player in a way though. I think influencing the actual movement would become annoying, given how long it'll probably take to figure out the puzzle. But how about a gentle screenshake and windy sounds at least in the area where the orange gel hits the wall?
Since this is uploaded on the workshop, I was surprised there was no thumb up/down evaluation screen in the end. Is there a reason you don't have it or is this not intended?
Quote from quatrus on July 12, 2012, 2:04 pmEnjoyed the map and the old style. Last jump was clear, just getting to it took a little thinking - well done. Thanks for creating.
Enjoyed the map and the old style. Last jump was clear, just getting to it took a little thinking - well done. Thanks for creating.
Quote from rock_n_rage on July 12, 2012, 6:43 pmGreat Visuals and really good puzzle!
Great Visuals and really good puzzle!
Quote from Shakky on July 12, 2012, 7:31 pmGreat visuals and an excelent puzzle! Thanks alot I really enjoyed it!
You deserve a blindrun
[spoiler]uQdHQzAD6rY[/spoiler]
I hope you make more of these.
Great visuals and an excelent puzzle! Thanks alot I really enjoyed it!
You deserve a blindrun
I hope you make more of these.
My maps: Bits , Color Me Rainbow and Spank Me Skyward

Quote from josepezdj on July 13, 2012, 3:00 amWow dude! That was reaaaaaally funny!!
. I sometimes forgot why I like the underground theme maps... it's all about flinging, bouncing and speeding!
I liked much the design... really detailed even in such a small(?) chamber! It's an awesome work just like the rest of your maps!
![]()
However, I had much problem by the end. I'd suggest to make clearer that it's possible to get through over the pillar to the exit (if I did what you intended
)... To be frank I thought the solution was to collapse that pillar somehow (for example crashing against it after getting speed with the speedy gel
) and break through...:p Maybe adding a bit more of lighting on the top of that pillar would emphasize that the exit is over there? or maybe a little bit more of signage?
Anyway, here is my blind playthrough:
EDIT
Damn it! I've just watched Shakky's video and I've checked the final fling... which I suppose is totally intended. Then I hope my final fling could be prevented in later updates of the map...
Wow dude! That was reaaaaaally funny!! . I sometimes forgot why I like the underground theme maps... it's all about flinging, bouncing and speeding!
I liked much the design... really detailed even in such a small(?) chamber! It's an awesome work just like the rest of your maps!
However, I had much problem by the end. I'd suggest to make clearer that it's possible to get through over the pillar to the exit (if I did what you intended )... To be frank I thought the solution was to collapse that pillar somehow (for example crashing against it after getting speed with the speedy gel
) and break through...:p Maybe adding a bit more of lighting on the top of that pillar would emphasize that the exit is over there? or maybe a little bit more of signage?
Anyway, here is my blind playthrough:
EDIT
Damn it! I've just watched Shakky's video and I've checked the final fling... which I suppose is totally intended. Then I hope my final fling could be prevented in later updates of the map...