Alright, finally finished.
A very impressive adventure map, but a bit frustrating to play through. If I had to summarize my biggest complaint with the map in one sentence, it would be:
"I want to play Terraria, not do trigonometry homework."
Sorry, but those water bolt puzzles can, ironically, die in a fire.
Besides water bolts, there were a LOT of shooting puzzles in general. When I played through the purple zone, I thought "Okay, there's a lot of shooting here. This must be the gimmick of this area."
By the time I finished the blue area, I was a bit sick of it.
The other big complaint I have is with the parkour. Some parts of it are fun, but a lot if it feels very finicky. You have to jump at just the right time, at the very edge of the block, you need to use your double jump again at just the right instance, and on some jumps you could smack your head on a wall, or miss your timing by millisecond. Also, the double jump was also very finicky and about a fourth of the time, would go off prematurely and cause your jump to fail.
Thank GOD you guys were generous with your checkpoints, but still...
Anyway, here's what I have to say about each of the areas themselves:
PURPLE ZONE
- VERY purple. A little TOO purple. Why is everything so purple?! Really though, aesthetically speaking, the nebula monolith might have been a bit overkill.
- That power generator part was very cool.
- Again, lots of shooting.
Land of Sand
- Appearance wise, probably my favorite area.
- So, who are these guys who've taken up residence here?
- That minecart jumping area was the first of the notably annoying jumps.
Blue Area
- Very blue. Offset somewhat by the white blocks, but still very blue.
- Lots of clicking sounds here. Can't be helped, I suppose.
- The ice tower where you need to stay within the specified area was fantastic.
- So who's the guy with the sharks? Where did he come from? Why are sharks in an arctic climate? What do I do with this treasure?
- You know that jump right above the shark pit? That jump can burn with the water bolt puzzles.
- It's come to my attention that the statue spawned enemies aren't really a threat...
Green with Unquenchable, Never-Ending Rage
- Liked the colored door puzzle, too bad the green overlay made it so that I failed to noticed color was a factor.
- First Water bolt puzzle: Evil. Second water bolt puzzle: You guys are Satan himself. Third water bolt puzzle: Not as bad as #2 or #1, but still very evil.
- Pretty waterfalls.
Carnival of the Damned
- Not sure how to feel about the look of this place. Carnival itself is okay, but the underground tunnels look like they could use some work.
- Timer based traps stop working if you exit the map.
- Fireball puzzle is where I first thought of trigonometry. I had to literally, and I mean literally, move my character two pixels to the left in order to make it work.
- Aside from that one thing though, I found the carnival games to be very enjoyable.
- Really like what you did with the cannon puzzle in the circus, but it was a bit confusing as to what the buttons did.
Green Level Mk. II
- Visually very impressive. However, very dark.
- Got stuck at the beginning, Wasn't aware of the water bubbles.
- I can't even begin to count the number of times the cloud in a bottle messed me up on those wall jumps for seemingly no reason.
- Okay, I don't know what you were supposed to do on that rooftop barrier puzzle? I ended up firing a water bolt a the button and outrunning it and jumping before it hit.
- The jumps right after that were almost just as frustrating.
- NANANANANANANANANA BATS, MAN! Seriously, they were INSANELY annoying. Potion of calming plz. Peace candles plz. Anything, really.
Bootleg Aperture
- Probably the most fun level to play.
- Really wish you guys did more with portals though. The switch based puzzles were alright, but a bit boring.
- Was there supposed to be a GLaDOS-type character talking? It felt like someone delivered about two lines throughout the entire thing, and then stopped.
- Companion cube in the vent puzzle was great, if a a bit glitchy.
The Fourth Mechanical Boss
- If this counts as a level, I take it back. THIS is the most fun level to play.
- Really no complaints other than it's a bit dark.
- TOO WEAK
- UNLESS...
I think I am stuck.
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you see the section with a projectile button you use a water bolt there and stand on the buttons on the top part over the doors before the bolt hits the doorCan someone tell me how to do the Emerald level in this specific part? I've been trying for a long time now with keyboard and mouse.
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you see the section with a projectile button you use a water bolt there and stand on the buttons on the top part over the doors before the bolt hits the door
[doublepost=1465071583,1465071515][/doublepost]best map ever great custom boss at the end. #MinorSpoiler
Nice map, really enjoyed it.
The finale was really cool and makes me very excited for what else could be possible.
I am left wondering, when will the tabi get some love? Seems like it could make some new movement puzzles, especially with wall-jump.
I don't know guys if I am so smart or lucky or you all are just sorry for the word... stupid. I mean the second "game" in 7 level with this button. I made it in 10 minutes and when I see those "2 hours lost from life on this stage" I am like... Woah! How?!
Anyways, going to add some good axe then and end this awesome map !
Um... I think you misunderstood me (my fault though, should have mentioned it clearer in the post). What I was trying to say was that the jumping part (wood lever platform to the cloud after deactivating wood and leaves) was difficult for me, not the puzzle itself.That puzzle can definitely be a bit difficult, but most people I've seen play the map have figured it out relatively quickly so didn't think it should cause major problems.
Um... I think you misunderstood me (my fault though, should have mentioned it clearer in the post). What I was trying to say was that the jumping part (wood lever platform to the cloud after deactivating wood and leaves) was difficult for me, not the puzzle itself.
you need to hold upI think that this whas a great move by the relogic team because it gives players more oppertunity's to make greater adventure maps as this will make the community of terraria more creative and a nicer place.
you gotta shoot the button with a waterbolt from far so you have time to get to the exitReally like that castle with the iron bars for allowance of light and the whole pillar feel that made it so good. Man, I'd kill for a map involving more of that kind of aesthetic, but sadly I am inept with building stuff...
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You gotta stand on the pressure plate and shoot the button on the post outside but you wont see it cause of the minimap.It seems like our v1.1 wasn't just in time for you, as we made the first 2 waterbolt thing way easier, and bunch of other small changes to things that were too difficult or weren't very clear.
We definitely did use the projectile pressule plates quite a bit, but we didn't really reuse the same challenge multiple times. Could've had less of them tho, I suppose.
It makes me wonder when people complain about parkour in our maps. It is in no way pixel perfect. Usually people complain about cloud going off by itself, or climbing claw jumps not working half the time, but these are literally just not being on the ground/wall when jumping. Like literally every single time. Could've made bunch of things easier tho, I suppose.
The lunar pillars were kinda an afterthought after we had already made the visuals for areas and they looked cool, but they do kinda remove some of the color scheming we had.
Quite a bit of the announce box things were us testing what works and what doesn't, and aren't necessarily used afterwards (desert area has warnings for stop! and <--run, green castle has "it doesnt seem possible currently" etc) Everyone can kinda look at them and see which uses they like, and then implement announcement boxes in that way in their maps (our future maps won't have this random announcement boxes)
The 2nd waterbolt puzzle used to be harder when I originally made it but for some reason Baih complained it was too difficult.. I wonder.
Quite a bit of the pressure plate shooting is probably a bit too accuracy demanding (at least the bouncy ones). Gonna take notes for future.
I think v1.1 added some calming potions.
We definitely would've done some more portal gun station things if I had realized that you could automate them with wire to make cool puzzles. Without wiring them at all they are kinda dull imo.
Expect to see more wired boss battles on our maps in the future. Thanks for long list of complains*
*feedback
I feel like you replied to the wrong people...I finished it in 2:30 hours so if anyone got questions just ask!
[doublepost=1465937545,1465937444][/doublepost] you need to hold up
[doublepost=1465937701][/doublepost]
you gotta shoot the button with a waterbolt from far so you have time to get to the exit
[doublepost=1465937790][/doublepost]
You gotta stand on the pressure plate and shoot the button on the post outside but you wont see it cause of the minimap.
I finished it in 2:30 hours so if anyone got questions just ask!
[doublepost=1465937545,1465937444][/doublepost] you need to hold up
[doublepost=1465937701][/doublepost]
you gotta shoot the button with a waterbolt from far so you have time to get to the exit
[doublepost=1465937790][/doublepost]
You gotta stand on the pressure plate and shoot the button on the post outside but you wont see it cause of the minimap.
Sorry, it's an oversight from us. If you enter the spike room and then leave the map, the spikes won't start again. You'll have to just bring like a pickaxe from another map and mine through it.