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dustogether feedback

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Oct 24th, 2016
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  1. Before anything, I'd like to say that usually I'm one to ensure positive reinforcement, but here it's just going to take alot of time to list levels *without* problems. I listed all the levels I had problems with in the eyes of MP. Any maps that I don't mention are ones that I think are perfect and should stay imo ^^ And good work on including really nice central-stage maps, construction-zone replacements, and aerial maps.
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  3. Now that I've played MP, I've noticed two general level-design-related problems. One is that it's possible to steal a dustblock or an enemy from someone, prevent them from proceeding, and at worst having them die and force you both to go back to the checkpoint. The other is that I have to run the game on minimal mode to get even ~24fps on my laptop, so I played through all the levels solo on minimal mode as well, and anything that struck me as odd I played again with all normal settings off.
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  5. In Alphabetical Order:
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  7. Forgotten Fortress has that jump in the middle that requires killing the gargoyle to make the jump. Another enemy or a dustblock platform somewhere in the middle would be nice to let the other player make it.
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  9. IDKMANE got me lost sometimes while playing minimal mode just cause the branching paths seem to come out of nowhere and doesn't have the best map flow besides the background detail providing a visual lead. I'd prefer this get replaced but it's not a huge deal.
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  11. 2 Things about Hydra. For one, trying to gain momentum to head --right--> from the begining usually ended with Night and I both hitting those diagonal spikes below us, when you'd think the hitboxes would be forgiving. This was kind of problematic with lag and tight camera positioning, but not a huge deal.
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  13. The second thing is here. http://i.imgur.com/rU3aJAU.png it's possible to steal prisms from someone who's on the platform behind me, and prevent one player from making it across unless they can spikejump. Luckily nighthawk could spikejump it from there as kid, but I think it'd be a good idea to turn the prism that I'm hitting into a large prism, and also make it higher to indicate it's for the player cleaning up the section behind me. Not everyone will be playing as dustkid. Otherwise it's a great map for co-op that I really don't want to see removed. <3
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  15. Harley Quinn is a challenge in planning, which is fine. I'm worried about players who are not capable of doing the planning holding the other one back. It's a big level which will mean a restart could be annoying length-wise. It's less about execution and more about planning, and I would replace this level personally, but I understand it's meant to be a challenge.
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  17. Tetris is entirely pitch-black in minimal mode except for the final enemy at the bottom (which you can't reach without super). Having all normal options minimized made it work just fine though, so you decide if you want to make some work-around or replace it.
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  19. The Dungeon just felt weird in how the camera placement made your meters and timers cover up the bottom corners. Not a huge problem, good map otherwise.
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  21. And that's it! Thanks for providing these maps. When I have more time here I might make a co-op map or two, I have a few ideas and I'm happy to see this project coming along. :3
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