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anax
Throne/6G
Posts: 942 Joined: 11 Apr 2012, 23:06 Location: England Nationality:
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Sexy brushwork! super mountain space party
AKA Knifeworld on Discord etc. Frozen brains tell no tales!
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synthetic
Seraphic/8X
Posts: 1321 Joined: 27 Apr 2007, 15:29
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It is possible to survive the jump into abyss with variable reliability. in one testing session I was able to survive using 2 different methods, in another i couldn't as reliably recreate one of those said methods that worked previously. Regardless, I recommend perhaps doing something about it, or map might end up with some trolls or even gep spam from below. I'd suggest kill/damage zone instead of relying on fall damage, but thats up to the map creator.
Also, the map is a bit too tight, felt that in 0aug games but it was also very clear in atdm games. Perhaps portion of it can be expanded a bit, also in height. I am not saying all walkways need to be 2x wider, but the map is a bit claustrophobic.
Because in particularly in normal DXMP the map shapes the game experience, I think such abyss map could represent a form of deus ex "jump map", which this import is originally based on as well. Very interesting, but while some may love it others will hate it. I personally loved the challenge of jumping bridges with Speed Enhancement; and then there is the Power Recirculator. Im thinking that if anything, the underdog PR player might have better odds on such abyss maps, as lams will bounce off into the depths.
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