Zainstaluj Steam
zaloguj się
|
język
简体中文 (chiński uproszczony)
繁體中文 (chiński tradycyjny)
日本語 (japoński)
한국어 (koreański)
ไทย (tajski)
български (bułgarski)
Čeština (czeski)
Dansk (duński)
Deutsch (niemiecki)
English (angielski)
Español – España (hiszpański)
Español – Latinoamérica (hiszpański latynoamerykański)
Ελληνικά (grecki)
Français (francuski)
Italiano (włoski)
Bahasa Indonesia (indonezyjski)
Magyar (węgierski)
Nederlands (niderlandzki)
Norsk (norweski)
Português (portugalski – Portugalia)
Português – Brasil (portugalski brazylijski)
Română (rumuński)
Русский (rosyjski)
Suomi (fiński)
Svenska (szwedzki)
Türkçe (turecki)
Tiếng Việt (wietnamski)
Українська (ukraiński)
Zgłoś problem z tłumaczeniem
-First I think you should have used some of the purple rift tracks that the game has, would have been much better then the same blue rift song the whole time.
-For a purple rift, the level was a bit linear in some places. Generally speaking, purple rifts's design is more open and less linear, with the pipe being in the center of the floor, or somewhere that's easy to access.
-The lighting needs some work, it was very dark in a lot of places. I also think you might have not built lighting before releasing the map, but I could be wrong. building lighting is very easy, it's one of the tabs at the top of the editor viewport
-Depth of field is off, you can enable it in the world properties, and adjust the distance of it. There's also a bunch of important settings in there, that allows you to customize your map a lot more. Like changing the color of shadows, highlights, etc..
I can see where youre coming from. I'll be honest, the last section was more of a quick cutoff part. Initially there was more planned inbetween the second and last section, but due to not having the time to create as much as I wanted to, it kinda ended up unpolished.
About the large NPC, I was a bit blind. It used to be smaller but just before cooking the map I increased its size a bit. Turns out, that was a bit too much. Oops ><
Ill keep the rest in mind for later and if I happen to revisit the map, I'll see if I can make those happen. Thanks!
Invisible walls abound, and it's glaringly obvious at the final part where you can't corner-jump onto the ram head to boost yourself up to the Hay God, due to an invisible wall. There's also a large NPC that has a dialogue prompt but you can't talk to them because the E only appears when you jump and you can't use E as you're jumping. In the final part, there's a chimney without a lid - it would be cool to use that to get to a secret area.
Lastly, when you first start the level, if you turn around and wall jump, you can easily get to the springs to get to the cannon. I feel like this would have been better as a closed-in area type deal where people would only be able to get to the springs that way if they actually noticed and used that technique. The same can be said for a cave near the seller NPC - it should be an actual cave.