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AD_79

Voidspawn - one map

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After the first fight at the start I looked at my health and thought "Wow, how the heck did I take SO much damage?" Only when I reloaded the map after I beat it did I realise why!

 

Killed everyone but didn't find either secret. Quite challenging. Felt like some fights were cheesable by being able to just run back out the entrance. They would have been much more dicey if you were locked in the arena after going through, though a bit more health may be needed if that were the case.

 

Very enjoyable.

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Cool little map, neat colors, good layout + gameplay + flow as expected from you.

 

67ebarU.png

 

Found an oopsie tho.

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This was a fun casual play. I really like the colour palette and texturing choices. Bunch of fdas attached. I got fairly far on my blind second attempt, and then spent a bunch of times dying within the first minute or so trying to yolo a bit much (I also didn't click on the 50% starting health for a while). Managed to find both the secrets too, I like how they are hinted at. 

voidspawn-fdas.zip

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Great map, glad we get to finally play it! Big fan of going the full custom palette route rather than only recoloring textures - it makes the non-grayscale details stand out even more and gives the whole thing a striking look. Difficulty and length are just right for me as well, had a lot of fun both on my blind run and on replays.

Edited by uber

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Typically relentless-without-being-overwhelming AD stuff. Lots of fun setups and and an exquisite palette - I especially liked the noble's lilac projectiles contrasting against the greyscale. I'm a pretty cautious HNTR player, so I didn't yeet myself off the final staircase, but I could see that being a pretty frustrating way to snatch defeat from the jaws of victory...

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Thank you for playing. There might be one more standalone map on the way, and then after that it's back to working on larger projects. Once I figure out how to not totally overthink them, anyways.

 

On 7/14/2023 at 3:06 PM, Degree23 said:

Felt like some fights were cheesable by being able to just run back out the entrance. They would have been much more dicey if you were locked in the arena after going through, though a bit more health may be needed if that were the case.

 

I'm often fine with letting the player take whatever method they desire to deal with fights, so "this fight can be cheesed" isn't much of an issue to me unless it totally breaks a big important fight or something. Lock-ins are something I use sparingly as they can feel at odds with the way I like to design things (especially if the lock-in in question is "I closed a door behind you, now deal with the fight"), and if I do use one I'm more likely to build it into the layout via a drop-down or something.

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Had quite a bit of fun. I've got blind-with-saves footage, got all the kills, didn't find either secret but as I am on vacation in GR I doubt it'll upload anytime soon, so here's text instead. 

I loved the palette, I really like the kinetic event of making that leap for that SSG at the top of the stairs, stays in memory. Good midi to keep me company. As mentioned above since the layout allows for this you can run off from a lot of encounters and funnel them through doorways etc, but since there isn't that much health lying around, it feels balanced for that. 

Map feels quite big but there isn't really any downtime running around confused or any other problems. 

There were a few bits of health drought in the middle of my random route that felt like a few stimpacks and perhaps a big medkit would be forthcoming, but for blind play with saves it's hard to tell. 

I enjoy your stuff and this one's no different! Beautiful map as well, thank you for sharing.

Edit: belated footage, for testing purposes 

Edited by Helm

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Maybe playing on HMP wouldnt've been so bad. Because rushing this map was dumb. Really nice aesthetic though. A little different from your other maps even!

 

 

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I really dig the color palette you went for, a lot!

 

But I feel like the combat is wanting.

 

I went through the first run killing everything with the pump action and grabbing the rocket launcher in the bottom portion. This ended up neutering the more difficult encounters like the red key trap. After I grabbed the red key I went tooling around the central area and noticed the SSG. Had I seen the SSG sooner I'd probably feel more positive about the pace of the combat.

So I tried another run where I rushed for the SSG first and not only was the teleport ambush more exciting, each section became much better paced. 

 

It would've been better to make the SSG more transparently available and the jump to get it easier. You can see in Helm's footage that he misses the jump the first time and for the second jump he ends up skipping over the intended ambush for it because the jump has too much momentum to it. And in Lady Mist Dragon's footage she also misses the SSG for most of the map like I did. 

 

I'm sounding negative but I did enjoy the map, I just felt like it just needed a bit of tweaking around the SSG. 

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Really terrific stuff, fam. Your use of hitscanners was especially devious and had me on edge for most of my playtrhough as I was vying for a deathless run, but one of your traps was just too cheeky and robbed me of it. You never fail to enthrall, surprise and delight, AD. ;^)

 

 

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FDA, -dsademo, v0.26.2 for playback: vdsp_fda_maribo.zip

This color palette is unbelievable, the greyscale makes all of the colored textures feel so vibrant (and the pinky sprites in particular have such deep pinks). I'm in love with the way R_WISP looks when scrolling, it's kind of mesmerizing.

On 7/16/2023 at 10:06 AM, AD_79 said:

There might be one more standalone map on the way, and then after that it's back to working on larger projects. Once I figure out how to not totally overthink them, anyways.

Wonderful map, really hoping the standalone map mentioned here makes its way to the public soon too.

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