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Dangerous Crossline Circuit (r_MF_DC.wad) Details »»
Dangerous Crossline Circuit (r_MF_DC.wad)
Version: 3, by ManimiFire (Meow Motherfuckers.) ManimiFire is offline
Developer Last Online: Nov 2018

Category: Version: SRB2 Rating: (1 votes - 3.40 average)
Released: 06-27-2016 Last Update: 08-02-2016 Installs: 0
Multiplayer Levels

Hello, it's me again, and I back again with circuit map: "DANGEROUS CROSSLINE ZONE"... Hope you like it...

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File Type: rar r_MF_DC.rar (66.7 KB, 165 views)

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Old 07-03-2016   #2
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Welcome to releases!
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Old 07-03-2016   #3
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This level aesthetically is nice, but the biggest problem with it is how flat it is. FSonic and Vanilla Sonic will have one hell of a field day here because of how flat the level design is, to combine some of the problems with the level, the quicksand oil is a little too quick on it's own imo and can even stop the player like a Stop Object Linedef effect. The acid hazards are one of the most frustrating parts of the level design, mostly because every time that there is a shadow-y opaque part of the level (Under the ice platform; the large cave; one of the small alternate routes) the acid just hits you like a jumpscare on your first run mostly because you wouldn't see it coming, no warnings of any type are placed near these acid hazards (except for the alternate route) to warn you 'all of a sudden there's painful acid, look out!'. Overall the map is fine on it's own, but as a RACE map vs. Vanilla Sonic and FSonic, it just cripples it to another reason to not have Sonic so powerful in racing levels, except here, you can't blame the blue blurs, but you have to blame the really flat level design. You did just as nice in Jungle Ruins regarding flat level design, but that was because almost every character moved the same way; here, you can't get away with that since FSonic can move faster than Tails in every way, and since FSonic can take any shortcut Tails can make, it just makes Sonic the main character of the level, which is WHY Circuit's levels were removed as a whole.
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Old 07-03-2016   #4
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Hey, not bad! I can tell you've improved since you first started. Your map is functional and has some neat ideas in it, and from a color standpoint it actually doesn't look that bad either.

The problem I'm seeing right now is just a general lack of polish, mostly from a visual standpoint.

You're experimenting with scenery; that's good. Keep adding more details like this, but think about your ground and your boundaries as well; those big and imposing walls wouldn't be flat in real life, would they? They'd probably be layered with rock structures and stuff on them.

When you have a hole that leads to another area, don't just make it a hole -- dress it up with some sectors, make it less flat! Don't make your acid pits the same floor as the ground -- give them some depth.

It's more work, but small details like this go a long way.

Some other points:

* Don't abuse darkness too much. Even in a cave, it shouldn't be too hard to see what's going on.

* Don't plaster a whole bunch of red X's on high wall, looks kind of tacky because it's such a high-attention graphic. One row of X's will do and is easier on the eyes.



You should download this circuit pack and study how they do visuals. Might help give you some ideas.
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Last edited by CobaltBW; 07-03-2016 at 10:36 AM. Reason: why yes i did
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Old 07-03-2016   #5
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Quote:
Originally Posted by CobaltBW View Post
You should download this circuit pack and study how they do visuals. Might help give you some ideas.
I think you meant to link Circuit Returns rather than just a screenshot of it, lol.
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Old 07-03-2016   #6
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Looking pretty good! But like Duon said the level is pretty flat, try and add some or more short cuts for Knuckles and Tails players.

Overall its an improvement!
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Old 08-02-2016   #7
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Updated Dangerous Crossline Zone to his original music after all...
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