Very nice first map!
It's quite a nice curvy layout - it can take quite some time to break free from ZB's rigid, gridded nature but it seems you've done that already :P
The visual identity of the map is very strong, which is always nice to see.

In terms of areas for improvement;
- Deathpits and the shortcut pretty much look identical
- On the banked turn with the red spring panel, some of the flat ground is also a spring panel, even though it looks like normal road. Surprising players with invisible sector effects is usually best avoided
- If you opened up the inside corners of more turns, it'd give you more opportunity for shortcuts, potential for more visual interest and allow players to better read the map
- All the items are soft sets I think (don't cover the whole road, so skippable). I haven't played this in a netgame yet, but it could potentially mean 1st place can just take the tightest, fastest lines throughout the course, while everyone else is forced to take slower lines for items. This could exacerbate frontrunning, just something to keep in mind

But yeh overall it's a really good standard for your first map, hoping you put out more!
Hey_Its_Rey(alp)
Hey_Its_Rey(alp)
Thanks for the feedback! I will take these into consideration moving forward
Upvote 1
This map is simple, but pretty fun! My one real complaint is that the limited color scheme results in the pits not standing out too much. I always assume that the pits look like cuts, and I boost directly into them. Equal parts funny and frustrating.
Hey_Its_Rey(alp)
Hey_Its_Rey(alp)
Yeaaaah, I am starting to see this glaring issue as of now lmao. Thanks for the heads up!
Upvote 0
this is actually really cool
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