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A: Add some screenshots to the Steam Workshop page here. Pick spots that look nice, but aren't spoilers or anything. It will make people that find this map more likely to actually try it.
B: Use TEDIT to delete the rest of the world, or at least replace the rest of the world with a solid, singular block like dirt. This will improve load/save times for the world, and make downloading the world file/importing it a quicker task. Not only will it be nice for the ppl that play it, but it might save time for u in the long run. I know it does for me, with how often I bounce between TEDIT and in-game when I'm making maps.
I might try playing through it again after the next update.
I remembered another bug. Right next to the EOC arena is a room with two chests in it, and is blocked by a shimmer pool. You can get through into there without the chromatic cloak.
I didn't actually realize that was a bug at first, cause it was the first appearance of the shimmer, and I just thought entering that room was a minor puzzle.
The BIG thing I plan to fix is the enemy spawns, cause the wiring is VERY ass since i'm not good at it (hell I plan to redo the entire wiring of the map, it's that bad). I had friends complain about them, a youtuber complained about them and I can definitely tell it's a terrible issue. I will see what I can do about it.
Haven't had anyone complain about the visuals though, so I don't really know what to do about that, sorry.
I will keep note of what you said when it comes time for the next update, so thank you!
ORIGINALITY: 6/10 This map doesn't really do anything differently than other maps, it just does it better. It does have a music pack though, and most maps don't. I highly recommend it, and it's the only reason I rated it a 6 on originality.
REPLAYABILITY: 5/10. There's going to be more added to the map. That would be the main reason to replay. Or maybe you want to run through it again to read all the signs you missed.
AVERAGE RATING: 7.3/10. I recommend it.
LENGTH: 9/10. Map is huge, and will take a lot of playtime to beat, especially for weaker players. Map is still under development, and will get even bigger.
VISUALS: 9/10. True talent on display. Though some areas might cause headaches. Maybe I just have some minor photosensitivity issues, not sure.
STORY: 8/10. Map has a HUGE amount of lore, though I've only read like half. It doesn't like letting you read it though.
I'm aware that you're planning to add more to the map, and that's a bit boggling, considering how much it already has, and how much time and effort you've already put into it.
But I have to ask, does the map actually have a conclusion, or is the addional content you're adding just side-areas?
The manor is of course, amazingly put together, and overall visually great, but the cluttered art style(I don't know what else to call it), where every available space is packed with a decoration or a varying color or texture, can be a bit tiring when it covers the entire screen and never ends. And then it repeats. Over, and over. Yes there are places that are different in it, and are very refreshing, but by time I reached celestial observatory, I was very sick of the repeating, cluttered visuals that made things so hard to see.
It's mostly the middle to late sections of the manor, and the eyeballs that gave me issues.
The switches are strewn around randomly, and are hard to reach, and while I'm at the switches, the blocks they are actuating are off screen, so I can't see what each one is doing. Also moving between them is an annoyance, and there are enemies constantly attacking from the side as well.
Last about puzzles is, I think the difficulty should have some effect on the loot. Some were really tough, but didn't give something that made it feel worth the effort.
What I'm suggesting here is a long cooldown on certain mob spawners, so that you're likely to have beaten them all before the thing resets and can spawn more.
More so, there are certain areas that I've long-since thoroughly explored, but end up traversing constantly, which still relentlessly chuck the same nusiences of enemies my way. To cut down on that grindy repitition, I'd suggest adding a way to disable the traps in certain areas, so that they'll be friendly and calm.