Not your greatest work but this was based on another mapper which was tribute to him? Some elements were very good like the serpentine push region tunnel. The glass maze made no sense, you just ran through and that was it.
Ive played through it twice. |
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Finally got a chance to play this. My thoughts:
- Love the idea of making new maps based on the themes of classic ones. Future RFU idea??? - Music selection was good and captures the feel of the old Disco Runs pretty well. - Alternating ice/normal textures and glass blocking the path are kinda Certified Hood Classics when it comes to run maps at this point, but they are something I am getting tired of personally. I think these only detract from the flow of the map. - Appreciated the un-maze, thank you! - The last big room before the ending was okay, but could have been improved with a few more different kinds of jumps. The room is huge and felt a little bit empty. It was also a lot easier than some of the preceding rooms which is a strange difficulty progression. - I completely agree with ice about checkpoints. They're still useful, even in the era of QS/QL. - Was thinking about how cool the "disco slide" was, and then the ending room let me go through it again which was a nice surprise All in all, good work on this run. |
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User Rating: 👍 Recommended!
Good Theming, Good Map, Good Tribute, Some of the obstacles threw me for a loop, the giant rotating barrel room was very disorienting. Lots of Bolt emitters, nice music selection, some good classic euro'trance with a touch of disco. I liked the spiral circle, that was a nice tribute.
I felt there were some things missing that really characterized the DiscoRuns, first and formost the intricate bolt emitter patterns on the floors. Then, to a lesser extent, those large spinny movers that diablo liked to use. Also, your maze needed to be an actual maze imo, also you needed some spikes & deathtraps in there. (like discorun2) (but you get teleported instead) The OG finish text at end was a nice touch, The map needed checkpoints, QS-QL + 'reset teleports' in each room is good, but players can get separated a left behind. I think checkpoints are really a classic staple of run maps. I thought your ' DiscoRun4 ' brush text was very good, nice glass, very sharp, (pun lul) I was also Bummed the map was not released with a little event, 'I didn't get to play it with players :'( ', (& at the time of this review only has 15 downloads) Also, whattt no Konfetti at the end???!!! wher-my Konfetti!!! |
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