Hourglass

by Rathmec
created Feb 18, 2013
Leaderboards
466 views | 704 downloads

Rating
/ 17 votes

Difficulty
/ 14 votes


map notes
"When you return to where you have been, things aren't always as remembered."

Took a bit of a hiatus from playing Dustforce, but came back to finish this map I started making months ago. It's a bit of a visual concept map, but I hope it still flows nicely. The only real difficulty should be the length of the map. Hope you enjoy it.

5 comments

Furkiepurkie
said Feb 18, 2013
Administrator
While this map did flow well, I feel like the drop to the mansion part was a bit too long. You also forgot to add a killbox at the end, meaning pushing the Gargoyle off the cliff or falling down means you had to restart the whole level.
edited Feb 18, 2013
Tinker
said Feb 18, 2013
It was a lot of fun visually, but it's so long that I can't see me running this over and over any time. The change of scenery is really well done and kind of confusing in a good way, which is rad.
Dragoslove
said Feb 18, 2013
While the level was pretty, and the scenery was beautiful, it didn't flow well at all.  The random backupshift style drop  at two points seemed alot higher difficulty than the rest of the level.  No thought seems to have been given to maintaining speed, and most of the level seems to be complete challenge, walk to next one, repeat.  I don't want to be discouraging, but you might want to think about this in future levels, to try to make everything fit together better.
Guycep
said Feb 18, 2013
I think it's a great map, not the most fluid design but perhaps it's possible to judge it for its intended merits rather than viability As A Dustforce Level. Granted it doesn't lend itself to usual gameplay, but I have to say it does what it intends to quite well, bar some segments that could use a bit of tuning-up.
Cobalt
said Feb 18, 2013
5/5. This is a truly brilliant map. While it's too long to be a map I'd replay for score, it was certainly impressive to behold. I loved the deja vu feeling of running back through the beginning of the level, and how everything appeared to have gathered dust. It really effectively produced the illusion of the passage of time. Good choice of music, as well.

There's just one problem at the end--like Furkie said, if you accidentally push the gargoyle off the edge, you have to restart the entire level. This happened to me the first play-through, and I feel like it really subtracted from the experience. Still a great piece of work, though, and I look forward to seeing more from you.

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