Ante Difficult

by Byronyello
created Jul 24, 2013
Leaderboards
706 views | 730 downloads

Rating
/ 20 votes

Difficulty
/ 12 votes


map notes
My 9th map. Something special that I've been working on for a few days. I don't often use the virtual look, as I feel maps like that unnecessarily riff off the X-Difficult levels. (For me, Initialisation and Finalisation were made because I didn't know much about how to use the proper tilesets to create something nice.) However, this has been made purposefully as both a really difficult level and as a little bit of Dustforce fanon, if one could call it that. You won't understand what I'm saying until you complete the map, though... Have fun.

(Note: The death zones should be fixed now. Forgive me if there are any future obvious mistakes.
Oh, and Tropicallo, thanks for destroying my map again. :P)
edited Jul 24, 2013

19 comments

DouBLe
said Jul 24, 2013
Blocks that punish you for heavying a certain direction should not exist.
edited Jul 25, 2013
Superkid
said Jul 24, 2013
its a cool and very challenging level, but also almost impossible to SS it with dustkid just because of the small down-heavy range to get the big prism without spreading right before the first destroyable blocks.
yxcv
said Jul 24, 2013
#ez kid too op
Superkid
said Jul 24, 2013
nevermind ^_^
aolkbird
said Jul 24, 2013
i think kuroonhalf is god
7itay
said Jul 24, 2013
:(
Kuroonehalf
said Jul 24, 2013
I think you misspelled Thor. I am but a mortal.
Seight
said Jul 24, 2013
Finish up that SS, you've come too far to stop now!
Kuroonehalf
said Jul 24, 2013
Working on it! I actually got a clean run and accidentally supered too soon at the very end. Many tears were shed.
voxanimus
said Jul 24, 2013
most everything in this level is actually pretty fairly difficult; not too annoying and gimmicky. with a fair bit of practice, i think most of the regulars here (me included) could SS it. so that's good.

the only things i'd remove are the parts where you have to downheavy the prisms to avoid spreading stray dust; just change those to light-attack prisms and everything will be golden.

one more (very minor) thing; i tend to avoid white backgrounds cause they sort of burn on the eyes after a while AND you can't see the clock; maybe try a light grey or a gradient next time? the tile details are very pretty, though. good job on those.
Jvcpro
said Jul 24, 2013
Feels incredibly gimmicky to me tbh..
Dice
said Jul 24, 2013
it feels like these walls where your heavys spread dust are put there intentionally... i dont understand man.
Byronyello
said Jul 24, 2013
This is kind of a blanket reply:

All those walls were put there intentionally. It was to let the player still feel free, but they still had to be highly techinical with how they dealt with the heavies - if they couldn't do that, they always have the option to go for a non-SS run.
7itay
said Jul 24, 2013
By the words of Marksel:

ez pz
Marksel
said Jul 24, 2013
ez pz. (kinda sad it desynced :( )
Seight
said Jul 24, 2013
Sick run. That 2nd half was nuts haha.

I feel kinda dumb not recognizing there is a lot of freedom in the grey area to do a lot of fancier stuff.
edited Jul 24, 2013
Seight
said Jul 24, 2013
Love it. Only thing that annoyed me has already been commented on a bunch but not only is there a bunch of places you can miss dust but the level actually encourages it which makes for (imo at least) a lot of really unfair SA scores.
DouBLe
said Jul 25, 2013
SS. Thanks to Marksel (saw it on his replay first, someone else may have discovered it before him though) for showing how to make the blue section easy. I spent far too long trying to figure out how to move so that I could get everything in there, completely forgetting I had a super.
Guycep
said Jul 26, 2013
Yeah! Score one for the Guycep.

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