Super Dustboy 3

by Pyuri
created Jan 10, 2014
Leaderboards
532 views | 647 downloads

Rating
/ 21 votes

Difficulty
/ 8 votes


map notes
The new Super Dustboy map number 3!

-Tricky Stages,
-SS able,
-Fair Checkpoints,
-With a secret place,
-Low end, to ss it usualy

13 comments

TheBadger
said Jan 10, 2014
I'm not going to SS this map because it feels more like something you would see in a "rage game" like super meat boy. The design of the map makes it almost impossible to maintain a good flow and that Is the main thing that makes dustforce so enjoyable. A good played shouldn't be recognized by whether or not he can Actually achieve flow but rather how well he can maintain it... I know it's designed to be difficult but there are other ways of achieving that and sure this map makes for a good challenge but that doesn't make it a good map. And also the way the map ends is really awkward since it's a checkpoint finish
edited Jan 10, 2014
Pyuri
said Jan 10, 2014
U need to know the special tricky ways to ss it.
Jvcpro
said Jan 10, 2014
No... you need to actually care. Which i'm fairly sure nobody does with these kind of poorly planned out maps.
nasil2nd
said Jan 10, 2014
dumbest deathzone  ever
lifeformed
said Jan 10, 2014
Super Administrator
You need to link the end zones with the final enemies.  Also, the part in the middle with the dust next to all the tight spiked areas is really not fun, it's really slow and not interesting from a technical standpoint.
Seight
said Jan 10, 2014
Please link enemies onto the end flag, the current setup where the level just kind of ends is so incredibly annoying.
edited Jan 10, 2014
Probably not Towelie
said Jan 10, 2014
I would highly recommend not making a level after a game like super meatboy. It doesn't translate well. Also, this game is about (in my honest opinion) achieving and maintaining a certain amount of flow in a level. When you have a level that is technical its more difficult but still there is a rhythm. I've played all of your levels and not once is there a spot where one can "get in the speed zone" its all just walking long distances, awkward jumps and ending flags not connected to the enemies. <That is by far the most annoying this especially when there are enemies near to the end. Your first level was okay in this aspect but it quickly petered off. My only advice is to not make the "super dustboy" series anymore and focus on "dustforce" and it's strengths. Because if people wanted to play super meatboy, they would go and play it. Just my two cents, happy dusting.
ShurykaN
said Jan 10, 2014
These maps arn't anything like supermeatboy.
Probably not Towelie
said Jan 10, 2014
And yet he titles them "super dustboy" and has meatboy in the tags. My point is he is playing to the other games strengths rather than Dustforce's.
digi7
said Jan 10, 2014
In agreement with everyone else here. Dustforce is a very different game, my friend, with very different mechanics. Make a map based around Dustforce and it's sense of flow, not Super Meatboy and it's level design sensibilities.
Muspel
said Jan 10, 2014
Like other people have said, these maps have an extreme lack of flow that makes them really unenjoyable.
Giamma
said Jan 12, 2014
Honestly I don't think the map deserves only negative comments. Except the slow part after the slopes and the fact that enemies are not linked to the end flag, the rest of the map is not bad and I really like the part in the thumbnail.
Seight
said Jan 12, 2014
I do as well, that part was really creative. The only part I really didn't like was how the end was setup with it just ending, otherwise I thought it was actually pretty good. All of Pyuri's maps so far are decorated really nicely and a lot of the mechanics are pretty fun. If he can work out the small problems I think he'd get a lot more praise.

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