Shattered
Rating
/ 39 votes
Difficulty
/ 15 votes
map notes
"Who cares about putting it back together?"
A long time ago, I made a map that really needed multiple copies of the tutorial triggers to forcefully manage a player's supers and prevent them from basically having a fully charged super all the time. We had found a way to move tutorial triggers into new maps, but it was impossible to duplicate them. I did the only implementation of the map I could: forcing supers with enemies out of attack reach. I could not have predicted that the eventual Dustforce DX update would add the very triggers I so desperately needed... Honestly, I should've fixed this map the day DX released, but I finally got around to it. The original map has been deleted.
List of changes:
-DX Triggers always give the player a super in the sculpture rooms, and prevent the player from gaining super meter anywhere else
-Camera is more zoomed in (now 1200 for the entire map, and 1300 for the sculpture rooms)
-Camera is centered on the route, removed overabundance of camera nodes
-Fog trigger provides greater contrast with the background diamonds
-Corrected to left facing checkpoints where applicable
-Added checkpoint before the final fall in case you miss something on the way down
-Adjusted dust throughout map to make it much harder to lose your combo
-Minor alterations to many rooms, improving consistency across map
-Reduced difficulty to reasonable levels (proper ledges after each checkpoint, more space in some rooms, and removal of some spikes)
-The final fall is even prettier than it was before!
-The map is still exceedingly long. Some people really like long maps and told me not to change it.
Recommended Music: https://www.youtube.com/watch?v=gdoyZLrhAH0
A long time ago, I made a map that really needed multiple copies of the tutorial triggers to forcefully manage a player's supers and prevent them from basically having a fully charged super all the time. We had found a way to move tutorial triggers into new maps, but it was impossible to duplicate them. I did the only implementation of the map I could: forcing supers with enemies out of attack reach. I could not have predicted that the eventual Dustforce DX update would add the very triggers I so desperately needed... Honestly, I should've fixed this map the day DX released, but I finally got around to it. The original map has been deleted.
List of changes:
-DX Triggers always give the player a super in the sculpture rooms, and prevent the player from gaining super meter anywhere else
-Camera is more zoomed in (now 1200 for the entire map, and 1300 for the sculpture rooms)
-Camera is centered on the route, removed overabundance of camera nodes
-Fog trigger provides greater contrast with the background diamonds
-Corrected to left facing checkpoints where applicable
-Added checkpoint before the final fall in case you miss something on the way down
-Adjusted dust throughout map to make it much harder to lose your combo
-Minor alterations to many rooms, improving consistency across map
-Reduced difficulty to reasonable levels (proper ledges after each checkpoint, more space in some rooms, and removal of some spikes)
-The final fall is even prettier than it was before!
-The map is still exceedingly long. Some people really like long maps and told me not to change it.
Recommended Music: https://www.youtube.com/watch?v=gdoyZLrhAH0
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