Shattered

by Shin Rekkoha
created Jan 18, 2015
Leaderboards
895 views | 916 downloads

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
retagged Dec 18, 2015

12 comments

Shin Rekkoha
said Jan 18, 2015
Who can figure out the overall theme of the rooms, and the specific theme of each room?  The colors are a hint.
Brudish
said Jan 19, 2015
I caught the elemental nature of the design right away from the first one.

Red: Fire
Orange: Earth
Yellow: Lightning
Green: Plant
Blue: Ice
Purple: Air
Shin Rekkoha
said Jan 19, 2015
There you go.
Such Correct
Much Win
Wow
EZ Guess EZ Lyfe
Amaze
Probably not Towelie
said Jan 18, 2015
Super triggers in sculpture rooms do not work for some reason.
Probably not Towelie
said Jan 18, 2015
Unless it only gives you super when you enter the room...
Shin Rekkoha
said Jan 18, 2015
Yes, only when you enter the room.  Towelie, you may be interested to know that the developers added 3 triggers related to supers (called specials ingame):  One allows meter gain, one disallows meter gain, and one sets the meter to max.  There is no actual trigger that disables using a super, nor is there a trigger to forcefully set it back to zero.  I have to get the player under the no-meter-gain effect before they super the dustblocks or they get another free super.  It seems like there's one type of super trigger conspicuously absent from the editor, but the devs always structured their maps where this was all they needed.
Antinumeric
said Jan 19, 2015
I really liked this map when it was released and its way prettier and less irritating now.

+1
voxanimus
said Jan 20, 2015
cameras are wonky for me. i think this might be issues with DX vs non-DX, though. watch replay.
Shin Rekkoha
said Jan 20, 2015
I very much wanted to know how this map would run in non DX.  I made sure the tags reflected the need for DX.  Thanks.
Antinumeric
said Jan 21, 2015
I can't wait for Dark Lava Lab.
indapop
said Jan 24, 2015
Administrator
Here is a link to the old map's leaderboard:

http://dustworth.com/level/Shattered-3368

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