Long live dustkid
Rating
/ 10 votes
Difficulty
/ 9 votes
map notes
My very first edited map, keep that in mind if you find huge bugs/exploitable issues.
The map is designed for dustkid, with her unique jumping mechanic in mind. In order to traverse this level, you'll need to utilize the additional air jump/dash to its fullest, so I'd recommend being a bit experienced with the kid. I'm sorry for making it like this, but if I had kept the rest of the cleaners in mind, I simply would not have been able to shape most of this level the way I wanted.
This is meant to be a somewhat hard playground for dustkid, not impossible, not too easy. There are very few own ideas in it, most of it are re-used elements of tracks from the main game that happened to be fun for me. Double-S-ing it is supposed to be a challenge even for the better players out there, while S-ing it should be possible for anyone if a certain amount of determination is applied (there are quite a lot of checkpoints). It is fairly long (I think), but if you managed to beat a few of the x-difficults, this shouldn't be too hard.
You may like this level if you liked Backup shift/Night temple. However, I advise against playing this if you never touched dustkid before, it's certainly not a great map and nothing justifies learning dustkid just for my random chunk of brain mush.
(The part between the second-to-last and last checkpoint kinda justifies a medium-to-hard tag, I hope)
To elaborate the long section at the end:
I wanted to create a situation where the player needs to do a series of difficult (and unique) jumps without having the luxury of a checkpoint right in front of it. This way the tension at the difficult bit is a lot higher and the feeling of accomplishment is waaay bigger once you get it done. What I wanted to invoke is the feeling you get on Giga Difficult, when you have a perfect run and have to face the very last bit.
The map is designed for dustkid, with her unique jumping mechanic in mind. In order to traverse this level, you'll need to utilize the additional air jump/dash to its fullest, so I'd recommend being a bit experienced with the kid. I'm sorry for making it like this, but if I had kept the rest of the cleaners in mind, I simply would not have been able to shape most of this level the way I wanted.
This is meant to be a somewhat hard playground for dustkid, not impossible, not too easy. There are very few own ideas in it, most of it are re-used elements of tracks from the main game that happened to be fun for me. Double-S-ing it is supposed to be a challenge even for the better players out there, while S-ing it should be possible for anyone if a certain amount of determination is applied (there are quite a lot of checkpoints). It is fairly long (I think), but if you managed to beat a few of the x-difficults, this shouldn't be too hard.
You may like this level if you liked Backup shift/Night temple. However, I advise against playing this if you never touched dustkid before, it's certainly not a great map and nothing justifies learning dustkid just for my random chunk of brain mush.
(The part between the second-to-last and last checkpoint kinda justifies a medium-to-hard tag, I hope)
To elaborate the long section at the end:
I wanted to create a situation where the player needs to do a series of difficult (and unique) jumps without having the luxury of a checkpoint right in front of it. This way the tension at the difficult bit is a lot higher and the feeling of accomplishment is waaay bigger once you get it done. What I wanted to invoke is the feeling you get on Giga Difficult, when you have a perfect run and have to face the very last bit.
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