What name do you want your map to be called if accepted? prison_lane
What name is your map called currently on Map Build? tails_10
What round time do you want your map to have (minimum is 3 minutes and maximum is 10 minutes)? 6 minutes
What category is your map in on the current map list? Closed course map
What makes your map stand out from other maps? This map stands out from other maps because it is based on Sonic Adventure 2’s third mission prison lane. I used a texture pack I made using texture rips straight from the game. I refined the parkour with the help of Mop, who helped me make it more fun to speedrun. It has its own version of an open prorun at the end in the form of the Chao World from Sonic Adventure.
You can return to the start when you get to the end using the green portal, or using the blue portal you can enter Chao World. You can also exit Chao World and enter halfway through the course.
The map also has visual indicators for the stopwatch so you dont have to trigger it if you dont want to.
What build permission do you want your map to be (nomodify, modifyonly, normal)? If normal, do you want to allow pillaring? Nomodify
Does your map have custom physics? No custom physics.
Does your map have custom MOTDs? No custom MOTDs.
Does your map have custom bot AIs? No custom ones just these: start (spin) Finish (spin) Back (spin) Chao (spin) Chao2 (spin)
It took me about 11 mins to finish it but that's not saying you should adjust it, just as a gauge for a what it takes mediocre parkourer to complete it.
A few places really tripped me up: - the water/lava post things were really tricky for me - the vertical 'pipes' (?) that are solid gray sprites took me a while to realize they were climb-ale elements - everything else is textured with so much detail that these seem like they could use some TLC to fit in - maybe a visual indication of where to aim when approaching the those platform boosts - like do I jump and go straight ahead or is the platform behind me. I know it just takes pausing to look up and see first but since they're at the start of the course that pause could cause you to be zombified
As Megan highlighted, I'm a bit concerned about the difficulty for the average player - however, it has some very interesting gameplay ideas, and looks quite neat as well, which gives it a very good case. I'm going to put it on trial, and we'll see how it does, because there are a lot of pros to it, both in terms of unique parkour gameplay, aesthetics, and a nice prorun area at the end. Then we'll see what the community thinks of the difficulty, as difficult courses have proven to not do too well lately.