Hey
I Have been very happy experimenting the new MP and heres my feedback
# Pros:
- Blockmix:
For me this was the best. The air delete portion is really great, works just like cut tool.
The different top & fillup blocks that can be selected from left bottom corner are great detail too, helps alot.
- Teleport:
Really interesting to see what can be done in the future with this, already many ideas coming in. Cool device and the usage is well executed and "tactical" too (to aim and then teleport).
- Forcefield & Shoot through field:
I liked these and few cool uses already.
- Stair blocks:
These are super. These are something i have subconsciously wished, because the stairs are "atmospheric" blocks too and adds really different feel than blank castle ramp.
Even if the usage is exactly the same between castle ramp and stairs, the look and the feel is so much different. I really wish more of this feel.
Angle selection is good too (one 3 high agnle in the mix would make selection perfect ofcourse

)
- Rocket ammo is clearer ball:
The clearer rocket ball is funny and nice
- New white wall castle block:
Wow, this is really better than the previous ones! Great blocks, love it
- Fire torch blocks:
Great! Adds little animation too. But they dont seem to give much of ambience light, thats my only downside.
+ Many more pros, cant remember all..
# "Cons":
- The default castle block:
In old maps the new look of default castle block makes the maps look weird and too black. The block is still nice in
new maps when its set to right places. I still feel the floor feels too dark in other moods than in day mood. All the older maps turned half darker and the game feels more black then ever.
Also, the floor dont seem to reflect light (or receive light enough to expose textures), which made all the
lights lose ambience light and made map feels even more darker even if placing twice of amount of lights.
I think the new look would be better as a skin option to set with paint tool, so you could choose with paint the needed look (the white wall, the MP2 old wall, or the new walll + some others).
Also would be great to set the floors with paint, like have 3-5 different floors to choose.
The white rocky floor blocks were really great and they gave littlebit extra texture in shadower areas. But found out that the poles, jump pads and teleports, etc have only the black castle floor for ground.
So all the white floors has black spots all over if you need jump pads, or gets flickery with blockmix.
For that i hoped that the walls and floors would run as a skin, and you place the pure object on top of the floor (so you place a pole that dont have ground attached below, and same pole fits for all floors)
- (Jumping in bunkers. I guess could get used to it after all, but it feels not so good in bunkers and in pipe tunnels
In high caves its very nice and can build more stuff inside caves, which is great, but grass bunkers and the pipe mountain tunnels are so low high it made feel sketchy. How about if grass bunkers would have powerpath floor, or the pipe tunnels too? Would feel better maybe
# Other/suggestions:
Here are few ideas/suggestions that came to my mind while playing:
- Items for all modes:
Please add items, atleast the small normal blocks for all modes.
- More clear way to see is the editor in blockmix/airmix/normal mode. For example text or logo appears in somewhere.
- Shoot through force field -block, for floor:
The same force field block that opens with 3 rocket shots, but for floor.
For situations, for example if there is hole drop in the floor, you could keep the floor "locked" and
walk on top of it, but still open access through the hole to down level by shooting through it.
- (Teleporter receiver block that has big receiver plate:)
Block that has big receiver plate, would be easy to aim from very far or down below.
Teleport is great also for getting player up, but sometimes the plate gets hidden by the edge, so only little slice is showing of the plate, so with bigger plate could have longer teleports or teleport to higher levels.
(45 degree receiver plate ?)
- Gate teleport: (Maybe this is possible with item scripts or something, but i cant use them in my used modes)
Simple gate teleport would be cool too for another uses. Where you have gate and the location is locked, and always teleport to same place from the gate. This would make possible to teleport from places where are walls between destination or longer distances, from ground to high place, secret places, etc..
(The visual effect could be like: The player flys through the walls with warp fx effect, so the player sees where he is teleported and dont only appear in the destination)
- Now when the blockmix system is behind: options > unlock > select feature, and these systems are for "experts". Could there be free insert too? Like press F3 to set free insert on/off and could add blocks fine tuned when needed.
- Force field block that has the opening load pad at both sides
- More texture on the black floor castle blocks:
The black floor colour is nice but the floor looks very simple surface from far or low light, almost like gap, some texture
could make it more interesting and could make better to see difference between shadow and floor.
- Could set poles to max height:
I hoped that the blockmix will remove the height limit, but still could not place high objects to max height.
Would be great to place poles etc to max height
- Some floating objects would be just pure objects without surface under:
For example pure jump pad or pure pole and its just the floating pole without anything under.
This could decrease the block amount too, because every object dont need remade floor to fit. So you could place
just pure floating pole on top of black or white floor.
Or the teleport receiver plate would be just the plate 3d, so you can attach it to pillar like floating plate
- Autosave while mapping (on/off):
Ive had for long time this bug that when the editor gets really slow, the game just closes down.
I have to save the map many times during mapping. Specially just after calculating shadows the game can close down with 70% chances.
Also i have this bug that it leaves sometimes the delete on, and everywhere i scroll my mouse it deletes the block and have to save & quit.
But for many situations, autosave could be very useful. On/off option that backups the project every 2mins or so,
and could retrieve like 5 history stages of the map if the game crashed or something.
- (just detail) Copy paste tools paste portion:
When pasting the copy, the green copy visual thing dont show all the shapes (i guess the blockmixed or floating are not seen sometimes),
so you cant see the edges of the paste sometimes. Would be great if the paste portion would be even more clear than
the green look, could see better how it will look before placing. Same with underground editing, not only fractal squares but has more visible skins.
- Different stairs:
The stairs are awesome, would be really great to have different looking stairs too, to avoid over use of same look.
So could make variative spots. Ofcourse, it feels extra suggestion and community could make it, but then the blocks cant be used in many modes i use, so i suggest

How about block subselection?
For some of the blocks there could be variative blocks/looks.
For example if you pick stairs block, could choose 2-4 different stair looks from the subselection list.
So the main block list would stay clean and if some blocks has sub looks they could still be there.
(Same way like in blockmix there appears subselection list to left down corner)
- The Fan block:
The fan block is funny idea, but i have a feel this block will be outcast block at some point maybe

But its still funny and nice, but maybe could have some cool addon effect too.
Like when you shoot near the fans wind, it bends the rockets flying line or other physical fx.
(The fan could have damage %, when its shot like 30-40 times, its less noisy, less wind and has broken feel?)
- Corner stair piece would be just nice addon:
http://media.merchantcircle.com/1414239 ... _full.jpeg
- Very thin basic wall block:
Basic white wall block that is very thin.
Could leave more space inside rooms when building surrounding walls, etc many other. Would be basic tool block.
- Wall skins:
I would really suggest this option.
With skins, there would be no problems "old maps looks now black".
It would also become benetifical in future updates, no need to change the whole look but just add skins = it gives more but dont take away
- (Idea) For bots:
I had this new even simpler idea for inserting bots:
In the editor, could be own bot logo button in the bar. when you click it, the bot appears in the tip of the cursor. Then you can just click the map with the cursor and it inserts the bots. And to delete, run the bot cursor over the bot and press del. Would be very simple & fast, no coding.
The 'bot settings' could be in the menu; to set skin, gun, ghost pattern, target point, behaviour randomness, etc..
So the overall adding would be quick and very clear = click logo + click map, then from the menu can manage detailed settings if need. This way you could quickly just test map
- (Idea) History stage:
Like in video/pic editor programs, you see every action you have made in the history list.
So you can choose specific actions from the history list and undo them. Could undo 20-30 block inserts more rapidly, or choose specific actions to undo.
- (iDEA) Background shadow rendering:
Maybe it could slow too much editing? But very slow background shadow rendering ,so it wont take much power.
When building areas that has dark shadows and need to check lights, it takes the little extra time to render the shadows always. If the shadows could be set to calculate in the background, could still build while calculating and you could see little by little when the shadows gets done while you build.
- Help grid:
If i remember right, i have seen option for this, but i cant remember and could not find?
But, basic help grid, shows the cubic grid in thin white lines (both, flat + height)
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Overall great update, I like alot!