HubbleSM wrote:Urinstein, you're comment is also what i hate about some guys in this community. Being just negative about the game is not what we need at all.
When I say, that I hate something about the community, then that's not a comment on the game. It is a comment on people who, if they had to choose, would rather improve graphics than gameplay. People who don't care how much value their inputs into the game have, and instead prefer more details on their textures.
But I can give you comments on the game:

1: What the hell are thsoe things on the stairs about? Not only do they stand in the way BIG TIME, they don't even carry any fire. What's the point? It looks stupid without fire, and it's stupid for building maps altogether. Why is there no version of the stairs without all that rubbish? It would have been so much work!

2: Why are the castle walls not square? They are wider on side than on the other. Wth?
When you don't build them in a certain direction they have these nasty bumps, where you cannot walljump from. What a nuisance.

3: Same thing with power blocks. why do they have different dimensions than the castle bocks? When you slide along the castle block and then get to the power block, you get bumped away. Why would I want that as a mapper? How hard can it be to have all blocks be one block in size?

3: The bumpers are horribly misshaped. You can only easily approach a bumper from the side it bumps you away from. On the opposite side it has some crazy hole in which you can get stuck. What is the damn hole for?
From the sides you cannot get onto the bumper at all. With vertical bumpers you can try, but then you will find these stupid cables blocking you and you will get stuck once again.
Whatif I want to build a bumper that you can approach from the sides? Why do they have to be so exclusive. I love how Nadeo assumes that's the right way to use bumpers, nott allowing me to build maps how I like.

4: You can stand on those things. What for? I have broken a map once with those. They don't help in gameplay at all though, get rid of those map-break-details.

5: Talking about map-breaking-details. I've broken one over those as well. They don't have any other use than that.

6: Every bridge piece has thesewoods things. Sometimes they are useful, sometimes they are definitely not.
And what are the smaller woods, that I marked yellow, about? All they do is help breaking and stand in the way. Complete waste of space. Map-breaking-details.

7: Why do so many blocks on grass come with a shitload of soapy stones? it's impossible to move on that stuff. You might just lose a ton of speed or you just start Tokyo Drifting all over the place without control. As a mapper i need to be able to give players control over their actions, especially in important locations. This is the opposite.
Stoap! Stoap Stooaaaapp!

8: These archways are fun to me. On one side they always have those pieces of wood, on the other they don't. You can turn it around and have them on the side you prefer, but what if you want them on both sides, or none? Tough luck, there's no way to change it.
Easy Solution:
But Urinstein, changing all these blocks is so much work?
-> Obviously it's not. All I want is stuff being taken away, a pair of scissoirs will do the job.
But Urinstein, how should all those different versions of blocks be put into the editor, the list of blocks will be a mess.
-> Good point, but Nadeo already has given us the solution, look at this one:

Positive Example: These corner speedpads exist in two variations, one with Stoap, one without stoap. You won't find em in the editor though. The list treats them as one and the same block, and the variantion that appears is chosen randomly, giving you a more natural feel when you place a lot of these blocks, as they don't looks all the same, but giving you the chance to change it, whenever you think you have to.
Going back to my last negative example with the archways and pieces of wood. You could have 3 versions: no woods, one side woods, both sides woods. The one being placed would be random. It's so simple, so effective, but yet, so not done.