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...and seeing the results that came out with it I would it gets really boring and dull once you get in the air you may have to wait a long time to make another move.
At least for me, this makes the mod way more frustrating to play...
The competitive mod was build so you used the turns strategically and know when to jump & strike, but sometimes things need to loosen up and be a little bit more fun to play.
And in that sense I do agree with you, the mod needs a funnier side to it, so I've changed the tori speed a little bit on both mods to around 1.5x stronger.
I added both of them to the OP.
i was just talking with some guys about doing something similar - this is a super cool mod
personally, i think some things could be improved - some of the line intersections could be cleaner, and i'd prefer the lines to be thinner ( although i realize that the thicker lines are also making the intersections look better ) just for increased visibility inside of it.
if you're worried about time suspended in air, you can also increase both the bounce and the friction of the walls. if i were to have made the mod, i probably would have made it low or zero grav, and made friction something around 95,000 - 102,000, and bounce around 0.9 - 0.98. Lower gravity allows players to make full use of the shape you've created - they can actually make use of the ceiling and upper walls, the bounce change increases the force they retain/gain by kicking off of any of the surfaces ( more force = moving across the 'dojo' more quickly, reducing the amount of time between contact on surfaces and thus airtime ), and the friction makes it so you can properly kick off of a surface before bouncing off of it. This is a trick I've employed in most of my mods set in closed off dojos and boxes, and it works really well.
but seriously, actually doing this was a herculean task and it looks super cool. awesome job