#1 Hey wild been a while
Can you play my map?

What do you mean play your map? 😅
if you click on the link it should take you to a gimkit map I have created in gimkit creative

What do you mean play your map? 😅
if you click on the link it should take you to a gimkit map I have created in gimkit creative
Oh, I see
Sounds interesting

#11 how old are you . Don't you have an email address ?
I have one, I'm 17
Just don't like using it on stuff idrk

I have a Biology teacher who discovered Gimkit one day and started hosting Gimkit maps at the beginning of almost every class. I am now very much into Gimkit (as well as Gimkit creative) and can hopefully give some useful advice
GENERAL
If you plan to use checkpoints, place a checkpoint directly in front of where you spawn and respawn to reset the checkpoints. Dynamic blocks are breakable and generally don't look good as walls. Use the camera boundaries to make the spaces seem more closed, but make sure to make the space bigger as well, so it doesn't feel too claustrophobic
GAME 1
A checkpoint should be put at the beginning, in case of boxes that knock the player out. Considering you know exactly what you're getting into, I don't care about the whole thing about having to aimlessly search for boxes
GAME 2
It seems as if you're unaware of how to utilize checkpoints properly. In my opinion, you shouldn't make the checkpoints visible, but they should be impossible to miss if you get to the next summit, potentially by using a Zone to activate certain checkpoints. Some Props may not make sense for certain themes
GAME 3
This one just wasn't fun. I think Gimkit doesn't like disabling a Zone while it's being enabled. There should probably be multiple zones as you go along to the 3rd game to create multiple checks for hanging Zones. Also, there's no indicator for when there will be lava at a certain point. In general, this kind of game doesn't work in Gimkit because of its lack of the ability to create smooth movement. I would have just scrapped this concept, but there are ways you can salvage it
GAME 4
It's not difficult to remove the player's Gadget when they exit the room and restore their Health and Shield. You don't just have to knock them out and cause an inconsistency. Also, you're supposed to knock out the Sentries, but it's very easy to just skip everything. My suggestion is a Checker for knocking out these Sentries that allows you to exit. You could then use that to exit the room and respawn all of the Sentries
NOTES
Some of this may be inaccurate, as I haven't been in Gimkit Creative for a while, but I hope this gives you a good understanding of improvements you can make to this map

I have a Biology teacher who discovered Gimkit one day and started hosting Gimkit maps at the beginning of almost every class. I am now very much into Gimkit (as well as Gimkit creative) and can hopefully give some useful advice
GENERAL
If you plan to use checkpoints, place a checkpoint directly in front of where you spawn and respawn to reset the checkpoints. Dynamic blocks are breakable and generally don't look good as walls. Use the camera boundaries to make the spaces seem more closed, but make sure to make the space bigger as well, so it doesn't feel too claustrophobic
GAME 1
A checkpoint should be put at the beginning, in case of boxes that knock the player out. Considering you know exactly what you're getting into, I don't care about the whole thing about having to aimlessly search for boxes
GAME 2
It seems as if you're unaware of how to utilize checkpoints properly. In my opinion, you shouldn't make the checkpoints visible, but they should be impossible to miss if you get to the next summit, potentially by using a Zone to activate certain checkpoints. Some Props may not make sense for certain themes
GAME 3
This one just wasn't fun. I think Gimkit doesn't like disabling a Zone while it's being enabled. There should probably be multiple zones as you go along to the 3rd game to create multiple checks for hanging Zones. Also, there's no indicator for when there will be lava at a certain point. In general, this kind of game doesn't work in Gimkit because of its lack of the ability to create smooth movement. I would have just scrapped this concept, but there are ways you can salvage it
GAME 4
It's not difficult to remove the player's Gadget when they exit the room and restore their Health and Shield. You don't just have to knock them out and cause an inconsistency. Also, you're supposed to knock out the Sentries, but it's very easy to just skip everything. My suggestion is a Checker for knocking out these Sentries that allows you to exit. You could then use that to exit the room and respawn all of the Sentries
NOTES
Some of this may be inaccurate, as I haven't been in Gimkit Creative for a while, but I hope this gives you a good understanding of improvements you can make to this map
I didn't use checkpoints because they would carry into the next game. I did stuff close to checkpoints so it still worked

I have a Biology teacher who discovered Gimkit one day and started hosting Gimkit maps at the beginning of almost every class. I am now very much into Gimkit (as well as Gimkit creative) and can hopefully give some useful advice
GENERAL
If you plan to use checkpoints, place a checkpoint directly in front of where you spawn and respawn to reset the checkpoints. Dynamic blocks are breakable and generally don't look good as walls. Use the camera boundaries to make the spaces seem more closed, but make sure to make the space bigger as well, so it doesn't feel too claustrophobic
GAME 1
A checkpoint should be put at the beginning, in case of boxes that knock the player out. Considering you know exactly what you're getting into, I don't care about the whole thing about having to aimlessly search for boxes
GAME 2
It seems as if you're unaware of how to utilize checkpoints properly. In my opinion, you shouldn't make the checkpoints visible, but they should be impossible to miss if you get to the next summit, potentially by using a Zone to activate certain checkpoints. Some Props may not make sense for certain themes
GAME 3
This one just wasn't fun. I think Gimkit doesn't like disabling a Zone while it's being enabled. There should probably be multiple zones as you go along to the 3rd game to create multiple checks for hanging Zones. Also, there's no indicator for when there will be lava at a certain point. In general, this kind of game doesn't work in Gimkit because of its lack of the ability to create smooth movement. I would have just scrapped this concept, but there are ways you can salvage it
GAME 4
It's not difficult to remove the player's Gadget when they exit the room and restore their Health and Shield. You don't just have to knock them out and cause an inconsistency. Also, you're supposed to knock out the Sentries, but it's very easy to just skip everything. My suggestion is a Checker for knocking out these Sentries that allows you to exit. You could then use that to exit the room and respawn all of the Sentries
NOTES
Some of this may be inaccurate, as I haven't been in Gimkit Creative for a while, but I hope this gives you a good understanding of improvements you can make to this map
I didn't use checkpoints because they would carry into the next game. I did stuff close to checkpoints so it still worked
I told you that you could just add checkpoints at the points where you teleport, then it wouldn't be a problem
I have recently made a gimkit map but its not that popular yet, so I am asking the loyal otfers to play it.
here is the link to it: https://www.gimkit.com/creative/map/681ea4fb8cf505c67b1237dc