#8bits
"8bits" by PopCorn181 [Solo]
DDNet 10/14/2020 9:33 PM
@PopCorn181

this is your map's testing channel! Post map updates here and remember to follow our mapper rules: https://ddnet.tw/rules

8bits.map
276.82 KB
DDNet 10/14/2020 9:33 PM
PopCorn181 10/14/2020 9:33 PM

this map is an attempt at trying to do good decoration, its still notr good decorations though.

louis 10/14/2020 9:37 PM

its definitely better than ur last designs

louis 10/14/2020 9:37 PM

try to have some contrast between the background and the foreground

louis 10/14/2020 9:38 PM

in this map, the background is bright green and the blocks are bright blue, so it might be an eyesore for some

DarkOort 10/14/2020 10:02 PM

$decline For the same reason as your old map Take your time and don't rush mapping !

louis 10/14/2020 10:04 PM

w8 i send tips in abit

PopCorn181 10/14/2020 10:15 PM

thanks for tips

Cøke 10/14/2020 10:18 PM
@louis

coach him b4 submitting a new map 😂

allocaツ 10/14/2020 10:20 PM

the background is in FRONT of the player, i mean, do you know how you can even test your maps? because it seems like that you only use the editor and forget the most important thing: running a local server with the map so you can actually see what the map looks like / how it plays.

louis 10/14/2020 10:21 PM

ok

louis 10/14/2020 10:21 PM

yes he has a good point

louis 10/14/2020 10:21 PM

i will write essay now

louis 10/14/2020 10:22 PM

DDNet maps have two aspects when you're creating them - Gameplay and Design. While both of these matter, the one that matters the most is Gameplay, so I'll be testing the gameplay first.

louis 10/14/2020 10:22 PM

Gameplay is the tile makeup for your map, so whatever you see when you use entities. Gameplay tiles are placed in the Game, Front, Switch, etc. Layers and don't require images to be used.

louis 10/14/2020 10:22 PM

Let's start with the spawn

louis 10/14/2020 10:22 PM
louis 10/14/2020 10:23 PM

For a solo map, you don't need so many spawns. Solo maps are meant to be solo, so you only need one spawn.

louis 10/14/2020 10:23 PM

Solo servers automatically make everyone in solo mode so you don't have to worry about tees colliding. Also, place your spawn on the ground so it's easier for people to start the map

louis 10/14/2020 10:23 PM
louis 10/14/2020 10:23 PM
  • u dont need solo tiles since server is already in solo mode
louis 10/14/2020 10:23 PM
louis 10/14/2020 10:24 PM

you only need turn off entities if something in design is an important instruction or if there is a logo

louis 10/14/2020 10:25 PM
louis 10/14/2020 10:25 PM

this tunnel does nothing, and there is no unfreeze at the bottom

louis 10/14/2020 10:25 PM

so it's just there to waste player's time, which isn't really fun

louis 10/14/2020 10:26 PM

you should put unfreeze at the bottom so people don't have to wait

louis 10/14/2020 10:26 PM
louis 10/14/2020 10:26 PM

you have empty space to the left and right

louis 10/14/2020 10:26 PM

it's totally fine to have empty/unused spaces for decoration, but here it's not even symmetrical so it's not very decorative

louis 10/14/2020 10:26 PM
louis 10/14/2020 10:27 PM

The part right above nade is kind of annoying because you have two hookable blocks with freeze on the sides which is really crammed

louis 10/14/2020 10:27 PM

Also, it's pretty nice to see the full nade if you have the space for it. I only advise putting weapons inside blocks if the part requires it. You could just put the grenade below those two blocks or to the right where people can see it

louis 10/14/2020 10:27 PM

also you don't even need grenade for the part, you can just use hook. make sure to test your maps so no parts can be cheated

louis 10/14/2020 10:28 PM
louis 10/14/2020 10:28 PM

you don't need the jetpack off aat the left side because you can't cheat with it and there's no point in going back in a solo map (however, you would need it for a teams map)

louis 10/14/2020 10:28 PM
louis 10/14/2020 10:28 PM

these don't work, you put the number in the wrong category

louis 10/14/2020 10:29 PM

ok

louis 10/14/2020 10:31 PM

those are all the Technical errors I found (these are bugs and skips that weren't intended by the mapper and should be fixed)

louis 10/14/2020 10:32 PM

Now I'll list some general gameplay errors, which will be how fun the map is and how the flow could be improved.

louis 10/14/2020 10:33 PM
louis 10/14/2020 10:33 PM

This part of the map is pretty boring.

louis 10/14/2020 10:33 PM

It's basically a bit of gores, which is a style of map where the only objective is to go through tunnels of freeze

louis 10/14/2020 10:33 PM

It's not really good to have too much gores on a DDNet map.

louis 10/14/2020 10:34 PM

If you want to map a full gores map, you can go to the KoG discord https://discord.gg/ed2hv2K and submit your map here

louis 10/14/2020 10:34 PM

but not on ddnet

louis 10/14/2020 10:34 PM
louis 10/14/2020 10:34 PM

This part is also very bland

louis 10/14/2020 10:34 PM

it's just a single grenade (which you don't need)

louis 10/14/2020 10:34 PM

assuming we don't cheat, all we do is fire once and go to the left which isn't too fun

louis 10/14/2020 10:34 PM

maybe try adding diffeernt nades or forcing the player to use different angles.

louis 10/14/2020 10:35 PM

It's sort of a let-down when you give the player a rocket only to take it away after one grenade

louis 10/14/2020 10:35 PM

You also don't need to only shoot the rocket at the ground, you can also shoot rockets upwards and do a double rocket or use different techniques

louis 10/14/2020 10:35 PM

get creative with the parts

louis 10/14/2020 10:36 PM
louis 10/14/2020 10:36 PM

this jetpack is also very boring

louis 10/14/2020 10:36 PM

you just go from left to right

louis 10/14/2020 10:36 PM

it's also really tight and faily, which isn't bad, but if it's boring AND tight and faily it's not fun

louis 10/14/2020 10:36 PM

you could go in different directions and force the player to change what angle they're shooting at

louis 10/14/2020 10:37 PM

or maybe take away jetpack for a moment then force the player to double-jump and then get it back

louis 10/14/2020 10:37 PM

little changes to these parts could make them more fun

louis 10/14/2020 10:37 PM
louis 10/14/2020 10:37 PM

again, too tight

louis 10/14/2020 10:37 PM

nobody likes doing small movements in tiny corridors (maybe some do actually), but that's not really what DDRace is about

louis 10/14/2020 10:37 PM

try to use the full moveset of the tee instead of just requiring very tight and small jumps in a little corridor

louis 10/14/2020 10:38 PM
louis 10/14/2020 10:38 PM

this part isnt bad but the switches don't work

louis 10/14/2020 10:38 PM
louis 10/14/2020 10:38 PM

too hard

louis 10/14/2020 10:38 PM

also way too faily for how hard it is

louis 10/14/2020 10:38 PM
louis 10/14/2020 10:38 PM

repeating the same laser move 4 times is boring especially when you have little space in between them

louis 10/14/2020 10:39 PM
louis 10/14/2020 10:39 PM

this is a technical bug i forgot to mention, please dont put tiles on the border unless you want them to go to infinity

louis 10/14/2020 10:39 PM
louis 10/14/2020 10:39 PM

this huge corridor is kinda too long

louis 10/14/2020 10:39 PM

it's just a timewaste, they already got the idea after a few hooks

louis 10/14/2020 10:39 PM
  • its gores again
louis 10/14/2020 10:39 PM

try to just make different parts

louis 10/14/2020 10:39 PM

ok that's all i had to say for the gameplay

louis 10/14/2020 10:39 PM

now for the design

louis 10/14/2020 10:40 PM
louis 10/14/2020 10:40 PM

the background is way too filled

louis 10/14/2020 10:40 PM

its very pattern-oriented which is okay

louis 10/14/2020 10:40 PM

but its green, black, and white at full transparency

louis 10/14/2020 10:40 PM

this can be a hurt to the eyes

louis 10/14/2020 10:40 PM
louis 10/14/2020 10:40 PM

also, its ahead of the game layer which means u wont be able to see ur tee

louis 10/14/2020 10:41 PM
louis 10/14/2020 10:41 PM

put the background tiles BEFORE the game layer and the foreground (the tiles u stand on and whatnot) AFTER the game layer

louis 10/14/2020 10:41 PM

this will help u stay more organized

louis 10/14/2020 10:42 PM

you only used 2 tilesets

louis 10/14/2020 10:42 PM

which is very limited

louis 10/14/2020 10:42 PM
louis 10/14/2020 10:42 PM

use more tilesets so you can design better

louis 10/14/2020 10:42 PM

and your tilesets should try to fit to a single style

louis 10/14/2020 10:42 PM
louis 10/14/2020 10:42 PM

you have pixel style (which isn't tooo bad for teeworlds) but you also have this janky "Jet Pack" entities tile which does not fit

louis 10/14/2020 10:43 PM

Also, you have multiple tiles for freeze

louis 10/14/2020 10:43 PM
louis 10/14/2020 10:43 PM

idk why a spike is a freeze

louis 10/14/2020 10:43 PM

a spike would kill you in most games, not freeze you

louis 10/14/2020 10:43 PM

also, the black block has borders which is pretty ugly

louis 10/14/2020 10:59 PM
louis 10/14/2020 10:59 PM
louis 10/14/2020 10:59 PM

as u can see, u have both a spike and a black block for freeze

louis 10/14/2020 10:59 PM

u shouldnt have 2 different designs for the same block

louis 10/14/2020 10:59 PM

or else its confusing

louis 10/14/2020 11:00 PM

here

louis 10/14/2020 11:00 PM

i'll show a really quick and easy way to get a decent tee-ish looking design

louis 10/14/2020 11:00 PM

step 1: add the correct images

louis 10/14/2020 11:00 PM
louis 10/14/2020 11:00 PM

u have a full folder of images, but its important to use the correct ones

louis 10/14/2020 11:01 PM

let's start by marking the gametiles, then we can do the background and decoration.

louis 10/14/2020 11:01 PM

for gametiles, i'll use 3 basic images

louis 10/14/2020 11:01 PM
louis 10/14/2020 11:01 PM

basic_freeze (which i'll use to mark freeze)

louis 10/14/2020 11:01 PM

generic_unhookable_0.7 (which i'll use to mark unhookables)

louis 10/14/2020 11:01 PM

and grass_main (which ill use to mark hookables)

louis 10/14/2020 11:02 PM
louis 10/14/2020 11:03 PM

i'll start with grass_main by putting some grass blocks around the whole map and make sure not to put any inside the parts

louis 10/14/2020 11:11 PM

then, after i filled in the whole map, i'll automap the grass layer

louis 10/14/2020 11:11 PM
louis 10/14/2020 11:12 PM

You can do this by selecting an auto rule and clicking automap afterwards

louis 10/14/2020 11:12 PM

Then, it'll look neat like so

louis 10/14/2020 11:12 PM
louis 10/14/2020 11:13 PM

now it's time for the generic unhookables

louis 10/14/2020 11:13 PM
louis 10/14/2020 11:13 PM

wherever i see unhookables or 1-tile hookables i'll use these blocks to mark them

louis 10/14/2020 11:14 PM

Let's start with the unhookables

louis 10/14/2020 11:14 PM
louis 10/14/2020 11:14 PM

I've placed them where I want

louis 10/14/2020 11:14 PM

Now I can use the auto rule and automap function to make them random silver blocks

louis 10/14/2020 11:14 PM
louis 10/14/2020 11:14 PM
louis 10/14/2020 11:14 PM

Now it looks better since they aren't all the same block.

louis 10/14/2020 11:15 PM

Now, time for some hookables

louis 10/14/2020 11:15 PM
louis 10/14/2020 11:15 PM

make sure to create another layer

louis 10/14/2020 11:15 PM

or else you wont be able to automap them (because it will override and change the previous blocks

louis 10/14/2020 11:15 PM
louis 10/14/2020 11:16 PM

I'll put them wherever I have 1-tile hookables (but not the outer layer - we already have grass there) because grass_main doesn't have any tiles for these

louis 10/14/2020 11:16 PM

Then, use random gold automapper and automap

louis 10/14/2020 11:16 PM
louis 10/14/2020 11:16 PM

boom, we did most of the work for tiles just like that

louis 10/14/2020 11:16 PM

Now, it's time for freeze

louis 10/14/2020 11:17 PM
louis 10/14/2020 11:17 PM

add another group and make sure it's below your grass_main and generic_unhookable layers.

louis 10/14/2020 11:17 PM

add a tile with basic_freeze as the image.

louis 10/14/2020 11:17 PM
louis 10/14/2020 11:17 PM

freeze is generally black with half transparency.

louis 10/14/2020 11:17 PM

you can edit the color values as so

louis 10/14/2020 11:18 PM
louis 10/14/2020 11:18 PM

now we can draw a freeze tile over all our freeze

louis 10/14/2020 11:18 PM
louis 10/14/2020 11:18 PM

Again, automap it. I'll grow with freeze soft corners.

louis 10/14/2020 11:19 PM
louis 10/14/2020 11:19 PM

However, the automapper is not perfect, as you can see, there are some gaps. so, change the tiles to fill in the gaps.

louis 10/14/2020 11:19 PM
louis 10/14/2020 11:19 PM

now it's fixed

louis 10/14/2020 11:20 PM
louis 10/14/2020 11:20 PM

you can also use the ddnet tiles to mark things like jetpack and infinite jumps.

louis 10/14/2020 11:20 PM
louis 10/14/2020 11:20 PM

Finally, it's time for a background.

louis 10/14/2020 11:21 PM

Add a quad layer below the game layer and make sure the para X and para Y for the layer are both 0.

louis 10/14/2020 11:21 PM

if the para X and para Y aren't 0, it won't work.

louis 10/14/2020 11:21 PM
louis 10/14/2020 11:21 PM

add a quad and make sure it fits the whole screen without any gaps. change it to a nice sky color

louis 10/14/2020 11:22 PM
louis 10/14/2020 11:22 PM

you can add clouds with these images

louis 10/14/2020 11:22 PM
louis 10/14/2020 11:22 PM

add a new group between the game and above the background quad

louis 10/14/2020 11:23 PM

you can make the para X and Y around 0 but a bit above it

louis 10/14/2020 11:23 PM

so the clouds move a bit when you move around in the map

louis 10/14/2020 11:23 PM
louis 10/14/2020 11:23 PM

add a cloud and there you have a nice cloud in the background.

louis 10/14/2020 11:25 PM
louis 10/14/2020 11:25 PM

you can finally add decoration with grass_doodads. i'll leave that to you to figure out how to do.

louis 10/14/2020 11:36 PM
louis 10/14/2020 11:36 PM

and if you still want some more help, i made a little rework of this map

louis 10/14/2020 11:37 PM

it still has a lot of bugs and is far from a releasable state, but maybe it can show you what i mean about the stuff i said

louis 10/14/2020 11:37 PM

i made some of the parts less tight and made some more complex

louis 10/14/2020 11:37 PM

and you can also see how the design is organized in the editor.

louis 10/14/2020 11:37 PM

but

louis 10/14/2020 11:38 PM

even with all this help, the most important thing is to test your maps before you submit them to DDNet.

louis 10/14/2020 11:38 PM

testing your maps makes you a better mapper (because you can learn from your mistakes and improve the parts) and also makes this whole testing process a lot easier

louis 10/14/2020 11:38 PM

maps that are already tested get released more than maps that were barely tested on submission.

louis 10/14/2020 11:39 PM

additionally, if you're struggling to get creative parts, try to play the game more.

louis 10/14/2020 11:39 PM

increasing your skill in ddrace as a game will make you a better mapper

louis 10/14/2020 11:39 PM

playing other's maps can introduce you to different parts and techniques that you may have never thought of, and you can then use that as creativity fuel in a map

louis 10/14/2020 11:40 PM

good luck, and please follow my advice before you submit more maps :)

Freezestyler 10/15/2020 12:21 AM

wow, amazing job

Zazriel 10/15/2020 4:39 AM

Hq tester

Fixit 10/15/2020 7:00 AM

i nominate louis for mod of the year

FrosTribe 10/15/2020 12:00 PM

agree

Lady Saavik 10/15/2020 2:30 PM

take my place

@louis
Kenzoo 10/15/2020 2:54 PM

suputa madre va a leer todo eso

Gordito Ganador 10/16/2020 2:42 PM

ni yo se por qué lo lei todo

Ertee ;D 10/16/2020 7:09 PM

Probablement perquè ets un gran nobo

PopCorn181 10/17/2020 4:20 PM
@Fixit

i am gonna agree,

a random person 10/17/2020 5:19 PM

yes