#Amegakure
"Amegakure" by Splity [Brutal]
DDNet 04/16/2025 11:57 AM

Mentions:

@_splity
DDNet 04/16/2025 11:57 AM
thortillat.d.m 04/17/2025 12:00 AM

cool mapper

thortillat.d.m 04/29/2025 12:58 AM

-bug design

thortillat.d.m 04/29/2025 12:58 AM
thortillat.d.m 04/29/2025 1:00 AM
ybivawka 04/29/2025 4:59 AM

hi, me and

@wee.tw

decided to test the map, now I will note what in the gameplay should be changed in our opinion

ybivawka 04/29/2025 4:59 AM

spawn is far from the noobfilter, it's not very nice to run so far

ybivawka 04/29/2025 5:01 AM
  1. I would remove this platform or make the ceiling solid
  2. unfreeze is not always enough
  3. It's easy to fall, I would make the platform wider
ybivawka 04/29/2025 5:02 AM

this part is very inconvenient in general, there is not enough space, it is not very pleasant to play. can you record a video of how you go through it?

ybivawka 04/29/2025 5:03 AM

need unfreeze

ybivawka 04/29/2025 5:04 AM

you need to put unfreeze in teleports

wee.tw 04/29/2025 5:08 AM

every TO, CTO need to be 1 block up, especially cuz map is t0 and a lot of places where tees falling in tp both at the same time

ybivawka 04/29/2025 5:08 AM
  1. we think that the right side needs an unfreeze as well as the left side
  2. when you get hit you can fly into the freeze
ybivawka 04/29/2025 5:09 AM
  1. you can fly away from the teleport if you pressed left when you entered the TP
  2. there is not enough space, the part is very inconvenient, we still haven't found a convenient way to pass
ybivawka 04/29/2025 5:10 AM

unfreeze

ybivawka 04/29/2025 5:11 AM
  1. very awkward part. it's hard to make a good throw because there is no ceiling. if you don't reach the player below, it's a loss
  2. if you successfully made the first move in the part, then it is very unpleasant to step in TP on the second, personally we did not like this part
ybivawka 04/29/2025 5:12 AM

make more unfreeze

ybivawka 04/29/2025 5:13 AM

this part is annoying, special tiles make it worse, i think there is a way to improve the part by keeping it interesting and excluding special tiles

ybivawka 04/29/2025 5:14 AM
  1. the freeze above is too close, you can't even jump, you touch the freeze with your ears, it's a bit annoying
  2. make more unfreeze, very often when throwing it you just don't touch it
wee.tw 04/29/2025 5:16 AM

map cannot be played t0, a lot of 2p parts, 0 space for people, this deep drag is gonna be hell

wee.tw 04/29/2025 5:16 AM

a lot of kogs without room for mistakes

ybivawka 04/29/2025 5:17 AM
  1. making a gap above the most failing movement in the part is not the best idea in my opinion
  2. 1 tile passages don't look very good for ddnet players
  3. I also agree that there is a lot of KoG for ddnet
ybivawka 04/29/2025 5:19 AM

there is not enough space to do the part, it is very inconvenient

wee.tw 04/29/2025 5:22 AM

a lot of bad platforms unsuitable for t0, or with placed TO close to the edges/requiring unnecessary and extra movements

ybivawka 04/29/2025 5:22 AM
  1. freeze is very low again
  2. for me this is not the most interesting drag in the part
  3. I would make the part longer at the bottom, there is not enough space and the part is made inconveniently
ybivawka 04/29/2025 5:27 AM

not a very convenient part, the bottom player often crashes into the ceiling or the left tile, I think you can make the part no less difficult but more convenient

wee.tw 04/29/2025 5:28 AM

interesting move, wall can be higher imo

wee.tw 04/29/2025 5:28 AM

and if u failed, u have to go through deadly hh with not really nice unfreezes all the way again

ybivawka 04/29/2025 5:37 AM
  1. interesting idea, but ht seems to be in the wrong place, there is not enough space inside the part, and the approach to the edge is random
  2. Personally, I don't like the part based on teleports + stoppers
    1. part is easier than the previous one
ybivawka 04/29/2025 5:39 AM

it's not very convenient to aim in 2 tiles at such speed

wee.tw 04/29/2025 5:40 AM

structure itself is very chaotic in a bad way all over the map

wee.tw 04/29/2025 5:45 AM

if right tee falled and the left one have no dj u cant really hook him properly or u gonna fall immediately

wee.tw 04/29/2025 5:46 AM

amount of filler/kog and actually part

wee.tw 04/29/2025 5:51 AM

a lot of places u can be annihilated immediately, or if someone falled u have to make a long long way to try to save him and if u lost ur dj on that way - GG

wee.tw 04/29/2025 5:57 AM

a few design bugs, probably already mentioned by tortilla, but it's not a biggest issue here

wee.tw 04/29/2025 6:09 AM

I personally like kogs and this type of structure on maps, but this one is just very chaotical and sometimes randomly placed. Kogs are alright for me, but u need to be able to actually save people, even with back, but this map just gives a false safety feeling and false saveable places, but it's actually not. A lot of interesting ideas in ur parts, but just parts itself don't give enough space to do anything or parts just implemented badly. Some parts should be definitely reworked or rethinked to the point where it's actually playable. Every TO, CTO as i said earlier placed wrong so u are rocketing urself in the air every time you respawn. Tight spaces, sometimes u cant even jump on platforms. So much unnecessary fail moments in such places where it isn't really need. Also it's surely not t0 map, so much duo moments and places where u can't even press a or d to not to be killed, might work with teamlocked to 2 players, but barely

ybivawka 04/29/2025 6:17 AM

the mapper has potential, the parts have potential, the fillers are interesting, but the overall structure of the map and some chaos, as well as the small amount of space, really affects this map badly

I would like to see a fairly serious rework of this map

DDNet 04/29/2025 8:41 AM
wee.tw 04/29/2025 8:42 AM

I see something has been left out since you last posted this map, check out the new reviews and I suggest you take a look on testlog https://ddnet.org/testlogs/show/Amegakure. Waiting thoughtful rework.

_splity 04/29/2025 6:18 PM

yeah ik about the caotic but i needed to prevent skips with the spec