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based on the preview its pretty good(i only looked at the start)
wait a minute this isnt starkiller..
copy pasta
Hello wee :0, thank you for submitting your map! The preview looked nice and as I took a test on your map, I could definitely see some interesting stuff. However I noticed following issue in your map.
These are 3 types of parts in your map and all the parts in that type are really similar to each other, which makes the gameplay feel repetitive and leads to a decrease of the fun factor. You could improve those parts by trying to come up with different ideas to make your parts feel unique in comparison to each other part.
There are definitely interesting parts, but in my opinion some of them could be improved to create more fluent and smooth gameplay. I will add screenshots to show where you could make the parts more intuitive and where you could optimize them more.
I have to mention that I didn't test the transition to part 1 after startline yet, as I tested the map with my dummy. So I can't share my experience on that one yet.
This whole area feels like a long transition part into the map and in my opinion the area around tele 1 could be improved by adding another part there instead of the gores (maybe some more interesting part to undeep the player). The transition to tele 2 doesn't feel bad. The reason why I marked everything until tele 2 is, because the solo swings/gores already stacked up since the noobfilter.
Thats why I would only rework following area:
I don't know if played the beginning as you intended it to be. It felt unintuitive to play this part and as I kinda figured out a way of how I would do it, it was still not really comfortable getting through the 1st half of it. Also after the dummy lies down on the 1tile, the jump off the plat felt weird, as I had to stop before hooking. That applies as well to the last hook into hammerfly.
I'm gonna fall through that tele edge and land on the block myself 100% if I ever even try this map
2 issues I occured while doing that part. They happen quite often to me
That is what I noticed so far and I hope you could improved certain spots and rework the areas I mentioned. In my opinion the map could be longer as well.. but thats up on you.
I want to mention some parts which I think are nice. And maybe you could come up with some more parts in that direction to get inspiration what you could do to rework the areas.
I forgot to add this. This felt unintuitive for me as well and I can't tell if that's the exact way it was intended to be. It felt being the most convenient tho.
I briefly looked for design/entity bugs, but haven't found stuff to mention yet, as there has to be done a lot changes before doing that.
I hope you can relate to the feedback and critique I provided and that you could come up with good changes for the next version. Take your time for each part you are reworking, to make sure they will contain some cool gameplay and aren't too similar to those other parts anymore :D
I will put this map to waiting for mapper for now, but you can let me know if you need more time to rework, so you could resubmit it another time.
Map channel has been moved to waiting mapper.
Thank you
@jsontwfor the feedback, already see something i've never saw when the map was tested! See some space for improvment and already see a few ideas i could use, gonna work on it.
Awesome, I‘m glad that my testing helped you :D
I didn’t have a look at the map but telling from what is to be seen in this channel it really looks heavily inspired by Starkiller‘s mapping style (part structure + design) which isn’t necessarily a bad thing. Generally speaking I‘d like to advise you to try to find your own style in mapping for the future though as this mostly leads to better maps and to more fun while mapping. The design could use some more contrast
Good feedback, wondering if cp7/8 could be totele.
Yea mostly it isn‘t, also because of blocking each other in a tight spot. I think its not too bad here as it also is teamforced.
this is my first test where i write some feedback, i liked the map, however it needs some improvements in terms of gameplay and cleanliness. i would also like to note that the design needs more contrast, some tiles are hard to distinguish
Include a changelog alongside your map updates (preferably with screenshots).
almost everything ive changed on the screenshots, exclude of small changes
Actually, I would rework 2 of those parts as they literally contain the same gameplay as the first part already. Please take in mind, that this feels really repetitive right now and your map would just improve in quality by having more different parts than 3 of the same.
Last thing for now so you can take some more time into reworking. 2p forced maps shouldn't have a noobfilter apparently. This is very much on topic right now and this would appear to all 2p forced maps. You can rework the start area how you like it, but without the noobfilter.
Map channel has been moved to waiting mapper.
You don't need to hurry changing it^^ Take a few days to get some good changes.
noticed that at the beginning of the map, the top player will get deeped after he has done 2hooks in the map and the player below is doing a lot more than him... it would be nice if you added one more part after that to even out how much gameplay both players do in the run
You should take this advice for all other parts as well and make sure that both the parts are equal in difficulty and not that one player could get dragged through by doing the easier parts.
Include a changelog alongside your map updates (preferably with screenshots).
A lot of changes, probably will not include screenshots. Main changes: 1) Basically fixed everything said above(almost) 2) +1 part, a few changed(annoying, repetative parts) 3) Design changes, better contrast(maybe, should be) 4) Tp sequence is restored for better understanding 5) No noobfilter now, changed starting place And a lot of small changes.
use tele from-to in this circumstance
Include a changelog alongside your map updates (preferably with screenshots).
fixed above
why the tune zone message ? - it's unneccessary because it gets printed anyway. i personally just dont like the design the way it is now, it looks messy, like you set up automapper and forgot about it.
the gameplay itself is okayish, but it doesnt really feel "hard", it's more that i feel like the parts are trying to be hard but actually arent. it just feels unbalanced - some parts are faily with an actual difficulty - some are unfaily with a single edgehook.
overall i didnt like the playthrough, it fels like i was jumping between 2 moderate and 5 brutal
the map is really unbalanced as mentioned above
also try to be more creative with design instead of trying to copy a certain mapper
also the structure of the map is quite inconsistant and somewhat messy
try to stick to 1 style
I am not a tester, but I tested the map with friends and alone, we also agreed that the map is very imbalanced, some parts are much easier than others, personally it seems to me that this is because you were inspired by other authors and made a very similar one, so some moments can be objectively difficult, and some, on the contrary, too easy. Now I am also developing my own map and I understand that it is quite difficult to find a balance, I advise you to play the map with friends of different levels of play, this helps me to identify imbalance
We did an internal vote that fell onto the decision that it's better for you and us that you take the feedback from this and rethink the map the way it is now. keeping it in testing would approximately take a very long time and it's better to not feel pressured by having this in here.
you have some interesting parts, most of them were mentioned by I.K.U, and i think we can all agree that you seem like a talented mapper and we're sure you can do something great in the future. Sadly this map feels and looks like you tried to copy a certain existing style which just doesnt fit into the current structure we see fit for DDNet and this map in particular.
if you have any more questions about our decision, or need any help. please feel free to reach out to us in here or
#mappingand we're all more than happy to help you.
Your map submission has been declined.
you can also write me a private message, I also suffered from my map being rejected and could share my experience with you if needed
@wee.twI absolutely agree with decision, actually was about to do it by myself, so im feeling kinda free now. Since this is my first map, didn’t expect much and just wanted to see how you, testers, evaluate maps, map evaluation criteria and get myself as much mapping experience as possible. The only shame is that I just realized today which parts I don't like and feel too easy after melon and I.K.U pointed this out and have already started reworking them in a way that fits with the rest of the gameplay. I'm not giving up, I'm not upset. Gonna take my time and rework it in more thoughtful way. Thank you everyone who took the time to test!
if you get the map in a state where you're fully happy with - feel free to resubmit it and we'll take a look again :)
Might also not be bad if you made the map longer