#Amnesia
"Amnesia" by wee [Brutal]
DDNet 11/03/2024 10:43 PM
@wee.tw

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

DDNet 11/03/2024 10:43 PM
wee.tw 11/03/2024 10:48 PM
oxyzo. 11/03/2024 11:37 PM

based on the preview its pretty good(i only looked at the start)

yaccre 11/04/2024 1:33 AM

wait a minute this isnt starkiller..

manikoo 11/04/2024 5:25 AM

copy pasta

jsontw 11/04/2024 7:05 AM
jsontw 11/04/2024 7:05 AM
jsontw 11/04/2024 7:07 AM
jsontw 11/04/2024 7:20 AM

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.

jsontw 11/04/2024 7:32 AM

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:

jsontw 11/04/2024 7:32 AM
jsontw 11/04/2024 7:34 AM
jsontw 11/04/2024 7:36 AM
jsontw 11/04/2024 7:45 AM

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.

teero777 11/04/2024 7:51 AM

I'm gonna fall through that tele edge and land on the block myself 100% if I ever even try this map

jsontw 11/04/2024 7:52 AM

2 issues I occured while doing that part. They happen quite often to me

jsontw 11/04/2024 7:53 AM
jsontw 11/04/2024 7:55 AM

You already added switch_open 1 for another part. This can be applied here as well to remove the switches within the CP.

jsontw 11/04/2024 7:57 AM

I suggest to give this area a little more space to make it feel better flying to the wall. there could also be more space upwards.

jsontw 11/04/2024 7:58 AM

Solo tiles are not really needed here and I would suggest to remove them. You could probably add unfreeze on the floor after the jump at the end.

jsontw 11/04/2024 8:00 AM
jsontw 11/04/2024 8:05 AM

I would suggest to add more unhook tile below cto18. The first hook of the part would seem to be better and there would be 1 more tile to time the laser. Also I suggest removing these 2 teleports to make the hook feel nice.

jsontw 11/04/2024 8:09 AM

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.

jsontw 11/04/2024 8:11 AM

I don't think it is bad but it as I mentioned an issue here earlier, it could be better. And something else in that direction could be cool.

jsontw 11/04/2024 8:12 AM

Cool filler :D

jsontw 11/04/2024 8:14 AM

I especially like the swing into the hook.

jsontw 11/04/2024 8:14 AM

This part also feels fun.

jsontw 11/04/2024 8:17 AM

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.

jsontw 11/04/2024 8:19 AM

They are floating xd

jsontw 11/04/2024 8:19 AM
jsontw 11/04/2024 8:21 AM

This should marked in entities.

jsontw 11/04/2024 8:24 AM

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.

jsontw 11/04/2024 8:29 AM

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.

DDNet 11/04/2024 8:29 AM

Map channel has been moved to waiting mapper.

wee.tw 11/04/2024 8:33 AM

Thank you

@jsontw

for 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.

jsontw 11/04/2024 8:43 AM

Awesome, I‘m glad that my testing helped you :D

.freezy_ 11/04/2024 8:48 AM

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

ybivawka 11/04/2024 8:59 AM

I couldn't understand why there is checkpoint 5 here

ybivawka 11/04/2024 9:16 AM

I think the checkpoint line as in the second screenshot looks neater, checkpoint lines as in the first screenshot are found in several parts

ybivawka 11/04/2024 9:25 AM

i think you can use TO teleports in places like this to make it look a little cleaner

ybivawka 11/04/2024 9:27 AM

there are a lot of shields (not only in this place), their number can be reduced

jsontw 11/04/2024 9:31 AM

Good feedback, wondering if cp7/8 could be totele.

ybivawka 11/04/2024 9:35 AM

this part might look better for those who play without design, also i think it needs an exit from solo part

ybivawka 11/04/2024 9:46 AM

I think this part could be better if done this way, however this is just my vision, but I want to share it with the author

ybivawka 11/04/2024 9:48 AM

I also want to share that one of the good testers told me that 1 tile wide holes are not very good

jsontw 11/04/2024 9:52 AM

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.

ybivawka 11/04/2024 10:11 AM

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

wee.tw 11/04/2024 1:40 PM
DDNet 11/04/2024 1:40 PM

Include a changelog alongside your map updates (preferably with screenshots).

wee.tw 11/04/2024 1:40 PM
wee.tw 11/04/2024 1:40 PM
wee.tw 11/04/2024 1:41 PM
wee.tw 11/04/2024 1:42 PM

almost everything ive changed on the screenshots, exclude of small changes

jsontw 11/04/2024 1:55 PM

Thanks for changes, I would still rework one of those parts as they appear 3 times in your map which is not even that long as well.

jsontw 11/04/2024 1:57 PM

Honestly, I don't like that you can't choose who is doing the next part, because that is kinda random who gets it in the run.

jsontw 11/04/2024 1:59 PM

As of now, this part is way harder and longer than anything else in your map and you should find a better balance there.

jsontw 11/04/2024 2:04 PM

This part could and should be improved more and it would be better if you add the use of laser in this part. I would still suggest to rework the whole part as such parts have been mapped many times already and you should create some more unique gameplay.

jsontw 11/04/2024 2:07 PM

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.

jsontw 11/04/2024 2:12 PM

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.

jsontw 11/04/2024 2:14 PM

Also I already noticed some entity bugs like here. Please take a look again when uploading next time. You can go through your map with

to spot entity bugs very fast. It helps to put Quads and high details off

DDNet 11/04/2024 2:15 PM

Map channel has been moved to waiting mapper.

jsontw 11/04/2024 2:30 PM

Killtiles should be more visible in design.

jsontw 11/04/2024 2:37 PM
jsontw 11/04/2024 2:37 PM

bad place for dj

jsontw 11/04/2024 2:41 PM

You could probably do only tele or cp tele. Also the spawn is really bad there atm. I can't really jump into unfreeze when I spawn, because I will have to move first. But you should better rework this part anyway as already mentioned.

jsontw 11/04/2024 2:46 PM

Jump seems really hard rn

jsontw 11/04/2024 2:52 PM

I still think 1 more tile would make the it better

jsontw 11/04/2024 2:54 PM

This doesn't feel too thought through right now. Please change it as it doesn't work great.

jsontw 11/04/2024 2:58 PM

use switch_open setting here

jsontw 11/04/2024 2:59 PM

This doesn't work too great right now. Im always hiting last tele tile. Also you cant to back if the bottom guy got through.

Also it can happen that the bottom guy is stuck in the stopper and its also gg

jsontw 11/04/2024 3:01 PM

The drag doesn't feel challenging, you should improve it. Also you can "cheat" the end by dragging a through.

jsontw 11/04/2024 3:14 PM

You don't need to hurry changing it^^ Take a few days to get some good changes.

jsontw 11/04/2024 3:52 PM
jsontw 11/04/2024 3:54 PM
@ybivawka

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

jsontw 11/04/2024 3:55 PM

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.

jsontw 11/04/2024 4:01 PM

This one didn't feel too nice yet. It would be easier to use dj here, but people would avoid that.

wee.tw 11/08/2024 5:13 PM
Amnesia.map
1003.87 KB
DDNet 11/08/2024 5:13 PM

Include a changelog alongside your map updates (preferably with screenshots).

wee.tw 11/08/2024 5:17 PM

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.

comebackplay 11/08/2024 7:48 PM

I checked few parts 1 it will better if u move start to map and connect. 2 the first part is too long with just hammer hit between aleds, I think you can keep the two aleds, just reduce the space in the whole part by 50%

comebackplay 11/08/2024 8:06 PM

red and blue: this swap so weird, u need avoid that and ur map will be more readable and clear. purple: undeep is super hide, better move it here. Ofc care about skip if both undeep it is skippable. Bottom line: connections between parts are not good.

comebackplay 11/08/2024 8:16 PM

The other problem is imbalance. red way is easer then blue

ybivawka 11/08/2024 8:41 PM

please put the line teleport completely so that it is not possible to teleport to the previous checkpoint without updating the previous one

f0rtishka 11/08/2024 8:46 PM

use tele from-to in this circumstance

ybivawka 11/09/2024 7:20 AM

both players can go to TP 2 and skip part

ybivawka 11/09/2024 7:26 AM

you forgot to put undeep tile

wee.tw 11/09/2024 11:12 AM
Amnesia.map
1003.61 KB
DDNet 11/09/2024 11:12 AM

Include a changelog alongside your map updates (preferably with screenshots).

wee.tw 11/09/2024 11:12 AM

fixed above

blaiszephyr 11/09/2024 10:53 PM

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

omegakysiku 11/09/2024 11:20 PM

imo these 2 parts are quite good (and the only creative parts)

omegakysiku 11/09/2024 11:21 PM

the map is really unbalanced as mentioned above

omegakysiku 11/09/2024 11:21 PM

also try to be more creative with design instead of trying to copy a certain mapper

omegakysiku 11/09/2024 11:24 PM

also the structure of the map is quite inconsistant and somewhat messy

omegakysiku 11/09/2024 11:24 PM

try to stick to 1 style

omegakysiku 11/09/2024 11:33 PM

this part is decent aswell but annoying to play

ybivawka 11/10/2024 2:45 PM

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

blaiszephyr 11/10/2024 2:50 PM

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

#mapping

and we're all more than happy to help you.

DDNet 11/10/2024 2:50 PM
@wee.tw

Your map submission has been declined.

ybivawka 11/10/2024 2:52 PM

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.tw
wee.tw 11/10/2024 3:36 PM

I 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!

blaiszephyr 11/10/2024 3:38 PM

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 :)

jsontw 11/10/2024 5:49 PM

Might also not be bad if you made the map longer