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nice, gl with map
looks nice
Some fixes after played with Coke yesterday
what are the changes?
put cto on ground, removed double cto on one player sides. more room on prt tele 12 adn 15 for swing. made nf to prt 1. made prt 1 easier. prt tele 17 changed. prt tele 40 changed shotgun jump by. added cto 44. added swing prt 30 and removed some hookable there. removed some tele prt 26 and some deko changes.
comfort changes tele 3 and 5
added ht on part tele 31 and a platform on part tele 38
changees part tele 33 and sign changes weapon tele 27
useless edge
long part
this way fallible need some info or remap
annoying place
no need wepon tele, just put wall
why noob filter in teamforce map
1 after tele put this more down 2 double edgehook for nonreason and no balance at the end part.
put here frezze
this unfrezze not clear. put more unfrezee
Heartcore is also team force (iirc) and also has a noobfiltet
1 wrong shield 2 no reason for solo unsolo on this part
1 no need hook wall better unhook 2 add +2sek down way
at all this so boring part for down tee. i like ur old version but with tele (for up) and no so long way (for down)
1 this filler really boring 2 bbetter just left this part with small filler part
2 Noreason for switch, it is only confusing ppl. 1 put tele here 3 replace shield for other side.
gl
ps i mentioned only impotant staff. but i not shure if after fix it is realesable.
thanks 4 the feedback triki, most of is is really usefull, like stuff i didnt thought about in the first place
need so much work on this for release
np man.
but I do not agree with everything (different feedback). I'll rework the the stuff u (an others) mentioned and then we'll see 🙂
thanks again 4 testing man!
np
@Zweitlebenfixed some of the mentioned points by triki so far
@jaowhy noob filter in teamforce map
I choose my teammates after they're done with the nf to see who is even capable of playing tw at a certain level. So i personally have no problem with nf in team force maps.
noobfilter in teamforce maps are useless and time waste
before the discussion ceeps on going - i removed the nf
@jaowhy noob filter in teamforce map
to troll u jao
added pr (was gone with nf)
water is now animated
so i tested it with DarkOort, the map in general is fine, enjoyed playing it, pretty chill map imo maybe u could make the parts harder but thats testers choice. a thing i noticed too often is that sometimes there are too many filler parts and kinda useless ones
first
second
make up your mind triki
i mean not rly info "signs" . i mean need use better gametiles for info. idk if u got me.
here i use 0 signs, but it is clear where need fall. And this is too info.
well there is only one spot where there is 1 freeze on bottom, seems clear to me as well, at least not as unclear as other map parts. but at least i get what you mean now, but it's nothing he has to change, just watch before jumping down helps
he alredy did change.its ok now
changed the recommanded. Also changed tele 38 and 12 a little bit
Rls
fixed a skip i found on part 34 and also made a reset on part 20 so dont have to w8 for your mate to come back if u fail
Honestly love the design, one of the most unique I've seen so far, sadly you just kept the spawn really nice the rest kind of looks generic. Hookable should have a different color to fit the color scheme better, the deep blue mountains in the back a little more desaturated and maybe add some more spots that look similar to spawn so it blends into each other. The parts itself are mostly creative, a few are pretty tedious, didn't check out all of them. Over all a good map but definitely not my style of parts, that doesn't mean they are horrible. I just don't like most of the setups they use, it's missing more parts that flow into each other, at least for my taste. Keep it up.
Thanks for the detailed feedback! I Added some more Spots that look like the start all over the map and I've changed the bg color as well. I also changed part tele 5 and part tele 50 a bit and repaired some animations. If there are more guys that would like to change the color of the hookable - i will do so, but i pretty like it like it is.
found freeze tiles instead tele zweitleben knows , i showed him
where is fix ?
Is going to upload the fix if its ready
i also changed part tele 5 a bit and changed cp 27
Some bug fixes (thx to Tsin) and an Team up! - Information at the Start
Hey, can you dim the background stars? , they are very big and that makes it ugly
thanks QuiX for help
2p force
oh! ok that changes things
u can do it with coords too but idk
maybe whole floor 2 freeze
yeah
okay, so thanks 4 all the testing! 🙂 good points- i will change the mentioned quick and upload the result. Just one Question, i dont get the CTO 22 move, can u tell me why?
sure! so as I understand the part you want to start running at kinda the same time, so the upper player gets speed with grenade and shoots one grenade down and gives the other player speed. when this attempt fails, it would be nice to just fall into tele and start again without having to walk all the way back. you already have a tocp there so it would be just moving the tile
ok, im totally confused :D. I had the same idea like u so, the CTO22 is at the point where the down tee has to start again. did you start at the left position while testing ?
ahh ok, yeah we started from left because we managed to get more speed for down player with the little hill of hookables. so you use that field of hook near were the CTO22 + grenade to get the speed. maybe just remove the hook from left so people don't get tempted to start the run from there
yes
i can give u a demo if u want
sure!
oh yeaaaah we forgot about it dang yes last screens no need fix then
he should still lower the floor there, you can tower by synchronising coordinates
true true but is it really worth it tho? i mean normal way takes less than 3 sec xD
but i guess if u want it to look cool and force normal way then yes go for it ! :3
i already changed it like they way Coke said ^^
in these cases it's simple math: non-zero chance that people will try it. fix brings zero consequences to gameplay, so it's worth it to fix it
last bugs of no wall behind unhook:
fixed it
fixed
that's all
$ready 3
Finally
♥ GG
i think i followed this for 4-5 months
congrats on the ready, bro!
Thanks to all of the Congrats
removed invisible design tiles (21775)
there are two unused envelopes you could delete
thanks tux, the 3 missing walls was my code and I will fix that quickly
and do for other maps
when I went through every tile I forgot HD off vs HD on 🤦♂️
ah yeah I was wondering if that script was responsible for it, anyway can we try it out ourselves already or in near future? :)
removed 3 empty envelope layers, thanks tux