#Center
"Center" by marco polo [Solo]
DDNet 07/16/2022 11:54 PM
@Akoska

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

Center.map
641.98 KB
DDNet 07/16/2022 11:54 PM
Akoska 07/17/2022 1:10 AM
Akoska 07/17/2022 1:40 AM

thx I.K.U

Center.map
642.06 KB
ᶰ°Konͧsti 07/18/2022 7:39 AM

just a little idea to make that finish where you started thing more fancy. Use something else than cp1 for first part and in order to finish u must get cp1 instead of cp9. Do NOT place a cto with number 1, then getting into a cfrom tele with checkpoint number 1 will teleport you to spawn :P

Akoska 07/18/2022 1:46 PM

good idea, i will think of a way, thanks!

louis 07/21/2022 3:03 AM

some of the individual parts are cool, but from the playthrough, i don't like the "abuse" of teleporters

louis 07/21/2022 3:03 AM

i'd rather release a map that has good parts and nice flow rather than a map with good parts but a weird pathing that just confuses people trying to play

louis 07/21/2022 3:04 AM

i wouldn't sacrifice the flow of the map for the "return to the center" concept

louis 07/21/2022 3:05 AM

i recommend connecting the parts normally

ᶰ°Konͧsti 07/21/2022 11:46 AM

Boring

Akoska 07/21/2022 12:54 PM

i was going for a rather new approach instead of a straight line from start to finish, and i think if you know the route the map does have a nice flow, but correct me if i’m wrong. If it’s only releasable by connecting the parts normally i’d want it declined, thanks for the feedback tho!

louis 07/21/2022 1:48 PM

i mean it can still be releasable with the center idea, but there would need to be some changes

louis 07/21/2022 1:49 PM

for example you could have a big circle of gravity 0 tunes in the center, and to go from one part to the next you have to fall thru the circle at a certain angle and travel to another side where a part opens up

ᶰ°Konͧsti 07/21/2022 7:19 PM

Nah. Its really cool like that. Its a nice use of cps. And not that boring switches everywhere that will open a door. Also less cheatable. Open maps like this are actually perfect for speedrunners flow

Lagar85 07/21/2022 8:26 PM

I like a lot the idea and i feel is very intuitive, maybe for non entity players would be nice to add a number in each cp (u added numbers only in cto) so u know the order, but knowing the order of cps u just need few secs to guess the path and transitions between cps are smooth.

louis 07/21/2022 10:08 PM

how is it intuitive whatsoever

louis 07/21/2022 10:08 PM

likely that 90% of testers will agree with me

louis 07/21/2022 10:08 PM

actually no, openness and cps are more prone to cheats (you should know this)

ᶰ°Konͧsti 07/21/2022 10:36 PM

Switches and doors are the most cheatable things

Skystrife 07/22/2022 5:45 AM

This part doesnt need the weapon tele at all, I didnt notice it when I played and just shot down to unfreeze myself

Skystrife 07/22/2022 5:47 AM

I found it easier to just skip the top left telegun by just holding left and dj'ing after first teleport

Skystrife 07/22/2022 5:56 AM

this part you don't need the swing speed to get up to cp5, so the tele 69 to go back is kinda pointless and would just waste time if you ever go into it.

Skystrife 07/22/2022 6:06 AM

I thought the map was really cool and I really like the concept of returning to the center but from different places and with different weapons/powerups. I also think that it is intuitive because getting cp2 forces you to go into the center, then cp3 is also simple but teaches you the concept of going back to the center on your own after getting a cp. I think that making the design a bit more clear on what to do by making the cp's numbered, and possibly making the numbering on the current cto's a bit more noticeable since its important to the map. Overall though I really like the map, its a cool idea!

Akoska 07/22/2022 1:42 PM

yes, i fixed it already, just didn’t upload the right version😅

Akoska 07/22/2022 1:43 PM

feel free to do that, some might find it more faily

Akoska 07/22/2022 1:45 PM

thanks! i will number the cp’s

Akoska 07/24/2022 4:47 PM

-totelecp 6 small laser skip fixed -numbered the cp's -added timecp's

Center.map
642.49 KB
BEST DDnet tester 07/25/2022 7:58 PM

ugly corners

louis 07/25/2022 8:53 PM

they look fine, please be useful if you are testing

louis 07/25/2022 8:53 PM

and gameplay matters more in early stages anyways

Akoska 07/26/2022 1:06 AM

thank you for your thoughtful and meaningful feedback, i’m hoping to learn from my mistakes, and please you next time

lynn 07/28/2022 9:47 PM

i like this map a lot but HOW CAN YOU TELL UNHOOK FROM FREEZE APART THEY'RE THE SAME COLOR (in your entities)

Akoska 07/28/2022 10:48 PM

thanks, i kinda got used to it ig😅

Ciniminix 07/29/2022 2:35 PM

cool map!

Akoska 08/05/2022 8:20 PM

can i get a fast sweep through if everything is alright? wouldn’t ask for it normally, but i’m going away for a long time soon

Ninjed 08/06/2022 4:55 PM

Hello dear mapper. Should say that personally for me i do not like map. Concept bad, balance bad, very confusing ways.

lynn 08/09/2022 4:19 AM

didn't your map just get declined? lol

Akoska 08/09/2022 1:58 PM

not really acknowledging this, since it doesn’t educate me in any way. i don’t know if I hurt you or you’re just like this, but waiting for more tests

Ninjed 08/09/2022 2:00 PM

Cooldown, just my hornet opinion. İ played veeery much solo maps, and would say that, not to offense you

Ninjed 08/09/2022 2:01 PM

İ did it myself. lol

Akoska 08/09/2022 2:04 PM

i’m pretty calm, and never took it offensively, i don’t know where you got that from, please stop spam

Ninjed 08/09/2022 2:29 PM

then why you answer like offensed kid? lmao Didn't though real opinion can make such butthurt

Akoska 08/09/2022 2:46 PM

i didn’t answer like an “offensed kid”? 😹 it’s not a “real opinion” it’s just some words written by you, a “real opinion” would tell me what to fix, what’s unbalanced (xd?) and so on. once again if you don’t have anything detailed to say, then don’t, stop spamming

louis 08/09/2022 2:50 PM

all of u stfu pls

Akoska 09/01/2022 5:21 PM

-fixed corners

Center.map
642.51 KB
Akoska 09/11/2022 5:13 PM
Center.map
642.52 KB
FJP 09/11/2022 7:31 PM

Its a cool concept but poorly executed imo. The pathing is very counterintuitive, so you essentially have to memorize the map before you can play it all the way through. This is the type of map (in my opinion) that would work better with tele checkpoints, so that the player is more willing to experiment and find the solutions/proper routes WHILE they are playing the map, rather than try to memorize things.

louis 09/18/2022 11:51 PM

i agree with the aboive statement, the pathing is not really nice to play unless you spec whole map beforehand

Akoska 09/21/2022 2:54 PM

it’s literally 1 possible way from every cp

Skystrife 09/21/2022 4:49 PM

I think it’s because you don’t really know where relative to the center you are when you get to the next cp. I don’t personally see this as a problem I think it’s pretty cool, one “fix” could be in the design of it you could have a parallax background that lines up when you are in the center of the map, this would always tell the player exactly where they are by giving them a way to know where the center is I guess

Skystrife 09/21/2022 4:50 PM

Although 99.9% of people don’t use designs anyways so idk if they would like that fix. Again I don’t really see a problem with it I really like the concept and the map

FJP 09/21/2022 5:51 PM

I think parallax background idea is a super complicated solution for a simple problem. Just add tele 4head

louis 09/21/2022 6:00 PM

also the parts arent really good enough to be put together without good flow

louis 09/21/2022 6:00 PM

and considering you are teled to each part, the flow isnt really nice

louis 09/21/2022 6:00 PM

is the main problem for me

FJP 09/21/2022 7:11 PM

I guess thats true

FJP 09/21/2022 7:12 PM

therein lies the problem with the map

louis 09/28/2022 4:50 PM

well i'll wait for another tester's opinion, but imo i would decline this because of the flow issues

Ninjed 09/28/2022 7:40 PM

As i said almost two month ago xd

Pipou 09/28/2022 10:22 PM

That map is very messy, not only because of the way it's mapped but also because of the colors and the beams

Pipou 09/28/2022 10:22 PM

You really can't read the numbers as well

Pipou 09/28/2022 10:23 PM

It's too small, written in white over another bright color

Pipou 09/28/2022 10:24 PM

It could have been good with a better map structure

Pipou 09/28/2022 10:31 PM

You should reorganise the map, its structure, pick matching colors and make sure the beams or other doodads do not have more details than the playground otherwise it's confusing

Pipou 09/28/2022 10:31 PM

$waiting