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Hi
Im Testing Your map
your looked other maps for creating ?
my oponion is ok mean its can be confirmed ''
Mahdi just entered the testing
finally new novice
Map feels really nice as both a speedrunning map and a novice map, with only a few exceptions
other than that I like the skips and the overall flow of the map 👍
ok i ran through the map twice and these are my thoughts
i did throw for that part but I could see how it might be a bit hard for a novice part. might want to take a tile of freeze away
I agree. the throw feels above the maps difficulty and hammerrun doesn't give you enough distance. using well timed hooks on the ground you can get enough speed barely but it feels above the skill required for the rest of the map
the idea of the part is that one person swings the other under the platform, then the other unfreezes with hammer or by dragging them in the unfreeze. The only reason it's a speedrun strat is because you are unfrozen while you still have the falling momentum, which allows you to swing to the left
I think for the most part the map is pretty balanced, there's nothing wrong with having one or two moves slightly outside the general difficulty, my main issue is the functionality of the part from a novice perspective
you just fall down
thats not a part imo
maybe it's just me but doing this the first time through i immediately went up through these one ways, which made it impossible for my dummy to get up through to the deep. while i was able to go back and redo the part, it felt a little unfair, especially since this drag is one of the hardest parts of the map. maybe you could add a way to go back down.
got you. i'm def looking from more of a novice perspective (as that's more or less my skill level) and yeah the part was lacking in being a part outside of speedrunning
in addition at this part the deep drag felt strange as it's not really a part? there are no obstacles or anything really which doesn't fit with the rest of the map imo
yeah that's why i think the part is harder to read, it's longer and a tad more faily. Easy fix, just add teleport that goes back
ok so this one isn't so big of a critique from me and likely more of a problem because i was playing with dummy. while you can build up speed from the previous part or throw this, if you shunk this by like 1 maybe 2 tiles it wouldn't be as confusing/out of place difficulty wise as you could make it by hooking your friend for speed or getting less speed from the previous part. i don't really know if this part odes need to be changed though, this is more of a nit-pick
speedrun strat here is to aled to avoid the freeze timer. Lots of newer novice maps have these sort of random filler parts that are thrown in for speedrunners. Might make it a bit more interesting if the right freeze was teleport so that the novice players still had to go up and around though.
lastly the very first part of the map to me feels too hard for what the rest of the map is as you need to do a fairly competent throw to get through. the other difficult parts of the map feel more approachable and doable imo which justifies their difficulty. with this a newer player that could for sure do the rest of the map might quit out after not being able to get the height on the throw (or throw at all maybe). this is made worse by it being the first part. there are lots of ways to approach this, lowering the freeze, shinking it, you could nerf it substantially by adding hookthroughs to the side wall and maybe make the other tiles unhookable so the player just has to throw onto the lower ledge then grab from up top
overall through i really like this map! the design is nice, i like it's use of space and the speedrun strats included. the little easter egg teleport and the hard to reach snack time table were fun additions too. i think aside from the criticisms i mentioned specifically some of the parts do feel unnaturally easy for how the rest of the map is but overall i think the map is great and just needs a few fixes to bring it to it's full potential
yeah this is kinda what i mean. speedrunners will aled and regular players will just jump the 1 tile wall. nobody is going to do it the "normal" way
i agree with Scar feedback, i have some thoughts also
its a bad idea to put the stoppers there, most likely players intention would be just go on top and then they will realise that they had to help his partner to go up, however you put a tele and they can go back easily, but the part may be too hard for them and have to do all the thing again could be tedious af
if you want to do a deep make it more interesting, but imo a deep part for novices its a bit boring
i dont think they know that if they press D in this case will go further
maybe you could put more tele, and if you do that expand this part a few inches
$waiting
overall the map is decent, and need more content on the map maybe 3 more parts
I think maybe novice players cant do the solo part without sg and its intentional skip
yyy Boy
ok so i have played through the update now. i like what you did do address the feedback, the changes you implemented felt good with the map and solved the issues. i think still though there is one thing that is still a bit off for me.
This part still feels kinda lacking in being a part for non-speedrunners. It definitely is more clear for regular players but still is essentially just dropping down. The is no punishment nor real incentive for players to avoid this strip of freeze aside from speedrunning as hitting it will drop them down to the ground same as not. How you approach this is up to you but one possible idea would be changing the freeze into teles. That way it doesn’t change the part for speedrunners but gives the regular players an obstacle to avoid. You would also need to put teles under/on the right wall to prevent the same issue of just brainlessly falling.
The map still has some issues with the cps, you didnt add more parts to make the map more interesting and longer, personally im not a fan of empty spaces where you have to walk (unless is to lower de crowdness). I wouldnt release the map in this state, maybe add some stuff with "special tiles" (ST) such as tele gun or tune zones but in a simpler way (i like adding the "special tiles" due makes novices maps more enjoyable/fun/striking for different types of players, specially for new ones because they will remember such a thing), if you accept doing parts with this ST dont make just 1 part. On the other hand, if you dont want to apply this things try to make more drag parts in a fun way.
i would force it anyways, its not that hard to learn how sg works
i use tele gun in my novice map and then a swing and it wasnt that hard to learn how it work
$waiting
Ran this with Uppie, we both liked the map as is. Nice that it trains parts in a easy way of harder maps.
Could you tell me where the cp issue is?
I already point the issue above
You overuse where is not needed and looks really weird
And maybe you don’t even have to use cp on this map, just the regular tele may be fine
scaffold stuff in high detail
this part has too many stoppers im p shore u can cut down on some of them
refills arent needed
too faily if ur going for low starcount
if u use stoppers on bottom/unfreeze at ends of these tunnels
boring end
id close this off incase u can cheat
and u can slightly cheat w it anyways
go into cp > cto 17 > skip nade
$waiting
idk if the parts should be skippable most of the time just to empathize with speed runners
also you can just jump with speed here
$waiting
what's the problem if the solo part is too long?
I think this is necessary
did you see the teleport tile of the last part?
look at the tuning zone up there, I already know that...
This is not a solo map, therefore it can’t be that long
It actually aren’t, the position 1 to the position 2 (by this I mean where you are and where you are going to be) are too short to overuse the stopper
Yes, and it’s kinda absurd to make faster the tele transportation if that tele gets you nowhere like interesting or relevant with the gameplay itself
💛
i must go back to cp8, but this is not your idea right?
only the important/not obvious unfreezes must be marked
skips
I didn't play the map, but in a novice I think part skipping is fine, as long as it's not the entire map or some big cut. There can be alternative ways, not sure if the map should strictly allow only 1 option per part.
$waiting
can you make a way to allign yourself with dummy anywhere in the soloparts?
like add a block here
just remove one of the teleto 17
or that
same problem exists on every solo section
wouldn't exactly call that a 'problem'
but yeah you only need 1 totele for solos
Is phrase but yes
map looks great, when will it release? xd
what u think which difficulty is this map? it feels a bit mixed up in novice, between 1 and 5 rn
play through it again, maybe u notice it urself
$waiting
cp16 has no cto tele
$waiting
yes it is
can you tell me in more detail? I dont got it
both can go there
skip upper ht part
then
nah
ok, I'll fix it
Please put the teles in order, it's frustrating otherwise
You could do that instead :
Try to balance the map, have novice players play it and not where it's too easy or where they struggle
$waiting
Could we at least know what changed ?
$waiting
You still haven't changed it
i feel like the freeze blends in with the background too much
theres an sv_deepfly command, but theres no deep in the map anywhere as far as i can tell
I think it is ok
it is not corner bug
Fixed all the mentioned problems
^
Fix everything before you update your map
Did you test it before updating?
it blocks skip but I think it is better way to protect
xd
Fix the lanterns by adding an offset
By creating a new group, I showed you how
Offset : 16px
Please check them all after you fixed them
$waiting
fixed all the mentioned problems maybe checked that there were no other problems in the process of fixing it
It should be ready after that
3*
$waiting
i should ask keb to test it
Sure, thanks
wdym
at the end, people either get teleported there or at other places
they could be teleported under "the winners"
yes
so how to fix or improve this, idk what u want
It's not what I want, it's just a suggestion
to add teleport in the freeze
so some people might be lucky enough to be winners and some others might fall in the pit of despair
under the winners so they can play with their bodies
nonono
to tele, just like you did for the winner room
delete the hookthrough?
come to my server
Does anyone have an idea about the rating of that map ?
I'd say 4*
$ready 4
gg
good map
keb certified map
Congratulations!
i posted this bug like 3 times
What's the bug ?
@coke1465hidden freeze
Oh ok, couldn't tell with that screenshot
Fixed the wrong visual
It's not urgent anyway, it doesn't change anything to the gameplay
spec enabled for what?
Preference I suppose
Updated