Mentions:
@waterc0lours388kb

is that supposed to be a compliment
dunno what's so hard about optimisation
yes
i was actually playing with dyncam back when i was designing the shotgun part. is it worth fixing?
both were intended with jetpack but one of my friends discovered that the first one's possible without it, so i kinda decided to make both possible without jetpack. thought it'd still be okay since jetpack is used in solo part
livefreeze so top tee can get out of that tunnel manually without requiring rescue
DYNCAM IN DDRACE?

depends who u ask really, some people like ravie hated parts that ddont work with default zoom but im sure moderate players can find the keybind for zoom, imo wouldn't change
if your choices are livefreeze vs draggers , i think draggers would be better, the guy i was playing with said in 2y of ddnet he never saw this tile before xd
one of my friends recommended replacing that fall with a mini drag here, i think i'm doing the drag instead
such a short fall looks hard to make unskippable
epic soundtrack
fixed most of the issues found by yaccre
what did you excpect lol
testing is just like that
idk
You can put it in freeze to prevent skip, and unfreeze it on the side.
You can just do this
intended, actually... or this is also unbalanced this way?
idk Its skip
i mean it was meant to be one. choose short but hard, or easy but long
1 tile no its hard
with telees
what did you even mean by this...
skip last hook (just hold A when u hook in top corner) and i dont like that you make them walk all the way back. whole map has the issue of being unfun to play because you cant move around. i understand the name of the map "claustrophobia" but there's a reason this style of map doesn't already exist (outside of old maps, solos)
not sure if wall hammer is intended there in the middle
- unbalanced cus all the other guy does is hook twice
basically, pissing off any moderate-level player that wanted a moderate map and now has to stop playing to go figure out how to do an aled
triple tele
xD
if u meant to use sg there well, its slower and harder
hard gameplay to be moderate thesecond jetoack
and boring solo
idk if there should be hh potential in mod anyway
is 10 times more hard with tele XD
5 blocks to fly
meh
i think if he add a hookable
it fits after it. just make it part of the next solo
i think
stop trolling read chat :´v
no u
u
but in end of drag
can add unfreeze
my comment was more specific, the other jp stuff is fine
😄
triple tele again and double tele on solo part
like solo one only player pass for down
cp25 is not a part.
useless undeep
design error
dont have metod to obtain rocket again
unclear you can hook out btw i thought i was stuck for a while until he came all the way around to save me xD
also if you end up here you do need him to come save you...
might work better with a dragger that pulls you up if you fail.
can i just take cp 47 and back to tele and have hook
why are your screenshots like fine antiques
you use same cp here which makes it really annoying to retry the part + bumps into freeze
and its even worse since you only put 1
is one try skip
ever since i picked up the laser its felt really boring and way easier than like all of the map before it
which is really bad, usually maps shouldnt randomly get easier unless its like the end or something
again random undeep
i can die here
especially with weak
can end take weapon and powers and do the last drag with all
map has a ton of problems, i think the idea is somewhat bad but some of the parts did feel fun at times. definitely unbalanced and questionable design choices where it's not clear what to do for a moderate player
yeah i guess that's fine
before this filler wasn't even there at all, the top tee just had to wait for the bottom tee to do their filler. then i added it so both tees have something to do.
is it redundant or something considering that the top tee already has a moderately long drag to do while the bottom tee has just the hammer to do?
tbh i cant remember what they had to do there before i can check later
tbh i mentioned whole map is sorta unbalanced, i guess instead of this just make the other tee do less
unless u think u can squeeze in more mapping where the other tee does more
i think i was actively bored at the laser parts tho u could make those harder
i think there is enough space for me to make an actual full length drag for the bottom tee if i remove that aled. maybe i'll do that instead
how did you even shotgun with the bottom tee? every time i tried it just hits that vertical structure to the right. the intended way was with the top tee shotgunning anyway
i mean those are winner rooms i wanted to make them spacious
maybe dont put a spot for them to sg then xd
In my opinion
@waterc0loursone of principal problems
Is the unbalanced difficult in some parts
Are so big
ik that it has to do with the map but this in t0 looks horrible pls make more space
the map is 2p teamlocked
all of the adjustments from above message + slight changes to second deep part (in screenshot provided) + random minor fixes mostly from earlier reports
since holding > makes it harder for bottom guy
the sg can be skiper
skiped
i think u can put mote things in detail
u dont fix the entities error
intentional
putting just unhook there just doesn't really work to me honestly i wanted more continuity in that plumbing without adding rigid borders
you are misinterpreting it, the design should still be consistent with the tiles used
what did you even mean by this? it is consistent no??
like the tiles used
arent the ones seen in design
like that looks like a ht to me
but its tp in design
well i dont even know where it is
in what world would a plain colour be interpreted as hookthrough if hook and unhook both have actual textures in design
or does the textured background make such an illusion or something
i'm not quite getting whatever point you're trying to prove here
i actually liked this part :c
same
it fits the theme, it's small, doesnt really matter to me as much as other stuff
same
Yes
i am actually shocked that more people agree with me
stuff.
I'd prefer this, or at least add a harder more skillful way to get the tee over quickly. rn it's kinda booooring imo
the beginning of the part is just kinda not good
imagine if you 3x the part length. then it's reaaally boring. Just because a part is short doesn't make it ok to have lower standards IMO. It just feels a lot less inspired than the rest of your parts
would bve cool if first bit was unhook
there
Sorry I can't test I have claustrophobia
🔥🔥
be thankful that i didn't make arachnophobia
Might skip something, but it's pretty much everything I wanted to say. Imo big potential mapper just wrong choose of map style. Yeah, some parts are outdated, oldschool and ddm**-style but atleast me would've enjoyed it, just spacing made it worser sadly. Even design is very cool and stylish.
Gotta say that Im not against small amount of spacing BUT if you are making this - parts should be comfortable to do. Yeah it still should be a challenge but not because of spacing but because of the parts actually be challenging. IMO the best map in this style is Aardvark - small amount of space but brainy-challenging and actually interesting parts.
Mention:
@waterc0loursoh 😮
basically summarised as "need more diverse parts, balanced difficulty, ease of movement" maybe smth else but i'd focus on that for the time being
Your style is cool. If you make a more open map, I think it would be good.
SUBMIT FOR TEECLOUD !! 🇺🇸 🦅
dunno im thinking completely overhauling this one, like, completely making new parts. particularly between the big gores filler and the big fall
though definitely not right now maybe, i've got some other map ideas in my mind already... was just waiting for the verdict for this one to then start doing smth else
it's not about redoing it's about creating something new
it should still be possible to come revisit the old. and i have already told that this is not what i'd be doing rn...
absolutely, you can always revisit your old maps, rework them - and submit them again at any time
a decline does not always equal "we dont want to see this ever again", but simply that its currently in a state that we consider too much work to be done in a timely manner