Mentions:
@llellampMap π:
do i see that right that the map is thirty fucking megabytes
I do not know why she weighs so much.

I fixed all the bugs, should I re-issue my card?
send it here
Oh, I seem to have forgotten to do the finishing
ok
but why?
blue means theyre unused
it takes up space in the map file
Is 30mb a new record?

I do not know why she weighs so much. π π π
THIRTY MEGABYTES!!!
π
I deleted all the blue images :3
send the updated map here
I'm sorry for all the inconvenience, this is my first time building a map (
okay
Hooray, it only weighs 3 megabytes
Some kind of teleportation again
timecps
not start finish
Oh, well, I'll add it now.

3MBs is still a lot
you can skip it without any troubles
it's decline anyway, maybe good as first map
Why do I not see this map in
#π¬submit-maps?
I deleted the message, I thought it was necessary, I'm sorry.
Hey, thanks for your submission. Unfortunately the map is not up to todays standards. ^^'
Some more specific things to point out:
- Your parts are pretty repetitive, consisting of consecutive corner hooks and multiple times a one tile freeze tunnel at the end.
- Two different designs for tele and three different ones for freeze. You should stick to one for each to make the gameplay less confusing.
- Only using a weapon for one part is bad practice.
- The gameplay is unnecessarily tight and not fun.
- Good idea for a part but it's not well made and too tight again.
- Three times basically the same part in one screenshot..
- Could easily replace the special tiles with normal blocks (wouldn't make the part much better though).
- Can skip the drag.
- These parts are very repetitive and hence boring.
- Too faily for novice.
- A bit too hard for novice, don't you think?
- That tele is pretty useless.
- Why use a door? And that type of part again..
- Inconvenient placement of the unsolo.
- What is a team 0 part doing in here?
- You don't need either weapon to complete the following parts.
- Too many switches and you can't tell which one belongs to which door in design.
In general you use too many special tiles (doors, speedups, stoppers) and often don't leave enough space for players to maneuver. I recommend to look at more recently released maps to get a feeling of what we are looking for and then try again. Good luck! :)
Mention:
@llellampThank you so much for your reply, I am ashamed that my map is so terrible, I will take my mistakes into account in the future. Goodbye
Don't be ashamed. Most first maps look similar. Yours is using tele correctly and it's finishable which is not the case for every map. :D
- Your map does not contain quads, every art piece, e.g. the kobra, mapname, author name, are loaded in as a tilelayer.
Does map need to contain a quads?
no, but this is simply editor abuse, I call the editor police /s
Hbt on arctic festival or smh like that the mappers was write in entitie layer as time cp
u mean corneums signature xd
theres no rule against using tiles or rotations for decoration
idt this matters
some people use jungle midground as quad, some people as tiles, theres not 1 correct way
for me it just looks very suspicous, like if the mapper didn't understand quads. doing it this way is also unpractical, since you can't move your mapper name or the kobra precisely around
I could also argue, that it impacts performance, but this might be mostly miniscule here