#Flying_Town
"Flying Town" by ProdavecBab [Brutal]
DDNet 11/25/2024 7:19 PM

Mentions:

@whitee.of
DDNet 11/25/2024 7:19 PM
DDNet 11/25/2024 7:19 PM

Map 🐞:

oxyzo. 11/25/2024 8:04 PM

the noob filter confused me so much

comebackplay 11/25/2024 9:24 PM

I quickly looked at some parts and this is what I find 1 NF is annoying, especially without unfreezing. 2 Map does not feel well structured, I think its because you are trying to build a square map. Tp between parts doesn't help either. 3 cus u have this structure easy to find skip, also i find one, both can go up.

comebackplay 11/25/2024 9:26 PM

That's all for today.

oxyzo. 11/25/2024 9:53 PM

a little bit of indicators would be nice, i got confused while spectating thru map (unless you dont want to add indicators)

vena6080 11/25/2024 10:04 PM

noob filter is bad + avoid noobfilter in map (it's ok to have one but not the best + not for this type of map) the first part or second filter (that how i see it because it's just a little part then 10 km fall) i guess red line is the real way, and it's badly made + cheatable on blue line

vena6080 11/25/2024 10:05 PM

spawn is so far and too much spawn

vena6080 11/25/2024 10:05 PM

cheat + you have the cp no need to change the telecp into a tele

vena6080 11/25/2024 10:06 PM
vena6080 11/25/2024 10:06 PM

forced aled are not great, and there is a lot in this map

vena6080 11/25/2024 10:06 PM

boring edge section

vena6080 11/25/2024 10:08 PM

too much spawn again + cheatable as triki mentioned, there is 1 fake kill tile down that doesn't exist in design can use tele 5 instead of having 3 cp for the same spawn for the 2 players the stopper to prevent taking rocket and the shield are useless because there is a shield 1 part later (if we don't count other potential cheat)

vena6080 11/25/2024 10:11 PM

what is it for ? i used it for triple rocket but not sure it's the real utilization

vena6080 11/25/2024 10:11 PM

too much spawn, no need cp, forced aled

vena6080 11/25/2024 10:12 PM

cheatable

vena6080 11/25/2024 10:15 PM

cp problems parts have issue (bad hook, freeze too close ...) for the end why tp 5 blocks away? can be connected + no need cp

vena6080 11/25/2024 10:15 PM

forced aled

vena6080 11/25/2024 10:16 PM

terrible drag, i didn't pass it's either touch freeze or die in kill tile

vena6080 11/25/2024 10:20 PM

meh parts + repetiting with the noobfilter, early parts and incoming parts then space is a bit meh here with a close timing then the kill tile is too close for hooking up to go down for bounce.

vena6080 11/25/2024 10:22 PM

the space totally change + kill tile structure change

vena6080 11/25/2024 10:22 PM

forced aled + the parts i already talked about

vena6080 11/25/2024 10:22 PM
vena6080 11/25/2024 10:23 PM

no good setup here

vena6080 11/25/2024 10:25 PM

cp problems, too much spawn, forced aled could add an indication for the wall because i went all the way around and though the map had no finish line

vena6080 11/25/2024 10:25 PM
  • bad idea to do a tele that goes into void for the end.
vena6080 11/25/2024 10:26 PM

and even more with if you randomly spawn on the left and you friend on the right

vena6080 11/25/2024 10:27 PM

global structure is interesting, for the design care that we can see better the difference between unhook and HT

vena6080 11/25/2024 10:28 PM

also letting edge without tele is a bad idea

vena6080 11/25/2024 10:29 PM

there is too much fly and jump edge, a bit repetiting, with many basic fillers and aled, a bit boring

vena6080 11/25/2024 10:30 PM

parts are ok in generale, could be better on some aspect like some bad precise hook etc

vena6080 11/25/2024 10:31 PM

imma decline for now, but i think the map have a potential if you are ready to do a big rework and reupload

DDNet 11/25/2024 10:32 PM

Mention:

@whitee.of