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Map :lady_beetle: :
Map :lady_beetle: :
Include a changelog alongside your map updates (preferably with screenshots).
fix where laser is missing
Hey could you please tell me which of the parts are qualified before decline
You'll get a full feedback once I or someone else finds the time for it. :)
Thx
the colors
in one part ive seen 5 different colors
and as cammodude said add more contrast
and u have embedded about 5 copies of the same picture just with different opacity levels and colors
u can change both color and transparency for each tile layer individually in the editor
oh i forget that
I will change it later
Fixed some visual problems and changed the colors
Map :lady_beetle: :
damn i forget again
add time cps
Damn, nice spotify
then dont miss
hahahaha ur so funny kys
Gah i thought i deleted this tile
Maybe i didnt save
some dummy players would hate hookfly(?)
i will change them later, i'm away from my pc
played few parts, its very annoying to play tbh
so i'm here to ask which of the parts are qualified
first when i try to create this map i just make things randomly
And then binary gives me lots of ideas on weapon drag part
Also i'm wondering if the fake finish design looks fine
It will tp u to the final part
it would be cool if u make video about u doing the parts,
I'lltry make one tomorrow
Okay so first of all, don't submit a map when you know that it won't be released and just want a quality control as a warranty for which parts are usable or not. Official testing is not here for that and next time that this is done there will be a decline without further ado. Please also read our testing rules (https://ddnet.org/rules/) in connection to this topic:
However, that aside, let's head to map-specific details.
First of all your map is not even finishable in its current state as you did not activate deepfly (sv_deepfly 1). This makes the part using cp 13/15 quite literally impossible.
The design is too bright and has many unmarked tiles and bugs everywhere and therefore unplayable. Besides that, you make excessive use of special tiles, especially stoppers (screenshot 1). Additionally, parts shouldn't be difficult just because something is mapped extra tight or precise, this often makes a part seem annoying (screenshot 2). The map does unfortunately also feature segments that are already used in released maps (screenshot 3-6, marked as red). Taking into account that yo're a moderator I'll assume that you didn't just simply steal those. Balancing issues are also all over the place (screenshot 7, 8).
Please note that the stuff mentioned are only a few examples for the stuff mentioned and not fully representative for each issue.
Your map submission has been declined.
:(8
Oh i havent played bollermann though
Thanks for testing, i think currently i could go for drag parts with weapons
Next time i will try to avoid these problems
recorded long time ago, i think this is pretty cool
Drag parts with weapons is a good idea, I’m sure you can pull it off well, you also cover a big variety of parts in this map which is good and creative.
The part is indeed cool somehow but also quite annoying it felt like but maybe I just didn’t get the hang of it. I used a/d management to balance on top which worked best for me but still terrible. Do you press anything at all or are you letting the hook correct your positioning?
Other than that I’m sure you can make a very nice map, especially when you look at other maps and how they mapped and implemented certain parts. Looking forward to it. 👍🏻
Yeah, only hook no a/d
Thanks for your testing! These days i will move on for a better map
And also longer
It's kinda weird that after releasing a/d you will slow down and then speed up