Mentions:
@nixuslegendaryMap 🐞:
but i love nixus maps

i think that indicates unfreezes
oh sorry
White - Stoppers without unfreeze/with freeze
Yellow - Stoppers with unfreeze
1 - Fixed Stopper + platform for hooking the top tee more easily
2 - Fixed Stopper
3 - Fixed Stopper
4 - Unfreeze and freeze removed from the top
5 - Fixed Stopper
6 - Fixed Stopper
7 - Fixed Stopper
8 - Fixed Stopper
Obs . all the unfreezers are out of tips now
- Time cps
I saw some people confused too. I think the way I left it should be better.
white stopper looks better!
heh...

ops
xD
finally a nixus map that I can pass alone without be carried

Fix bushs Flying
Final update: I fixed unfreezes and improved some parts.
go away from milkyway
Desing

?
default design, and?
Rare desing
desing
oh and you can restart the map with ninja
just noticed
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Do you think this could be considered a skip? It seems to take longer in the normal part.
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Wouldn't it be good to have Rocket in case the newcomer loses their Rocket, so they can help a friend who arrived a little later by recovering it?
Over all I can't complain about the map, novice is always a weird bag for me to judge though since I never really played them. But I try to judge this from an objective view. There is a fair bit of novice maps out there, some innovative, introducing core mechanics of ddrace, others a mixture. Those closer to moderate sometimes do find creative new setups for specific parts or tricks. Most of the time I see people map parts that are inherently easy but require some time to think about them or look at them in order to approach how to do them. In team 0 those often become pools of brute force with 20 tees stuck at a part until one finally lands in a spot able to advance. This makes mapping solid novice maps in current standards extremely hard in my opinion.
There is a big problem I see with every novice map recently released or in question to be released, not just yours.. it is extremely hard to stand out. Since you can't shine and overwhelm players with innovative parts you have to shine another way and that often is design or a new approach. The design is clean, over all I appreciate the use of parallax mountains in the back but nothing really that hasn't been seen before. To make your map be played in the pool you have to stand out and I think design is the only plausible way here. I would really appreciate an overhaul or create some interesting scenery to 'market' it to players.
From a speed running perspective I do heavily appreciate the unfreeze at every parts end, they're a big QOL addition and opens up the pool for players genuinely hunting times even on higher levels of gameplay. The parts flow nicely together for the most bit and don't seem to interruptive. For new players it offers breaks and large spaces to pause for a second and inspect or just get out of the way of team 0. Over all, you definitely tick most of the expected boxes required for releases. I'll go through some parts and share my opinion and hopefully help you gain a new perspective to them.
I heavily appreciate you allow multiple solutions for these parts here, either through a wall hammer or a hook from the opposite side! Keeps things clean and comprehendible for players to stumble over these ways. Though I think info tiles indicating the wall hammer could benefit the map, especially when newer players are not familiar with the concept of a hammer working through walls.
I can see people confusing and trying to hook the first player down there which would fail the part, again info tiles with an arrow pointing left and the number one could quickly fix that. The question is though if you want to hold new players hands throughout the map and have it more be a guide or do you want players to explore and challenge their approach on parts? From the way you mapped it, the approach isn't really clear since you have either side present. You have parts that force thinking and the first solution is wrong and you have parts that are extremely linear not making players think at all.
Weird mixture of parts here and maybe a little imbalanced. First part is just a filler but opens up a two tile space to fail and drop a player down ultimately without a way to save them unless another person shows up. While the part exactly after that borderline holds a players hand making it impossible to fail. Variation is okay though this part is shrödingers star. Either its 1 star, impossible to fail or 3 star offering some fails.
I know its a pretty narrow space but this is by far the weakest part in the link, I'd love to see something that changes it up, you have a solo right after as in introduction, thats a great way to introduce the 2nd part of the map (also offers a way to explore design later on which you did already by changing up the background from the grey to a more cavish theme.)
again, top portion here making it borderline impossible to fail and giving players unfreeze so they don't feel the impact of freeze tiles and what this part tries to achieve (hooking up to drag them over to the right) from below. You basically removed all forms of impact through fails or the waiting time from freezing to display this is a reoccurring theme in later stages of a players development making the upper part completely solo-able as well. I'd prefer this being a team part like it is supposed to be and maybe adding one line of unfreeze at the end here, removing the incline and pushing that down to the other blocks. That allows speed runners and players to try and solo the part with a fast swing, or forces the bottom tee to help out his buddy from below.
don't understand the grenade at the bottom here. Even if the player looses, the one who would actually need it still has it unless they're through the part already. I would just remove it and let them figure out to shoot it while being frozen to introduce another mechanic right before the end and make it more fun to explore.
ok
Thank you for your feedback, I promise to change everything you said about it. I found your feedback very helpful and important, and I agree with you 🙂
What would you recommend for this part? I made it a little difficult but foolproof, so that newcomers can learn something more challenging, but even if they make a mistake, they can still pass.
Just some suggestions, I’m probably not the best to judge novice maps but from an objective perspective that’s what I’d suggest thinking about. Making sure the map is coherent and what purpose it’s supposed to have in the current pool.
Personally I don’t mind the faily bit but to balance it in part you could think about adding more unhook when you drag the 2nd player through. So someone with worse aim doesn’t miss hook and lands in the freeze. Other than that you could adjust all other parts and intentionally leave some possible fails open making it more cohesive. Really depends on the difficulty of novice you’re aiming for. It’s more of a slight balance issue than an actual issue with the part.
Testers, can you change the map name to " Glaciers"?
r u sure?
Yes, I just found out that Hades is a "Greek god of the underworld." xD
Thanks
I focused on the design aspect for a bit. I hope it turned out well.
Cool map tho, a LOT better then your previous maps, nice progress
Design is fine, but ig u can make it better(only if u want) 1) Stars doesn't feel "alive", looks very plain ngl 2) The same para x of mountains and stars looks strange also 3) Colors are very bright sometimes And ofc make hd/non hd design(everything except of important things should be marked as hd)
What do you recommend I do here?
You can make something like that (not exactly like that, cuz it's very very lazy variant by me) but the main idea is to reverse the second part and make a transition into it, or u can remake 1st part at all, or 2nd one so it's gonna be in the map style(cuz if u gonna reverse it's gonna look a bit different than others)
What can I do here? I don't know what to do xd
I arranged what they asked for and the design.
In the finish room, you can return to the spawn point.
- Change parts and CPs
Changed S/F
i like this sf style
design bug
1,5mb?
Wtf have
design

- Design fix
Put HD in Some things
why what?
i think this teleport
teleporting to start
- Because yes 😄 and the testers asked
- so that players could play the map again, why wouldn't they play it again?
Then why doesn't he teleport to the beginning instead of the middle?
maybe it's a mistake
- fix spawn tele

(ignore this)
Why should I ignore this? If it involves my map?
This just shows how corrupt and manipulative the government is.

Could some tester/trial tester tell me if this map has any future? Or if it's easier for me to just give up on it?
im not a tester/trial tester but i can tell you the elements of this map are very basic and you need something to stick out in novice since they are all very similar
In my opinion, it doesn't weigh much and isn't a very good decoration for that weight.
Hi, i think its too plain for release right now. so will decline
Mention:
@nixuslegendarya lot of parts are a bit generic and seen in many novices nowadays
however:
Idk. right now though, every other part is way too simple imo (just walk / hook parts).
Maybe try mapping moderate parts instead -- force interesting hooks / series of moves instead of this very free-flow form of novice parts that are mainly built of hookthrough and stoppers
u could transform the three parts I mentioned above into harder moderate parts by forcing certain hooks (i.e. removing some hookthrough to make the players do certain moves)
but otherwise, I think the map is unfortunately too plain for nowadays standards. (also, we recently upped the standards for novice maps, so we are expecting very high quality novices from now on)
Ok Thanks
3 qol unfrezze can be unmarked.