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also be darker or smthing
flow and movement for most of the part is a bit messy and not well calculated
I think it's fine as Jeff only uses them as decoration, but I agree that making them a little darker would be better
The difficulty is clearly not moderate but it's quite short in length
I really enjoy the oldschool/DDMax vibes
You can't tell him what to change if you don't know his objectives, his intentions, his goal for that map
yea it just feels bad to play as a moderate map
if he is aiming for real moderate, it need a lot of changes on the part
My thoughts exactly 🙂
Also
@JeFf, try adding some texture to your map by separating the parts so they don't all fit in a 100x100 box. You could also add inter-parts where tees meet. Inter-parts can take different forms such as a throw, a gores part or any fly part.
The current aspect, the current structure of the map makes me feel claustrophobic and I guess I'm not the only one. Give it some depth 🙂
it depends what he is aiming, if he want to make a fulldrag map like lumine or barren, then he might just not consider those stuff in his map
It clearly doesn't have the same shape and it is more of a Purple Panic meets Barren in 2010
I'm not fond of parts that end up in a teleport but it's only me and barren is one of a kind - well made that's for sure
Just giving a piece of advice from my own experience
Now, talking about the parts only, do not use checkpoint teleports if you needn't use them - especially when both tees never meet or share the same teleports. The less entities the better
Thanks for the feedback!
The map was meant to be similar to lumine and barren. It doesn't have the same shape because dropping tees was easier than adding more checkpoints for me.
The color of the support beams are light so you wouldn't confuse them with the background ones. They are in front of the tee to make you feel like your under/over the structure they are supporting.
The beginning of the map has a 3 block freeze part because i wanted it to be a focus of the part (although it can be cheated). The second has the same jump thats easier because i wanted the focus to be more on the hooks in the center of the part.
I agree with you 100%. I never see corner jumps like that on maps so i thought a part with them alone would be a good idea.
I wasn't really thinking of a difficulty for the map while creating it. I marked it as moderate (5 stars) because you can't fail the map, and the parts didn't seem hard enough to make it a brutal in my eyes.
This is my first map and I looked at how lumine used checkpoints and just copied it.
Maybe we did the part differently, but I think the flow of the part is fine.
Please let me know if you have any more suggestions.
its fault tolerance problem, for what i observer this map need high accurate control for most of the thing but you also design it to not let it be that hard, this is causing the part become bad because you submit it as a moderate map and real moderate player rarely enjoy it due to those low fault tolerance stuff, and pro player that have the skill to do it might also feel boring because it just too easy on rest of the gameplay
its important that you clear which category of player that youre targeting before you start the mapping process
for easy understand, try to imagine what if bollermann redo the part to let the difficulty fit in mod5 but kept the element of every hammer jump
most of the moderate player didnt have the skill to do hammer jump continuous even if other stuff in the map (beside of this element) success to fit in moderate difficulty
(sorry for using bollermann as an example xd, its a goodmap btw)
(+this is not the only problem on this map)
so i should modify the map and either make hard parts easier for a moderate or easy parts harder for a brutal right?
Hi there
So, I see several problems with your map imo...
The biggest problem would be the tightness - it's propably playable as a 2p map, but with t0 available would be a total mess, imagine 10 tees at one part. Sadly the map is way too short and unbalanced af - also i can agree with Pipou; it's definitly not moderate.
There are some parts I recognize from other maps (not copied, but the're some similar parts which I saw). Also nearly every part isnt well mapped, it felt rushed while mapping. Idk, maybe its just a feeling, but with more time you would put in this map, it would be a total improvement. A map needs time to get good.
The design so far is okay, nothing special but clear. The "balken" at the start should be less alpha or darker (as the other ppl said before), cause it looks like hookable. Im not a fan of the low resolution in the logo. It just looks a bit ugly ._.
For now its not releasable, starting all over again would be better than sticking to this short map to get it done.
$decline