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@jeff231Map 🐞:
fixed no hammer spam
i think i fixed this as well im not exactly sure what the problem was so i just replaced the stopper
The stopper was mirrored which it shouldn't. :)
i should rotate stoppers instead of flipping them then?
Exactly.
I tested the first two drags and found that they are almost fine. They are a good challenge for brutal. but looking at them, I think you've got a spacing problem all over the map. Your map is tight with no reason on some places. 1 dont use 3 tiles hole its look bad. better do it 6-8 tiles. 2 places like this u can do longer, no need buld it compact 3 it's like the first one problem, 2 tiles wide is looks bad here. all this fixes didn't change difficulty, but now its looks way better.
gl)
- shortened hookfly at start of map
- changed most holes from 3 to 6 tiles. same with drops in between parts
- 1 tile of unfreeze on tele now
1 this is same mistake i mention before here number 2 its too short with no reason. 2 some times u can go under tile and its insta fail.
feedback above + please spend some more time experimenting with design colors + concepts
- fixed everything mentioned above plus a couple parts deeper into the map that also needed more room
- added more tele to some parts to make them more readable
i havnt changed the design at all because im not really sure how to improve it yet
i like this map) its bring me back to aim map by aoe but harder)
i thought you meant add 2 more tiles coming down. i changed it back and removed the 2 tiles
can you explain what exactly makes this part bad so i can change/fix it
ill try making this a bit easier. having weak on this part does make it feel a bit worse to play also
there is a bit of a difficulty creep as the map progresses (1-2 more hard edge hooks per part) so please let me know if its too much
fixed everything mentioned above
it was right , but it bring new problem where tp is too close
after changes its better
ah i was weak, u can use server settings where all will strong
Idk if we really allow that setting, do any other maps use it?
why not? this is solve so much problems. btw on my map its needed.
all parts like this if player weak its gg.u defiantly need that or ur map is close to decline cus u have alot parts like this ye u can mark like "upper need strong" but its bad fix better rework part.
1 i think this have again this problem 2 idk if here need double hook if no need remove some upper tp|| maybe this one no need chanege at all|| 3 u need do longer that maybe +2-3 tiles for better flow 4 to keep dif u can also do it longer cus with 3 fix it will be easer 5 too many action per sec, give player breath i think +2 ht||not sure if u wanna force tp under ht but i dont like like it rn|| and +3 wall tiles will be enough
It still can lead to some unexpected outcomes excluding the bounce so it is generally better to not use it
this game have a lot of bugs so one more or less who care. also i tested many times my own map with that and its fine, consistent.
ive decided to remove the tele sticking out (so no forced rehook) as the part is hard enough without it imo. if the part still looks confusing i can map the way back in the other direction
- i dont really see a way of getting the tee into the part without having the first two edge hooks skipped or greatly changing the shape of the map so im keeping tele. if you have a fix im not seeing let me know
1.fixed everything mentioned above 2.the entire map can be completed with weak hook now
- i completely changed the part that requires the sg to be used
so ye i see its double rehook but looks like not, thats what i talk about.
is there a way to make it more obvious?
cause if not i can just bring the end closer
yeah
i think ill just move the end closer
idk what u tried, but i see some ways.
ye i see its also double rehook, its fine. i just worried its not double and smth other, and waited confirm from u. so keep it.
if u do that it will not double and its worse, cus ur map is hard. and double is better. but as u wish
i think so too
ill try to come up with a way to keep the difficulty of the part but if cant then ill just move the end closer
dont get what u changed, u did wall longer?
i moved the floating wall to the right 1 block
ah u u about block what in on way,
i still dont get did u changed smth here?
no, i didnt clarify mb. i moved the floating hookable wall to the right by 1 block as you said you kept landing on it when you were dropping down
so then we still have third problem with dj
when i test ur map i didnt know it is 1 way or 3 way, so now i know its 3 and its work not really well cus have 0.5 sec to react
or maybe im just too bad, but dont think so, cus rest of map is fine for me.
i dont think it was problem) dj was fine just need give more time to react. ps im on my own server, if u join we can try solve this
whats your servers name
- variety of small qol changes on many parts 2.improved gameplay of last 2 parts
- completely reworked grenade solo
what about this?
- until i know for sure sv_no_weak_hook can be used and that it doesnt affect gameplay anywhere else im keeping that the same
- i reduced the length of that part by 1 block and i was hitting it consistently 1 and 2. i forgot we changed stuff there. what did we do?
1 two tiels right 2 +2 tiles or +3 not sure witch one consistent and comfortable more.
- made the two changes mentioned above
- changed color palette of map
made teleport slightly darker
im not sure but looks like we already did it good but u lost reference and trying create by remembering.
i dont wanna again do that cus u can again "lost it"
its easier to do the part with 2 hooks instead of 1. That is the exact part. i counted blocks in the demos i had to make it myself lol
i didnt touch the rest of the part
1.moved stoppers to the left by 1 block on the first part and made second double rehook easier/more clear 2.fixed bad rehook at start of second part
oh maybe i was weak but after reload map i was strong thats why i first try it. idk so much parts are worst cus weak.
platform mentioned above is now longer. had to rework the part a bit but it plays the same for the most part
u can open editor in a demo and load current map
this doesnt really seem like a problem. using 1 hook instead of 2 is just a harder way for the part to be done. ill change the part so you have to use 2 hooks because the only possible problem i see is that people will not realize 2 hooks is easier than one and only try the part with 1 hook, making the part harder for themselves.
people will not realize 2 hooks exactly for this i dont like it.
- Fixed everything mentioned above except the starts of 2 parts as im not too sure how to change them yet
- chose to make the skip the actual part becasue i liked it
- changed how this part looks. plays the same
ye good decision.
Even if we look at this map, we can immediately identify the old parts that you haven't touched. Because you're already building much better than when you first sent this map.
idk what u change here
repetitive and not fun edge hook parts, it's not like if it was some great or interesting type of edge hooke, just some basic and repetitive one. but in a t0 map so it's fully cheatable, the last triki screen the part is too precise tho. and parts are too tight
why the killtile is sometimes hookable in design and sometimes rly tiny spike
all ends of parts using speedup can be replace with tele
imo it's not worse a rls, but let's wait other tester opinion
- dont have to use dj for grenade part now
- moved start of part to more convient place for player and fixed the 1 tele
- removed the block people were trying to get to jump to
- replaced all speedup with tele
- replaced no hammer tile at start with the purple hammer off tile. im not sure how to send a server message saying there is no hammer (if its even needed) or how to force a 2 player team (if its better for this map)
i checked again with pipou and we agree for a decline, despite the change the overall gameplay is not in our standards
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@jeff231thanks, but im probably going to scrap the map and salvage a couple of the parts i really like
Yes, I agree that sometimes this map is too tight for no reason. but this map vibe me to "aim" maps. Also aim maps cheatable too in t0, but they are good for t0 and 2 ppl at the same time.
the last triki screen Idk, but for me it's my favourite part of the map. This "precise" is reasonable for me.
not in our standards Do you mean edge hooks? So the map like Aim is not releasable these days?
if he fixes spacing it will be good, no?
It's a shame you didn't see how he improved the map. For me 10-15 "full rotation fixes" like before and map will ready.
for an "aim style map" to release it would probably be either very creative or flow very well which this map currently doesnt do, thats why it isnt good enough to be releasable in testers opinion i think
most off the diffictuly comes from precise movement not from actual interesting hard parts
there are definetly good parts
but theres way more parts that dont fit the current standards of the testers