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Ensure that every teleporter is red (which will stop player movement and cut their hook) unless you intend to use blue teleporters to retain hook and movement.
and there are a lot of parts that you dont use it like to complete a part
The gores are to tight and hard for avrg players, not only these ones
i didnt finished the map bcs i didnt enjoy it, but i looked it, looks like a ddmax thing, it felt unbalanced, too tight things and gores too boring, the design is flawed. You should see how new moderates are, i dont think
will release this map. Good luck anyway 😄
The first thing that came to my mind when I seen this map was this https://ddnet.tw/mappreview/?map=Circle, that https://ddnet.tw/mappreview/?map=Springlobe+3 and that one https://ddnet.tw/mappreview/?map=pedeuliar so yeah
@Arrow"looks like a ddmax thing"......... what ever that supposed to mean.
Jonian and SpeedyGER please think about this changes :
- better background, this one is just tooo simple (check how simple change of gradient of background and change from sun to moon made the map more interesting : https://discord.com/channels/252358080522747904/852990816711737414)
- tileset of walls (there are rly more interesting and better looking tilesets from "generic unhookable")
- "gores" with simleys could use some more doodads (maybe each smily would have a diffrent look, something like this https://animalia.pl/img/produkty/galeria/zoom/39556.jpg)
also what Arrow wrote "too tight things", the only parts which are tight are the ones on left side but it supposed to be that way. This is how that parts were designed ,everything else about the size of the parts is fine.
The balance of the map needs to be checked by ddnet staff testers.
If you guys will plan to change the graphics then don't do it until ddnet testers will check the map for cheats/skips, balance and overall gameplay of the map.
If ddmax would be alive then this map in current state wouldn't be released, but with better graphics and probably some changes to few parts it would be played a lot by players. There is a hidden potential in this map ^^
ps. maybe graphics like in one of this maps https://ddnet.tw/mappreview/?map=Moon+of+the+Jungle, https://ddnet.tw/mappreview/?map=The+Swamp (in game this one looks a lot better) or something simple like this https://ddnet.tw/mappreview/?map=Twix
Ty for testing/watching over our map! Don´t be to hard to us, this is our first map and this is just the test phase:)
@Arrowtele are now all red now and the grab is also working now, ty for pointing that out:) We are planning to make the Design more demanding, ty for the inspirations
@Tsin! We are waiting for then for the ddnet testers before we are working on the Design. Can you tell us pls why this is more DDmax and what DDmax exactly means?
- Red teleporter fix
- Laser blocker fix
I agree with arrow. The map feels very outdated. Most parts feel like they are at least 5 years old. It's hard to explain that in detail, but i highly suggest you to play some more recent moderate maps. Many parts are just hard because they are long, which annoyed me (repetitions of boring old parts). I liked the ceiling shotgun + 0 jump thingy, but even that was annoying because the part was too long (the thing at the beginning was rather boring and time wasting).
What I meant by ddmax: Unbalanced, old design, weird/bad parts (not all), outdated
Jaonian
stop that bullshit about ddmax.
- show me unbalanced maps
- old design which ? (almost all ddmax maps look better than ddnets unhookable generic clones). -weird/bad parts are domain of ddmax ? show me maps ?
there are 370 ddmax maps on ddnet. To say that DDMAX is XYZ then majority of maps must qualify to this. Show me 186 ddmax maps which are unbalanced, old designed and have majority of bad parts.
btw most of ddnets oldschool maps have hookthrough it means they were made after ddmax so ddmax is more oldschool than ddnet oldshool.
dude chill out, he ask me what i meant about ddmax, thats all. If you dont share the same thing than me thats okay
I will stop as soon as you will stop talking bullshit about ddmax. I'm waiting for that list of maps....
I do respect you for all the time you put into map testing but still blaming ddmax for map not fitting into todays standards is just wrong. Stop using ddmax name and just next time write what you don't like and what should be changed in a map.
i think what we have here is a fundamental disagreement about the definition of "ddmax" when people talk about mapping style. i think it's true that it's somewhat unfair to write off any maps with continuous simple drags as just "ddmax" but we also need to understand that this term is in heavy use and it's well understood by the community to represent this idea
i don't think this is a problematic definition, or an attack on how ddmax was, it's just sort of a misnomer / slightly incorrect
the only person with an issue with this definition is you apparently
don't discuss this in testing
move to
#mappingthis map is like some people already said really outdated, both in design and gameplay (but gameplay is the reason for decline). btw u dont need a long and repetitive noobfilter at a 2p forced map. most parts are just not creative and they are just stretched and repetitive which makes it boring. sometimes its really open but sometimes its extremely tight. u need to stick to a structure (and tight like in some parts is bad). especially the solos and gores parts were the worst because they were either really tight or just obnoxiously long and repetitive. you should also try to avoid speeders and switches if possible because u overuse them for simple stuff. try looking at some newer maps because im sure u will map something nice considering u already got the basics down.
$decline