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no
no
this is like i_wanna_get_the_points but worse
can I at least get a test
cool
mb not put start on spawn
still not worst map to speedrun
$decline map too long
Okay but fr map feels inconsistent asf
Every move has a consistent setup if you are input buffering
if it's too short, I'm willing to add more. If certain parts are too repetitive, I'm willing to change them
added time cps
optimized start
well it's both too short and repetitive and also the gameplay is just not fit for ddnet so
I understand that it may be short and repetitive but what do you mean by not fit for ddnet?
not trying to be provocative just genuinely curious
its just like bare autoparts
we are fine with them in cases like schwung
but this map has no substance otherwise, just too plain
for example, think if the map was not auto but just normal jumps
the thing is they arent autoparts, you have to buffer the inputs or the parts don't work
so its constant gameplay
you can't pause throughout the whole map
there's one or 2 parts where you can stall, but the whole point is that the gameplay is fast paced
yeah but imagine without the buffer it's just single jumps
and the single jumps aren't rly fun
esp the last half of the map is just the same thing
i mean i think you know what we are looking for on ddnet
you already have a few released maps
im re-working the last part of the map
I'm trying to get outside the creative bounds
i think solo maps have the most potential there
already done XD
look at anima
anima was an inspiration 🙂
the parts are far from the same though due to the lack of downtime you have in this map
take it or leave it, I would rather have the "concept" be declined than the "execution"
I'll update later one more time and if that doesn't change your mind than you can decline it
its execution
then what can I do to make it better
other than make it longer and add more variety
solo maps have least creative potential
wtf
louis is wrong
I strongly disagree
it limits the amnt of physical interactions so has an objectively lower part pool
sometimes limitations force mappers to come up with creative solutions to problems
a map needs to limit the parts it uses or it will be a mess
no map uses all interaction
yeah but creative potential is different from how easy it is to be creative
so it needs more diversity?
anyways
not talking about this map
o
the thing is adding buffers to a map doesnt necessarily make it a lot more creative
that usually comes from interesting movements or different ways to do an existing movement
buffers are just a physical input technique
== different way to do existing moement
you shouldnt be making a map out of buffers, but adding buffers to an already nice map
if u want to use this technique
ofc there are some buffer specific
but like yeah this map is not creative enough for its length
well u didnt give urself enough to work w by making anima but no hook/weps
@FJP+
no problem with concept
it's a bit different from anima
but yeah i did try to limit myself as much as possible
:p
ya its different but you should extend
il work on it a bit more but I would like to keep it short if possible
more than on e direction change in air, toetap
mayb hook
im fine with it being a bit longer
why ? its 1* rn, u wont make it too hard
I guess it's more of an aesthetic decision
idk
xd
i thought about using hook but it can be inconsistent
il work with it a bit more
have player hook into wall
thats a bit too much like anima though :p
anima is good so its ok
u only reason should be to make speedrun less cancer, but u can spread parts out to prevent skip
i think the speedrun is really fun tho
:c
i dont
but i only speak for me
before I add anything else is this any better
barely
but now its very skippable
you'll have to branch out from just single jumps if you want smth like this to be releasable
and make it a lot more dynamic, etc
alright, that strays a bit from what I'm wanting from this map, so you can go ahead and decline it
regardless, thanks for the feedback
$decline
Maybe add in frame perfect pixel perfect hooks to do
Pls no
idk i dont like this gameplay)