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o shit :
Include a changelog after uploading map updates (preferably with screenshots).
2 little design bugs fixed
A large portion of the corners on the map are not harmonized
fixed the bugs and added a little noobfilter b4 the start
I played the map once with a few people, no idea if the community would like the map. For me it wasn't that much fun to play the map, I didn't find the "parts" that great either. I've seen a lot worse maps, it's not like that, but I don't think the map would fit well in my opinion. Imo it would be a decline.
i wanted to map something different than the standard t0 maps that you know
we have enough normal hh maps, i'm bored of them
I don't think we need more oldschool-like maps
so far everyone i've shown the map liked it
what was not liked I tried to change, I added a few t0 skips, I think that's always fun for people ๐คทโโ๏ธ for the tightness i added /spec
It's also good to try out new things, I just think that the map in general is not really well executed.
I wanted it exactly the way it is why its not good?
i like oldschool style maps
I understand that on the one hand, but on the other hand I think the maps are still very popular and a large number of players just want new Hammerhit maps. We can wait for more opinions, but as I said above, imo it would be a decline.
cant wait for the next parts ive already seen or mapped
For me the map has absolutely no flow, the fun factor is very low for me, on the one hand because there is hardly any space, on the other hand because it becomes an absolute fiesta in team 0. I also think that /spec does not solve this problem.
It just makes absolutely no sense to go on the offensive now. In one sentence you say "cant wait for the next parts ive already seen or mapped", in another "i like oldschool style maps" - I mean not a single part in your map is somehow new. I'm trying to give you my opinion constructively, either you accept it or you don't.
its more about the way how its mapped, there are often more than just one way
Mapping style doesn't make up for lack of space, flow, creativity and overall mapping quality
please don't tell me anything about parts, ive already seen my ideas in other hh maps
its not a flow or speedrun map, its oldschool'ish t0 map where u often have to think and care alot
Someone has absolutely no ability to deal with criticism.
Yes, I'm aware of that but oldschool-ish maps in terms of tightness and being overly punishing doesn't go hand in hand with the team 0 (map) standards and therefore my opinion remains the same
maybe its bcs we are just different player with different mindset about maps
I'm just not going to go into it any more. You've heard my opinion. ๐
as i said i've seen everything in t0 maps and there won't be anything new to come, it's like releasing the same maps over and over again. savalic's maps are ok, but it becomes just very samey and boring imo
when i kept playing inception oldschool the last few weeks and the server got full every time i thought to myself people must like this kind of maps or am i wrong? ofc its different but i tried to make it fun to skip in t0 etc
I will check this map later
yeah i thought this map reminded me of inception oldschool and hedgehogs
imo replace 50% of kills with freeze and decent map ๐
hmm i already removed some more kills in the first section of the map, but idk about second section (begins with the auto part)
but u can give me some example where u mean
i didnt play trough the map but the problem is with every single map with 1000 kill tiles
map is too faily = not enjoyable for long periods
its not fun to have 1 try to do every part otherwise you die
i love exploring new styles of mapping โ
well there are a lot brutal maps where you can fail , but insane level can create every single part faily if mapper wants to .
do you play insane maps?
there is a huge difference between grim reaper and hostile 3
grim reaper does its kill tiles very well
good balance between faily and unfaily
and hostile 3 has 0 balancing in that part
You can't really compare 2 different style imo
i was playing one insane map , it's was very hard to finish 1 part , i was not able . i do not play almost almost at all and i can't play or test on test servers
its ok hostile 3 was tested objectively
yes it was
thats why someone shut down the whole chanel for it
?? the difference between the 2 maps are in the way you play it, hostile 3 = very short, no error, and need some knowledge grim reaper = consistent (cause a bit failly), 10/20 min, and a bit of mecanic and knowledge you can't compare, example binary = long, very mecanic, unfailly
Tested the whole map with dummy, read most of it and played the parts I wasn't sure of. The map is consistent in it's own style, having spec makes some parts really easy imo but if you had in mind the map to be t0 I understand (2p gameplay is better) I also have a problem with these parts (1) Annoying precise hook above into a 1 tile above kill, it's not hard but it's ๐ค for me, but it adds to the stress and having to make no mistake ig (2) Getting to the right wall to fly is cancer 2p, either you aled, or flip it by just flying in but you will most likely have to use your dj and it feels bad not to have it at the end
And still don't know why people argue over the "popularity" of a map, as long as the map is good and consistent and has something to offer w/e if it has 3 finishes
thx for the test, in second screenshot u can also go left up
for the first screenshot idk, its not too easy if u have 2 tiles to get around
maybe play b4 ? ๐ not every part is 1 try
Was talking about the wall on the right border of the screen
so its not enough to have 2 ways there?
Oh I didn't understand well your message...
Well
Ig it's enough
It could be easily fixed by adding 1 extra unhook (on the right where Nehr said) it's smoother to enter
yes i can do that but u saw the other way
@_nehr?
I just don't like the way on the right but didn't see the left way
Yy
I think I'll take some time to test this week-end anyway, so I'll make deeper feedbacks on that map
If I come back to it
and for /spec, i think its rly needed bcs of tightness..
did only test a few parts and specced the rest. looks cool and i get the point of that oldschool/insane map concept.
will do further testing and say more about it when i got time
This map is definitely more oldschool than insane
As savalic said, it's not that it's bad, but it's not fun
I played this map from start to finish. i like about 85% of the map(map is tight, but its style). Some parts a really gay like first screen https://discord.com/channels/252358080522747904/1209987226214080612/1210302697740443819 and i said this to mapper. one part bad and need reworked some parts need qol updates. Most part a have 2-3 way to complete. 1 obvious and harder, second secret and easer or no faily. i like it. and ye its oldschool, not insane i agree with
@lukov.. this map about challenge, not about fun.
played trough the map
it was decent imo
but idk why the last 20-30% is the most faily
way too faily
making it pretty useless
and there is only 1 edge to rest
idk 70% feels like hedgehogs and rest 30% feels like hostile with much more space
i only have problems with the last 30% but gameplay is well balanced other than that
what u mean there? in the middle of the screen are 3 ways to do it
should i make the upper part harder?
this is hammerfly with timing the dj's
i liked this, both get dj and only one tries to go in, the other one waits in air with dj to save if he fail. in bigger teams u can just drag from up
or nerf bottom way
right side i can give some more unhookable, but left side is just a fly with throw and little hook for the mate ? ๐ mid can be done with throw too (but psst)
i like the other way, i will make top harder or impossible then
yeah i already said that the auto-part is the transission between the two sections of the map, imo its a bit empty with just a fly
man i think this auto-part is worse part on map and worse auto-part in world. i like ur map, and wanna do better. i just dont wanna that experience what i feel when race this part, for ppl who will race it. who cares... i think it's mistake to write here bcs u didnt listen when i test and dont listen now. p.s. i will put screen for ppl who dont know what part i talk about.
i have rly tried to understand what u mean, but i still dont know
What's wrong with this part what
explained to him that its just a filler auto part between the sections, but idk.. first it seems like that i should mark it somehow, but thats not the style of the map
1 its look like random draw, chaos, with random dots of kill, and it is bad. 2 this part have a lot of place for "possible start for autoparting" 3 this is almost end of map(if u die here...) and finally it's just boring idea and part. this mean it's not clear and its problem.
its like u want to mark a part in a puzzle map or u complain about a filler part into a hh map, i still dont know whats wrong ๐ im sorry
no need mark but lvl design need to be more clear.
He says that there are too many spots that could be the potential start of the set-up and I agree
you told me that you might wanted to force only 1 way there where u hold from top
yeah but i also liked the duo way ๐
whats the duo way? ๐ฎ
yes but thats the style of the map or i am wrong?
that spot is kinda boring tbh, its more fun where you have to think differently than just standing there and how part works and not just a hammer
From what Iโve read it was important to you to have multiple ways to do a part.
However, here you have multiple options and have to gamble or practice which one works because there is only one correct set-up.
If you think this is the style of the map then you should probably break the style for this part.
I, for example would always try to start holding from the potential set-up start thatโd freeze me
This could be cool:
- FIrst guy uses that to go edge
- second guy uses the other way to get over the first guy's head and then first guy hammers to unfreeze (with a bit of restructuring)
so first guy uses dj, go in hole and holds d then second guy from above with some bounce (keeping dj) -> first guy unfreezes him and then proceed with double jump on some edge on right
will think abit of that part
fixed some stuff now
also thx to
@tsin666for finding the design bugs
forgot to extend the freeze at the first screenshot
same for second screen
relesed?
a few minor changes
Include a changelog after uploading map updates (preferably with screenshots).
A changelog typically includes written descriptions rather than just screenshots
I guess I could change that
ah no, left is good right not
there are too many different rules
all good here
yes its all ok
if you say so
$ready i guess
First ready set by Trial Tester. It needs to be tested again by an official tester before fully evaluated.
its just a little mark
ok i realised that u edited it xD
its the tileset
$ready 1
The map is now ready to be released!
$optimize
No no no
your map has just been released, and you now have a 2-week grace period to identify and resolve any unnoticed bugs or skips. After these two weeks, only design and quality of life (QoL) fixes will be allowed, provided they don't impact the leaderboard rankings. Be aware that significant gameplay changes may impact and lead to the removal of ranks. Good luck with your map!
Cool map mister Coke A bit too faily but still fun
The must thing I like on the map is the tp at the start line(,,secret way")
design bug
no more bugs found u can upload it
@snailx3done