#Necron
"Necron" by Cรธke [Insane]
DDNet 02/21/2024 10:17 PM
@coke1465

this is your map's testing channel! Post map updates here and remember to follow our mapper rules: https://ddnet.org/rules

Necron.map
173.85 KB
DDNet 02/21/2024 10:17 PM
DDNet 02/21/2024 10:17 PM
coke1465 02/21/2024 10:17 PM

o shit :

coke1465 02/21/2024 10:24 PM
Necron.map
173.86 KB
DDNet 02/21/2024 10:24 PM

Include a changelog after uploading map updates (preferably with screenshots).

coke1465 02/21/2024 10:33 PM

2 little design bugs fixed

Necron.map
173.86 KB
warlytozer 02/22/2024 12:09 AM

Different?

warlytozer 02/22/2024 12:10 AM
warlytozer 02/22/2024 12:11 AM

A large portion of the corners on the map are not harmonized

coke1465 02/22/2024 2:20 AM

fixed the bugs and added a little noobfilter b4 the start

Necron.map
174.67 KB
savalic 02/22/2024 4:06 PM

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.

coke1465 02/22/2024 4:12 PM

i wanted to map something different than the standard t0 maps that you know

coke1465 02/22/2024 4:13 PM

we have enough normal hh maps, i'm bored of them

.freezy_ 02/22/2024 4:13 PM

I don't think we need more oldschool-like maps

coke1465 02/22/2024 4:14 PM

so far everyone i've shown the map liked it

coke1465 02/22/2024 4:17 PM

what was not liked I tried to change, I added a few t0 skips, I think that's always fun for people ๐Ÿคทโ€โ™‚๏ธ for the tightness i added /spec

savalic 02/22/2024 4:18 PM

It's also good to try out new things, I just think that the map in general is not really well executed.

coke1465 02/22/2024 4:20 PM

I wanted it exactly the way it is why its not good?

coke1465 02/22/2024 4:20 PM

i like oldschool style maps

savalic 02/22/2024 4:20 PM

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.

coke1465 02/22/2024 4:21 PM

cant wait for the next parts ive already seen or mapped

savalic 02/22/2024 4:22 PM

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.

savalic 02/22/2024 4:25 PM

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.

coke1465 02/22/2024 4:26 PM

its more about the way how its mapped, there are often more than just one way

.freezy_ 02/22/2024 4:29 PM

Mapping style doesn't make up for lack of space, flow, creativity and overall mapping quality

coke1465 02/22/2024 4:30 PM

please don't tell me anything about parts, ive already seen my ideas in other hh maps

coke1465 02/22/2024 4:31 PM

its not a flow or speedrun map, its oldschool'ish t0 map where u often have to think and care alot

savalic 02/22/2024 4:32 PM

Someone has absolutely no ability to deal with criticism.

.freezy_ 02/22/2024 4:33 PM

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

coke1465 02/22/2024 4:33 PM

maybe its bcs we are just different player with different mindset about maps

savalic 02/22/2024 4:34 PM

I'm just not going to go into it any more. You've heard my opinion. ๐Ÿ‘

coke1465 02/22/2024 4:35 PM

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

coke1465 02/22/2024 4:41 PM

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

qtkqtqtkqkwtktqnwttwnwtntwnqtnwy 02/22/2024 4:46 PM

I will check this map later

anthonyyx 02/22/2024 4:50 PM

yeah i thought this map reminded me of inception oldschool and hedgehogs

omegakysiku 02/22/2024 5:34 PM

imo replace 50% of kills with freeze and decent map ๐Ÿ‘

coke1465 02/22/2024 5:40 PM

hmm i already removed some more kills in the first section of the map, but idk about second section (begins with the auto part)

coke1465 02/22/2024 5:41 PM

but u can give me some example where u mean

omegakysiku 02/22/2024 5:42 PM

i didnt play trough the map but the problem is with every single map with 1000 kill tiles

omegakysiku 02/22/2024 5:42 PM

map is too faily = not enjoyable for long periods

omegakysiku 02/22/2024 5:43 PM

its not fun to have 1 try to do every part otherwise you die

louis.place 02/22/2024 5:43 PM

i love exploring new styles of mapping โœ…

texnonik 02/22/2024 5:45 PM

well there are a lot brutal maps where you can fail , but insane level can create every single part faily if mapper wants to .

omegakysiku 02/22/2024 5:46 PM

do you play insane maps?

omegakysiku 02/22/2024 5:46 PM

there is a huge difference between grim reaper and hostile 3

omegakysiku 02/22/2024 5:46 PM

grim reaper does its kill tiles very well

omegakysiku 02/22/2024 5:46 PM

good balance between faily and unfaily

omegakysiku 02/22/2024 5:46 PM

and hostile 3 has 0 balancing in that part

_nehr 02/22/2024 5:47 PM

You can't really compare 2 different style imo

texnonik 02/22/2024 5:47 PM

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

louis.place 02/22/2024 5:48 PM

its ok hostile 3 was tested objectively

omegakysiku 02/22/2024 5:48 PM

yes it was

omegakysiku 02/22/2024 5:48 PM

thats why someone shut down the whole chanel for it

vena6080 02/22/2024 6:36 PM

?? 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

_nehr 02/22/2024 7:10 PM

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 ๐Ÿ’ค 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

_nehr 02/22/2024 7:11 PM

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

coke1465 02/22/2024 7:34 PM

thx for the test, in second screenshot u can also go left up

coke1465 02/22/2024 7:34 PM

for the first screenshot idk, its not too easy if u have 2 tiles to get around

coke1465 02/22/2024 7:36 PM

maybe play b4 ? ๐Ÿ˜„ not every part is 1 try

_nehr 02/22/2024 7:37 PM

Was talking about the wall on the right border of the screen

coke1465 02/22/2024 7:38 PM

so its not enough to have 2 ways there?

_nehr 02/22/2024 7:39 PM

Oh I didn't understand well your message...

_nehr 02/22/2024 7:39 PM

Well

_nehr 02/22/2024 7:39 PM

Ig it's enough

frostribe 02/22/2024 7:40 PM

It could be easily fixed by adding 1 extra unhook (on the right where Nehr said) it's smoother to enter

coke1465 02/22/2024 7:41 PM

yes i can do that but u saw the other way

@_nehr

?

_nehr 02/22/2024 7:42 PM

I just don't like the way on the right but didn't see the left way

_nehr 02/22/2024 7:42 PM

Yy

_nehr 02/22/2024 7:43 PM

I think I'll take some time to test this week-end anyway, so I'll make deeper feedbacks on that map

_nehr 02/22/2024 7:43 PM

If I come back to it

coke1465 02/22/2024 7:46 PM

and for /spec, i think its rly needed bcs of tightness..

zjasi 02/22/2024 11:23 PM

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

lukov. 02/23/2024 12:25 AM

This map is definitely more oldschool than insane

lukov. 02/23/2024 12:26 AM

As savalic said, it's not that it's bad, but it's not fun

comebackplay 02/23/2024 2:37 AM

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.

omegakysiku 02/23/2024 9:12 AM

played trough the map

omegakysiku 02/23/2024 9:12 AM

it was decent imo

omegakysiku 02/23/2024 9:12 AM

but idk why the last 20-30% is the most faily

omegakysiku 02/23/2024 9:13 AM

these 2 parts way failer than the rest

omegakysiku 02/23/2024 9:13 AM

way too faily

omegakysiku 02/23/2024 9:14 AM

this bottom part is kinda useless since its just simply harder and more faily than top part

omegakysiku 02/23/2024 9:14 AM

making it pretty useless

omegakysiku 02/23/2024 9:15 AM

this part is just akward to hammer someone over or to wall

omegakysiku 02/23/2024 9:16 AM

and there is only 1 edge to rest

omegakysiku 02/23/2024 9:19 AM

getting into top right gap is really annoying with that freeze at wall

omegakysiku 02/23/2024 9:22 AM

idk 70% feels like hedgehogs and rest 30% feels like hostile with much more space

omegakysiku 02/23/2024 9:22 AM

i only have problems with the last 30% but gameplay is well balanced other than that

coke1465 02/23/2024 11:55 AM

what u mean there? in the middle of the screen are 3 ways to do it

coke1465 02/23/2024 11:55 AM

should i make the upper part harder?

coke1465 02/23/2024 11:56 AM

this is hammerfly with timing the dj's

coke1465 02/23/2024 11:57 AM

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

omegakysiku 02/23/2024 12:05 PM

those

omegakysiku 02/23/2024 12:05 PM

or nerf bottom way

coke1465 02/23/2024 12:08 PM

right side i can give some more unhookable, but left side is just a fly with throw and little hook for the mate ? ๐Ÿ˜„ mid can be done with throw too (but psst)

coke1465 02/23/2024 12:09 PM

i like the other way, i will make top harder or impossible then

coke1465 02/23/2024 12:25 PM

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

comebackplay 02/23/2024 12:38 PM

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.

coke1465 02/23/2024 12:41 PM

i have rly tried to understand what u mean, but i still dont know

_nehr 02/23/2024 12:42 PM

What's wrong with this part what

coke1465 02/23/2024 12:43 PM

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

comebackplay 02/23/2024 1:02 PM

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.

coke1465 02/23/2024 1:12 PM

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 ๐Ÿ˜„ im sorry

comebackplay 02/23/2024 1:17 PM

no need mark but lvl design need to be more clear.

.freezy_ 02/23/2024 1:23 PM

He says that there are too many spots that could be the potential start of the set-up and I agree

frostribe 02/23/2024 1:32 PM
@coke1465

you told me that you might wanted to force only 1 way there where u hold from top

coke1465 02/23/2024 1:36 PM

yeah but i also liked the duo way ๐Ÿ˜„

frostribe 02/23/2024 1:37 PM

whats the duo way? ๐Ÿ˜ฎ

coke1465 02/23/2024 1:38 PM

yes but thats the style of the map or i am wrong?

coke1465 02/23/2024 1:39 PM
frostribe 02/23/2024 1:41 PM

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

.freezy_ 02/23/2024 1:45 PM

From what Iโ€™ve 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 thatโ€˜d freeze me

frostribe 02/23/2024 1:46 PM
@coke1465

This could be cool:

  1. FIrst guy uses that to go edge
  2. 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

coke1465 02/23/2024 1:48 PM

will think abit of that part

coke1465 02/23/2024 10:44 PM

fixed some stuff now

Necron.map
174.71 KB
coke1465 02/23/2024 10:44 PM

this one is now closed, its now only useable for t0

coke1465 02/23/2024 10:44 PM

this is now duo part like

@frostribe

suggested

coke1465 02/23/2024 10:44 PM

this part i gave 3 more unhooks ๐Ÿ˜„

coke1465 02/23/2024 10:45 PM

also thx to

@tsin666

for finding the design bugs

coke1465 02/23/2024 10:58 PM

forgot to extend the freeze at the first screenshot

Necron.map
174.71 KB
coke1465 02/23/2024 11:03 PM

same for second screen

Necron.map
174.72 KB
joni_2210 02/27/2024 7:12 PM

relesed?

coke1465 02/28/2024 1:49 AM

a few minor changes

Necron.map
174.76 KB
coke1465 03/01/2024 10:35 PM
Necron.map
174.82 KB
DDNet 03/01/2024 10:35 PM

Include a changelog after uploading map updates (preferably with screenshots).

murpi 03/01/2024 10:38 PM

A changelog typically includes written descriptions rather than just screenshots

murpi 03/01/2024 10:38 PM

I guess I could change that

texnonik 03/27/2024 3:40 PM

shouldn't this be like pic 2 ? (freeze corner )

texnonik 03/27/2024 3:42 PM

what is this ? it's different then everywhere else ...

texnonik 03/27/2024 3:43 PM

don't like this holes everywhere in map

coke1465 03/27/2024 3:44 PM

ah no, left is good right not

texnonik 03/27/2024 3:46 PM

red incorrect , green correct ?

texnonik 03/27/2024 3:47 PM

bottom left aswell

texnonik 03/27/2024 3:48 PM

....

texnonik 03/27/2024 3:48 PM

there are too many different rules

texnonik 03/27/2024 3:51 PM
coke1465 03/27/2024 3:52 PM

all good here

texnonik 03/27/2024 3:52 PM
coke1465 03/27/2024 3:52 PM

yes its all ok

texnonik 03/27/2024 3:53 PM
texnonik 03/27/2024 4:07 PM

if you say so

texnonik 03/27/2024 4:09 PM

$ready i guess

DDNet 03/27/2024 4:09 PM

First ready set by Trial Tester. It needs to be tested again by an official tester before fully evaluated.

coke1465 03/27/2024 4:14 PM

its just a little mark

coke1465 03/27/2024 4:16 PM

ok i realised that u edited it xD

coke1465 03/27/2024 4:16 PM

its the tileset

vena6080 03/28/2024 1:32 PM

$ready 1

DDNet 03/28/2024 1:32 PM

The map is now ready to be released!

texnonik 04/07/2024 12:20 PM

$optimize

DDNet 04/07/2024 12:20 PM
Necron.map
174.29 KB
ty4. 04/25/2024 3:53 PM

No no no

DDNet 04/27/2024 1:05 PM
@coke1465

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!

0x314 04/28/2024 7:00 PM

Cool map mister Coke A bit too faily but still fun

joel.9524 04/29/2024 11:18 AM

The must thing I like on the map is the tp at the start line(,,secret way")

coke1465 05/01/2024 3:39 PM

design bug

Necron.map
174.83 KB
coke1465 05/06/2024 12:55 PM

no more bugs found u can upload it

@snailx3
snailx3 05/06/2024 2:54 PM

done