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STRUCTURE : mapping in a box is a bad idea, space is not well made, at start it's rly tight, and all the end have big space (even too much sometimes) you should create connection between part instead of teleporting to the next wall
GAMEPLAY : many parts are cheatable, I can see some idea in some part, but most of them are unbalanced and basically ddmax
MAPPING : you are using too much entities and badly, for example : putting an infinite hook for 2 second, or giving a weapon for 1 shot then a shield. to map with weapons, it should be a section of your map with the same weapon
also, too much stoppers and most of then can be replace with unhook or something else, or are useless.
for tele, it's good to use teleport like you did, just care when you use cp, it should not be skiapable (oblige the player too go in the cp) and dont spam the cp, 1 line is enough, for the spawn it's a 2p map, and even teamlock, so put 2 respawns or 1 if the player are separated or in solo.
for all those reason and more, i'll decline, gl for your next map
$decline
damn you where faster :c
I agree with
@vena6080but I would add a few things: the map also have random deaths (for example at some parts the person you hook can get edge and you can save him or you get to a place where you can't jump out). Also many parts are just a straight fly or dummy drag...that could be more interesting(also the kog part at the end). Also as
@vena6080said it is unbalanced. At the start the parts are easier and get harder and harder(more or less). The map also feels like 1 star Brutal because of aleds, long parts and so on (depends on how you remake the map). Overall could be a cool map, hope to see you soon again