#Patterns
"Patterns" by Destoros [Brutal]
DDNet 07/28/2022 7:26 PM
@Destoros

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

Destoros 07/30/2022 1:19 AM
  • added time cp
Destoros 08/01/2022 11:44 PM
  • some minor part adjustments
Destoros 08/01/2022 11:48 PM
  • forgot to hit save before uploading the map^^
Destoros 08/01/2022 11:55 PM
xeno 08/06/2022 1:42 PM

really creative map, i like the idea. enjoyed playing it. didnt find any cheats or bugs

Destoros 08/06/2022 2:47 PM
  • minor gameplay change at cp21
  • small design change for hookable tiles
BEST DDnet tester 08/07/2022 1:45 AM

corners

Destoros 08/07/2022 8:50 AM
  • fixed corners thank you mysterious person who clearly does not wanna be identified
FJP 09/20/2022 9:18 PM

didn't even see this until after I did the filter. Instead of entities off maybe just use a speeder tile as an arrow, but even then you dont need to do the start the intended way.

FJP 09/20/2022 9:19 PM

The yellow and pink colors for the signs looks pretty bad, especially the pink. Maybe stick to white or a shade of the background color to make things look a bit better.

FJP 09/20/2022 9:23 PM

whenever you can I might cut down on the symbol spam as well, it can gett overwhelming in certain parts. Maybe try using the transparent blocks behind like you did for the dj refill tiles.

FJP 09/20/2022 9:23 PM

here's an example

FJP 09/20/2022 9:24 PM

Gameplay is extremely good, refreshing parts and very well mapped. Nice stuff 👍

Destoros 09/21/2022 12:30 PM
  • marked the hint with a speeder in game layer
  • changed colors for hints and stopper tiles
  • some minor gameplay changes (mostly going from cp8 to cp9)
Destoros 09/21/2022 12:31 PM

I didnt change the appearance of stoppers, since some parts look rather strange when I use your suggested design style

Destoros 09/21/2022 12:32 PM
Destoros 09/21/2022 12:32 PM

Id rather have it spammy but consistent over the entire map

Destoros 09/21/2022 12:33 PM

Thank you for testing 🙂

Pipou 09/28/2022 11:30 PM

The second half of the map feels very different, it clashes with the other half

Pipou 09/28/2022 11:30 PM

It's like another map

Pipou 09/28/2022 11:31 PM

I'm not sure it's wise to put a time cp there where both tees are separated

Pipou 09/28/2022 11:32 PM

I don't get the use of most of the switches

Pipou 09/28/2022 11:32 PM
Pipou 09/28/2022 11:33 PM

You could just save your mate by hooking him from the ht placed below

Pipou 09/28/2022 11:36 PM

You didn't mark the unfreeze with a sun next to the speeders

Pipou 09/28/2022 11:37 PM

I think you could remove the suns, them don't seem necessary and they are pretty much redundant

Pipou 09/28/2022 11:39 PM

The exclamation marks don't seem to be needed as well

Pipou 09/28/2022 11:41 PM

You have those corners everywhere, as well as multiple hidden layers

Pipou 09/28/2022 11:42 PM

Are you using all the tiles in both tilesets ?

Pipou 09/28/2022 11:45 PM

$waiting

Destoros 10/01/2022 8:25 PM

added a separate time cp for each and every path

Destoros 10/01/2022 8:25 PM

that one is mostly for convenience

Destoros 10/01/2022 8:26 PM

kept the suns (I like them), removed exclamation marks

Destoros 10/01/2022 8:26 PM

that is intended and part of the design

Destoros 10/01/2022 8:26 PM

removed that tileset and placed similar marks from already embedded tilesets

Destoros 10/01/2022 8:27 PM
Destoros 10/01/2022 8:56 PM
  • minor design change
Pipou 10/01/2022 10:05 PM

👍 Will look at the changes tomorrow

Pipou 10/02/2022 1:27 PM

Arrow marked in entities and not in design, either show it in design as well or remove it from the entities

Pipou 10/02/2022 1:31 PM

Why using checkpoint tele everywhere when it's not needed

Pipou 10/02/2022 1:32 PM

also, cp 5 could simply be 2 tiles high on the left

Pipou 10/02/2022 1:32 PM

instead of the way you designed it

Pipou 10/02/2022 1:35 PM

Resize your images with a decent format (16,32,64,128,256,512...)

Pipou 10/02/2022 1:35 PM

Tilesets have a size of 1024*1024

Pipou 10/02/2022 1:35 PM

$waiting

Destoros 10/02/2022 2:22 PM
  • marked arrow in design
  • replaced cp5
  • resized tilesets to 1024x1024 and others to some power of 2
Destoros 10/02/2022 2:25 PM

because in the case of a lag and your tee running uncontrollable into the tele of the part before, you dont loose any progress

Pipou 10/02/2022 2:26 PM

Hm

Pipou 10/02/2022 2:26 PM

I would understand if the map was hard

Pipou 10/02/2022 2:27 PM
@Ravie

What do you think of all those checkpoint teleporters ?

Destoros 10/02/2022 2:29 PM

for some people a map will always be hard and they may take dozen of minutes to finish a part

Destoros 10/02/2022 2:29 PM

and loosing 10 minutes of progress because of a lag just feels terrible

Ravie 10/02/2022 2:47 PM
@Pipou

what about them? 99% of the time you don't wanna use regular tele

Pipou 10/02/2022 2:48 PM

By you, you mean me or in general ?

Pipou 10/02/2022 2:49 PM

You would use cp tp if that's necessary

Pipou 10/02/2022 2:49 PM

And it's fine if there are only a few of them

Pipou 10/02/2022 2:49 PM

Otherwise it spams very hard

Pipou 10/02/2022 2:49 PM

Look at all those cps

Ravie 10/02/2022 2:50 PM

that's a little spammy but better than regular tele I think

Ravie 10/02/2022 2:51 PM

it's like almost always necessary xD

Ravie 10/02/2022 2:52 PM

unless you love walking into a part that you already did and losing progress

Pipou 10/02/2022 2:52 PM

Not in such a linear map

Pipou 10/02/2022 2:54 PM

Tell me it's not better like that

Pipou 10/02/2022 2:54 PM

It doesn't even affect the gameplay

Destoros 10/02/2022 2:55 PM

it does affect gameplay

Destoros 10/02/2022 2:55 PM

if you fail at tp4 and let him fall to tp2 you have to do the part over again

Destoros 10/02/2022 2:55 PM

the bottom part

Pipou 10/02/2022 2:56 PM

There is always a way around to avoid spamming entities

Pipou 10/02/2022 2:57 PM

It shouldn't be hard to do something so you don't fall back

Pipou 10/02/2022 2:57 PM

tele 1 and 3 could even be the same tele

Destoros 10/02/2022 2:58 PM

but thats less convenient

Destoros 10/02/2022 3:01 PM

gameplay wise its way better to start right where you failed and dont have to run a few tiles back and forth every time you failed

Pipou 10/02/2022 3:40 PM
Pipou 10/02/2022 3:40 PM
Pipou 10/02/2022 3:44 PM
Pipou 10/02/2022 3:52 PM
Pipou 10/02/2022 3:54 PM
Destoros 10/02/2022 4:00 PM
  • new cp and hook stopper design thanks to Pipou
Pipou 10/02/2022 4:10 PM

$ready 2

Destoros 10/02/2022 4:17 PM

thanks for testing!

FJP 10/02/2022 4:18 PM

pipou best tester

Destoros 10/02/2022 4:27 PM

+1

Pipou 10/02/2022 6:04 PM
@Destoros

I don't remember if the 1st tele in freeze in on the ground or not, if yes, move it 1 tile up

Destoros 10/02/2022 6:12 PM

What do you mean?

Pipou 10/02/2022 6:13 PM

I think TO telecp 2 was on the ground

Destoros 10/02/2022 6:13 PM

oh it is

Destoros 10/02/2022 6:15 PM
  • fixed TO telecp 2
Pipou 10/02/2022 6:15 PM

$ready 2

Pipou 10/02/2022 6:16 PM

Twice ready :chad:

Destoros 10/02/2022 6:26 PM
Pipou 10/17/2022 12:28 PM

$released