#Purple_Planet
"Purple Planet" by eseva096 & SnukkA [Novice]
DDNet 11/22/2024 8:54 PM
@kote.1337

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

vena6080 11/22/2024 9:00 PM

the space is tight, and gameplay very repetitive, exept 1 or 2 parts, it's always the same

vena6080 11/22/2024 9:01 PM

a lot of speeder and stopper can be delete if you let more space to do the parts

vena6080 11/22/2024 9:02 PM

this type of parts are not great and boring, and avoid telegun if possible (even more in novice) and specially in a situation like this it's not the best utilisation.

vena6080 11/22/2024 9:06 PM

endless hook utilisation is bad, 2 reason 1- the part is close to be possible without so it's not rly usefull 2- giving for 1 little part is not great, it's better to use entities on a longer section that is made for it. it's the same for weapons (here the weapons are keepped on a long section but not much utilitise)

vena6080 11/22/2024 9:06 PM
vena6080 11/22/2024 9:07 PM

design to dark, can't see anything

DDNet 11/22/2024 9:07 PM
@kote.1337

Your map submission has been declined.

kote.1337 11/22/2024 9:10 PM

I have already started to change the moments, I will try to fix everything.

vena6080 11/22/2024 9:10 PM

globally map is not bad, the design is ok (except that it's dark), the structure is good (bug too tight in some parts), working more on parts idea (less repetitive and more developed) and could be good

vena6080 11/22/2024 9:11 PM

ok, but don't forgot to take time, test and develop, because many mappe try to rush and it leads to some bad change

comebackplay 11/23/2024 12:07 AM

talked in game and show all examples most common issue 1 spacing 2 special tiles overloaded 3 some part or transitions is long ||its start boring cus long|| all examples i showed in game) gl with map

soulyvevo 11/23/2024 9:14 PM

you guys just hate planet maps

kote.1337 11/23/2024 11:13 PM

I fixed the mistakes you mentioned, make the map a little lighter, I think the gameplay is very clearly visible on it and it's not worth making it super bright

comebackplay 11/24/2024 3:36 AM

it's look like u fix about 30% from what I've mentioned u fixed most bigger problem which is spacing but u have other. Focus on what other testers are saying, and don't forget what I mentioned in-game.

kote.1337 11/24/2024 4:10 AM
  • Added lighting - Several previously mentioned errors have been fixed
balami. 11/24/2024 10:28 AM

you didn't fix the issues vena mentioned.

zenthik 11/24/2024 12:14 PM

1. small bug

2. unnecessary layer of upside stoppers, remove it and design it like 2.1 (near tele 6)

4. "to 15" looks unpleasantly

6. (near tele 7)

zenthik 11/24/2024 12:25 PM

near tele 5

zenthik 11/24/2024 12:25 PM

near tele 6 & to 10

kote.1337 11/24/2024 5:05 PM

Do you mean about this? Or have I not fixed something else?

balami. 11/24/2024 5:10 PM

not just that, also other stuff like

balami. 11/24/2024 5:10 PM

this is not fixed well (read again what vena told you to do)

balami. 11/24/2024 5:11 PM

this is not fixed

balami. 11/24/2024 5:12 PM

but most importantly take your time. don't rush a rework. even if you change the stuff that was pointed out, the map is a bit too slow imo. maybe cut some of the walking sections and focus more on parts.

kote.1337 11/24/2024 6:00 PM
  • Replaced the moment with endless hooks Fixed other errors indicated by the testers
DDNet 11/24/2024 6:01 PM

Moved channel back to TESTING.

kote.1337 11/24/2024 6:53 PM

Spawn changed

vena6080 11/24/2024 8:48 PM

a bit better but not develop enough, too much empty space many stoppers still useless on parts

kote.1337 11/24/2024 8:57 PM

OK, I'm already fixing empty spaces and useless stopers.

kote.1337 11/24/2024 10:26 PM

Useless stops have been removed and empty spaces have been fixed

DDNet 11/25/2024 12:44 AM
DDNet 11/25/2024 12:45 AM
kote.1337 11/25/2024 12:45 AM
  • Update : empty zones have been completely removed, hints for beginners have been added and other bugs have been fixed
kote.1337 11/25/2024 1:00 AM

Fixed a small visual bug

comebackplay 11/25/2024 1:20 AM

too long

comebackplay 11/25/2024 1:20 AM

i dont like it

comebackplay 11/25/2024 1:20 AM

this is weird

comebackplay 11/25/2024 1:22 AM

dont like it ||don't fit style of map||

comebackplay 11/25/2024 1:22 AM

tight

comebackplay 11/25/2024 1:23 AM

You still have a problem with the spacing near the teleporter

comebackplay 11/25/2024 1:25 AM

tp above stoppers bad idea.

comebackplay 11/25/2024 1:30 AM

this corner too dont fit to map style

comebackplay 11/25/2024 1:30 AM

tight

comebackplay 11/25/2024 1:31 AM

tight and useless tp

comebackplay 11/25/2024 1:32 AM

spacing (tight)

comebackplay 11/25/2024 1:33 AM

5 layers of tp too much u need 1-2

comebackplay 11/25/2024 1:39 AM

talked in game and explain.

DDNet 11/25/2024 2:38 AM
kote.1337 11/25/2024 3:06 AM

Fixed the errors that triki mentioned to me

kote.1337 11/25/2024 8:19 PM

I've fixed all the mistakes that the testers told me about, but they ignore(

oxyzo. 11/25/2024 8:25 PM

they will un-ignore you soon (maybe)

devinci24 11/25/2024 9:01 PM

Map for me gameplay wise is okay. I only have 1 big problem with it and it's this part:

I feel like it's extremely confusing who needs to go where. And I really don't expect novice players to spectate THIS much to know what to do. I think it would be great if you somehow managed to make it so that one must go in the rocket parts and the other can't. And following this idea, because it's really easy to just go back you don't really know if you need 1 or 2 rockets.

Other than that it's fine. Testers will pinpoint other precise things.

kote.1337 11/25/2024 9:04 PM

Would it be a good idea to explain on the map that only 1 rocket is needed?

devinci24 11/25/2024 9:13 PM

Idk, I know some maps do put some next on the background. But I don't think your map should do that. The more intuitive it is the better.

Do what you think it's best and some tester will correct you in case it's not up to their standarts ig.

kote.1337 11/25/2024 9:13 PM

added an explanation for beginners that only 1 rocket is needed

comebackplay 11/25/2024 11:14 PM

it's still not releasable BUT why this is still decline instead of waiting? mapper did a lot of work i think he deserve reset to get the tester's opinion.

ne_smotri_suda123 11/30/2024 2:14 PM

someone just forgot to change it

balami. 12/01/2024 2:15 PM
@vena6080

did you take a look at the update? can i reset the map?

comebackplay 12/02/2024 1:28 AM

lol It's been 4 days and the map still hasn't been reset. I understand what the mapper feels when tester teams so long just with reseting. i think its more about miscommunication, others tester don't wanna do anything cus its Vena's channel until he reset. which is bad

vena6080 12/02/2024 1:06 PM

Don't have time now, but if the change are good enough welf can reset (or other)

balami. 12/02/2024 1:28 PM

we can check that later

DDNet 12/02/2024 1:28 PM

Moved channel back to TESTING.

mirfay123 12/02/2024 2:59 PM

some parts are harder but its alr

mirfay123 12/02/2024 2:59 PM

7 mins w dummy

kote.1337 12/02/2024 3:23 PM

In general, there is no strong difference in complexity, all desks are doable for a beginner.

mirfay123 12/02/2024 3:34 PM

yea there is bro

mirfay123 12/02/2024 3:34 PM

especially when there is deep

kote.1337 12/02/2024 3:55 PM

Added auxiliary visuals for people without map tiles.

kote.1337 12/02/2024 3:57 PM
kollpotato 12/03/2024 4:22 PM

I just played the map, here are some design notes from me:

  • QoL: The design is too dark, improve the contrast
  • QoL: The design has a lot of layers that are not marked as high detail, but should (fog, stars, light)
  • Nitpick: the logo and thanks for texts are too small (and if you are thanking someone, use thanks to instead of thanks for)
  • Nitpick: The start and finish layers are above the player, placing them behind the player would be better for the visibility of the skin
kote.1337 12/03/2024 4:25 PM
  1. In this case, this is already a feature of the map 2. It will be fixed 3. A feature of the map, the creator's decision 4. It will be fixed.
kote.1337 12/04/2024 12:22 PM

Fixed the errors pointed out

@kollpotato
louis.place 12/10/2024 5:15 AM

improve the design contrast if you want people to play with design

louis.place 12/10/2024 5:17 AM

you don't even have to do too much if you want it to be a feature of the map.

louis.place 12/10/2024 5:17 AM
louis.place 12/10/2024 5:17 AM

just fix the stoppers being barely visible - make them slightly more white. differentiate between the stoppers and the teles because right now they are the exact same visually

DDNet 12/10/2024 5:17 AM

Map channel has been moved to waiting mapper.

louis.place 12/10/2024 5:18 AM

indicate deep as well

louis.place 12/10/2024 5:19 AM

not sure if you need this text, it's pretty hard to get 2 nades past since the shields anyways

louis.place 12/10/2024 5:19 AM

i guess u can keep it, but choose a better font

louis.place 12/10/2024 5:19 AM

missing tiles

louis.place 12/10/2024 5:21 AM

again, design is confusing with the undeep

louis.place 12/10/2024 5:21 AM

Also, the nade parts are pretty uninspiring, i'd like you to make parts that actually require the nade in a fun way

louis.place 12/10/2024 5:21 AM

(at least the first couple nade parts)

louis.place 12/10/2024 5:23 AM

lots of the nade stuff is really simple (nade the other guy on the stopper), you need to make it less repetitive

louis.place 12/10/2024 5:25 AM

you don't need to say hit hammer, this is the difficulty where tees should know to use the hammer

louis.place 12/10/2024 5:25 AM

also: you can do the part without using hammer

louis.place 12/10/2024 5:29 AM

i'm gonna decline it for now because I strongly implore you to either do a bigger rework or maybe take a look at some recently released novices and start some new parts or a new map with that inspiration. you can still choose to rework this map, but I don't think the map has gotten too much better in the recent reworks and instead I think you should try working on a new map. There's always a big difference between a mapper's first few maps -- each new map is a big stepping stone in improvement, The design here is nice, but I think the "low difficulty novice" theme is really hard to master, especially for newer mappers.

DDNet 12/10/2024 5:29 AM
louis.place 12/10/2024 5:30 AM

You can feel free to rework and resubmit and we can take another look, but working on a new second map will definitely be useful for you

louis.place 12/10/2024 5:30 AM

try to make sure each of your parts have "reasoning" - don't just use a tele at the end of the part to go to the next one for no good reason, try to make parts flow well and connect to eachother with meaning

louis.place 12/10/2024 5:31 AM

give grenade and laser for a good meaning -- you should have cool and nice parts that you already planned with laser and grenade instead of giving laser and nade and then creating filler parts with them.

louis.place 12/10/2024 5:31 AM

map structure is good, spacing could use a little work but is decent nonetheless.

louis.place 12/10/2024 5:31 AM

you also give deep freeze a little too much -- it can get annoying when it's being used every other part for no good reason except to make one tee unable to move

kote.1337 12/10/2024 2:13 PM

OK, I'll fix all these mistakes today 🙂

anthonyyx 12/10/2024 2:15 PM

take time with your fixes

kote.1337 12/10/2024 2:19 PM

I have a lot of free time, due to which I can fix all the mistakes literally in a day.

kote.1337 12/10/2024 2:32 PM
@louis.place

At the expense of color correction, the gameplay components are clearly visible on the map, dark colors do not hurt the eyes and give peace of mind. Is it definitely worth fixing them, or can I leave them?

f0rtishka 12/10/2024 2:46 PM

the contrast is way to low, you can't easily tell apart different tiles it's generally better to keep contrast a little higher because different monitors can show colors differently, while you can clearly see the difference in reality colors are somewhat similiar and blend in with each other

f0rtishka 12/10/2024 2:47 PM

no one even asks you to make them bright, just make them differ from each other a bit

kote.1337 12/10/2024 2:58 PM

Okay, I'll try to fix it, it's just that my friend did the visual components, and I'm not good at visualizations myself.

kote.1337 12/11/2024 1:00 PM

I fixed the errors on the map and also played with the colors.

@louis.place
kote.1337 12/11/2024 1:11 PM

Fixed a couple of bugs found during testing.