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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)
Your map submission has been declined.
I have already started to change the moments, I will try to fix everything.
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
ok, but don't forgot to take time, test and develop, because many mappe try to rush and it leads to some bad change
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
you guys just hate planet maps
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
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.
- Added lighting - Several previously mentioned errors have been fixed
you didn't fix the issues vena mentioned.
near tele 5
near tele 6 & to 10
not just that, also other stuff like
this is not fixed well (read again what vena told you to do)
this is not fixed
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.
- Replaced the moment with endless hooks Fixed other errors indicated by the testers
Moved channel back to TESTING.
Spawn changed
a bit better but not develop enough, too much empty space many stoppers still useless on parts
OK, I'm already fixing empty spaces and useless stopers.
Useless stops have been removed and empty spaces have been fixed
- Update : empty zones have been completely removed, hints for beginners have been added and other bugs have been fixed
Fixed a small visual bug
talked in game and explain.
Fixed the errors that triki mentioned to me
I've fixed all the mistakes that the testers told me about, but they ignore(
they will un-ignore you soon (maybe)
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.
Would it be a good idea to explain on the map that only 1 rocket is needed?
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.
added an explanation for beginners that only 1 rocket is needed
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.
someone just forgot to change it
did you take a look at the update? can i reset the map?
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
Don't have time now, but if the change are good enough welf can reset (or other)
we can check that later
Moved channel back to TESTING.
some parts are harder but its alr
7 mins w dummy
In general, there is no strong difference in complexity, all desks are doable for a beginner.
yea there is bro
especially when there is deep
Added auxiliary visuals for people without map tiles.
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
- 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.
Fixed the errors pointed out
@kollpotatoimprove the design contrast if you want people to play with design
you don't even have to do too much if you want it to be a feature of the map.
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
Map channel has been moved to waiting mapper.
i guess u can keep it, but choose a better font
Also, the nade parts are pretty uninspiring, i'd like you to make parts that actually require the nade in a fun way
(at least the first couple nade parts)
lots of the nade stuff is really simple (nade the other guy on the stopper), you need to make it less repetitive
also: you can do the part without using hammer
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.
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
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
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.
map structure is good, spacing could use a little work but is decent nonetheless.
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
OK, I'll fix all these mistakes today 🙂
take time with your fixes
I have a lot of free time, due to which I can fix all the mistakes literally in a day.
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?
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
no one even asks you to make them bright, just make them differ from each other a bit
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.
I fixed the errors on the map and also played with the colors.
@louis.placeFixed a couple of bugs found during testing.