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It's pretty late in my country I will go sleep and I will look tomorrow more deep into the map but here are 2 things that I want to say, that I would like to get changed.
already want to say I like the map with the unique style
- added undeep https://discord.com/channels/252358080522747904/1231354607339311125/1231378570505621625
- changed the part https://discord.com/channels/252358080522747904/1231354607339311125/1231378644958576801
- fix design bugs with freeze and missing kill tiles
- improved background and logo
I would like when there is a platform or when the swing is a bit easier or I maybe just understand the part wrong idk
here are some places where unfreeze would be nice (for speedrunners):
that is all from me for now
other player hooks from the bottom
ah I am stupid
works for me consistently maybe hold left from the beginning
- added border so cant get out of map on finish line
- made changes for the last part
- add more unfreeze https://discord.com/channels/252358080522747904/1231354607339311125/1231530331371208785
- add time checkpoints
- fix the big swing part https://discord.com/channels/252358080522747904/1231354607339311125/1231529232140865548
- rework filler
Tested this map. Overall the map is great, most parts is smooth. But there are parts and some other things that are not cool.
https://discord.com/channels/252358080522747904/1231354607339311125/1253682192698048633 Added unhook tiles https://discord.com/channels/252358080522747904/1231354607339311125/1253682298084265984 Unchanged https://discord.com/channels/252358080522747904/1231354607339311125/1253682477038305410 Made freeze wider https://discord.com/channels/252358080522747904/1231354607339311125/1253682590599086241 Added kills and made the part less faily (Image 1) https://discord.com/channels/252358080522747904/1231354607339311125/1253682655573049434 Removed tiles and added a safespot (Image 2) https://discord.com/channels/252358080522747904/1231354607339311125/1253682719662149696 Added arrow https://discord.com/channels/252358080522747904/1231354607339311125/1253683029566816408 Added more space
- fix design bug and corners
- make the part 1 tile bigger (image1)
- change some stuff on the last part (image2)
Include a changelog alongside your map updates (preferably with screenshots).
i loaded wrong file first time
https://discord.com/channels/252358080522747904/1231354607339311125/1257788611173286028 Added a second way back, moved freeze up (image 1)
https://discord.com/channels/252358080522747904/1231354607339311125/1257782052389130391 Added a recovery path(image 2)
https://discord.com/channels/252358080522747904/1231354607339311125/1257786942695669871 Raise a platform a bit (image 3)
- Fixed mentioned design bugs and added some design tiles and closed ways out of map
should i remove all freeze outside of map or fill everything
Depends on what you want, i'd fill everything with freeze except spawn area
Add freeze outside of map
Include a changelog alongside your map updates (preferably with screenshots).
Forgot to apply automap on hookable and move one arrow
Map :lady_beetle: :
Map :lady_beetle: :
Include a changelog alongside your map updates (preferably with screenshots).
💀
idk
i like the way u design your entities 👍
screenshot 1: you can easily get blocked here, especially considering that it is t0 map screenshot 2: unmarked unfreeze screenshot 3: (black) unmarked unfreeze, (red) pretty sure it's an useless unfreeze screenshot 4: i think it's better to move this unfreeze 1-2 tiles up for better swing screenshot 5: i suggest making this part saveable somehow screenshots 6-9: possible corner mistakes (i'm not sure, freeze corners and ht work weird together) screenshot 10: not sure if this bg line only visible to me, looks a little odd
Map channel has been moved to waiting mapper.
https://discord.com/channels/252358080522747904/1231354607339311125/1272201335365832855
- Added a possible recovery, but still faily
- Changed some stuff int he start to try avoid skip tower and added hooktrough to save from blocking (also moved unfreeze upper)
Corners are autogenerated with automap, and they look weird because i put freeze on hooktrough everywhere so its intended
there are 2 spikes there
After several testings testers decided that your map has many parts that are either adapted for t0 or 2p team lock, you can see on screenshots 1-3 few examples of parts that's aren't adapted for t0. We decided that it's going to be better if you keep the map in either t0 or 2p team lock style. There was an internal vote in testing channel and most testers agreed that this map would fit t0 more, but you can choose variant you like more. Screenshot 4: move hole and adjust part so you can fall both right and left. Screenshot 5: you should close this part because right now without specing you can easily fail here. Screenshot 6: make it clearer where first and second tee goes both in entities and in design
Map channel has been moved to waiting mapper.
https://discord.com/channels/252358080522747904/1231354607339311125/1275916978997166191
- Did some changes to parts screenshot 4 and 1
- Tried to fix potential block on screenshot 2
- No changes for part on screenshot 3
- Covered the hole from screenshot 5
- Made clearer where to go on the part from screenshot 6
Other:
- Mostly did some small changes to add more space to parts
I Need more clarification what is mentioned of parts not being adapted well enough for t0 because idk how to adapts my parts more to t0, or at least some suggestions on what i can look for to fix t0 issues
Edited one part
Basically, you need to polish almost all the parts
you have 3 different styles to mark unfreeze
(you should only use one)
there's no cheat (speeder disables towering and there's stopper above
)
ops
Sooo this was mentioned earlier already but this map is sadly not well mapped for 2p-teams and not particularly good for t0-teams as well. This is a huge issue and will need a major rework. Additionally the whole map is messily mapped. This is because of the many single blocks floating in the air and the many unfreeze tiles in the middle of the parts that do have a purpose sometimes but still could be mapped in a cleaner way (Screenshot 1). I understand that this is supposed to be the "style of the map" but it's just not a good one, making it just seem messy.
Not good for 2p-teams (Screenshot 2) are basically all the transitions and the style of the map as well. While it's alright to have some faily transitions those should be fairly easy to perform as those should not be the "main part" of the map which makes it hard. More importantly these should also be mapped cleanly.
Not good for t0-teams (Screenshot 3) are basically all the drag-parts as it's mostly just one person doing the part and one person getting dragged through which amounts to a total of 2 players. If you map it like that, make sure that the parts are not too time-consuming and function as a connection between the hammerhit, gores segments or whatever style you choose. This is not the case here as it's poorly integrated into the map which leads to map looking kind of odd because it features 2 different elements.
This also causes balancing issues.
You're free to choose whatever style you like more but an internal vote in the testing team has come to the conclusion that suggests making it playable for t0 as those maps are mostly more popular (vote result 4:0).
I will decline your map for now because you should take your time when fully reworking the map. However, please don't hesitate to repost it at any time when you feel like you're done reworking it. If something is unclear please don't hesitate to reach out to us via this channel,
#mappingor in DM's. Looking forward to hopefully see an even better map soon. 👍
Your map submission has been declined.
(Please note that the screenshots are only examples and are not fully representative)
Mapper doesn't want to apply big reworks. Any tester that feels like this could still be released with minor changes only is free to /reset.