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ok
have you did the fixes?
i think yes
I checked the whole map, and there may be something missing, but all in all it's a very fun map, and I also like the artwork part better! After the restoration, the approximate star rating : 3⭐
Map :lady_beetle: :
Include a changelog alongside your map updates (preferably with screenshots).
First ready set by Trial Tester. Map needs to be tested again by an official tester before fully evaluated.
👍
someone asked me for test this map cus mapper dont know eng. i will double then that.
Map channel has been moved to waiting mapper.
u here mate?
Include a changelog alongside your map updates (preferably with screenshots).
i don't think u should go dry into a drag part, especially one where tees have to double back (on first stopper to get speed), and where dragged dummies have to wait (on second stopper for a second or two), it can be blocked kinda easily
i recommend u put some easy filler before the first drag part
can be an even simpler drag part, or some ez gores, whatever you choose
also the design is super monotonous, kinda hard to tell where hookthrough is (maybe make its hue a tiny bit different like orange or a lighter red or smth)
is laser required to go right side? if laser doesn't need to then you shouldn't have that sign, it's a little boring to force a 'laser goes here' just with shields
keep the shields, but require some part with laser
maybe bottom guy hammers him while laser holds fire to unfreeze himself after a jump or smth
(or even a solo part (but you don't need solo tiles))
more than 1 hookable on the right plz
add a way to back here (for live frozen tee to get back to tp5)
this is kinda messy (live grabs shotgun and goes > with it), but you can do whatever u need as long as its not messier than this
didn't look at any following parts, but map up to there seems pretty good, nice job
Map channel has been moved to waiting mapper.
required fixes: https://discord.com/channels/252358080522747904/1253797898471084042/1267400754138976256 (don't go straight into drag part) https://discord.com/channels/252358080522747904/1253797898471084042/1267401035664588821 (make design better for visibility) https://discord.com/channels/252358080522747904/1253797898471084042/1267402521836519434 (make smth to force laser going right, not just sheilds) https://discord.com/channels/252358080522747904/1253797898471084042/1267403309233471589 (put at least 2 hookable here) https://discord.com/channels/252358080522747904/1253797898471084042/1267404048978415658
not necessary: https://discord.com/channels/252358080522747904/1253797898471084042/1267403706710884454 , but look over the rest of ur map and make sure there aren't too many parts like this
and if any other parts have similar issues to those noted above, make sure u find them and fix those too
if u continue fixing this stuff, then i think your map will be good to release after a few more tests 👍
Include a changelog alongside your map updates (preferably with screenshots).
Hey, I looked trough and it seems like you didn't fix two things mentioned by louis. https://discord.com/channels/252358080522747904/1253797898471084042/1267400754138976256 First thing. https://discord.com/channels/252358080522747904/1253797898471084042/1267401035664588821 Second thing.
- As already mentioned by louis the design is not ideal for visibility. Two completely different game tiles that look almost the same.
- Why not make all the hookables grass tiles?
- You have pretty big gaps for the use of the laser. Can implement some spots to make it more useful.
- Very uncomfortable spacing here. Some more space on the platform would be great.
- I felt like I was repeating what I just did over here. Maybe you can change the first one a bit?
- Can you swap the indicators? Would be good to see the stoppers first since they are more important.
- Design issue again. I felt like it was hard to tell if it's tele or freeze with the dark closed off sections.
- Extend the freeze here so it's more clear that you should hold a.
- Can't this be normal hooktrough?
- The drag seemed a bit too long and complicated for moderate. Can you make it a bit shorter and easier?
- Remove the freeze at least here the part is quite annoying to do with it.
- Can you just let the players drop directly?
- Doing the same thing three times is boring and repetitive. Also if it's possible to make the swing in one go it would be great. (If it doesn't break the part.)
You should put the unfreeze, solo, unsolo and other indicators behind the player. Felt off while playing the map.
Map channel has been moved to waiting mapper.
remake parts add animation to the arrows
Include a changelog alongside your map updates (preferably with screenshots).
Include a changelog alongside your map updates (preferably with screenshots).
Hey there, I see some improvements but unfortunately you also managed to make some parts a bit worse. ^^'
- You were asked two times already to not start off with a drag part where you have to walk against the part or wait. (At the stoppers.) https://discord.com/channels/252358080522747904/1253797898471084042/1286770103962173491
- Also asking for the third time now to please fix some of your design. Freeze and hook look too similar.
- Another design issue mentioned before. Hooktrough doesn't stand out enough.
- Why a stopper? Make it a normal block. Also extend the speedups a bit and make them go faster, you have to wait before your partner reaches the left side.
- Extend the hookables and unfreeze.
- Skipped over this before but there are now some more parts where it suddenly gets very tight without a good reason. Give it some more space and maybe make a corner so you can't hook the first one all the way to the right making them fall.
- Put this sign behind the player.
- I would use more tele instead of the speeders in this part and make it more spacious on the right. Suggestion as to how to change is added.
- A bit awkward to get to the unfreeze even when going back to the hookables. Either make use of the player above to get trough or better hookables to get trough solo.
- Make the roof hookable and you don't have to put a sign on every tile. Only 2-3 of each would be enough. Just make stopper be the primary.
- Fail if a player is not at the wall on the stoppers. Missing unfreeze in the tele.
- This part is especially tight with live-freeze. Give it some more space and make the blocks hookable. Also you can remove the speedup inside the stoppers if you make it two- or even one way stoppers.
- More hooktrough and I would redesign the part a bit. Feels unintuitive going back to make sure the bottom player is in the stopper. Also don't need the corner above you can raise the left side by one.
- The throw here felt out of place and looked like you didn't know what to do with that space. Maybe you can make a small part out of it?
- Here it was a bit better in the previous version. Open it up above again and remove the speedups. Opening up the bottom left a bit would allow to hook the other player left from there.
- The tube to the left is unnecessary. Remove it and add a platform below so you don't fall into the tele.
- What do you think about using the jumps off for the whole part instead for just two grenades or hammers? Just a suggestion not needed to change but I added how it could look.
- Would be great if you can remove one more freeze here.
- Just make the wall hookable instead of wall jumps.
- Please find something better for the first two steps that is outdated gameplay. (Mentioned before by me as well)
- Why walk around these block before you can start the part? I would remove them.
- Also mentioned before please put special tiles behind the player.
- Good design use for special tiles. Off / On.
- Good design use for a deep tile.
- Bad design use for an undeep tile.
- Good design use for an undeep tile.
- Left should be deep.
Most importantly please fix points 1, 2 & 3. We asked two times for that already. If you need any help or don't know how please just ask. :)
Map channel has been moved to waiting mapper.
25 : u can move it in the middle
to teles still wrong lol
With the right design I don't think a check mark or cross are needed at all.
Please elaborate?
i did it already 2 times ig
but long time ago
was just surprised that its still wrong done
Don't then.
Sry didn't saw it, I searched but it was in the older channels ig
There was no unfreeze into toteles, but on the ground
And now it's in toteles + ground
@catseyenebulousAlright, will keep it in mind. Saw bigger issues for now though. :P
It's just one thing out of 1000, pay close attention to this mapper 😁 I think most of the time the map is sitting in here bcs the mapper can't fix properly
As I said, was just surprised that it's still wrong after so many months
Still wrong totele mapping
Especially in solo parts
Map :lady_beetle: : Debug output is too long, see attached text file.
Include a changelog alongside your map updates (preferably with screenshots).
Include a changelog alongside your map updates (preferably with screenshots).
Include a changelog alongside your map updates (preferably with screenshots).
Include a changelog alongside your map updates (preferably with screenshots).
Include a changelog alongside your map updates (preferably with screenshots).
Include a changelog alongside your map updates (preferably with screenshots).
Include a changelog alongside your map updates (preferably with screenshots).
Include a changelog alongside your map updates (preferably with screenshots).
Include a changelog alongside your map updates (preferably with screenshots).
Include a changelog alongside your map updates (preferably with screenshots).
Include a changelog alongside your map updates (preferably with screenshots).
Include a changelog alongside your map updates (preferably with screenshots).
Include a changelog alongside your map updates (preferably with screenshots).
Include a changelog alongside your map updates (preferably with screenshots).
remake 2 parts
Why are you not changing the hookable and hooktrough design?
Parts that I saw looked better though. Haven't fully tested yet.
Map channel has been moved to waiting mapper.
pick a side