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f3
the map looks very dark, maybe it could be a little lighter
bg intense red
^^^^
parts not balanced for a moderate, a bit boring tbh not real new stuff except that freeze game tiles but it doenst make it that interesting. Sorry
Thanks for telling me your opinion i will look what the other players says and if more people says the same il rework the boring parts
and do the design a little lighter f3 😄
there's some parts I liked but the first few parts feel like novice to me and there's some parts that are way harder than the rest
and some parts are boring IMO because they embody a design trend I've noticed in new novice maps where every drag part feels ceremonial / like it exists for the sake of being a drag rather than being a challenge for players of the target difficulty range
I was about to make some simple parts for the start bc its t0 and can be so annoying if its start with a mod part and the players block each other
Can i have pictures of the boring parts?
Or all of them are boring
sure it doesnt take long, but its kind of a slow start and i don't think that they're the best choices for avoiding blocking
someone will get in the way and then players will get dropped in the middle and die immediately lol
I got some ideas in my mind rn like start the map with solo part then 2 drag
When i was tested the gameplay eith my friend i also know that the first and the second part are weird but i was corious for the testers respond
Like other peoples what would say about it
Just these two part was the boring or there is other?
Let me know about every single boring parts i wanna fix them soon as possible
this part is actually deceptively hard to do with dummy because of the unfreeze in the stopper (which is good for non-dummy runners for what it's worth - idk maybe there's a simple way to keep dummy from leaving the stopper in just .1 seconds of holding right or maybe this is a non-issue)
but the main thing I wanted to say here isn't that, but rather that you can toss a tee up and do it this alternate way instead with an awkward hook here
If you move the ceiling overhang further left I think it could work, but as it is I can get the dummy under the wall but it gets pulled back left instead of getting to the other side
nvm i got it but its awkward
moving ceiling would make it easier i think
Maybe i will make it higher
Alright ill remove that wall
Or just remove the unfreeze
Here, the first part is boring to me because while the drag itself is fine, it's very short and immediately ends in a wall hammer that can take many attempts to get for some players / runs and being free for others (wall hammers can be fickle sometimes) which is fine when you get it first try, but tedious if you end up having to try like 5 times before the hammer finally connects
Second part is boring for a much simpler reason, it is one simple hook and that's it (and then down below it's another simple one hook drag for that same person)
Here's our first massive difficulty spike. Having to do a such a strong sideways midair throw in gores like this is hard and quite faily for a 1 or low 2 star moderate when you only have 2 players. If the tee is tossed only a short distance, it can be saved, but if they are thrown far the thrown tee can be very difficult or impossible to get back. And if the tee who throws doesn't then grab the ceiling and swing in, they cannot be retrieved from the left side
This drag from below will suck on t0 in its current form, because if someone tries while another person is doing it and messes up, then everyone trying has to start over. Also I'm not a huge fan of the part as it currently is anyway because it forces me to start over even when I'm not stuck. having a manual button to the side to rescue tees up top if they are unreachable is better in t0 context.
I like these sections, but left side might be a bit hard for mod 1, its prolly fine for mod 2 though. IDK i don't remember when this sort of motif starts showing up in the difficulty range, official testers will probably have a better idea if it's fine or not so i think leaving it there is fine for the moment (see message below, forgot to attach again)
edit: also you only have to do it once near the start so it's probably fine
The fixes will come i promise but i only can send it tomorrow. Thanks for the testing and for your time.
Oh, one thing I forgot to mention earlier: horizontal rocketfly is also probably too hard for a moderate 1* map, though idk it's admittedly a fairly short section so again I'll see what testers think. but I think at that stage the most advanced rocket flies are just switching between flying against two vertical walls or something
i could also just be misremembering on that one anyway but its inclusion surprised me
< {} > New Update < {} > | version 0.1.2 |
**|-| BY
@raks9030&
@fairustw|-|**
<<< [ Change Log ] >>>
< Fixed >
- Coloring / Transparent
- Bush
- Missing corner's
< Added >
- 3 new part
- More difficult at few already exist part
- Team only map
- Pauseable
< Removed >
- Very Novice part's
- Little grass tiles
< Reworked >
- End part
<<< [ Scarlet.map File ] >>>
cool map 👍
$waiting
This map after i look around on it its just a messed up and boring map. I dont think i will work on it anymore bc im already made a better map. So if
@fairustwwanna continue ill give the map to him. Goodluck
@fairustwok
Reworked parts
$change mappers FAIRUS
Upload it again
add top undeep-unlive
$reset
Add flowers
there is a way to transfer the leadership here? I mean raks was the one who submitted the map and he is no longer one of the mapper, so when FARIUS upload a new fix a tester has to press the check button
I already tried with change mapper
I am only responsible for the
and
command, the testers know the other commands much better than me
Okay thx
Should be fine now, hopefully
upload the map again
oK
Works, thx
Add more flowers
also i dont think team forced is good on the map
also the map feels a bit unbalanced
like longer and with obstacles on the side idk
$waiting
You need to put everything in design thats not gameplay related into HD (except for the logo)
- isnt the other switch useless as well? one needs to keep the laser so not both will go left, making the switch unnecessary
- i dont the need for teamforce in this kind of map
not fixed
still majorly the same
gameplay is not spectacular but decent enough for potential rls i guess
$waiting
Random updates yey
I agree with texnonik
Please provide a description of the changes
Otherwise it'd be the same as if I were to decline your map without explanation
^
The map is impossible to play with the design
Are you fully using every tileset ? (such as amazing_freeze)
Scale down narcissus_yellow (divide by 2 or 4)
You should greyscale fx_blocks so it weighs less
I would try to change it to white color if size of this logo is big , even ceperate image and color it in game with different color .
Sure but right now the outline looks like an artifact
Either add a good outline or none at all
The sound is barely noticeable
Did you use the smallest bitrate possible ?
Many unused envelopes (green envelopes)
It should be mentioned somewhere that it's a 2p teamlocked map
i like the gameplay
Time cp 2 could be time cp 1
32, 33, 40, 35, 36, 37, 1
Please place the teleports in order
I didn't test the design; besides what I mentioned before; as it's currently impossible to look at it
$waiting
Reworked parts and change logo
$reset
It won't reset D:
As i told you the map doesn't need team forced, and i think knuski pointed too, you sure you want to keep it like that?
$waiting
add new logo and fix parts ^
^
- please delete the teamforce. i dont see any need for a teamforce on this map
There are a lot of unused envelopes on this map
$waiting
rework part and fix ^
do you agree on 2*?¿
should be fine
ok
$waiting
Fix ^
fix
fixed skip totele 5
besides you dont have to mark every unfreeze, just the really important ones, that directly impact the gameplay
of you can improve it and test it
$waiting
and pls check for entities bug
Fix ^
you can do it on photoshop by adding the design on the middle of the line
with this
there you can play with it and learn how to edit the mappres
i'v been talking discussing about the balance of the map, and some parts were harder than others so you have to make some of them a bit harder
for example this
this one
$waiting
is way better to do it on photoshop, thats why i didnt mention that
rework parts
^
$waiting
different stoppers
everywhere
this still a problem
the hooktru could be full white but with 60 on alpha
and the unhook could be this one #733F42
the rest idk
$waiting
not fixed
Error log in the attached file
Error log in the attached file
im bored of telling you about the tiles behind the stoppers, every sing has to be consistent
And by the way, the contrast is horrible you cant see the freeze tile on the undeep. If you take a look at the screenshot I sent, you'll notice that only the grass in the background has been changed, not the main one.
again.....
$waiting
$reset
$waiting
$reset
From the screenshot, it seems to still be unplayable with the design
$waiting
вот пример как приблезительно лучше будет выглядить ( приемлимо ) Thanks
@pipou_twotherwise good gameplay, i really like it
but your map is still not playable with your current design
it would be, if you change it like this:
-
2 decor > gras bg > change colors to 220/120/120
- change freeze transparency to 70
this would be fine for me if you wanna keep with your current design 🙂
$waiting
this marked part is cheatable now. both can jump in on the left side and skip the shields
map should be rdy after this fixes 🙂
$waiting
$ready 4
$optimize
Still can't see anything
$reset
thats totally fine
while playing i can see a difference
It's fine not to be able to play without entities on ?
i played without i found it good like it is
The contrast needs a change
I've been asking the mapper to fix it forever
i told him how to fix it, he did
It's not enough
but if your not fine with it he needs to change it again^^ i think its fine
i also cant see anything while playing 😮
also changed hook color little bit, looks for me like HT in orignial version
if u want to change it like this here are the colors
in a map open for t0 you should have at least 2x totele, everywhere where it is needed
use entities off only for important things
u used often for useless things, remove the useless signs pls
$waiting
I’ve been telling this for all along, idk why
@fairustwDoesn’t read
Good job, it finally looks playable 😄
but the little holes look a bit bright no?
was to lazy to change background
fix ^ change color "grass" "hook" "grass bg" "jm bg"
$waiting
Read carefully all the points again
@fairustwIf something is unclear, just ask
first part feels also a bit too hard compared to the rest of the map
$waiting
Mapper dead?
stop spamming
are you alive at still???????
let him cook, it's not easy to fix it (should be take about 5min to fix it)
i bet after archive he submit instant again without fixes
Hey bro, check out this client:
"idk why It was removed from testing"
rework and fix parts
😎
there is still switch off in this map
explained often enough how it should be done
$waiting
🥶
Meet here next month
Aight
sleep again
Rework parts and fix parts Thx to NeZoX
Fake news?
a bit brighter
maybe if is upside down could look easier
gj
now the map is releasable
havent found for bugs, so take a look again
$waiting
as I said it would be better if this part was flipped so is easier to just go up
Just Read again what I said pls
Very cool desing, good job! although the hookable blocks looks too purple/dark, a redish colour would look way better. I tried this (E64646FF), see how it looks. I would also suggest make the ht (the V parameter and alpha) 125 or tweak it yourself a bit, looks too dark.
overall I enjoyed the map!
also this speedup dont need
Its all
gl
personally theres no reason to delete "unnecessary" unfreeze designs
In some places it is there and in some it is not, that is why I emphasize this, it can add to those places where it does not have an unfreez design or remove those places that I mentioned above
It's not that important, so I think you can leave it as it is for now
The teles could have been in order at least
It's a mess to test
If the tee down goes in tele
Reminder: 3*
The map isn't faily, quite easy, a bit long and includes a rocket fly
Fix everything that has been written
$waiting
Also, the design is looking much better now
$ready
$ready
I think now im scared about this
FAIRUS is ||dead?||
aoa
update
Very interesting map👍
$waiting
Interesting how it changed since i tested it .
Raks return for a limited time
Over one year already where this channel started damn
hey
||Has FAIRUS flown out of the solar system and lost contact with Earth?||
well now it's officially 1 year in testing 🎉
if you have problems with fixing, dm me
I'm alive
$reset
Your map was scheduled to be archived due to inactivity, please let me know if you're still interested on working on the map anytime soon.
update
all fine now i think, finaly
$ready
First ready set by Trial Tester. It needs to be tested again by an official tester before fully evaluated.
put 2 spawn on first coke screen
same here, create a hole instead of stoppers + 1 useless stopper
a good grenade goes instant in the freeze, 2 solution: -no freeze up here or more space
$waiting
- i dont have good skills in design, but it need a better optimization
update
good map
Include a changelog after uploading map updates (preferably with screenshots).
$optimize
$ready let's see what testers will say . Good map easy , clean , simple and fun to play .
First ready set by Trial Tester. It needs to be tested again by an official tester before fully evaluated.
pls change it
I couldn’t complete the testing btw
shame on you
AFTEr you fix the issues above the map is ready
Include a changelog after uploading map updates (preferably with screenshots).
$optimize
The testing takes so long because he doesn't understand a lot of things, does a lot of things wrong or simply forgets. I would pay close attention to everything with this mapper so that you don't have these problems in the future
ye ik i've been testing this map since day 1 xd