#Scarlet
"Scarlet" by FAIRUS [Moderate]
DDNet 06/21/2024 7:45 PM
@fairustw

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

pluskz 06/21/2024 8:17 PM
pluskz 06/21/2024 10:27 PM

ok

arrowastaken 06/21/2024 10:51 PM
arrowastaken 06/21/2024 10:52 PM
@fairustw

have you did the fixes?

fairustw 06/21/2024 11:13 PM

i think yes

mysteriouly 06/21/2024 11:40 PM

Unlike the previous Stopper handling / The map's stopper is handled differently (all map)

mysteriouly 06/21/2024 11:41 PM

This is the only place where the entity layer label is placed, the others are not.

mysteriouly 06/21/2024 11:46 PM

And of course you can let the players know with some part processing belike:

mysteriouly 06/21/2024 11:49 PM
mysteriouly 06/21/2024 11:52 PM

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⭐

fairustw 06/22/2024 3:16 PM
DDNet 06/22/2024 3:16 PM

Map :lady_beetle: :

fairustw 06/22/2024 3:17 PM
DDNet 06/22/2024 3:17 PM

Include a changelog alongside your map updates (preferably with screenshots).

DDNet 06/22/2024 3:35 PM

First ready set by Trial Tester. Map needs to be tested again by an official tester before fully evaluated.

mysteriouly 06/22/2024 3:35 PM

👍

comebackplay 06/27/2024 4:56 PM

someone asked me for test this map cus mapper dont know eng. i will double then that.

comebackplay 06/27/2024 4:57 PM

Хочется больше стекла

autotranslate I want more glass

comebackplay 06/27/2024 4:57 PM

Дисбалансно

Unbalanced

comebackplay 06/27/2024 4:59 PM

не нравиться пат, самый слабый на карте.

I don't like the pat, it's the weakest on the map.

comebackplay 06/27/2024 5:00 PM

Скучный пат

A boring part

comebackplay 06/27/2024 5:00 PM

скип, одного стоппера достаточно

skip, one stopper is enough.

comebackplay 06/27/2024 5:05 PM

фейл , и лучше передвинуть шелды выше

It's a fiasco, and it's better to move the Shelds higher.

comebackplay 06/27/2024 5:09 PM

стекло путает, думаешь что надо набрать скорость но на самом деле нет.лучше удалить стекло, или сделать путьдлинее.

the hookthrough here is misleading, because you don't have to take speed here, i suggest to remove some hookthrough tiles

comebackplay 06/27/2024 5:10 PM

лучше тп сюда

better tp here.

comebackplay 06/27/2024 5:11 PM

Это очень путает. можно подумать что можно упасть по левой стороне, собственно я так и упал первый раз

It's very confusing. You'd think you could fall on the left side, which is actually how I fell the first time.

comebackplay 06/27/2024 5:11 PM

fail

comebackplay 06/27/2024 5:12 PM

это слишком сложно и не сбалансировано.

it's too complicated and unbalanced.

comebackplay 06/27/2024 5:12 PM

unfrezze

knusk1 07/03/2024 10:29 PM

remove one ht

bemowii 07/03/2024 10:37 PM

both can go on top

DDNet 07/04/2024 10:32 PM

Map channel has been moved to waiting mapper.

balami. 07/10/2024 4:34 PM
@fairustw

u here mate?

fairustw 07/25/2024 4:05 PM
f0rtishka 07/25/2024 7:21 PM

design error

dariusv 07/25/2024 7:56 PM
fairustw 07/25/2024 8:35 PM
DDNet 07/25/2024 8:35 PM

Include a changelog alongside your map updates (preferably with screenshots).

louis.place 07/29/2024 8:37 AM
louis.place 07/29/2024 8:38 AM

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

louis.place 07/29/2024 8:38 AM

i recommend u put some easy filler before the first drag part

louis.place 07/29/2024 8:38 AM

can be an even simpler drag part, or some ez gores, whatever you choose

louis.place 07/29/2024 8:39 AM

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)

louis.place 07/29/2024 8:44 AM
louis.place 07/29/2024 8:45 AM

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

louis.place 07/29/2024 8:45 AM

keep the shields, but require some part with laser

louis.place 07/29/2024 8:45 AM

maybe bottom guy hammers him while laser holds fire to unfreeze himself after a jump or smth

louis.place 07/29/2024 8:46 AM

(or even a solo part (but you don't need solo tiles))

louis.place 07/29/2024 8:47 AM

weird choice, why's only some of it unfreeze?

louis.place 07/29/2024 8:48 AM
louis.place 07/29/2024 8:48 AM

more than 1 hookable on the right plz

louis.place 07/29/2024 8:48 AM

you should make the floor unhookable on the main part just so its a bit easier to save

louis.place 07/29/2024 8:49 AM

this part is kinda lame, keep the idea but make the bottom guy do something more than hold [d]

louis.place 07/29/2024 8:51 AM
louis.place 07/29/2024 8:51 AM

add a way to back here (for live frozen tee to get back to tp5)

louis.place 07/29/2024 8:52 AM
louis.place 07/29/2024 8:52 AM

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

louis.place 07/29/2024 8:53 AM

didn't look at any following parts, but map up to there seems pretty good, nice job

DDNet 07/29/2024 8:53 AM

Map channel has been moved to waiting mapper.

louis.place 07/29/2024 8:55 AM

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

louis.place 07/29/2024 8:55 AM

and if any other parts have similar issues to those noted above, make sure u find them and fix those too

louis.place 07/29/2024 8:56 AM

if u continue fixing this stuff, then i think your map will be good to release after a few more tests 👍

fairustw 09/16/2024 4:42 PM
fairustw 09/16/2024 4:59 PM
DDNet 09/16/2024 4:59 PM

Include a changelog alongside your map updates (preferably with screenshots).

catseyenebulous 09/20/2024 7:24 PM

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.

  1. As already mentioned by louis the design is not ideal for visibility. Two completely different game tiles that look almost the same.
  2. Why not make all the hookables grass tiles?
  3. You have pretty big gaps for the use of the laser. Can implement some spots to make it more useful.
  4. Very uncomfortable spacing here. Some more space on the platform would be great.
  5. I felt like I was repeating what I just did over here. Maybe you can change the first one a bit?
  6. Can you swap the indicators? Would be good to see the stoppers first since they are more important.
  7. Design issue again. I felt like it was hard to tell if it's tele or freeze with the dark closed off sections.
  8. Extend the freeze here so it's more clear that you should hold a.
  9. Can't this be normal hooktrough?
  10. The drag seemed a bit too long and complicated for moderate. Can you make it a bit shorter and easier?
catseyenebulous 09/20/2024 7:27 PM
  1. Remove the freeze at least here the part is quite annoying to do with it.
  2. Can you just let the players drop directly?
  3. 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.

DDNet 09/20/2024 7:27 PM

Map channel has been moved to waiting mapper.

fairustw 10/06/2024 11:44 AM

remake parts add animation to the arrows

fairustw 10/06/2024 11:44 AM
fairustw 10/06/2024 12:53 PM
DDNet 10/06/2024 12:53 PM

Include a changelog alongside your map updates (preferably with screenshots).

fairustw 10/06/2024 12:54 PM
DDNet 10/06/2024 12:55 PM

Include a changelog alongside your map updates (preferably with screenshots).

catseyenebulous 10/06/2024 5:09 PM

Hey there, I see some improvements but unfortunately you also managed to make some parts a bit worse. ^^'

  1. 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
  2. Also asking for the third time now to please fix some of your design. Freeze and hook look too similar.
  3. Another design issue mentioned before. Hooktrough doesn't stand out enough.
  4. 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.
  5. Extend the hookables and unfreeze.
  6. 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.
  7. Put this sign behind the player.
  8. 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.
  9. 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.
  10. 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.
catseyenebulous 10/06/2024 5:20 PM
  1. Fail if a player is not at the wall on the stoppers. Missing unfreeze in the tele.
  2. 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.
  3. 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.
  4. 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?
  5. 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.
  6. The tube to the left is unnecessary. Remove it and add a platform below so you don't fall into the tele.
  7. 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.
  8. Would be great if you can remove one more freeze here.
  9. Just make the wall hookable instead of wall jumps.
  10. Please find something better for the first two steps that is outdated gameplay. (Mentioned before by me as well)
catseyenebulous 10/06/2024 5:26 PM
  1. Why walk around these block before you can start the part? I would remove them.
  2. Also mentioned before please put special tiles behind the player.
  3. Good design use for special tiles. Off / On.
  4. Good design use for a deep tile.
  5. Bad design use for an undeep tile.
  6. Good design use for an undeep tile.
  7. Left should be deep.
catseyenebulous 10/06/2024 5:31 PM

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. :)

DDNet 10/06/2024 5:31 PM

Map channel has been moved to waiting mapper.

coke1465 10/06/2024 5:35 PM

25 : u can move it in the middle

coke1465 10/06/2024 5:36 PM

to teles still wrong lol

catseyenebulous 10/06/2024 5:37 PM

With the right design I don't think a check mark or cross are needed at all.

catseyenebulous 10/06/2024 5:37 PM

Please elaborate?

coke1465 10/06/2024 5:37 PM

i did it already 2 times ig

coke1465 10/06/2024 5:37 PM

but long time ago

coke1465 10/06/2024 5:38 PM

was just surprised that its still wrong done

catseyenebulous 10/06/2024 6:05 PM

Don't then.

coke1465 10/08/2024 3:06 PM

Sry didn't saw it, I searched but it was in the older channels ig

coke1465 10/08/2024 3:07 PM

There was no unfreeze into toteles, but on the ground

coke1465 10/09/2024 10:45 AM

And now it's in toteles + ground

@catseyenebulous
catseyenebulous 10/09/2024 11:41 AM

Alright, will keep it in mind. Saw bigger issues for now though. :P

coke1465 10/09/2024 1:23 PM

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

coke1465 10/09/2024 1:24 PM

As I said, was just surprised that it's still wrong after so many months

fairustw 10/13/2024 10:43 AM
fairustw 10/13/2024 10:43 AM
coke1465 10/13/2024 10:45 AM

Still wrong totele mapping

coke1465 10/13/2024 10:45 AM

Especially in solo parts

coke1465 10/13/2024 10:45 AM
fairustw 10/13/2024 11:08 AM
DDNet 10/13/2024 11:08 AM

Map :lady_beetle: : Debug output is too long, see attached text file.

DDNet 10/13/2024 11:08 AM

Include a changelog alongside your map updates (preferably with screenshots).

fairustw 10/13/2024 11:09 AM
DDNet 10/13/2024 11:09 AM

Include a changelog alongside your map updates (preferably with screenshots).

blaiszephyr 10/13/2024 11:13 AM
fairustw 10/13/2024 11:26 AM
DDNet 10/13/2024 11:26 AM

Include a changelog alongside your map updates (preferably with screenshots).

fairustw 10/13/2024 11:31 AM
DDNet 10/13/2024 11:31 AM

Include a changelog alongside your map updates (preferably with screenshots).

fairustw 10/13/2024 11:35 AM
DDNet 10/13/2024 11:35 AM

Include a changelog alongside your map updates (preferably with screenshots).

fairustw 10/13/2024 11:39 AM
DDNet 10/13/2024 11:39 AM

Include a changelog alongside your map updates (preferably with screenshots).

fairustw 10/13/2024 11:41 AM
DDNet 10/13/2024 11:41 AM

Include a changelog alongside your map updates (preferably with screenshots).

blaiszephyr 10/13/2024 11:46 AM

talked with mapper ingame - i like this more, maybe someone disagrees?

fairustw 10/13/2024 11:55 AM
DDNet 10/13/2024 11:55 AM

Include a changelog alongside your map updates (preferably with screenshots).

fairustw 10/13/2024 12:23 PM
DDNet 10/13/2024 12:23 PM

Include a changelog alongside your map updates (preferably with screenshots).

fairustw 10/13/2024 12:27 PM
DDNet 10/13/2024 12:27 PM

Include a changelog alongside your map updates (preferably with screenshots).

fairustw 10/13/2024 12:32 PM
DDNet 10/13/2024 12:32 PM

Include a changelog alongside your map updates (preferably with screenshots).

fairustw 10/13/2024 12:36 PM
DDNet 10/13/2024 12:36 PM

Include a changelog alongside your map updates (preferably with screenshots).

fairustw 10/13/2024 12:38 PM
DDNet 10/13/2024 12:38 PM

Include a changelog alongside your map updates (preferably with screenshots).

fairustw 10/13/2024 12:39 PM
DDNet 10/13/2024 12:39 PM

Include a changelog alongside your map updates (preferably with screenshots).

fairustw 10/13/2024 12:45 PM

remake 2 parts

catseyenebulous 10/13/2024 12:48 PM

Why are you not changing the hookable and hooktrough design?

catseyenebulous 10/13/2024 12:50 PM

Parts that I saw looked better though. Haven't fully tested yet.

prezes3333 10/13/2024 5:00 PM

something went wrong here i think

prezes3333 10/13/2024 5:02 PM

Corner

prezes3333 10/13/2024 5:02 PM

???

prezes3333 10/13/2024 5:04 PM

these shields looks weird, i would do it symmetrically

prezes3333 10/13/2024 5:06 PM

is here also freeze in tele or i see it wrong ?

f0rtishka 10/16/2024 7:19 PM

it's hard to define hookable near unhookables

DDNet 10/16/2024 9:41 PM

Map channel has been moved to waiting mapper.

catseyenebulous 10/16/2024 9:45 PM

You changed the freeze a little bit but you can't tell me each side couldn't be either.

oxyzo. 10/17/2024 12:55 AM

pick a side