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very tight parts, like for t0, also it's probably a 3-4 star brutal
start (3 first parts) feels like a brutal 2+-
so far it looks unbalanced, on the one hand it's hh parts that work in t0 on the other hand it's tight and easy parts
what do you mean by "random part"?
doesn't always work
the first 3 parts are easier to avoid crowding tees at the beginning
tested the map, they is some idea, but clearly need many changes many part are not comfortable to play and the tight space is good for hh to create difficulty, but it's not well used most of the time. here is a first uncomfortable hook, and also, it come from a drag, drags are boring and overused, you should avoid putting drags part if it's not with an interesting utilization of the drag.
giving a laser for 2 shots then a shield, it's not clean. if you do a good swing you can't laser the second one cause of the shouting delay. a solo for 2 laser only, is kinda short your way to use cp -> goes back in solo -> goes in tele is bad, you could just put a solo at spawn + unnecessary because if you touch unsolo you touch the other cp so you can't cheat anyway
in yellow - useless shield (only 1 of them should be good enough) again you gave laser to lose it in the next solo (1 laser in the solo, and between 2 and 4 laser for the part) red rectangle - this is the second time we have the same part (i'll mention because it's not only 2 time in the map) red arrow - can laser here and cheat the normal way + the normal way it unbalanced (the first laser is hard and first try for duo))
randomly change the structure with those hookable (the structure overall is not bad) the swing / gore is not smooth, you have to dj at a weird timing, advise : when you map and test, always verify that a swing/gore or anything else is made for the good range (example: made to keep dj, or made to use it but then put more length to create a more comfortable and smooth part) i say that only here but it's the same for many parts, also take care of the tightness (here it's fine) it's important in hh map, where it's only low effort gameplay, giving a smoothness in everypart is good
here it's hard to explain : tight = good because it create difficulty BUT you have to create space and tightness in the part because the first one is an hammerrun (need space to do the hammerrun + space for t0 , but keep the celling here, second one i use a throw and it's kinda meh (maybe more space up, or put kill tile or platform in another way) and the last one is ok if you jump solo, but if you can't to do with hammer and it bump it will probably kill you (the space is not the problem on this one)
i understand the first one (even if it could be more difficult or with something more interesting, you should develop more the parts) but then you fall down on another platform, you could do 1 unique fall, or start the next part from the platform above, sometime it feel like if it was randomly mapped
yellow arrows (down), here you dont need to map tight yellow rectangle + arrow, dont need that much speed and space, you create too much difference in the space in the same part red rectangle, random useless unfreeze red arrow, test more your part, if you keep the hook it goes in the kill tile instant
for kill tile, you need to create your structures of kille tiles, create a rule and respect it, because here it's just randomly place and ugly, example : start with a rules, they is many possibilities, 3 examples : 1- in an unhook/hook pit put a line of killtile 2- in every corner put 1 kill tile 3- on a surface put a line / put 1 kill tile every 2 tiles/3 tiles
i'm not a good designer, but i saw many problems, like the logo it not in 1 image, you have many times the same group for the same image/tile like kill tiles. and the map is too heavy, 1000kb for generic hook is not normal.
they is too much problems for now, but i hope to see a next map or a full rework of this map. dont forgot to take time to map and test.
$decline
thanks for the feedback, we'll try to rework the map soon taking care of the points you mentioned.