#The_Lobby
"The Lobby" by LowBack [Brutal]
DDNet 11/26/2024 4:06 PM

Mentions:

@_lowback_
DDNet 11/26/2024 4:06 PM
DDNet 11/26/2024 4:06 PM

Map 🐞:

blaiszephyr 11/26/2024 4:40 PM

thank you for your map submission!

i attached a few screenshots with comments of some things i found, only managed to play ~35% because

@devinci24

decided cerberus is more important, but i did look at the entire map.

i found some balancing issues while playing, some setups dont seem to be fully functional, some parts are structured weirdly or sometimes misleading, and the drag parts sprinkled in dont fit the open space of the map in my opinion. There is also a general problem of parts being skippable, please keep an eye out for these things. At first glance this looked like a hammerhit/t0 map to me, but i quickly realized this map and the parts would get messy really quick with a lot of people.

the map has potential, the parts can be reworked and or fixed to not be skippable, make the map interesting!, i'd consider 85% of the drag parts pretty self explanatory and unfitting, but i'm certain this can be improved.

thanks to

@anthonyyx

and

@bencie.

aswell

DDNet 11/26/2024 4:41 PM

Map channel has been moved to waiting mapper.

anthonyyx 11/26/2024 4:49 PM

part is also skipable after getting bottom tee unfrozen, top guy can jump down both goes down

anthonyyx 11/26/2024 4:51 PM

also skipable, throw and just jump in after

anthonyyx 11/26/2024 4:53 PM

"skipable", it prob saves a very tiny amount of time if both goes left and 2nd guy hooks the 1st guy going in

anthonyyx 11/26/2024 4:54 PM

you have so much space and with laser, as well so i dont think the platform is really necessary

anthonyyx 11/26/2024 4:56 PM

"dont take my words for it though 🤓 ☝️ "

anthonyyx 11/26/2024 5:02 PM

there's a single corner bug i found, but i can imagine it wouldnt matter since "official" testers are going to want a rework in best case, worst case $decline

anthonyyx 11/26/2024 5:03 PM

🍈 thoughts?

blaiszephyr 11/26/2024 5:04 PM

i gave my thoughts, waiting for decline master some other tester to look at it, i think this map can be worked with, but will require some heavy work in it's current state

_lowback_ 11/27/2024 11:25 AM

This week i haven't that much time, so i gonna think later about urs thoughts

blaiszephyr 11/27/2024 3:44 PM

no rush ^^

_lowback_ 11/27/2024 4:04 PM
  1. removed upper usless shit
  2. remaded this part so now its more for t0 play, and little easier
  3. added also an unfreez left + added few block down there to make part not that deady (mouse pointed) 4.as 🍈 said i little raised the ground and bring the platform closer (2 blocks), also removed a freeze up there 5.upped the celling a bit so now its not more hookable from bottom, also added the wall to the right
  4. added few blocks, so now tee cant fall down
  5. remaded this, so now its suposed to using laser
  6. removed platform, added few freeze walls, to using laser not only few times
  7. added freez there, so now its not sippable(?) 10.added freeeze , and moved it more lefter, so now its no longer skippable(its still possible but its required to do almost ideal moves)

also made some qol things

wait for more

_lowback_ 11/27/2024 4:05 PM

i cant upload 1mb file bruh

_lowback_ 11/27/2024 4:05 PM
DDNet 11/27/2024 4:05 PM
DDNet 11/27/2024 4:05 PM
_lowback_ 11/27/2024 9:04 PM

i remaded that 1 part that was really bad (10 screen on this message)

_lowback_ 11/27/2024 9:07 PM
DDNet 11/27/2024 9:07 PM
_lowback_ 11/27/2024 9:07 PM

ill add time cps later btw

_lowback_ 11/28/2024 10:44 AM

1.added time cps 2.added filler in empty-fly place

  1. some qol
anthonyyx 11/28/2024 12:34 PM

big ahh file

anthonyyx 11/28/2024 12:43 PM

bottom is skipable now meaning part is not failable, but it doesnt save any time for speedruns. afterwards both just goes up through the "solo" and throws one tee up on the ledge

anthonyyx 11/28/2024 12:46 PM
anthonyyx 11/28/2024 12:47 PM

this is probably not intended?

vena6080 12/09/2024 10:44 PM

talk to mapper

DDNet 12/09/2024 10:44 PM
Deleted User 12/11/2024 11:34 AM

high detail for bg

_lowback_ 12/11/2024 3:01 PM

waa

_lowback_ 12/11/2024 3:01 PM

u mean stars?

Deleted User 12/11/2024 3:07 PM

for details that are not gameplay related

_lowback_ 12/11/2024 3:41 PM

the whole bg items, like grass etc.?

_lowback_ 12/11/2024 3:41 PM

damn

Deleted User 12/11/2024 3:52 PM

what i mean is press detail here yes

Deleted User 12/11/2024 3:53 PM

it's only for decoration stuff only

_lowback_ 12/11/2024 3:57 PM

i know what detail means xd

_lowback_ 12/11/2024 10:34 PM
  1. raised up the platform 2.changed the whole part 3.raised up the part 4.changed the drag
_lowback_ 12/11/2024 10:34 PM

there will be more screens, missclicked the enter

_lowback_ 12/11/2024 10:43 PM
  1. remade casual part 6.added few spikes and ht blocks, so now on this part u need to drag to the corner 7.raised the gap 8.removed the spikes here 9.replaced the uh blocks, raised the hookable blocks to be able back to the platform in solo
  2. move the wall to the right, added the wall, so now u cant jump on the corner
  3. raised the gap, so now it needs more people to make tower 12.removed the filler, added the platform for t0 13.added the freeze at right wall, also added the spike on hookable blocks 14.raised the gap, move the freeze to the right
_lowback_ 12/11/2024 10:45 PM
  1. added blocks, removed some stoppers

removed the solo at start added detail for bg tiles some qol

_lowback_ 12/11/2024 10:56 PM

fixed some corners

reaktor_tyt 12/29/2024 11:31 AM

lobbe

matatass 01/08/2025 12:18 AM

skip

matatass 01/08/2025 12:22 AM

this way its more easy

matatass 01/08/2025 12:24 AM

missing kill tiles in game

matatass 01/08/2025 12:30 AM

lil cheats in this part

matatass 01/08/2025 12:33 AM

skip

matatass 01/08/2025 12:47 AM

map feels a bit old

matatass 01/08/2025 12:47 AM

some hh parts feel repetitive

matatass 01/08/2025 12:48 AM

i liked the gores

_lowback_ 01/18/2025 3:53 PM

this skip is useless for speedrun btw, it takes more time

_lowback_ 01/18/2025 3:59 PM
  1. added freeze
  2. fixed kill tiles
matatass 01/18/2025 9:47 PM

less faili ig

f0rtishka 01/23/2025 7:00 PM

I tested map with

@__limonchik__

, most parts work normally, but they feels quite generic (some parts are very similar to ones from other maps) but clean i guess? This needs more opinions. Here's stuff i found: 1-2. These flies are kinda repetitive and long.

  1. This part isn't developed for t0, right safe platform has little amount of space, hh is quite tight and there are tees that also do part below and above, meaning if above tees fall this will just be annoying.
  2. There's laser to help if tees are stuck, but generally this map lacks /spec imo, wouldn't hurt adding it for this part aswell if people stuck.
  3. This hook is just awkward.
  4. Adding more space in yellow box wouldn't hurt, Lemonchik added that you could add edge somewhere near for dj source.
  5. This part is easily skippable with 3 tees.
  6. This part is generally not too good for t0, but also if you play duo and bottom tee falls you will have to redo whole part which is little inconvenient. Next drag is quite easy but i assume it's fine.
  7. The hook (yellow box) isn't convenient, you might also add 1 more tile in orange box because it's awkward to hook 1 tile when you unfreeze for 0.5 secs.
  8. This hook is quite awkward and punishing, because if you loose it (which is quite easy considering the angle you have to do) one tee is dead.
DDNet 01/23/2025 7:00 PM
_lowback_ 01/25/2025 2:23 PM

1-2 remade this fillers 3.raised up the platform + make tunnel 1 block bigger 4.added hookables + raised the gap, so now u cant hook tee that fall down form platform

  1. added more space + added corner 6.added more blocks, so now u cant hit it from bottom 7.added hookables 8.added few ht block + make hookable bigger

9.added /spec +some little changes

_lowback_ 01/25/2025 2:29 PM

also i removed 1 uh block (yellow) and replace uh by ht (red) so now part not that deadly

_lowback_ 01/25/2025 2:38 PM

remaded part like this, so now its not skippable in duo

kickerx 03/06/2025 11:18 AM

i would add more space here because the map feels t0ish so there gonna be lot of people because this is just the beginning of map

kickerx 03/06/2025 11:20 AM

this is the next part so i consider this is still beginning and gonna be spammed with people. add more space or add some hookables or both

kickerx 03/06/2025 11:22 AM

i would make the aled on the right side harder, otherwise left way seems completely useless because nowadays almost everyone can aled consistently

kickerx 03/06/2025 11:23 AM

same here. this little move above is completelly useless because aled is too ez

kickerx 03/06/2025 11:26 AM

remove all spikes here. imo it dont fit the map difficulty. spikes which inside the freeze is unintuitive and someone can be killed VERY easily. the one spike on the top is just too awkward

kickerx 03/06/2025 11:31 AM

this red section feels very boring. the guy here is being unfreezed just for 1 jump and 1 hook and then have to fall in freeze again. maybe u can make something better here. (and then have to do 2 hooks and jump into freeze again)

kickerx 03/06/2025 11:40 AM

this drag part feels boring, few simple hooks into unintuitive punishing ending. i dont like it. i would remove these death tiles at least if you dont have ideas how to change the part

kickerx 03/06/2025 11:46 AM

its unreal to understand how to do this part and the part is deadly. you can hold A from 4 different walls here and its gonna be different result from each wall. i suppose it should work how i draw on the screenshot. if so, you could add "HOLD A" at the beginning. but imo it still gonna look very complicated for such little part, would be nice if u can make it less complicated since its deadly

kickerx 03/06/2025 12:26 PM

showed more ingame to mapper

kickerx 03/06/2025 12:26 PM

$waiting

DDNet 03/06/2025 12:26 PM

This command was not found.

kickerx 03/06/2025 12:27 PM
DDNet 03/06/2025 12:28 PM

Map channel has been moved to waiting mapper.

yaccre 03/06/2025 5:07 PM

?xd every wall works, its just a hit

_lowback_ 03/07/2025 4:28 PM
  1. remaked this "deadly" part
  2. removed spikes
  3. also remade part, now its ez to understand 4.removed spike 5.little changed this part
  4. removed hookables here 7.make platform bigger
  5. remade this part

also i remade parts, that on

@kickerx

s screenshots +some design fixes

_lowback_ 03/07/2025 5:11 PM

make this part flow better

DDNet 03/07/2025 5:11 PM
_lowback_ 03/07/2025 5:11 PM

aslo some design fixes

_lowback_ 03/07/2025 5:45 PM
reaktor_tyt 03/17/2025 8:10 AM

Good map

jsontw 04/25/2025 5:16 PM

Hey, I took an in-depth testing at your map as well and have to agree with some above mentioned opinions.

Just by playing the parts, it doesn't give me the feeling of a team 0 map. They are just not designed for team 0 and they aren't good enough because they barely contain anything. The map has a lot filler parts tho, but they cant really make up for that... I see potential in some of your parts while most of them seem to be nothing special and not really developed into team 0-fitting parts.

The map starts off with a little hammerhit filler to avoid people overflowing the first part. However I can still imagine a lot of players wanting to get through the first part, which is only like 10seconds away from the start.

There should be an easier access to let them pass the part as fast as possible. The first part just seems to be too early in the map and players will already be stacked.

jsontw 04/25/2025 5:19 PM

I don't think it is worthy to rework your map, as almost all your parts miss the concept of being friendly for t0. They might work in t0, but they aren't really playable well. The way your map is built, it should be a hammerhit map and the parts you mapped just don't fit in at all. They give me the Grandma vibe, but worse than that...

jsontw 04/25/2025 5:20 PM

Less freeze would make the part play smoother. Additionally, the big freeze pit will make it way harder to let players pass the part fast. Remember that it is right after the first part, and there will be many players + players from above might fall down which makes it unfun to play.

jsontw 04/25/2025 5:20 PM

Marked area of hookable doesn't work for the swing when you just hold D at the wall.

jsontw 04/25/2025 5:20 PM

This part is not made for team 0 at all. Most likely one player will hammer through all people.

  1. There will be a lot players waiting to get saved and use up all space + danger for getting killed.
  2. The hookthrough is confusing, should it be saveable or something? Wouldn't really achieve much with that and it barely works.
  3. Hammerhit party after 1 guy did the drag and then with multiple people it will suck to get to the wall without colliding into other people.

You would need to design the part t0 friendly + the area on the left where people just swing into the wall should be more innovative and contain something else.

jsontw 04/25/2025 5:21 PM

This "part" lacks of an idea and also feels way too tight

jsontw 04/25/2025 5:21 PM

So much empty space. Also a smooth transition into the gores rather than it just "appearing" would give the map more character.

jsontw 04/25/2025 5:22 PM

Parts should provide a challenge, but the part it self just seems like a filler to get someone through to the next section. Half of the parts in your map seem like this one and feel really uninnovative.

The hardest thing about this part, is the weird side-hook while standing there and trying to aim through a 1 tile ht. I have seen that part in your map a couple times now and you should really think about something more special and more content providing. I'm really missing the actual parts in your map.

jsontw 04/25/2025 5:22 PM

It doesn't look like someone would fall in here, but if someone does it will be really annoying to save him. Just seems unnecessarily faily and doesn't need to be.

Ending of the part could contain more than just flying up to the platform and it would give the map more of a t0 feeling.

jsontw 04/25/2025 5:23 PM

The whole part feels like a 2p part and is missing gameplay style of a t0 map. Even after the part it is just not designed for t0.

  1. 2 People can just get through and fly, so you don't need any speed.
  2. This area is just designed to do in 2p and all players woud just wait a little bit on the platform to get hooked through the part.
jsontw 04/25/2025 5:23 PM

You worked with tight space here and the result also looks like that.

  • It doesn't provide much gameplay nor a challenge.
jsontw 04/25/2025 5:23 PM

Stopper is not needed, but also the part doesn't provide much gameplay again. It is pretty much missing everything a part should have, as both players are doing 1 move and the "part" is done.

Ending is also only to hold the player unfreezed.

jsontw 04/25/2025 5:23 PM

These are just random faily hammerhit/fly pits. You could make the gameplay more interesting by adding other elements.

jsontw 04/25/2025 5:24 PM

Did you mean to hold the player until he hits the corner or is it just a random timed drop?

The part doesn't provide any interesting the gameplay as well... 2 hooks and you don't even need speed for the 2nd hook.

jsontw 04/25/2025 5:24 PM

The laser section felt stretched out just to make it longer. You could map a part with the laser and create a more creative area overall. There just doesn't seem to be an idea of what to do with the laser or with the next part in general.

jsontw 04/25/2025 5:24 PM

Part is skippable with 3 people, or they will use it to avoid the faily catch.

guy 1: a+jump from 817.16 guy 2: a+jump from 817.19 they are above each other, guy 1 will spec. guy 3: a+jump from 817.19

Also the part itself again is only 1 hook to get the player through. The catch after shouldn't be dead-faily as your other parts weren't that punishing. It seems too random to fit the place.

It is not designed for t0 and doesn't fit your map at all. With many people either someone dies on the upper part, or in the killtile.

jsontw 04/25/2025 5:25 PM
  1. Skippable with /spec, might not be worth it tho. Boring part and at the end just waiting for unfreeze.
  2. I wouldn't say in general that these are bad to have, but it doesn't seem to have a meaning at all. The part before was just nothing special and the following throw doesn't make it better.
jsontw 04/25/2025 5:25 PM

Again this part doesn't have any meaning behind it and it doesn't feel like I'm playing something. All these parts feel like fillers.

jsontw 04/25/2025 5:25 PM
  1. If you make a gap for players to fall through, you wouldn't need to get them every time.
  2. Watch out for possible skips tho, you would have to rework into more space probably. Hammering the guy through the 1tile gap and just getting him down somehow with another hook+hammer. It really felt weird doing it because the setup is just not good.
  3. I mentioned similiar parts already, where is the gameplay? It is faily which makes it scary, but it is just 2 hooks to get him through.
jsontw 04/25/2025 5:26 PM

So much free space and no smooth transition

jsontw 04/25/2025 5:26 PM

This is the part I enjoyed the most. It gives the player something to do unlike most other parts where it is only 1-2hooks.

Unluckily tho it is no team 0 friendly at all.. You just hammer all tees up and there is nothing to do for them. Usually in Team 0 maps like Back in Time you can skip such parts if 1 player is through and continue with hammerhit without the opportunity to wait on the platform. The players actually have to do something meanwhile and need to wait for the other tees while hammerhitting/flying.

jsontw 04/25/2025 5:27 PM

The filler right after is seen so often and sadly it doesn't feel like anything special.

jsontw 04/25/2025 5:27 PM

I don't wanna mention all of the map, but I will report some issues in other parts. Please take my feedback as an advice to come up with innovative parts and take a look at other team 0 maps to see what is different from yours.

Look at their filler parts (hammerhit/hammerfly/gores) and come up with something in that direction. To achieve that gameplay experience in your map, you would need to work with more space for your parts and fillers. This one doesn't work properly. Test it yourself again pls

jsontw 04/25/2025 5:28 PM

If you meant to have the tee placed here, then it would work better. It just doesn't seem to be meant like that. Also the hookthrough will still be a little bit too tight to hook the tee.

jsontw 04/25/2025 5:29 PM

I don't see the challenging gameplay here + it is nothing different from other maps, also it is not a team 0 like part.

jsontw 04/25/2025 5:29 PM

This one gives me some t0 vibes, but the part itself is not interesting.

jsontw 04/25/2025 5:30 PM

You can make the red area uncheatable so there has to be at least one tee down, then you can remove the deep/undeep easily.

jsontw 04/25/2025 5:30 PM

Looks t0 friendly at the end, but there is a platform right before which will make the players wait and do nothing again.

The idea of the part seems cool, but it just didn't work properly for me.

jsontw 04/25/2025 5:30 PM

Missing the actual gameplay, just 1 move currently

jsontw 04/25/2025 5:30 PM

Could be mapped without stoppers and maybe lead into hammerfly/hammerhit transition instantly instead of a platform again.

jsontw 04/25/2025 5:36 PM

I can see that you put a lot effort into your map, but apparently it just doesn't meet the standards. A Rework would need to be significant and I just can't see that happening.

If you were to start with another map and want to keep some ideas you might think are cool, then you can take them from this map and continue there. You can get inspiration by maps such as Back in Time to see how t0 parts could look like. You can also get an idea to make hammerhit/hammerfly parts more interesting and try to give your map more character.

jsontw 04/25/2025 5:40 PM

Some parts of Back in Time where you could get some inspiration.

anthonyyx 04/25/2025 5:40 PM
@blaiszephyr
anthonyyx 04/25/2025 5:42 PM

i have never in my life seen anyone do the first picture without aled

blaiszephyr 04/25/2025 5:43 PM

given we had a small private testertalk i agree and want to revisit my first message in this channel:

it has been in testing for almost 5 months now and the core problems i mentioned in my first test (2p map with fillers for t0) still exist and i agree with what was said by J$on in terms of "it tries to be something it isnt".

In my opinion you could still make this work, but there has to be a clear path for your map, it currently feels like a mediocre song mashup of pop, classical and heavy metal. Each part could be unique but mashing them together like that just feels bad in the head.

blaiszephyr 04/25/2025 5:43 PM

also...

@anthonyyx
jsontw 04/25/2025 5:48 PM

I think we agree on declining this map, but if you wanna keep working on this map, then be sure it takes a good amount of time and you would need to look through your whole map and not just change single areas.

DDNet 04/25/2025 5:48 PM

Mention:

@_lowback_
murpi 04/25/2025 6:01 PM

People did do the part in the very early days 😄

murpi 04/25/2025 6:03 PM

In a team of 4 you'd have 2 people attempt the aled and the other 2 would do the part legitimate

louis.place 04/25/2025 7:49 PM

bro started playing in 2024 wtf

_lowback_ 04/25/2025 8:08 PM

Finally

.freezy_ 04/25/2025 8:43 PM
@jsontw

fun fact I had to scroll for 30 seconds to get to the end of your test?! 💀

blaiszephyr 04/25/2025 8:54 PM

He cooked!

.cammo. 04/26/2025 4:02 AM

bro wasn't lying when he said he took an in-depth test