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Map :lady_beetle: :
the HT is confusing and if it's double hammer it's maybe a bit hard for moderate and a bit weird to play, using infinite jump for a few jump is useless and a bad utilization of entities. the deep is too close to the undeep, nothing with it, i know you use it too not cheat, but you should create a real deep part, or give a second part to the other player, the map is unbalanced for some parts + for the players because 1 player can do all the parts
close the room if it's not for the gameplay
design
$decline
This command was not found.
Your map submission has been declined.
the style is interesting, you can develope more the parts, and the structure is good overall, can with the space in general.
if I fix this map and create more interesting parts, will the map get a chance to be released?
if it's good enough of course, but don't forget to take your time, give space, test with your friend....
Thanks for testing! I'll definitely fix the problems and try to make the map more detailed
if I want to change this map but with the same concept, do I need to resend the map or can I use this channel?
if the channel is still there when you are done with reworking, you can use this channel, otherwise just send a new message in
#📬submit-mapsthanks
map has been updated..
Map :lady_beetle: :
the map rather seems like brutal and the parts are still not really original enough imo
I can raise the difficulty of light desks and create a brutal map, but I don't know what to do with the unoriginality
in my opinion, most of the parts are about moderate 4-5* but there are parts that are a little more complicated or easier
I remember that there are few maps with HH elements in the moderate category
parts like the one after tele 5 are really basic, you could add kill tiles/tele/edge hooks for example, depending what difficulty u go for
solo after tp4 is random for such a small and basic solo
ok i agree, i need change it
i will
whole tp5 part is skipable by swinging from the part before
design looks really cool tho
thanks
Most parts aren't 4-5 moderate, first 4 screenshots are parts that are brutal difficulty, and then there are parts like 5 other screenshots that are easy or can even be skipped and can be considered <4-5* moderate, this map is very unbalanced, please choose difficulty and stick to it, if some parts are easier than others it's better to make increasing difficulty from easier to harder parts (within reasonable limits). I'd probably suggest to buff easy parts and remake map into brutal (maybe nerf some parts too).
if I want to increase the difficulty to brutal, can I not change the parts from the first four screenshots?
part from first screenshot is a little faily i'd lower floor below rocket, second screenshot's filler is cheatable, third is probably fine, forth screenshot is fine depending on brutal difficulty you going for
I'll take it into consideration
will change
I think brutal 1 then
I tried to fix the light towers, I don't think it's a strong skip (in the first case)
About design: it doesn't looks finished, lot's of bugged design tiles like on first screenshot (unfreeze not marked, bug with freeze), bad deep freeze contrast (almost invisible, screenshot 2-3), freeze overlapping something (screenshot 4), random flying tiles (screenshot 5), bad solo marking (screenshot 6). Those bugs are all over map so look for them a little better, good luck. upd: corners are just a joke on this map, they don't follow any rules there are multiple types of them and there sometimes no corners at all
today I will try to correct mistakes, change the balance and difficult...
thx for testing
I changed the color of the frieze from black to light, when it was dark, I missed a lot of mistakes
looks better
I had another run on it with S1mple. This map has some major issues i want to explain:
- Spacing and balancing: It doesn't look like you know when a part can have space nor when a part can be tight, this alone makes the map unbalanced. Some parts have a good spacing, but some parts are either too tight or too easy.
- Map structure: if you do a t0 map, everything should be connected, the teleporter at the start feels very off. Most parts are t0 parts, but you also made some drag parts, that don't fit into the map, because they slow down the fast paced gameplay you would like to have in a short map. You should stick to one gameplay style within your map. Some mixture between drag parts and fillers/t0 parts can be nice, but then look at maps like https://ddnet.org/maps/Supernova
- Gameplay and creativity: t0 parts are usually fine, if they have the correct spacing, but most of the non t0 parts in your map weren't enjoyable (exceptions: i liked tp 8 and tp 7 was fine). Hard to sum up why it is like that, i suggest you to play some brutal maps to understand what gameplay is good. It didn't feel like you tried to create new gameplay or a new looking map, which is not a big issue, but you could try creating a map that at least feels fresh (this is hard to do).
- Game knowledge and intuition: There are some rather obvious cheats in the map you should avoid, it doesn't look like you understand the game well enough to map at this difficulty. Also as already mentioned you should rather avoid special tiles (unless you need them to create good gameplay or they boost the gameplay quality). Also your map design should also be more intuitive, sometimes there are confusing misleading spaces on the map, you should avoid those.
It's hard to explain how to make good words with just a few words, you can always ask for help in
#mappingor ask your friends to test your map (using trashmap).
Because i want you to rethink the whole process, especially the spacing, i suggest you to start a new map, instead of reworking this map. Before reworking, you should play some popular brutal maps or higher moderate maps to understand how to create nice gameplay (you can ask in
#mappingor
#generalabout good maps). I will decline this now.
Your map submission has been declined.
Thanks for testing