
Mentions:
@_splity

goated map

https://youtu.be/K27wWgOVbOY video of a beta version of the map

-corners fixes

Just design related:
- The Background is nice(maybe delete fogs), i like the moving stars
- too many tilesets, you have like 3 for unhook/hook
- random color envelopes
- colors/contrast not matching Looks like you understand the technique of envolopes and mapping in general but its a bit too much going on

-fix missing tiles -color of bushes

Good map 😳

I took a look on the map with Esckiller and i decided to decline this map. I think that you have creative ideas and i'm sure you can become a good mapper, but currently the map has too many issues. At first i want to mention that the map does not have a consistent style. Some parts are for 2 players, some parts are t0 parts, some parts are quite faily and others are rather unfaily. Some parts reminded me of dummy maps and one gores part seemed to be made for kog players. In addition to that there are some faily tune zone parts. To me the parts don't fit together and you should stick to one style for your map. Also just don't put faily tune zone parts in your map, that's not fun in many cases. Also the usage of the tune zone was not fun to me, because it was about quite tight timings you somewhat have to guess. (Should be more intuitive.) I guess the map is supposed to be some kind of synchro map, but for me the overall failyness makes the map quite unpleasant. I highly recommend to take a look at maps like 2 To Tango (https://ddnet.org/maps/2-32-To-32-Tango) or Strategic Paraplegic (https://ddnet.org/maps/Strategic-32-Paraplegic) as examples for well made synchro maps. They are consistent in style and you can barely fail (it's possible to fail but the mappers tried to make them unfaily). The overall difficulty of the map also bothers me. I think that only very few players have the skill to finish it and this map is quite faily. I can see in your video that even you would have a hard time finishing your own map, since you have to use cheats a lot to get through your map. I suggest to make something at your skill level first, so you can see more easily what difficulty is actually fun for the ideas you want to implement. You also get more feedback by creating easier maps, since more players can say something.

I didn't mention everything we found since what i wrote so far are imo the major issues of the map. We found cheats or issues with the design (3 different indicators for unhookables, 2 different indicators for hookables), but i wont cover that now.
I hope you understand what i wrote. You can always ask questions. Either here, in
#mappingfor general questions about mapping (e.g. if you want to know which maps are good synchro maps) or in
#💬meta-testingif you want to have the tester's opinions on some stuff. Keep in mind that we don't have the capacities to rework every single map and that a map decline means that you need to do a rework and not just apply smaller fixes.

Mention:
@_splity
Debatible

(no leà el mensaje)

in not a tester but im agree with them. i think fastest way to fix it 1 remove teamforce cus its t0 map 2 remove most problem parts, i tihnk its about 5. some is only for 2 ppl, some is just too hard and i didnt see any way to reduce diff without changing idea. Some is just so bad. 3 add difficulty for some parts. its about 10, if impossible remove them. 4 polish map for unexpected fails, too big rooms, clear some special tiles and etc. ||its is most hardest point|| And i think map is close to be ready. But it still a lot of work.

Trash map f4

$decline

This command was not found.

please be respectful

Awesome map f3

$accept

This command was not found.

They should ban mappers that make such horrendous maps



your mom did

nerd

timeout.

least aggressive map feedback xd