#decompose
"decompose" by Furudo Erika [Brutal]
DDNet 10/20/2024 6:03 AM
@xtripleninep

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

DDNet 10/20/2024 6:03 AM

Map :lady_beetle: :

manikoo 10/20/2024 6:54 AM

loooks so nice, i'il play it today

itom6176 10/20/2024 8:35 AM

not on testservers? ๐Ÿ˜ฆ

balami. 10/20/2024 9:41 AM

i used change_map so rn its there, not sure if its the normal delay or if the bot is broken

baslcaly 10/20/2024 10:26 AM

not declined after 5 sec?!?1/

baslcaly 10/20/2024 10:37 AM

and why not just put the shields there?

baslcaly 10/20/2024 10:39 AM

you will still lose your laser

yaccre 10/20/2024 2:58 PM

good map

yaccre 10/20/2024 2:58 PM

reminds me of punica

xtripleninep 10/20/2024 3:00 PM
DDNet 10/20/2024 3:00 PM

Map :lady_beetle: :

DDNet 10/20/2024 3:00 PM

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

blaiszephyr 10/20/2024 4:02 PM

triki also talked with you ingame and i generally agree with what he mentioned. most things can be refined or improved by either increasing or decreasing the size of the individual parts. (i do disagree with his standpoint about weapon tele, enforcing parts that way is generally fine but you may want to make it flow better imo) parts are generally fun and i like these "where tf do i go next" maps so i can see this becoming finalized at some point.

DDNet 10/20/2024 4:03 PM

Map channel has been moved to waiting mapper.

blaiszephyr 10/20/2024 4:24 PM
comebackplay 10/20/2024 5:30 PM

talked with mapper)

comebackplay 10/20/2024 5:36 PM

need rework almost every part, thats why decline for me. but map have a good ideas) and for first map it is good attempt. And the mapper does not argue with the edits and accepts criticism well enough, I think he will quickly fix everything and the map will be released.

vena6080 10/20/2024 5:52 PM

i took a look at the map and i guess a rework will take some times, so i decline for now but feel free to repost when you finish, don't forgot to take your time for mapping.

DDNet 10/20/2024 5:52 PM
@xtripleninep

Your map submission has been declined.

.freezy_ 10/20/2024 6:37 PM

I want to take a look at the map too as soon as possible for me. I hope thatโ€™s not an issue.

catseyenebulous 10/20/2024 6:38 PM

I don't think anyone will try to stop you. :D

oxyzo. 10/20/2024 6:39 PM

evil freezy: haha i will stop the good freezy

xtripleninep 10/21/2024 1:59 PM

The first one, the solo is intentional to use the mechanic in an uncommon way (the start of the part does the same thing)

xtripleninep 10/21/2024 1:59 PM

Is it fine if I leave it?

blaiszephyr 10/21/2024 2:09 PM

i personally dislike it, you can wait for freezy's test if he gets to it, since he mentioned he wants to test is aswell ^^

xtripleninep 10/21/2024 8:21 PM

If I'm ready to resubmit, should I write in

#๐Ÿ“ฌsubmit-maps

again? And I have to get my map to what kind of condition before I submit it? I played through it two times today, the second time being with only some minor fixes like freeze corners. The map probably still needs fixing in some parts, but I don't know what exactly should be fixed - it looks fine to me (just like it did when I first submitted tbh, but I learned a lot while people were testing and I saw what was wrong, even though before submitting I spent a lot of time testing - the map's first part was made 2.5 years ago)

xtripleninep 10/21/2024 8:23 PM

I'm not in a hurry, I can spend more time testing, but that might just be uneffective if I do it by myself. But I definitely understand that maps shouldn't stay in testing if they're not in a good enough state

catseyenebulous 10/21/2024 8:31 PM

If you really think there is not much that you can improve anymore you can submit it here.

catseyenebulous 10/21/2024 8:31 PM

As long as this channel is not archived upload here.

xtripleninep 10/21/2024 8:59 PM

Got it

xtripleninep 10/21/2024 10:24 PM
DDNet 10/21/2024 10:24 PM

Map :lady_beetle: :

DDNet 10/21/2024 10:24 PM

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

xtripleninep 10/21/2024 10:24 PM

Oops

xtripleninep 10/21/2024 10:36 PM

Improved spacing and transitions in some parts, most notably those in screenshots 1-4 and 9

Rebalanced parts in screenshots 5-7

Fixed some design issues

Fixed some minor skips (one example is screenshot 8)

Removed rng by replacing normal freeze with deep freeze on screenshot 10

DDNet 10/21/2024 11:27 PM

Moved channel back to TESTING.

oxyzo. 10/22/2024 3:57 AM
blaiszephyr 10/22/2024 6:36 AM

Will test later, looks promising. Hope you took your time or vena will lynch ya!

xtripleninep 10/22/2024 10:12 AM
DDNet 10/22/2024 10:12 AM

Map :lady_beetle: :

DDNet 10/22/2024 10:12 AM

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

xtripleninep 10/22/2024 10:13 AM

Improved spacing here

xtripleninep 10/22/2024 10:13 AM

I literally saw a fix for this part in a dream

baslcaly 10/22/2024 11:14 AM

dreams come true

oxyzo. 10/22/2024 11:28 AM
.cammo. 10/22/2024 12:24 PM

relatable

aoetw 10/22/2024 6:19 PM

Lmao keeps happening to me too.

jsontw 10/22/2024 7:07 PM

im posting some small problems which you could look out for, but this map has some bigger problems which i cant refer to right now..

entities off sign would be cool here if you mark such in design

jsontw 10/22/2024 7:10 PM

you can skip this entire section, look out for other skips in your map. also couldnt find any undeep besides in the cto. so you should fix the skip + map undeep somewhere

jsontw 10/22/2024 7:20 PM
jsontw 10/22/2024 7:22 PM
jsontw 10/22/2024 7:24 PM

this is confusing because you will have to spectate everything in advance. it is really unclear, that you will keep your sg until this part, because you wont have any use for it until then.

jsontw 10/22/2024 7:40 PM
jsontw 10/22/2024 7:41 PM

i see you are using laser a couple of parts later but that seems really odd. as you are keeping it on you for no use

jsontw 10/22/2024 8:05 PM

what you should look out for to rework

  1. potentially reorder parts or rework parts where u are using weapons. don't leave parts inbetween which don't have the use of a weapon you are keeping. this keeps confusing people and is unclean.
  2. optimize parts as i said ingame and find the best version of it. mentioned on part1 and cp64. you should go through all your parts and play them to find the best optimal way.
  3. don't use any special tiles when you can avoid it. also switches can be really bad in team 0, mentioned this issue in part 1 as well.
  4. unfaily->faily parts switch. as realized first on cp50, there is not really a transition which makes you think that the following part is deadfaily, as it even contains teleport on the part itself. also the switch of going to deadfaily doesnt fit at this point imo.
  5. when you are done with the rework, look out for skips and design/entity bugs as there are currently multiple of those in the map. testers will find and mention those if found, but you should go through the map with entities 50% at least once or twice to look out for them.

//edited some parts or mechanics towards the end feel more repetitive such as the freezehammer. you need to look out for a good balance between all parts so there is no difficulty spike such as at cp50 or other spots where the failyness and difficulty just raises. some part transitions/solos feel unnecessarily long and they would be more enjoyable if they are shorter

jsontw 10/22/2024 8:07 PM

map isn't bad at all, but right now it would be way too much work to mention every single issue of every part. thats why this map needs a rework before going into further testing. i hope you understand that and if you have any questions, feel free to ask!

DDNet 10/22/2024 8:29 PM
@xtripleninep

Your map submission has been declined.

jsontw 10/22/2024 8:39 PM

feel free to repost when you have done the rework ๐Ÿ˜„

vappy19 10/22/2024 8:40 PM

โค๏ธ

oxyzo. 10/22/2024 10:57 PM

undecline part 2 when

xtripleninep 10/23/2024 12:42 PM

Talking about 4., obviously I will rebalance some parts, but some are just really meant to be faily and I feel like I either will have to leave them as is or make new ones. Can I add a ! + turn off entities to mark spots where people should be cautious?

jsontw 10/23/2024 1:21 PM

imo you should find a good balance of failyness overall just as the difficulty of parts

jsontw 10/23/2024 1:22 PM

there are mostly tele parts and suddenly the "falling down" part just appeared. sure people can just spec, but if most parts end up being tele parts, no one will expect that one.

jsontw 10/23/2024 1:23 PM

there wasn't really a transition which lead to the thought that there might be one of those parts coming

xtripleninep 10/23/2024 1:39 PM

Is this fine?

xtripleninep 10/23/2024 1:42 PM

I still feel like I might misunderstand the point tho

jsontw 10/23/2024 1:42 PM

i can't tell by this screenshot, sorry

jsontw 10/23/2024 1:44 PM

for example, your parts use tele all over throughout most of the map

jsontw 10/23/2024 1:45 PM

and they aren't really faily

jsontw 10/23/2024 1:47 PM

and this one doesn't really have a reason rn to be this faily

jsontw 10/23/2024 1:47 PM

might be a cool part, but you barely have any faily drag parts

xtripleninep 10/27/2024 10:29 PM

So ok, I think now I got to the point when I can't find any more fixes when playing through. I left some faily parts in the map, but marked them with a ! when it was not directly evident because of kill tiles that a part is faily. Regarding that, should I just remove all faily parts that aren't fillers altogether? I don't consider parts like the solo part before cp50 fillers, to be clear. Was that the point of this message?

jsontw 10/27/2024 10:42 PM

its okay to have faily parts

jsontw 10/27/2024 10:42 PM

and its okay to have filler parts

jsontw 10/28/2024 12:47 AM

Dont mind the message anymore, no idea what I wrote xd

Just find a good balance of failyness overall and make it obvious that also your drag parts can contain faily segments if thats the case

xtripleninep 10/28/2024 10:15 AM

Oh, so if that's the case I am ready to post

xtripleninep 10/28/2024 10:18 AM

I won't include screenshots because the work is pretty extensive, but I fixed some parts following the provided feedback, making them more smooth and fixing skips. Added exclamation marks to make parts that are faily more obvious

DDNet 10/28/2024 10:18 AM

Map :lady_beetle: :

comebackplay 10/28/2024 11:02 AM

hard to see deep here

comebackplay 10/28/2024 11:04 AM

skip

comebackplay 10/28/2024 11:07 AM

hard to see unfreeze

comebackplay 10/28/2024 11:12 AM

Nah, I'm stopping test, you didn't change a lot of stuff what I mentioned in game.

DDNet 10/29/2024 6:37 AM

Moved channel back to TESTING.

catseyenebulous 10/29/2024 11:11 PM

Hey, sorry but after the first couple of parts it felt like half of the map is skippable. ๐Ÿ˜…

I will give some specific notes and some skip examples:

  1. Hooked second player past the undeep. That's an example for unpolished mapping. :)
  2. You used 43 switches, 3 draggers and 8 drag blockers for 1 aled. (Thanks to J$ON for counting) Which is obviously overkill and makes the part look messy. :P Additionally the switches are not marked.
  3. The platform to hammer is too small and here the skips start. (Marked by an arrow)
      1. These skips go over quite a big portion of the map which is a bit sad.

Design:

  • Freeze and tele look too similar and sometimes blend in with the background to a point where they are not recognizable.

General:

  • As already mentioned it currently looks like half of the map is skippable.
  • On top of that most of the parts (to where we played - screenshot 6.) don't provide a lot of exciting gameplay and just go from this to that.
  • You tend to overengineer with special tiles (2.) like switches or other tiles in some places.
  • The structure of your map can get confusing and having to check the arrows at each intersection doesn't feel like the map has a good flow.

We appreciate all the time and effort you put into the map but unfortunately it is not sufficient given the current state.

I suggest that in order for you to not get overwhelmed by this project you put it aside for now and start a new, smaller one and come back to this one when you have gained more experience. Lastly don't think that all the work was in vein since you gained a lot of experience from this project and I hope to see it completed one day when you are ready. ๐Ÿ™‚

All the best for your future mapping adventures.

Thanks to Freezestyler, J$ON and Welf (moral support).

DDNet 10/29/2024 11:11 PM
@xtripleninep

Your map submission has been declined.

hav2019 10/29/2024 11:30 PM

got quite a few cool parts in here. I would try to hone in on a theme and cut out stuff that doesnt fit it.

xtripleninep 10/30/2024 1:53 AM

I don't think I have time (nor a desire) to start another project, as this map took long enough already. I really want to finish it no matter how much time it costs me. Although I don't want to waste testers' time, so tell me if I shouldn't repost so soon next time. I didn't really know how I myself could improve the map at the state at which I uploaded it this last time, but I can work on it with other people as testers. That was my concern ever since my second upload, but I thought I shouldn't ask for some reason

  1. Did the dummy still have shotgun in that case? If it didn't, I don't think it makes sense to fix it, as dummy wouldn't get through the next solo from there anyways. This is only an opinion/impression, so I am open to corrections in this matter and in anything else
  2. Most of these parts with switches received a rework in my local current version. There are a few parts remaining that don't really work well without switches and get much harder or become stupidly failable. I will include screenshots and examples in following messages and I would like to know where it would be appropriate to leave the switches Everything from 3 to 6 I noted and will fix

As for the general section, my thoughts are:

  1. It's hard for me to tell which are the parts that were considered too boring, but I will try to think about it more I guess and get some more detailed opinions from people

. The map is meant to be non-linear. I wanted to make it feel like you're not just playing through it, but rather exploring it. If that is a problem even considering my idea, I can fix it. Btw nobody provided this opinion until I added the arrows to make the player less confused... Maybe having no arrows would fit the idea better?

Thanks for the feedback!

xtripleninep 10/30/2024 2:12 AM

Expanding on 2. of the specific section: Screenshot 1: The player has shotgun here. I think that the part becomes too hard if switch is removed Screenshot 2: This part is basically built around having a door switch Screenshot 3: Both players have lasers here. I don't think it should be faily, considering its difficulty and as it's at about 50% of the map. I don't see another way to make it not faily. Although I only tested with dummy, and it might be easier with a real player. If it is that much easier and the possible fail fits here in terms of difficulty, please tell me

xtripleninep 10/30/2024 2:21 AM

Screenshot 1: Here the grabbers exist for the sole purpose of making this part not failable in a stupid way. No matter how much thought I put into it, I can't figure out another way that wouldn't require some goofy manual oldschool save Screenshot 2: This part also has grabbers in the current uploaded version, they prevent stupid fails like the one shown in screenshot. If you stand at the cp 85 platform, you have a few frames to hook the dummy, and if it would be shifted by a pixel to the right the whole thing would be a fail. I see a fix for this tho, but I don't really like the idea having a hookable at the floor here - I think it looks worse than switches. If that's not true, I won't have a problem putting a hookable there Screenshot 3: The player here has endless hook and infinite jump. Feels too faily to me for a part that's at the end of the map. Can't really change it without making changes to the concept itself

Btw I'm not asking for solutions to any of these problems (except for screenshot 1 from this message), just tell me if it's possible at all (but please keep the part concept in mind) and I will keep looking for a solution

xtripleninep 10/30/2024 2:21 AM

Sorry that it took two messages, accidentally pressed enter on the first one

comebackplay 10/30/2024 7:03 AM

I don't think I have time (nor a desire) to start another project, as this map took long enough already. For me faster way is release this one, instead of starting a "new project"

comebackplay 10/30/2024 7:08 AM

good feedback) I absolutely agree with that. I pretty much said the same thing to him in dm)

catseyenebulous 10/30/2024 11:43 AM

It is totally up to you if you want to continue on this project I just made a suggestion since you will probably need a lot of time and help in order to complete it. You can expect some help from the testing staff but they won't always have the time. I can already see a solution for two of your screenshots, the others I will have to check in game. Do you have someone to help you with the process and tests on your map? If yes it would be great if you can go trough the whole map together maybe even with multiple players to get more opinions. The testers are not here to guide you trough the whole process of starting and working on a map until it's full release that would simply take up too much time. But you can always ask them questions and get opinions from them. Once you think you took care of all the issues and double checked with other players feel free to submit it again. If you need more detailed feedback from me or have other questions please ask. Good luck! :)