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https://www.youtube.com/watch?v=ZpoupUixhe8
Why would you do that if its harder and more faily than the actual part lol
(I mean just try to do it in-game)
fixed comments about the bg
small qol fix
Thanks
I just cant find a better place there to indicate that you need to hold A there
I don't want to add an extra tileset with fonts only because of this one place
So I had to put the arrow somewhere there. Or use a quad with a text on it.
I can also use some other placement but idk where because if I move the arrow 1 tile up it may look like there is a speeder. So, to my mind, this place is not the best, but its probably โfineโ
I'm not sure what would be better to do here, I'm open for suggestions.
I thought maybe something like hold a, but that is also not the best
or just leave this place empty
what exactly is not visible here?
all colors can be changed (but your test is more valuable if u can suggest something when u criticize)
tbh I submitted it for the gameplay test first of all (I want to focus on design fixes after the gameplay test if it will still make sense)
thanks
The light blue for the stopper is a bit hard to see is what I think they're talking about, which I kinda agree with
I think either a darker blue or something to contrast like green would be ok
okay thanks. I tried to find some green color but idk I don't like how it looks in different places
color of the stoppers, entity fix
very minor QoL changes (added more freeze to indicate how to align properly for the hook; some other small improvements)
Hey Please, change status to waiting I tested it with triki and decided to fix/improve some parts of the map.
So, please, donโt waste your time on testing this while work in progress. I will update it in few days.
$waiting
mapper? goat
Many corrections were made, empty spaces removed, and some parts were improved while others were deleted and replaced with better alternatives.
maybe use other colour for death tiles, they kinda look similar to background (imo)
or maybe im colorblind or smt
Yeah maybe I would like to see some other opinions if it needs to be fixed and a gameplay test ๐
fixed almost everything mentioned above
(unfreeze+freeze cases are fine for me, but I fixed several such cases in other places)
Thanks for your work...
There were a lot of corner bugs :[
I've checked the map once again and made consistent design for unfreeze+freeze corners (before the update it was harder to tell what is a bug and what is intended)
some parts are a lot easier compared to other parts , some parts are impossible ( maybe there is way i just don't know how ) , some parts need to use brain to complete part , some are realy making you do very precise task some not
i told my opinion
i started vote on this map , so will see how testers will vote
fixes
fixed
fixed
yeah at first I wanted to do it like you described but then someone noticed its soloable
and I decided to keep both ways here because solo way is kinda faily (u need to jump in exact last pixel)
its just autopart (hold d from top)
fixed
this is for t0
this drag part above can be pretty hard so I dont want it to be too deadly
TLDR: design fixes applied; thanks for testing
noob ))
I forgot to answer on this The map was tested by different tees a lot of times, there are no impossible parts, if you need some help with them - ping me
bro had to say skill issue in a non-toxic way ๐น
I just think it would be useful to receive a test from someone who plays t0 hh ๐
(I mean every test is useful but as far as I know texnonik doesnt play such maps too often...)
I almost don't play this maps , most of them i don't like at all .
Yeah I understand
If its not a jao-*map, then its a bad map ๐
We tested it again with Dozz and Lemonchik yesterday, found 2 wrong corners I also added one minor QoL change (I extended this platform so you can jump right into the hole after the drag is done)
Together with Dozz and Lemonchik, we made a video on how to make every part of the map.
Maybe it can help with testing ๐
We had a cool Lumpy moment btw ๐
yeah there are a lot of such skips on the map
is not like a big ahh skip tho
w mapper made a video and even edit it
Yeah. Waiting for test. Please ping me I would help with testing it.
I noticed a small hole that shouldn't be there; fixed.
(those first two are only deco)
i would fill the full map or delete those highlight blue zones, because they dont rly make sense for the map, i kinda like more the full whole map because makes it more clean for the eye imo. but otherwhise if u delete the blue map will seem so skiny (this is just personal no need to change)
so if any1 fails, the save is risky and not a corridor
i just saw that at the very end there is a fun play jetpack nvm it ๐
According to what I've seen, this part is not easier than others, its really faily if you don't know how to do it
Speaking about the corridors, I made the intentionally the way they are, currently I want to keep them as is.
Upper corridor is needed because if a tee fails the drag at the middle of the part, then that "upper" tee will stuck there, and in this case he may block the part (I marked it as green on the screenshot), so he can just move into spec and then dragged out when the part is done.
Similar thing with the lower corridor, its just needed to rescue tees that failed the part, no reason to make the rescue process difficult, because the part is between those corridors, not corridors themselves. This is needed only for rescuing tees.
visual glitch fix
oh dam sry i just made it fast
forgot that i was using my version xD
yeah ๐ thanks for your comments ๐
Yeah we can do that, thank you
@tsin666I like how these new colors work together
recolored version ty mister Tsin
^FYI
Okay thanks ๐
spawn fix
i think it didnt upload correctly
whats wrong there?
yeah afk zone is a good idea, I'll add it later
the spawn
unless u didnt change it
this is how it was before
something is not good here I guess?
i mean
did u changed it?
bc u said spawn fix and didnt change it
OHHH
I did, look at my recent screenshot
nvmmm sryyy
missunderstanding
i touhgt u was going to do like the grandma one or sm
but nvm nvm mb
idk I think thats enough
afk zone
yeah but this red way is useless because u cant get unsolo this way
tru
Include a changelog after uploading map updates (preferably with screenshots).
wtf is up with the logo
whats wrong there
what isnt wrong about it
could you please describe your issue
a lof of QoL fixes I also rebalanced few parts, I made them easier
During my last tests, I realized that the beginning of the map was too difficult, but overall, players enjoyed it. To improve the experience, I introduced the following changes:
- I revised the first section, as the previous version was somewhat blocky.
- I added an alternative route to the top to split the players. This also makes the section less blocky.
- I removed the kill tiles and added a way to rescue fallen tees.
- Based on feedback that a part was too difficult, I made it easier.
- Similarly, I adjusted the hookable area slightly to the left.
I marked all the changes on the screenshots: the old version is on top, the new version is on the bottom.
Hey everyone again.
If anyone tried to test the map and thought โplayable with SUPERโ and put it aside for later, please try again, since then the map has become way easier and less faily.
legend
(I did it on my first try)
Is this intended?
5:55 intended way
@draggoryThe way you did seems also good for me
Alright
That's all i can think of rn, i'm tired af
Feels fine otherwise though
Thank you for your comments, tomorrow ill look into it again and will apply some fixes
reduced file size (I nerfed map logo quality, looks still fine imo)
1.12 -> 0.717
It depends on how you do it
At the moment I want to keep it as is
Thanks for your comments Draggory ๐
I also might (not sure yet) change design to the very old version something like I had on the screenshot.
But it takes so much efforts, I'm not sure yet if its worth it. And I would definitely do it only if the gameplay is fine and acceptable for DDNet, so I wouldn't do the extra-not-needed-work. (This design is really VERY time-consuming). So atm we go with the current red design and these tiles.
don't know how whole map would look like but judging from this last screenshot it might also look nice =] however those bluish "mountains/ground" in backgroud could be a lil bit more greyish so they wouldn't pop up so much. With more greish colors in backgroud it would be easier for players to focus on "main stage" ^^
For now I just wanted to let ppl know that if the current red design is too simple/bad, it can be fixed. The main thing is to check that the gameplay is ok.
Speaking about the background, you are right, I'll find something, maybe just make it blurry, that will also work...
time cp was placed wrong
fixed corners/freeze design
thanks The Inadapted guy
but you should have it there. fine for me
should be fixed?
having dj on hh map is not real. u will lose it helping someone all the time xd
im really not sure if this map is in a good state to be released in the near future tbh it kinda lacks a special part structure to me. since its just 1 wide tiles everywhere the map doesnt really have a personality, but thats not that important. the biggest problem to me is that most of the map appears to feel like filler parts (some of the fillers are good tho since the stopper stuff is interesting) as there arent that many "real" parts even tho the map is quite big and most of the parts themselves arent as impressive as one might wish.
in general
not all filler is bad
but u need to strike a good balance between filler parts and "real" parts
most filler hammerhit parts on this map arent as well shaped as on other hh maps by other experienced mappers
i hope u can understand my opinion that i do not think its worth to rls the map at the moment because of the filler ratio
maybe a tester will think otherwise
just an example of what you could do to your background, i thought about lava and volcanos, so i added a glowing (i can send u this, but i only edited these 2 clouds xd); white clouds don't look good on that background imo; right now the design is very simple edit: didnt see that you already suggested reworking your design
theres 1 thing i want to add to this topic: since i dont want to just express negative things, i want to show you a "positive" example. my map (vacando) received lots of positive feedback by good players (dont wanna brag but its fax ๐) so i wanna show u my ratio of filler and "real" parts (even tho it might be biased since its mine ofc), maybe this will help in structuring ur future maps and i hope u notice a significant difference between them xd
Your map submission has been declined.
)
why