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Optimized version:
Animations are sooo cool 🤩
Some design errors (maybe the last one was intended) :
I would add a respawn in this part. It seems a bit too faily imo.
The rest of the map is really good, fun, and original. I found no skips.
2 ways possible in the last part :
Since the skip in these two places doesn't make clearing the levels any faster, I feel there's no need to fix it. It's actually quite a good way to recover from a mistake.
Yeah, you're right, no need to fix ! I was just wondering if it was voluntary (or at least, if you're ok with this alternative path).
(I'm "Maitre Onidasol", i switched account)
sure
Okay, I've tested this new version and it feels better. You have some ways to recover now. Great job 👍
CPs are fine, but I would move 13 and 19 so they're consistent with the others.
CP 6, 7, 8 are a bit weird, but it's ok for me as long as they provide good QoL.
I think i'm done testing your map, now it's up to the other testers.
thanks for your suggestion
seems all good
First ready set by Trial Tester. Map needs to be tested again by an official tester before fully evaluated.
Optimized version:
$waiting
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I strongly disagree. CP 30 is important here and here's why :
- In the upper part, water makes you bounce. So there are plenty of ways to recover in case of fail (even if the other player runs into the tele).
- In the lower part, you have no way to recover in case of fail. You need a tele or it's freeze --> certain death.
Of course it's always possible to fail, but it would be much worse without tele.
I still agree with the rest of your suggestions.
meh but sure
i mean its just a swing xd is going to be hard to fail it tho
You're right ! But it's far from the start. It just seems more logical to have a tele here, like in the rest of the map 🤷♂️
I don't know what you mean by that
I can only fix what I can understand first
I assume : part works not all the time
Correct me if I'm wrong, but I think
@arrowastaken's suggestion looks more like that
🆙
First ready set by Trial Tester. Map needs to be tested again by an official tester before fully evaluated.
Optimized version:
Map channel has been moved to waiting mapper.
i tested it with s1mple, i still think that the start wont work well in t0, especially if you start the map with 10+ tees (and yeah some regions just run maps in groups like those), it's hard to fix now, but look out on your future maps i guess, or make it easier (imo it's fine if the first part is easier than the others) overall i'm not really a fan of the map, it's rather a brain map, so the game flow is not really there unless you already know all the parts. the mechanics are usually not that interesting or in some cases, because of the part structure, the parts are very tight. it's hard to fix that without breaking the parts. (i'm not arguing for a decline or anything, just want to say what i think)
Would it be more appropriate for me to add a mandatory team?
I don't like maps that force teams to form, as I feel it makes me feel unfamiliar with strangers
teamforce is usually bad 😅
yeah please think about the spawn, it's very tight, also take a look at the screens
Map channel has been moved to waiting mapper.
would be nice to have a checkpoint here, because otherwise you have to replay the whole part, if you fail the last hook in general i don't like puzzle stuff with unmarked checkpoints, because some stuff would be random, but your map is so small that it might be ugly to mark checkpoints, i recommend mapping with more space in future maps
star para values feel high plus generally it is better to make star para X and para Y the same (e.g. 1:1, 2:2) since it feels odd when you walk and jump as it is now
sometimes it doesn't work.
Map channel has been moved to waiting mapper.
You're not supposed to hook
still, should work either way since its not obvious you shouldnt be hooking
just double layer unfreze should be fine
or remove hook block in top
too much spam
u still can use dj and have same problem
dont use dj then, ez
and now it will be possible to fail in freeze
what u mean?
You can fail freeze in both versions anyway
you can't fail it in this version this way
Oh, you mean this. It's moderate, it's fine for this difficulty.
i don't think it's a big deal in the first place if you do the setup wrong
It takes a lot of effort to die like that.
and both need fail like this. i think this is fine.imho
wat
two layers is not spam, its ok
To me it's spam, why make two lines when you can make one?
its just an extra line, not like its a big square of switches or something
this was ignored
Map channel has been moved to waiting mapper.
You didn't fix the stars + you might wanna synchronize the logo animation (so everybody sees it at the same time)
Map channel has been moved to waiting mapper.
have fixed
Hey, decent parts but the spacing of the whole map felt off - it's just way too tight. My Notes:
- Let the bottom player do a bit more by adding another section?
- Remove some of the freeze so you can jump while pulling your partner up without getting frozen. Add more hooktrough so you don't have to stand below the ceiling. Move the marked section a bit so you can get off the stopper without falling all the way. Also unmarked but you can add some more space for the jump.
- That only one wide gap is a bit annoying maybe add a block that you can walk against and/or make it wider.
- Give some more space for the swing on the left side and make the catch on the right a bit more intuitive it's too forced the way it is.
- A hooktrough above so you won't pull the other tee into the tele while walking so far left and on the right make it more intuitve by blocking the top hook as suggested.
- The top could be raised for better spacing and the bottom hooktrough extended for an easier hammerrun setup.
- Raise the top again and increase the one tile gap to a two tile gap.
- No need for it to be so tight. Give some more space to do the middle part. (Don't forget to move the raised tele a bit left as well.) And remove the stoppers they are pretty unnecessary.
- Add a way to drop left from the top it doesn't feel great to go all the way back because you failed the setup.
- Lower the bottom by one tile and add hookables - it's annoying to go hook your partner up if they fail the hook.
- Lower the platform by one and add more blocks so it's not as awkward for the second tee to get in.
Also change the design for unfreeze and the stoppers. They are literally the same as the tele.
If you find some more ways to improve the spacing I'd be happy to see you implement them. :)
Map channel has been moved to waiting mapper.
Thank you very much for your suggestion. I have completed all the parts that I can modify.
👍 Looks a lot better now but I still found some more issues during a second playthrough.
- I took the liberty of opening up the editor to make some changes as an example to that part. Would fit the original idea while making it more comfortable. :) Also the green circles indicate missing entitie tiles.
- You have that hammer indicator shown on the design at the part earlier, why not add it here as well? Remove one line of blocks and shift it a bit right while removing two layers of freeze as marked. Will make the hook and getting up more clear.
- Add one more hooktrough below the block that was added last time and lower the tele on the right by one. I also would like you to include checkpoint indicators in the design for the longer parts.
- Tight spacing above. Move the sections marked orange up by one and put unhook at the purple spot with freeze in front and remove the wall that was there earlier.
- Shifting the hooktrough up a bit makes it more intuitive and less awkward if you swing in a bit far.
- You opened up sections above compared to the last version if I didn't miss them? I don't see why it just makes it a bit more confusing. I would close them, raise the roof at the orange marked spot, add checkpoint indicators in design and make the first tele at the bottom a freeze tile instead.
- Checkpoint indicators. ^^
- I would remove most of the platform extending from the left and add a bit coming from the right. You can remove the checkpoint here it's just there if you don't hold one hook for long enough - not worth a checkpoint for me.
Any questions or thoughts feel free to ping me!
Map channel has been moved to waiting mapper.
- Animation of water is bugged, not sure if it's somewhere else on the map or not but just letting you know. 2-3. Unused image and envelope. 4-8. Imo unfreezes like these should be marked because they are important to know while playing quickly. 9-10. Corners (there might be more)
Map channel has been moved to waiting mapper.
Should be ready after those fixes, parts are enjoyable to me, spacing is a little low (it's kinda to late to fix, would've been whole map rework
) but it's not too game breaking, bringing it up for your future maps.
A few more things - mainly spacing. :)
- Raise the roof here by at least two. Makes it more comfortable to get the second player under.
- Also raise these blocks so you can go left wall yourself more easily.
- Raising the floor here by one so the top player can reach the bottom player.
- A less sharp direction change would be great I would also make more of the blocks hookable.
- Lowering the hookables by two so you can see them before jumping.
- Similar to '4.' Better spacing for less sharp direction changes.
- A higher roof would make a better entry for the first hook.
- This one block to the right. It's a bit tight at the moment.
This part is pretty skippable at the moment. Something as I suggested at '1.' https://discord.com/channels/252358080522747904/1249382638163066923/1284511029367148656 here should work. (Maybe with only one hooktrough above, I haven't tested it.)
Map channel has been moved to waiting mapper.
map looks ready to me, i find it pretty fun too
First ready set by Trial Tester. Map needs to be tested again by an official tester before fully evaluated.
Hey, I found a few more small things that are mainly recommendations and some design bugs. :)
Starting with the gameplay:
- Would be nice to have this shifted one to the left so it's more straight forward to get the top tee a bit to the left to hit the unfreeze.
- If you try to hammer here the second player sometimes hits the corner and you have to retry. Would be a QoL change.
- Suggestion to move the bottom unfreeze/jump refill up by one and delete the unfreeze above. Would look less messy.
- QoL to remove one freeze here.
- Similar to 2. if you hammer and the second player ends up left wall it's a fail. Up to you if you want to change it.
Should be ready after. :)
Map channel has been moved to waiting mapper.
(If you adjust 3. make sure the hookable stays in reach)
you alive?
fr
sorry i accidentally killed him
Man we could have a better map than whatever ekhem is doing