#dote
"dote" by spiritdote [Moderate]
DDNet 06/09/2024 3:20 PM
@spiritdote

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

dote.map
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DDNet 06/09/2024 3:20 PM
murpi 06/09/2024 4:02 PM

Preview:

DDNet 06/10/2024 12:13 AM

Optimized version:

dote.map
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doctorphadine 06/11/2024 10:12 AM

Animations are sooo cool 🤩

doctorphadine 06/11/2024 11:53 AM

Some design errors (maybe the last one was intended) :

bush.PNG
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doctorphadine 06/11/2024 11:54 AM

I would add a respawn in this part. It seems a bit too faily imo.

cfrm.PNG
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doctorphadine 06/11/2024 11:56 AM

The rest of the map is really good, fun, and original. I found no skips.

doctorphadine 06/11/2024 3:35 PM

2 ways possible in the last part :

spiritdote 06/11/2024 4:23 PM
dote.map
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spiritdote 06/11/2024 4:26 PM

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.

jeanclovis0387_91215 06/11/2024 4:43 PM

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).

jeanclovis0387_91215 06/11/2024 4:44 PM

(I'm "Maitre Onidasol", i switched account)

spiritdote 06/12/2024 3:31 AM

sure

doctorphadine 06/13/2024 11:58 AM

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.

CP13.PNG
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doctorphadine 06/13/2024 12:01 PM

I think i'm done testing your map, now it's up to the other testers.

spiritdote 06/14/2024 11:27 AM
dote.map
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spiritdote 06/14/2024 11:27 AM

thanks for your suggestion

spiritdote 06/14/2024 11:28 AM
texnonik 06/15/2024 10:33 AM

seems all good

DDNet 06/15/2024 10:33 AM

First ready set by Trial Tester. Map needs to be tested again by an official tester before fully evaluated.

DDNet 06/15/2024 10:33 AM

Optimized version:

dote.map
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arrowastaken 06/18/2024 5:54 PM
arrowastaken 06/20/2024 3:31 PM

i find this place inconsistent

arrowastaken 06/20/2024 3:36 PM

the cp 30 is not necessary, like if you do the part normally, the other player on top will fall into the water. So if you touch the tele you will die whether the cp is there or not

arrowastaken 06/20/2024 3:41 PM

just use freeze here instead of cps

arrowastaken 06/20/2024 3:42 PM

cp 24 doesnt make sense, use the cp 25 instead

arrowastaken 06/20/2024 3:46 PM

imo the start/finish line should be behind the tee

arrowastaken 06/20/2024 3:50 PM

actually here just delete the cp 23 and 24 and use freeze

arrowastaken 06/20/2024 3:51 PM

$waiting

DDNet 06/20/2024 3:51 PM

This command was not found.

doctorphadine 06/20/2024 4:42 PM

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.

doctorphadine 06/20/2024 4:51 PM

CP23-24 are here because player goes this way (see picture). It's not necessary and could be removed or replaced with CP25, but you would loose QoL (restarting at the other side of the room). In all cases, it's better to keep the tele so it's not too faily.

doctorphadine 06/20/2024 5:07 PM

I still agree with the rest of your suggestions.

arrowastaken 06/20/2024 6:08 PM

meh but sure

arrowastaken 06/20/2024 6:10 PM

i mean its just a swing xd is going to be hard to fail it tho

doctorphadine 06/20/2024 6:17 PM

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 🤷‍♂️

spiritdote 06/21/2024 4:57 AM

I don't know what you mean by that

spiritdote 06/21/2024 5:10 AM

I can only fix what I can understand first

dote.map
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texnonik 06/21/2024 9:01 AM

I assume : part works not all the time

doctorphadine 06/21/2024 10:18 AM

Correct me if I'm wrong, but I think

@arrowastaken

's suggestion looks more like that

doctorphadine 06/21/2024 10:27 AM
spiritdote 06/21/2024 10:36 AM
dote.map
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arrowastaken 06/21/2024 2:23 PM

🆙

DDNet 06/21/2024 2:29 PM

First ready set by Trial Tester. Map needs to be tested again by an official tester before fully evaluated.

DDNet 06/21/2024 2:29 PM

Optimized version:

dote.map
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knusk1 07/03/2024 9:52 PM

close this

knusk1 07/06/2024 11:31 AM

i guess these lines arent on purpose (they are also on finish line)

knusk1 07/06/2024 11:32 AM

first parts should always have a lot of space, especially in easier maps. since its right after start and u have to hook across two hookthroughs to complete the part its definitely to tight for a starting part

knusk1 07/06/2024 11:48 AM

both can go up here (its faster)

knusk1 07/06/2024 11:54 AM

doenst the design look extremely sad? maybe you could add something in the background to make it look more lively

knusk1 07/06/2024 12:01 PM

these spaces felt really tight, especially in t0. i wonder if u could open them up a bit

knusk1 07/06/2024 12:05 PM

would be good if made the space down there slightly bigger and moved the water pit 1 tile to the right since its really hard to get someone back who accidentally jumped in

DDNet 07/06/2024 12:13 PM

Map channel has been moved to waiting mapper.

spiritdote 07/12/2024 8:51 AM
dote.map
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f0rtishka 07/12/2024 1:17 PM

i think this section is way easier than any other on the map

balami. 07/14/2024 5:44 PM

since you added the new cp, a cp 28 tile would be nice here

balami. 07/14/2024 6:32 PM

cp 27 here? it would cause a weird interaction if you miss it

balami. 07/14/2024 6:35 PM

the map is moderate 2-3? i think it's hard to save others here for that difficulty

balami. 07/14/2024 6:40 PM

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)

spiritdote 07/15/2024 5:39 AM

Would it be more appropriate for me to add a mandatory team?

spiritdote 07/15/2024 5:42 AM

I don't like maps that force teams to form, as I feel it makes me feel unfamiliar with strangers

balami. 07/15/2024 9:29 AM

teamforce is usually bad 😅

balami. 07/28/2024 6:21 PM

yeah please think about the spawn, it's very tight, also take a look at the screens

DDNet 07/28/2024 6:21 PM

Map channel has been moved to waiting mapper.

spiritdote 07/31/2024 8:34 AM
balami. 07/31/2024 10:34 PM

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

f0rtishka 07/31/2024 10:39 PM

i suggest adding an unhookable tile here becuase it's an easy fail if you hold D and fall in tele

f0rtishka 07/31/2024 10:54 PM

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

f0rtishka 07/31/2024 11:06 PM

put this sign below tee

comebackplay 07/31/2024 11:09 PM

sometimes it doesn't work.

f0rtishka 07/31/2024 11:21 PM

What is this section for? I had multiple thoughts but none made much sense

DDNet 08/01/2024 1:14 AM

Map channel has been moved to waiting mapper.

steinchen99 08/02/2024 5:08 AM

You're not supposed to hook

louis.place 08/03/2024 6:05 AM

still, should work either way since its not obvious you shouldnt be hooking

louis.place 08/03/2024 6:06 AM

just double layer unfreze should be fine

lolkildal 08/03/2024 7:08 PM

or remove hook block in top

comebackplay 08/04/2024 6:39 AM

too much spam

comebackplay 08/04/2024 6:39 AM

u still can use dj and have same problem

lolkildal 08/04/2024 6:42 AM

dont use dj then, ez

comebackplay 08/04/2024 6:42 AM

my way of fixing it is to just raise the unfrezze line.

f0rtishka 08/04/2024 7:02 AM

and now it will be possible to fail in freeze

comebackplay 08/04/2024 7:03 AM

what u mean?

comebackplay 08/04/2024 7:04 AM

You can fail freeze in both versions anyway

f0rtishka 08/04/2024 7:04 AM
f0rtishka 08/04/2024 7:04 AM

you can't fail it in this version this way

comebackplay 08/04/2024 7:07 AM

Oh, you mean this. It's moderate, it's fine for this difficulty.

f0rtishka 08/04/2024 7:07 AM

i don't think it's a big deal in the first place if you do the setup wrong

comebackplay 08/04/2024 7:07 AM

It takes a lot of effort to die like that.

comebackplay 08/04/2024 7:09 AM

and both need fail like this. i think this is fine.imho

louis.place 08/04/2024 7:21 AM

wat

louis.place 08/04/2024 7:21 AM

two layers is not spam, its ok

comebackplay 08/04/2024 7:26 AM

To me it's spam, why make two lines when you can make one?

louis.place 08/04/2024 7:26 AM

its just an extra line, not like its a big square of switches or something

spiritdote 08/05/2024 6:38 AM
balami. 08/05/2024 11:22 AM

this was ignored

balami. 08/05/2024 11:25 AM

there are still easy ways to increase the space here, you can remove some of the freeze, remove the water and lower the platform, so it's not that painful in t0 (basically adding more spots to wait close to the part, because people usually don't go out of sight when waiting)

f0rtishka 08/05/2024 11:29 AM

actually, it was more about this thing which is not used at any point of playthrough

DDNet 08/05/2024 11:41 AM

Map channel has been moved to waiting mapper.

f0rtishka 08/05/2024 11:44 AM

missing design

spiritdote 09/04/2024 3:25 AM
dote.map
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balami. 09/06/2024 9:21 PM

You didn't fix the stars + you might wanna synchronize the logo animation (so everybody sees it at the same time)

DDNet 09/06/2024 9:22 PM

Map channel has been moved to waiting mapper.

spiritdote 09/09/2024 4:33 PM

have fixed

dote.map
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catseyenebulous 09/11/2024 2:56 PM

Hey, decent parts but the spacing of the whole map felt off - it's just way too tight. My Notes:

  1. Let the bottom player do a bit more by adding another section?
  2. 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.
  3. That only one wide gap is a bit annoying maybe add a block that you can walk against and/or make it wider.
  4. 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.
  5. 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.
  6. The top could be raised for better spacing and the bottom hooktrough extended for an easier hammerrun setup.
  7. Raise the top again and increase the one tile gap to a two tile gap.
  8. 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.
  9. 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.
  10. Lower the bottom by one tile and add hookables - it's annoying to go hook your partner up if they fail the hook.
  11. 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. :)

catseyenebulous 09/11/2024 2:56 PM
DDNet 09/11/2024 2:57 PM

Map channel has been moved to waiting mapper.

spiritdote 09/14/2024 7:55 AM
dote.map
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spiritdote 09/14/2024 7:58 AM
spiritdote 09/14/2024 8:01 AM

Thank you very much for your suggestion. I have completed all the parts that I can modify.

catseyenebulous 09/14/2024 1:48 PM

👍 Looks a lot better now but I still found some more issues during a second playthrough.

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. Shifting the hooktrough up a bit makes it more intuitive and less awkward if you swing in a bit far.
  6. 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.
  7. Checkpoint indicators. ^^
  8. 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!

DDNet 09/14/2024 1:48 PM

Map channel has been moved to waiting mapper.

spiritdote 09/15/2024 4:11 AM
spiritdote 09/15/2024 4:12 AM
f0rtishka 09/26/2024 9:04 PM
  1. 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)
f0rtishka 09/26/2024 9:13 PM

11-15. More corners.

DDNet 09/27/2024 6:04 PM

Map channel has been moved to waiting mapper.

balami. 09/27/2024 6:04 PM

can you lower this by 1? its annoying that you can't jump here (you will hit the tp)

f0rtishka 09/27/2024 6:07 PM

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.

spiritdote 10/06/2024 3:36 AM
dote.map
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spiritdote 10/06/2024 3:37 AM
catseyenebulous 10/06/2024 6:38 PM

A few more things - mainly spacing. :)

  1. Raise the roof here by at least two. Makes it more comfortable to get the second player under.
  2. Also raise these blocks so you can go left wall yourself more easily.
  3. Raising the floor here by one so the top player can reach the bottom player.
  4. A less sharp direction change would be great I would also make more of the blocks hookable.
  5. Lowering the hookables by two so you can see them before jumping.
  6. Similar to '4.' Better spacing for less sharp direction changes.
  7. A higher roof would make a better entry for the first hook.
  8. This one block to the right. It's a bit tight at the moment.
catseyenebulous 10/06/2024 6:46 PM

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.)

catseyenebulous 10/06/2024 6:47 PM

Adding two design bugs:

DDNet 10/06/2024 6:47 PM

Map channel has been moved to waiting mapper.

spiritdote 10/08/2024 9:14 AM
dote.map
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spiritdote 10/08/2024 9:14 AM
f0rtishka 10/10/2024 2:55 PM

map looks ready to me, i find it pretty fun too

DDNet 10/10/2024 2:55 PM

First ready set by Trial Tester. Map needs to be tested again by an official tester before fully evaluated.

balami. 10/18/2024 9:37 PM

did a run with melon, the only thing we found was this thing, which is inconsistent in two ways: you never used round tiles for tele and also it's higher than the game tile. other than that its ready, ig mod 2

catseyenebulous 10/21/2024 12:55 PM

Hey, I found a few more small things that are mainly recommendations and some design bugs. :)

Starting with the gameplay:

  1. 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.
  2. If you try to hammer here the second player sometimes hits the corner and you have to retry. Would be a QoL change.
  3. Suggestion to move the bottom unfreeze/jump refill up by one and delete the unfreeze above. Would look less messy.
  4. QoL to remove one freeze here.
  5. 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.
catseyenebulous 10/21/2024 12:56 PM

Design:

catseyenebulous 10/21/2024 12:56 PM

Should be ready after. :)

DDNet 10/21/2024 12:56 PM

Map channel has been moved to waiting mapper.

catseyenebulous 10/22/2024 8:03 AM

(If you adjust 3. make sure the hookable stays in reach)

happymaciek 12/16/2024 2:46 PM
@spiritdote

you alive?

mirfay123 12/16/2024 2:49 PM

fr

oxyzo. 12/16/2024 4:13 PM

sorry i accidentally killed him

happymaciek 12/16/2024 4:14 PM
@oxyzo.

Man we could have a better map than whatever ekhem is doing