$rate balance=7 flow=8 creativity=7 playability=7 fun=1 design=1 bonus=0
Like this map
gl
tested this map with mapper before uploaded on ddnet
$rate balance=7 flow=8 creativity=7 playability=8 fun=2 design=1 bonus=2
tested with mapper much time ago, rly nice map 😃
why bonus?
because i like map ?
isnt bonus something like extra points if u liked map?
bonus is if there is something really special. if you just personally like playing it that would be fun
or if you like the design then design
oh, ok
sry
$rate balance=7 flow=8 creativity=7 playability=8 fun=3 design=1 bonus=0
np, btw u don't need to repeat all criteria if you update one^^
Fixed freezebug, back tele at finish, and hammer sign at cp 14, final version
$rate balance=6 flow-8 creativity=6 playability=7 fun=3 design=1 bonus=0
` is not a valid category.
$rate balance=6 flow=8 creativity=6 playability=7 fun=3 design=1 bonus=0
Good map, I like the fact there is a pro way with good flow and a noob way
I played through a large portion of this map. Certain mechanics repeat very often (such as holding the dummy against a stopper to get speed) and many parts strike me as quite generic. Many drag parts are made more difficult than they should be, only because they contain excessive edgehooks. The structure isn't very well mapped. Design would be acceptable if the map's overall quality was higher. I don't think this map is worth releasing, sorry.
LUL
Ravie>edgehooks
It's pretty obvious when edgehooks are put in place as a lazy way to make the part harder.
these edges are not necessarily too hard
I found them rather annoying and uncreative
because u r moderate player u see them annoying
dont forget its brutal
This channel is not about me, it's about this map
maybe let test this map for players that actually can play it
I can play it and I did, and I wrote what I saw in the map 🤷
Mechanics repeat very often: 4 times to be exact which is lower than half of the whole map.
The structure isn't very well mapped: What do you mean?
It's mostly just square rooms/tunnels, with occasional oddities. Some parts are awkwardly placed/connected
What? 😂 😂
If one mechanic repeats in nearly every drag part for half of the map that's still bad
4 times out of 25
Parts are well connected, keeping a good flow for speedrunners
The stopper thing is in all 5 first drag parts, then it occurs 2 times later in the map and then 1 more time near the end of the map.
Also using a switch in the middle of a drag part to open a door occurs 4 times in the map
Can you provide me screenshots
yeah nothing bad with it
give me a minute
kill tiles have have a similar color to freeze which makes them not recognizable on a glance (when they are in freeze)
using timed switches wouldnt really work well on that part
why?
did you play it yet
use timed switch with delay 0, then it's only active when u stand in it
that's what you try to achieve with the construction or no?
so why does it matter
i dont get it
more clean entities and generally better mapping practice
makes it more convenient to understand the part in entities basicly
it's spammed with special tiles already
okay
i guess i looked at it the wrong way in my head rn
repeating unhook tiles at the map borders are ugly af
yea sure but were more into gameplay then design
CTO works for FROM ?
I like the design in general, just the borders are ugly 😄
normal TO tele
ok
yea no arguing there
but optics dont really matter imo
depends, if the map looks appealing, more people might be playing it
as opposed to really ugly maps where people might not want to play it 😄
well i cant really speak for that since i play in entities only
i get it if the map is like bright pink i wouldnt play it but other than that id judge by parts
3rd screen is not even necessary
But 6 out of 25
isnt too much i guess 😄
uncreative by using stoppers
Uncreative by using the same kind of stopper trick in more than half of the drag parts on the map, idk where you got the 25 from
yea it is prolly
3/4 of all drag parts use the same 2 simple tricks without a whole lot of variation
how is that not variation
i wouldnt call 1 part in this map similar to another
Thats like saying purple panic using hook in every part..
Purple panic is ddmax, there is no way it would get released by today's standards
just an example we can take every map lol
you forgot that hard edge part i think its 16 or 18 idk
there are stoppers too
yes but they arent used in this exact same way
to get speed yes
bad for a map called road to rank 1
speed would be misplaced in this map i think
If you want a speedrun map there are better ways to achieve good flow than putting stoppers on an otherwise poorly mapped map
he's kinda true that it's always the same mechanic. from the screens it looks also like it's always in the same direction, so not even variation there
and that makes it a "poorly mapped map"
aight then
😄
I haven't speedran it, so I don't know for sure, but it looks quite poorly mapped, most maps that are mapped from mainly straight tunnels/rooms have poor flow though
what would be your guess at time?
from a good sr
not sure since I played it with dummy
this map can't be completed with dummy
a map of this length with good flow would take about 2 minutes I'd say
2min
ROFL
feature
no look on the floor
@jaothought so xd
im kinda losing interest to talk to you since that "2min" idk
that's plausible since you can pretty much do any drag part fast with enough training, and besides drag parts there are a lot of hammerfly/hammerhit parts etc that go by quite fast
you think this sized map would take 2min im starting to doubt that you played this map idk
hes probably trashtalking as always
not worth to listen to him
how long does it take you in a speedrun then?
im open for anything
we havent done a perfect yet
but id say about 11mins
how is the speedrun time related to using a same mechanic multiple times
I just ran through with super and skipping parts and need 3 min already
This map really isn't very long, there are maps of simillar length that take 2-3 minutes
then play it
lol
im starting to doubt that you played this map idk
I did, and I had a close look at all the parts
i think ravie is a troll
very good troll btw
seems like it
Doesn't say our map is good = troll
bro you are saying it takes 2mins to complete this map
thats pretty troll
xD
Maybe add map is too short
I'm not saying this map takes 2 minutes to complete, I'm saying a map of about this length, but with perfect flow would take about 2 minutes in a perfect run
wat
25parts in 2minutes
id love to see that on any map
maps have different styles, you can't make a general statement like that lol
that shit would go viral
I have no idea how you counted 25 parts on this map (unless you count every tiny filler part)
if you count a map by drag parts
then back in time has 6
lul
=20sec finish
hax
r1 real quick?
Brutal Server (10/309 maps finished)
best rank 18
No, because maps like Back in Time consist of mostly what is considered filler parts in most maps
we'll accept your criticism on that stopper thing the rest is questionable but feel free to rate the map
i agree
What do my ranks have to do with anything?
its like a novice player rate insane maps
😄
No, it's not
kinda is
This is more about mapping than skill
dont think so, but its ur opinion 😄
Well only maps i saw you release was 2 solo maps and 1 dummy *1
Good players aren't necessarily good mappers, and vice versa
I've been mapping a lot more than what you see released on DDNet
why do you judge the person and not what he reports to you
helps no one
Maybe if I had 20000 points but no experience about mapping at all they would take me seriously 🤔
i cant take his other critizism serious im not gonna chat with you lol
bad attitude
but worth for this person
You have the right to be angry, but you flaming me won't change anything about this map
they dont wanna listen to ur opinions anymore, u can leave this topic 😃
You should leave the topic instead, since so far you have said nothing of any value
can u not tell others what to do
@Jesus Christlol
u can, not u have to
😘
same thing
can u not tell others what to do
@Jesus Christ@Ravielol
i edited it for u
I said should
same thing
$rate balance=5 flow=4 creativity=4 playability=7 fun=0 design=0 bonus=0
LUL rickus still mad
any possibly way to fix this? with keeping it endless going?
no
I guess the only fix is to make more space between border and gameplay
You can add a new group and add an identical unhookable layer and then offset the layer by some amount of tiles and make it go far enough that you can't spec the end
btw on 'Flux' map that trick with stoppers and speed is on every/almost on every drag part and it doesnt make the map boring or bad
Flux is an overall better made, more creative map so there's no reason to compare it
u are so biased xd
this is LITERALLY what flux does, why doesnt it apply to it?
Flux also has a lot of creative, intricate drags and new ideas so it's forgiveable
$rate balance=6 flow=7 creativity=5 playability=8 fun=4 design=1 bonus=0
u rly should make these 2 harder
they're like random mod 1 transition parts in the middle of brutal parts
Changed design, fixed 2 parts (screens from snail)
Fixed out of map design
- 800mb just for that? sounds like something is messed up
sending the map file again should fix uploading
kb
not mb
???
its 800kb
typo
is it important how big the file is
yes
you embedded vanilla mapres in the previous version btw
maps should only be > 1mb if the design features a lot special graphics, animations and such stuff
but it's not hard to keep the filesize small, thus "sounds like something is messed up"
it contains animations and alot of design, but also out of map design which i think makes the map so big
it's a rather simple design, similar ones are way smaller
what kind of animations do you have?
the out of map stuff might be the reason, but +800kb is still a lot
Lightning on lamps, ye
that's not a 'special animation' xd
idk what you consider to be special it's an animation after all
well, it's a 10s envelope
sounds pretty basic to me
Still makes the map file bigger if placed at least 30 times?
not visibly
oh well then idk
Which layers should be external?
`
ok it seems the amount of unhooks causes the huge filesize
ye
would be nice if you could reduce that to a minimum
most of it you actually never see while you are playing
maybe having repeating instead of randomized tiles in areas you never see will help
or don't allow players to go so far out of the map
1,5 mb is ok?
I uploaded the map manually, not sure why exactly it fails
yea better
just looks super weird if you zoom out
but w/e
xd
maybe file was too big
ye lol
I can't imagine how many unhooks you would need to blow a map up to 2+mb, something is definitely not right
any guess? mapres size combined is 650kb
before out of map design it was ~1,4mb
so idk
With all mapres removed it's about 950kb but the tilesets have a lot of unused stuff (mainly fonts and grass doodads) it's probably possible to get it down to 1.2mb though
A 1000x1000 map filled with randomized unhooks is 900kb (without mapres) so it's probably the reason, if you remove unused tiles from mapres it will be okay then.
(just an example)
I think some more stuff should be in HD (e.g. stars)
It should say "Hund" here
who are u again
I dont tihnk any other colour will fit for deathtiles then the actual unhook colour
I think the same color but lighter would work
-Very annoying to have to go back up if your partner falls down in the first part. -CP 2 is useless -Some parts flow pretty poorly, but no parts flow particularly well -Many things repeat much too often (stopper hooks, edgehooks, doors, speedfly) -Filler parts are very boring and basic -(Nearly) every drag part has an edgehook. Edgehooks are not a way to go in a (supposed) speedrun map -Why are there 'Team - Unlock' tiles? You will have to rejoin team if you wanna replay the map which kills the idea of this being a speedrun map even further. -The whole map is mapped very poorly (Messy switches, laser stopper tiles, checkpoints, etc. everywhere), very poor structure. -Ugly, messy design I still think this map is not releasable/worth releasing, but what can I argue against the all-powerful MRS's decision...
how is it a "supposed speedrun map"? besides the filter there is nothing speedrun-ish to it
The name, there are some (not very good) speedrun ways
well ok, but I still wouldn't call it a speedrun map. you can have parts with multiple ways (especially when its fillers) in normal maps too
Even if it's not a speedrun map (which to me looks like it's trying really hard) it's still not a very good map imo, just remove my points about flow
I agree to poorly mapped, which I am trying to help them improve (see above). rest is okay to me
You can't improve a structure like this without remapping the whole map from ground up
strucutre is good enough for me
It's just squares and sometimes random bits sticking out awkwardly, or at the last part just a jagged tunnel out of place
Also the parts aren't connected to each other nicely at all
m8 did you even play the map
seems like you just looked at it
"excuse for speedfly" is just possible with shotgun shitfly, i dont see any kind of speedfly there
rdy 3*
I did minor fixes (moved a TO-tele up, start cleaner tele, removed spammy laser-blockers)
I also noticed that you have a
setting, which is the default. do you want to disable it? in that case set it to 0, not 1
i think it doesnt matter anymore gonna remove it