Mentions:
@0526pinFixed some bugs and optimized the fixed hook route
- [CP 2/3] tele not marked in design
- [CP 6/7] put one hookthrough instead of edge cuz I see no other edge in this map
- [CP 10/11] consider make the cpto a bit to the right so you can just go right after hooking (same for other parts)
- [CP 20/21] move the platform higher so you don't have to hook it first before go right
- [CP 22/23] widen the gap so you can hold D and instead of stopping mid air (imo it's possible to hold D in current map but it would not be natural)
- Move the finish closer
- Increased arrow indication
- Modified the skip mentioned above
- Suggestions 1,4 are adopted 4.Modified the end section
Thanks for your suggestion and explaining some other suggestions: (2.) Edge is actually used in both cp6/7 and cp8/9. (3.) I tried to find that because the cp will have a logo, but not because it is partly pulled directly to the right, the cp will be strange to move to the right (in fact, it doesn't delay much time

). (5). I think the current state is quite smooth, I won't change it for the time being. (6.) I'm worried that players will unteam to get to a shorter time, so there is a section that requires two people to pass🧐
The previous file had an extra space

changed the logo
- Make the color difference of bricks more obvious
- Move the arrow out, perhaps more obviously
- Changed timecps
wrong direcction
<
You can climb up by hooking onto the floor and climbing up and finish the map without a dummy.
spec is off
- Corrected the issues mentioned above 2. Added a few more squares at the end 3. Adjusted the logo
idk about rest of map but i saw how someone race this part. 1 this edge is useless u can skip it and its only confusing 2 this hook block also can be removed by increase length on 3 platforms this part is tight and have a lot of useless stuff. i recommended use default size platforms like 6-8 tiles (not 3-4 like on ur part) gl with ur map)
This has already been mentioned by Kenneth in his video(s)
Just extending the platform would break the part, I'd recommend reworking it entirely.
cus its didn't put on waiting, i didn't realized its already tested
second video showcases how it's skipped
oh i thought you meant extending the bottom platform
that seems to make it much easier tho no? :o
that seems to make it much easier tho no? 😮 when u fix smth its always do part easer. second video showcases how it's skipped i still cant find where he mention default length platform, he talk in video?
wat, i talked about your first point
this edge is useless u can sksip it and its only confusing
ok now i got u, i think u completely mis understand me. and aslo miss the changes what mapper did. plz next time, quote for better context.
and no fixing something != making it easier
if u bad mapped part turn into well mapped part and KEEP IDEA its always be easer, if u didnt increase difficulty by add smth new.
Suddenly becoming so lively and receiving so many messages, the main idea is to extend the platform of TP3 and reduce unnecessary operations, right?

check video
also this jump at start also bad.
Does it mean jumping with difficulty?👀
Hey, we had a quick look at your map! 😄 Unfortunately your map seems to be lacking in quality currently. This is mainly because clunky movements are being forced and because difficulty is mainly due to lacking of quality of life. This means that parts are mainly only difficult/special because of how tight or precise it needs to be. We'd advise you to please try to map more convenient and avoid such stuff. Have a look at the appended screenshots to understand what exactly is meant and to get examples. Please note that those are only examples and that you should check your whole map for similar mistakes by yourself! Hope to see good fixes and a decent map after you've done that! 👍
i mean this jump jsut a waste of time cus any novice player can do it.
unknown


You need to fix the map name. 😸

That's strange, the name is correct elsewhere.
Are you using the DDNet client?
、

I can use it with a computer, but not with a phone.

this feels more like a brutal
keep bg blue when high detail is off, it looks so empty at least keep bg color.
if there's no bg it uses the color in your settings file, which by default is gray
so it could be bright red for some people
i guess
is that a no for me or a confirmation??
that's a "you should fix it cause it's buggy"
why design so ugly ;c
this glow and blur on the blocks looks cheap
flow is better that way
less annoying
1 tile gap between tps >_<
actually this one is w/e since u can do 1 small hook before to directly take him under the platform
but still a good consideration imo
I agree, please consider the feedback above carefully
Okey, in general map is not that bad and by that I mean parts have potential to be good BUT:
GAMEPLAY WISE:
-Fix spacing , make more space in some places, remove unnecessary 1 tile gaps
-Almost every part need some tweaks, and some of them need a rework
-Remove every arrows right at the entrance of every ''drag hole'' next part thingy idk how to call it >_<
Since this map is typical example of speedrun map, consider these ones:
SPEDRUNNING TWEAKS:
-Make easier access to the next parts for the tee that just finished part ( dragger)
-This applies to the whole map in general but some hooks need to be tweaked for better flow. This applies to the parts that are fine as they are but could be better so they are more satisfied.
I will try to upload screens with the parts that i have issue with and needs to be either tweaked or reworked along with my version of the part for view only so u can have an idea of how the parts could be changed.
actually, u can leave em as they are, forgot u can jump during the hook and works perfectly fine haha
design wont be hurt, cool
okey im not paid enough, maybe somebody else will point out other things or try to help you, there is a lot of things to change in this map, a lot of hooks feel like they been speedmapped, but i stick to the main things that i just said above before i started posting the screens.
Good luck
wow ! Thank you, your not paid enough...
(ignore this)
Forgotted map
perhaps some fixes soon