#yinghuo
"yinghuo" by pinfandsj [Moderate]
DDNet 07/26/2025 2:44 PM

Mentions:

@0526pin
DDNet 07/26/2025 2:44 PM
0526pin 07/27/2025 3:17 PM

Fixed some bugs and optimized the fixed hook route

pioooooo 07/28/2025 12:06 AM

Polished and fun to play. I only found this small design issue

kenneth.canif 07/28/2025 11:00 AM
  1. [CP 2/3] tele not marked in design
  2. [CP 6/7] put one hookthrough instead of edge cuz I see no other edge in this map
  3. [CP 10/11] consider make the cpto a bit to the right so you can just go right after hooking (same for other parts)
  4. [CP 20/21] move the platform higher so you don't have to hook it first before go right
  5. [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)
  6. Move the finish closer
kenneth.canif 07/28/2025 11:03 AM

Plus I actually don't notice it is hookable. Maybe make it stand out more

0526pin 07/28/2025 12:17 PM
  1. Increased arrow indication
  2. Modified the skip mentioned above
  3. Suggestions 1,4 are adopted 4.Modified the end section
DDNet 07/28/2025 12:17 PM
0526pin 07/28/2025 12:19 PM

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🧐

DDNet 07/28/2025 12:20 PM
0526pin 07/28/2025 12:22 PM

The previous file had an extra space

0526pin 07/30/2025 9:52 AM

changed the logo

pioooooo 08/10/2025 7:27 PM

Timecps are generally wrong, both tee should pass all timecps.

The arrows was hard to see before, I would change to blue or some other colors.

It's hard to tell the difference between hookable and unhook tiles.

Decoration layers are not all marked as HD, type

in local console for preview

0526pin 08/16/2025 9:48 AM
  1. Make the color difference of bricks more obvious
  2. Move the arrow out, perhaps more obviously
  3. Changed timecps
pioooooo 08/16/2025 1:44 PM

only these three teles are off ground, maybe change them for consistency

ramirok_ 08/21/2025 8:55 PM

wrong direcction

ramirok_ 08/21/2025 8:57 PM

<

ramirok_ 08/21/2025 9:04 PM
ramirok_ 08/21/2025 9:04 PM

You can climb up by hooking onto the floor and climbing up and finish the map without a dummy.

ramirok_ 08/21/2025 9:07 PM

spec is off

0526pin 08/22/2025 2:13 PM
  1. Corrected the issues mentioned above 2. Added a few more squares at the end 3. Adjusted the logo
comebackplay 08/23/2025 2:38 PM

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)

blaiszephyr 08/23/2025 2:53 PM

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.

comebackplay 08/23/2025 2:58 PM

cus its didn't put on waiting, i didn't realized its already tested

comebackplay 08/23/2025 3:35 PM

also when i doing this video i notice 1 tile hole is annoying better: 1 2 tiles here 2 keep difficulty by left here tp.
now its more enjoyable

blaiszephyr 08/23/2025 3:36 PM
@comebackplay

second video showcases how it's skipped

blaiszephyr 08/23/2025 3:36 PM

oh i thought you meant extending the bottom platform

that seems to make it much easier tho no? :o

comebackplay 08/23/2025 3:43 PM

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?

blaiszephyr 08/23/2025 3:47 PM

wat, i talked about your first point

this edge is useless u can sksip it and its only confusing

comebackplay 08/23/2025 3:47 PM

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.

blaiszephyr 08/23/2025 3:47 PM

and no fixing something != making it easier

comebackplay 08/23/2025 3:51 PM

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.

0526pin 08/23/2025 6:51 PM

Suddenly becoming so lively and receiving so many messages, the main idea is to extend the platform of TP3 and reduce unnecessary operations, right?

comebackplay 08/23/2025 6:51 PM

check video

comebackplay 08/23/2025 6:52 PM

also this jump at start also bad.

0526pin 08/23/2025 6:55 PM

Does it mean jumping with difficulty?👀

.freezy_ 08/28/2025 2:29 PM

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! 👍

DDNet 08/28/2025 2:30 PM
comebackplay 08/28/2025 2:55 PM

i mean this jump jsut a waste of time cus any novice player can do it.

.cammo. 10/25/2025 12:08 PM

unknown

0526pin 10/25/2025 12:11 PM
catseyenebulous 10/25/2025 12:12 PM

You need to fix the map name. 😸

catseyenebulous 10/25/2025 12:13 PM
0526pin 10/25/2025 12:13 PM

That's strange, the name is correct elsewhere.

catseyenebulous 10/25/2025 12:13 PM

Are you using the DDNet client?

0526pin 10/25/2025 12:17 PM

catseyenebulous 10/25/2025 12:18 PM
0526pin 10/25/2025 12:19 PM

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

ninja25226 11/22/2025 4:02 PM

this feels more like a brutal

ninja25226 12/02/2025 5:00 PM

keep bg blue when high detail is off, it looks so empty at least keep bg color.

ninja25226 12/02/2025 5:00 PM
ninja25226 12/02/2025 5:04 PM

put that first quad in detail off, that should fix 👍

.cammo. 12/02/2025 5:05 PM

if there's no bg it uses the color in your settings file, which by default is gray

.cammo. 12/02/2025 5:06 PM

so it could be bright red for some people

ililja 12/02/2025 5:18 PM

small design bug

ninja25226 12/03/2025 2:49 PM

i guess

ninja25226 12/03/2025 2:50 PM

is that a no for me or a confirmation??

.cammo. 12/03/2025 3:35 PM

that's a "you should fix it cause it's buggy"

dekael 12/06/2025 11:41 AM

why design so ugly ;c

dekael 12/06/2025 11:41 AM

this glow and blur on the blocks looks cheap

dekael 12/06/2025 11:45 AM

remove these blocks, make space so the tee can directly jump into the hole and be dragged. Better for speedruns

dekael 12/06/2025 11:45 AM

flow is better that way

dekael 12/06/2025 11:46 AM

less annoying

dekael 12/06/2025 11:48 AM

1 arrow is annoying, the whole sequence is tight without a reason imo, but you do you

dekael 12/06/2025 11:48 AM

1 tile gap between tps >_<

dekael 12/06/2025 11:49 AM

since its 2p, no reason to place arrows like this, just remove em all

dekael 12/06/2025 11:51 AM

its not rly that important but more fun when u drag tee like this, for example these arrows just removes this possiblity to drag him like this, its just extra fun u have from this game, limiting these actions just because u want to is bad design

dekael 12/06/2025 11:59 AM

if u lower the platform by 2 blocks, u can drag tee without putting him into the corner that is useless anyway, better flow

dekael 12/06/2025 12:00 PM

actually this one is w/e since u can do 1 small hook before to directly take him under the platform

dekael 12/06/2025 12:00 PM

but still a good consideration imo

dekael 12/06/2025 12:04 PM

i completely dont understand ppl who map these things so tight, getting claustrophoby just by looking at it

dekael 12/06/2025 12:06 PM

for example, just one part later u create a good amount of space, not too big, not too small, yet u somehow manage to make some places unneccessary tight,

.freezy_ 12/06/2025 12:09 PM

I agree, please consider the feedback above carefully

DDNet 12/06/2025 12:09 PM
dekael 12/06/2025 12:37 PM

again, 1 tile gap is not right, just change it to at least 2

dekael 12/06/2025 12:48 PM

finish is too far, u can place it somewhere closer to the last part

dekael 12/06/2025 1:02 PM

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.

dekael 12/06/2025 1:12 PM

PART 1 Tweak: extend these blocks for better flow

dekael 12/06/2025 1:13 PM

Example: (2 blocks wider)

dekael 12/06/2025 1:24 PM

Part 2: Part too tight, annoying

dekael 12/06/2025 1:25 PM

Good solution is to make both sides 2 tiles wide, add extra arrows 1 per row

dekael 12/06/2025 1:29 PM

At the first transition between part 1 and 2 consider to remove these 3 blocks so u can jump into the hole easier, its better that way

dekael 12/06/2025 1:31 PM

actually, u can leave em as they are, forgot u can jump during the hook and works perfectly fine haha

dekael 12/06/2025 1:31 PM

design wont be hurt, cool

dekael 12/06/2025 1:40 PM

Part 3: general spacing issue, make more space

dekael 12/06/2025 1:47 PM

Example: -lowered cp spawn platform -Extended first platform -Added some arrows for better movement

dekael 12/06/2025 2:03 PM

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

abricotiabricota 12/06/2025 5:32 PM
@dekael

wow ! Thank you, your not paid enough...

murpi 12/14/2025 12:38 AM

(ignore this)

ramirok_ 01/25/2026 6:17 AM

Forgotted map

shengyan1256 01/25/2026 10:56 AM

perhaps some fixes soon