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Re: brainless_tee by Deeper & Ninjed [Dummy]

Posted: Wed Aug 23, 2017 11:42 pm
by jao
Checked again.
A lot ideas are pretty cool, but it's bad mapped and has a lot standard parts. I would suggest to take the best, creative ideas and make a new modern map out of it. If you want to fix this map you have to add more space in a lot places, remove the basic parts and make some parts less random and faily. I don't think it's worth it tho, since it would basicly be like making a new map.

Re: brainless_tee by Deeper & Ninjed [Dummy]

Posted: Thu Aug 24, 2017 5:34 pm
by Deeper
I think the map has many interesting parts , mostly in the second part of the map. map is not annoying and even if fail then go through it multiple times will not enrage. If I remove some faily moments and remake some parts, you'll change your mind? thx for test

Re: brainless_tee by Deeper & Ninjed [Dummy]

Posted: Sat Aug 26, 2017 10:15 pm
by RayB.
Hi, Stormphönix and me tested your map.
Overall I have a good impression of the map. It had some fresh & challenging parts. I enjoyed playing it.

bugs & cheats:
SpoilerShow
screenshot_2017-08-26_17-13-00.png
screenshot_2017-08-26_17-13-00.png (326.62 KiB) Viewed 3471 times
screenshot_2017-08-26_17-13-46.png
screenshot_2017-08-26_17-13-46.png (269.6 KiB) Viewed 3471 times
screenshot_2017-08-26_17-14-12.png
screenshot_2017-08-26_17-14-12.png (272.62 KiB) Viewed 3471 times
screenshot_2017-08-26_17-14-36.png
screenshot_2017-08-26_17-14-36.png (226.49 KiB) Viewed 3471 times
screenshot_2017-08-26_17-15-10.png
screenshot_2017-08-26_17-15-10.png (246.87 KiB) Viewed 3471 times

Re: brainless_tee by Deeper & Ninjed [Dummy]

Posted: Sun Aug 27, 2017 5:13 pm
by Deeper
Fixed. Thanks for test :)

Re: brainless_tee by Deeper & Ninjed [Dummy]

Posted: Sat Sep 02, 2017 7:33 pm
by Deeper
rework part cto19 was made him more interesting :)

Re: brainless_tee by Deeper & Ninjed [Dummy]

Posted: Tue Sep 12, 2017 12:10 am
by jao
Startroom has to be bigger, and needs more spawn-tiles.
I don't like the switch marking with the numbers, they are hard to see and confusing, please think of something better.
'generic_unhookable_clear' should be dilated (or just use normal 'generic_unhookables').
I would make mapper credits more visiable, they are kinda hidden now.
Check if all switches you placed are used and needed. Check if all teles are used.
SpoilerShow
Red: One or two of these edges are enough.<br />Yellow: Kinda unnecessary that you have to go in the 1x1 hole to get the shotgun<br />Green: Move it down so it's unskipable.
Red: One or two of these edges are enough.
Yellow: Kinda unnecessary that you have to go in the 1x1 hole to get the shotgun
Green: Move it down so it's unskipable.
screenshot_2017-09-11_23-08-15.png (205.19 KiB) Viewed 3349 times
Easy to cheat this hook with 'cl_mouse_max_distance 2' bind.
Easy to cheat this hook with 'cl_mouse_max_distance 2' bind.
screenshot_2017-09-11_23-08-21.png (291.33 KiB) Viewed 3349 times
For what are the TO 3 teles?
For what are the TO 3 teles?
screenshot_2017-09-11_23-08-42.png (275.4 KiB) Viewed 3349 times
Red: Easy and stupid to fail here.<br />Green: Too tight.
Red: Easy and stupid to fail here.
Green: Too tight.
screenshot_2017-09-11_23-08-56.png (346.19 KiB) Viewed 3349 times
This part seems to easy, or it doesn't work how you intend.
This part seems to easy, or it doesn't work how you intend.
screenshot_2017-09-11_23-09-10.png (362.21 KiB) Viewed 3349 times
Red: Why black marking? Rest are white.
Red: Why black marking? Rest are white.
screenshot_2017-09-11_23-09-23.png (587.4 KiB) Viewed 3349 times
Red: Mark the unfreeze.
Red: Mark the unfreeze.
screenshot_2017-09-11_23-09-37.png (216.87 KiB) Viewed 3349 times
Red: Remove these TO-teles, in dummy maps it's better to have only as much TO-teles as you need.<br />Green: This edge is skipable.<br />Yellow: Shouldn't be possible to hook the dummy into it from the last edge (because the dummy is gone then and you don't know whats next).<br />Blue: Bad placed switches, bit annoying to reach.
Red: Remove these TO-teles, in dummy maps it's better to have only as much TO-teles as you need.
Green: This edge is skipable.
Yellow: Shouldn't be possible to hook the dummy into it from the last edge (because the dummy is gone then and you don't know whats next).
Blue: Bad placed switches, bit annoying to reach.
screenshot_2017-09-11_23-09-44.png (348.86 KiB) Viewed 3349 times
Red: Still doesn't work properly<br />Green: Remove the block and add switch.<br />Blue: Move laser blockers a bit left?; Yellow: Remove the unhook.
Red: Still doesn't work properly
Green: Remove the block and add switch.
Blue: Move laser blockers a bit left?; Yellow: Remove the unhook.
screenshot_2017-09-11_23-10-01.png (389.43 KiB) Viewed 3349 times
Red: Add a stopper (and a 1 force speeder next to it).<br />Green: Add hookthrough?
Red: Add a stopper (and a 1 force speeder next to it).
Green: Add hookthrough?
screenshot_2017-09-11_23-10-06.png (283.53 KiB) Viewed 3349 times
Red: Different color than usual tele marking.
Red: Different color than usual tele marking.
screenshot_2017-09-11_23-10-39.png (446.26 KiB) Viewed 3349 times
Green: Add unfreeze.<br />Red: Why different tele marking?
Green: Add unfreeze.
Red: Why different tele marking?
screenshot_2017-09-11_23-11-06.png (520.11 KiB) Viewed 3349 times
Red: Better put hookthrough or you can think that you have to go down.<br />Green: Kinda annoying to get into the stoppers when you come from down.<br />Yellow: For what is this?<br />Blue: Stupid to fail down here because you are too fast.
Red: Better put hookthrough or you can think that you have to go down.
Green: Kinda annoying to get into the stoppers when you come from down.
Yellow: For what is this?
Blue: Stupid to fail down here because you are too fast.
screenshot_2017-09-11_23-10-53.png (392.06 KiB) Viewed 3349 times
Red: Why switches there?<br />Whole switch construction looks kinda messy and can be better mapped probably.<br />TO 10 is bad placed.
Red: Why switches there?
Whole switch construction looks kinda messy and can be better mapped probably.
TO 10 is bad placed.
screenshot_2017-09-11_23-11-14.png (338.7 KiB) Viewed 3349 times
Green: Too faily.<br />Red: Not needed.
Green: Too faily.
Red: Not needed.
screenshot_2017-09-11_23-11-17.png (213.13 KiB) Viewed 3349 times
Green: Should say 3 seconds.<br />Red: Better mark the freeze different or change its color, so it's more obvious how the part works.
Green: Should say 3 seconds.
Red: Better mark the freeze different or change its color, so it's more obvious how the part works.
screenshot_2017-09-11_23-11-27.png (386.44 KiB) Viewed 3349 times
Green: For what these switches?<br />Also, the gores-drag is too boring.
Green: For what these switches?
Also, the gores-drag is too boring.
screenshot_2017-09-11_23-11-33.png (314.28 KiB) Viewed 3349 times
Red: Bad placed TO-tele.<br />Green: Stoppers for what?<br />In general the part is kinda lame and rather annoying.
Red: Bad placed TO-tele.
Green: Stoppers for what?
In general the part is kinda lame and rather annoying.
screenshot_2017-09-11_23-11-48.png (263.1 KiB) Viewed 3349 times
Red: Bad mapped.<br />Easy to hook the dummy in tele by mistake.
Red: Bad mapped.
Easy to hook the dummy in tele by mistake.
screenshot_2017-09-11_23-12-04.png (499.49 KiB) Viewed 3349 times
Red: Missing circles around the doors.
Red: Missing circles around the doors.
screenshot_2017-09-11_23-12-07.png (378.19 KiB) Viewed 3349 times
Needs more tests after next version.

Edit: Please replace all old hookthroughs with the new tile :)

Re: brainless_tee by Deeper & Ninjed [Dummy]

Posted: Tue Sep 12, 2017 5:54 pm
by stompie
you know you should try and not be so forceful when suggesting what to do in the end its still The mappers decision on what to do
Actual bugs are helpful

Re: brainless_tee by Deeper & Ninjed [Dummy]

Posted: Fri Dec 22, 2017 6:55 pm
by Deeper
Im not sure that we will remake this map, move to archive pls