[Moderate] Daunell [reworked map]

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Evoli
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[Moderate] Daunell [reworked map]

Post by Evoli »

Hello DDnetcommunity
this time i put some little new graphics and
a sound ( if the MB are okey :P)
so heres the map
Attachments
Daunell.map
(1.43 MiB) Downloaded 106 times
have a nice day!
Welf
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Re: [Moderate] Daunell [reworked map]

Post by Welf »

i tested about 60% of the map (my partner and me got tired, many parts were annoying and took much time, the map is long for this)

my issues with some parts:
-its rather confusing, you make teleporter and you never know, where the to teleporter ist, often you fail a try on a part, because of that... (1 reason why the map was annoying for me)
- you often use speed tiles, they are random and you didn`t mark all sometimes, so you have to dodge invisible speed tiles at 1 part (and you get punished hard, if you go in them), speed tiles are often annoying
- some parts are tight, if you make a drag part, the partner is rarely allowed to go afk for a moment, often he has to jump in or stuff like that (you could change the whole map...)

don`t get me wrong, the map is not bad, some ideas are cool.

There is 1 problem: speeders work different on your lan server, than on the official servers, so some parts work different than you think

Bugs:
-dont embedd stars and moon
-mark the checkpoints! sometimes they are needed to make the part easier, but nobody sees them, so people might not use them at some parts

I forgot to make screens of some bugs, e.g. where you forgot to mark tele, in my opinion you should rework the map... (maybe even split it into 2 maps). Anyways this was not a full test, the map will need some more tests after your fixes
Attachments
1. with 2 here you can cheat jetpack
1. with 2 here you can cheat jetpack
screenshot_2015-06-29_00-41-49.png (164.48 KiB) Viewed 2741 times
2. rather small entitie bugs
2. rather small entitie bugs
screenshot_2015-06-29_00-40-30.png (203.36 KiB) Viewed 2741 times
3. annoying for people without ddnet client
3. annoying for people without ddnet client
screenshot_2015-06-29_00-27-48.png (167.49 KiB) Viewed 2741 times
4. yellow: this was only possible, if i landed there and got my dj back? red: invisible speeders here are unfair
4. yellow: this was only possible, if i landed there and got my dj back? red: invisible speeders here are unfair
screenshot_2015-06-29_00-20-26.png (145.32 KiB) Viewed 2741 times
5. this doesnt work (that well) on the online servers, only on a lan server
5. this doesnt work (that well) on the online servers, only on a lan server
screenshot_2015-06-29_00-19-16.png (182.85 KiB) Viewed 2741 times
6. these arrows are invisible for me, so the part is annoying for people with a different resolution
6. these arrows are invisible for me, so the part is annoying for people with a different resolution
screenshot_2015-06-28_23-09-50.png (176.55 KiB) Viewed 2741 times
7. in my opinion these stars are ugly, because they are too big
7. in my opinion these stars are ugly, because they are too big
screenshot_2015-06-28_23-06-48.png (164.87 KiB) Viewed 2741 times
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Evoli
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Re: [Moderate] Daunell [reworked map]

Post by Evoli »

updated!

the Cp's are marked, now you can see where the checkpoints are :D
i made the stars a little tiny and some parts are easier,
you should try it out .
Some bugs are fixed, but i guess.... there are another bugs, that i see not now :P
Daunell.map
theadventureofcookie has retunerd to say blubb
(1.4 MiB) Downloaded 118 times
have a nice day!
Welf
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Re: [Moderate] Daunell [reworked map]

Post by Welf »

moderate 3-4
Attachments
this is annoying for 4 people, suggestion: remove the "on" switch and make the other switch open the door for like 10 seconds (then it is a race^^). if you have a better idea to fix it, use it
this is annoying for 4 people, suggestion: remove the "on" switch and make the other switch open the door for like 10 seconds (then it is a race^^). if you have a better idea to fix it, use it
screenshot_2015-07-06_03-11-41.png (164.32 KiB) Viewed 2661 times
yellow: add hookthrough (not that important, you can do it in whole map)<br />red: add hookthrough tiles, maybe make the platform below hookthrough too
yellow: add hookthrough (not that important, you can do it in whole map)
red: add hookthrough tiles, maybe make the platform below hookthrough too
screenshot_2015-07-06_03-10-30.png (182.61 KiB) Viewed 2661 times
you can add some walljump tiles
you can add some walljump tiles
screenshot_2015-07-06_03-10-05.png (296.61 KiB) Viewed 2661 times
we skipped the checkpoint and failed, because of the shields, maybe mark the whole checkpoint, maybe even add a vertical line of cp tiles
we skipped the checkpoint and failed, because of the shields, maybe mark the whole checkpoint, maybe even add a vertical line of cp tiles
screenshot_2015-07-06_03-05-14.png (147.92 KiB) Viewed 2661 times
this part wasn't playable, weird speeders :o
this part wasn't playable, weird speeders :o
screenshot_2015-07-06_03-04-37.png (297.07 KiB) Viewed 2661 times
you don't see what to do, you can move the platform up
you don't see what to do, you can move the platform up
screenshot_2015-07-06_03-04-15.png (165.38 KiB) Viewed 2661 times
this was doable, but might be annoiyng, suggestion: use 1 hookthrough tile at the bottom
this was doable, but might be annoiyng, suggestion: use 1 hookthrough tile at the bottom
screenshot_2015-07-06_03-03-53.png (206.17 KiB) Viewed 2661 times
some stars are moving too much, it is annoying, maybe make all stars HD
some stars are moving too much, it is annoying, maybe make all stars HD
screenshot_2015-07-06_03-03-18.png (150.23 KiB) Viewed 2661 times
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Lady Saavik
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Re: [Moderate] Daunell [reworked map]

Post by Lady Saavik »

Welf it rly works this thing with additional walljump tiles? Was it tested or you just think so?
Welf
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Re: [Moderate] Daunell [reworked map]

Post by Welf »

yes i know. it helps, if you are too low on the wall^^
i tested it months ago :P
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Evoli
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Re: [Moderate] Daunell [reworked map]

Post by Evoli »

The map is updated again!

Screenshoot 3 was not changed,
because it is not really important for me, to add wall jumps there,
im not sure if this part is trolling me, but all is fitting fine for me.

Screenshoot 2 is fixed a little,
but i will not mark the hookthrough on 2 sides, where you can hook him from up and down,
i know i could do this, but this is really not needed at some parts.

Screenshoot 5 was changed
and has no longer this buggy Speedups.
It should be more possible to able this part now

And the other Screenshoots are changed like you want it.

Here is the updated map:
Daunell.map
Updated
(1.4 MiB) Downloaded 97 times
have a nice day!
Welf
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Re: [Moderate] Daunell [reworked map]

Post by Welf »

.
Attachments
i wanted you to put these switches there. 8 seconds for that small distance is obviously too much ^^<br />to not make people fail you should add a possibility to go back
i wanted you to put these switches there. 8 seconds for that small distance is obviously too much ^^
to not make people fail you should add a possibility to go back
screenshot_2015-07-08_00-49-06.png (162.46 KiB) Viewed 2619 times
really often in this maps some hooks through hookthrough are not possible, imo it would be better if you fix all (seems to be buggy if hooks don't work, maybe confusing)
really often in this maps some hooks through hookthrough are not possible, imo it would be better if you fix all (seems to be buggy if hooks don't work, maybe confusing)
screenshot_2015-07-08_00-43-48.png (208.39 KiB) Viewed 2619 times
another checkpoint that isn't understandable without entities
another checkpoint that isn't understandable without entities
screenshot_2015-07-08_00-43-13.png (150.46 KiB) Viewed 2619 times
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Evoli
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Re: [Moderate] Daunell [reworked map]

Post by Evoli »

Cant fix it for a while, need a while to fix it somedays
have a nice day!
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Evoli
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Re: [Moderate] Daunell [reworked map]

Post by Evoli »

im back again, and the map is updated too ^^

( and pm me if this map was put in the archive, that was not ok )
Daunell.map
updated 1
(1.4 MiB) Downloaded 118 times
have a nice day!
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