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Toadsquad by Vasten100 [Mod2] Teammap
Posted: Mon May 01, 2017 4:26 pm
by Vasten100
Hey DDNet
I made a Map (with almost nonexisting tune zones...)
And I want to share it with you guys.
I know there are some Skips, but I like it if there are multiple ways to get to the finish line.
Cya in-game

Re: Toadsquad [Mod2] Teammap
Posted: Wed May 03, 2017 9:42 pm
by StorмPʜöɴix

- screenshot_2017-05-03_21-38-54.png (256.51 KiB) Viewed 4034 times
You get stuck up there if you press space while falling down after to18 and before cp19.
Just make the tee unable to move. Put freez above bluetele or put him in deep.
Re: Toadsquad [Mod2] Teammap
Posted: Thu May 04, 2017 5:18 pm
by Ninjed
Re: Toadsquad [Mod2] Teammap
Posted: Thu May 04, 2017 8:24 pm
by Vasten100
StormPhönix: I added deep on cp 17, so you can't move while you're falling. (also added an additional blue tele, because I had the problem, that I glitched through 2 telelayers which resulted in a fail, because i lost all my momentum)
Ninjed 1st Picture: I added few more freeze tiles so that you can't hook the other player. (also added on the undeep cp2, so you can't skip deep)
Ninjed 2nd Picture: I made the hole 1 tile smaller and added more freeze tiles so that the distance is much higher than before. I also added some hook through blocks for easier dragging.
Ninjed 3rd Picture: The unsuperjump is there because you're out of the water (It was fist placed on top of the Superjumptile, which caused some chatspam, so i moved it to the left to prevent that.)
And i wouldn't rate this map Mod5, the parts are to easy to deserve this difficulty.
Thx for your reports StormPhönix and Ninjed!
Re: Toadsquad by Vasten100 [Mod2] Teammap
Posted: Mon May 08, 2017 7:27 pm
by Vasten100
thx to joe for the test run
I reworked this part a little bit

- screenshot_2017-05-08_19-16-40.png (304.38 KiB) Viewed 3931 times
I removed some unnecessary shields so that you can't accidentally lose the laser anymore.
I also removed some freeze / tele, that you can land on the ground (your teammate don't have to shoot in midair)
I added some terrain on the upper ceiling that you can't get thrown too far in the freeze, and lose some momentum with the swing motion.
The hook space got also a little bit bigger.
And I added a Hammer on tile near Cp 13
and other minor fixes which aren't mentioned here.
Happy Testing

Re: Toadsquad by Vasten100 [Mod2] Teammap
Posted: Sat May 13, 2017 2:45 pm
by StorмPʜöɴix
Played map with mapper.
Finished after 15min first try, so the map isnt long.
Gameplay itself isnt hard either, more like Mod1-3, but it also requires alot of brain to finish the map and to figure out how to do the part.
I like the map and its unique like most of your maps ^^
But i would rate it as Mod2*. Its either Mod3* or even Mod4*. (Would stick to Mod3* but in my opinion its hard to say)
Re: Toadsquad by Vasten100 [Mod2] Teammap
Posted: Tue May 16, 2017 9:16 pm
by jao
Tested with Ravie.
Fixed one entity bug and put most of the design in HD.
[release=3; Moderate]"Toadsquad"; Vasten100[/release]
Re: Toadsquad by Vasten100 [Mod2] Teammap
Posted: Wed May 17, 2017 10:26 am
by Vasten100
Thank you for your test and the ready
I've just added some Entities off signs on the logos/signs where they're needed