Deeve and Rovo by Axomar
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Deeve and Rovo by Axomar
Okay guys, this are two Maps by me. This Maps are for DDmax but i release it for DDnet
I have only change the Logo, i have nothing work with DDnet Client to edit Maps. :p
I see no bugs but i dont know about this Teleports (blue xD)... i read about this not so good things
Both Maps was popular on DDmax
I have only change the Logo, i have nothing work with DDnet Client to edit Maps. :p
I see no bugs but i dont know about this Teleports (blue xD)... i read about this not so good things
Both Maps was popular on DDmax
- Attachments
-
- Rovo by Axomar.map
- (713.22 KiB) Downloaded 98 times
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- Deeve by Axomar.map
- (571.61 KiB) Downloaded 95 times
WoD Release!
Re: Deeve and Rovo by Axomar
Maybe we should just add some more information about the blue and red teleporters in the Mapper Rules section ._.
Basically you should always use red teles except:
1) It is required to hook your partner even after a tele (eg dummydrag parts)
2) It is required to get speed for a jump
Another easier solution would be to just clearify what the teleporters are doing:
Red teles stop any movement and cut your hook.
Blue teles do not stop your movement and do not cut your hook.
Those properties apply to normal and checkpoint teles.
(I wrote that here as well :p)
---
Beside that I did not test the map, so here are just a few things I noticed in the editor: You should always add normal spawn tiles (not red and blue team spawns). Furthermore you embded an unused tileset and maybe you could do create some things with standard tilesets the next time (eg. generic__unhookable+RGB values instead of the fancy colored generic_unhookable). Oh, and never place images like your logo with a tile layer, always use quads layer for that. I quickly fixed those things for you.
In general the maps are typical ddmax maps, many drag parts without anything special. Don't get me wrong, they are good and imo they would be popular but I don't know if we should add them to ddnet, sry :/ (At least not both..?)
Anyways, if we should decide to release them, then they need a full testrun again. All the teleporters are placed on the ground, some freeze-tele tiles are not marked and imo the whole game layer looks kinda messy.
One last thing: If they were already released on ddmax, then you should create the topic in the 'Old maps' section :p
Basically you should always use red teles except:
1) It is required to hook your partner even after a tele (eg dummydrag parts)
2) It is required to get speed for a jump
Another easier solution would be to just clearify what the teleporters are doing:
Red teles stop any movement and cut your hook.
Blue teles do not stop your movement and do not cut your hook.
Those properties apply to normal and checkpoint teles.
(I wrote that here as well :p)
---
Beside that I did not test the map, so here are just a few things I noticed in the editor: You should always add normal spawn tiles (not red and blue team spawns). Furthermore you embded an unused tileset and maybe you could do create some things with standard tilesets the next time (eg. generic__unhookable+RGB values instead of the fancy colored generic_unhookable). Oh, and never place images like your logo with a tile layer, always use quads layer for that. I quickly fixed those things for you.
In general the maps are typical ddmax maps, many drag parts without anything special. Don't get me wrong, they are good and imo they would be popular but I don't know if we should add them to ddnet, sry :/ (At least not both..?)
Anyways, if we should decide to release them, then they need a full testrun again. All the teleporters are placed on the ground, some freeze-tele tiles are not marked and imo the whole game layer looks kinda messy.
One last thing: If they were already released on ddmax, then you should create the topic in the 'Old maps' section :p
- hi_leute_gll
- Posts: 2525
- Joined: Mon Jul 21, 2014 1:15 am
- Player profile: http://ddnet.tw/players/hi-95-leute-95-gll/
- Mapper profile: http://ddnet.tw/mappers/hi-95-leute-95-gll/
- Clan: iMTG
Re: Deeve and Rovo by Axomar
Tested with Daer for gameplay.
Typical standard DDMax maps. Okay, but nothing special.
We think we don't need them.
Typical standard DDMax maps. Okay, but nothing special.
We think we don't need them.
.hi._.leute._.gll. | iMTGmember
- deen
- Posts: 3576
- Joined: Mon May 05, 2014 2:30 pm
- Player profile: https://ddnet.org/players/deen/
- Discord: deen#5910
Re: Deeve and Rovo by Axomar
Sounds like no release.
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