[Moderate] NiggoDrag by Bossk
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- Bossk
- Posts: 43
- Joined: Thu May 08, 2014 2:54 pm
- Player profile: http://ddnet.tw/players/Bossk/
- Mapper profile: http://ddnet.tw/mappers/Bossk/
[Moderate] NiggoDrag by Bossk
2 Tune zones included
- Attachments
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- NiggoDrag.cfg
- for tune zones :)
- (356 Bytes) Downloaded 154 times
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- NiggoDrag.map
- (420.81 KiB) Downloaded 152 times
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- Posts: 67
- Joined: Tue May 06, 2014 7:03 pm
- Player profile: http://ddnet.tw/players/SBL/
- Mapper profile: http://ddnet.tw/mappers/SBL/
Re: [Moderate] NiggoDrag by Bossk
Maple and me tested that map and found some bugs.
Looks ugly.
Freeze-tiles to much.
Hookable marked but unhookable.
Difference between unhookable and hook-through is a bit weak i think.
Hook-through doesnt work with this angle, even it is wierd to hook like that in this stage.
Useless unfreeze.
You can hook through that unhookable blocks.
The hook-through-blocks are not even needed because the tee on the right has grenade from the last stage and can just grenade up.
Looks super ugly.
Red marked part is useless, you can just get the shotgun the way i marked it with blue-arrows.
Teleporter not marked.
You can just hammer the deep-tee into that red-marked checkpoint, let him fall down and he will spawn on top in the blue mark.
You can just drag him up, maybe no-hook on the left side?
Doesnt work like you wish, i guess.
Looks ugly.
Freeze-tiles to much.
Hookable marked but unhookable.
Difference between unhookable and hook-through is a bit weak i think.
Hook-through doesnt work with this angle, even it is wierd to hook like that in this stage.
Useless unfreeze.
You can hook through that unhookable blocks.
The hook-through-blocks are not even needed because the tee on the right has grenade from the last stage and can just grenade up.
Looks super ugly.
Red marked part is useless, you can just get the shotgun the way i marked it with blue-arrows.
Teleporter not marked.
You can just hammer the deep-tee into that red-marked checkpoint, let him fall down and he will spawn on top in the blue mark.
You can just drag him up, maybe no-hook on the left side?
Doesnt work like you wish, i guess.
- imp
- Posts: 788
- Joined: Mon May 05, 2014 5:56 pm
- Player profile: http://ddnet.tw/players/imp/
- Mapper profile: http://ddnet.tw/mappers/imp/
Re: [Moderate] NiggoDrag by Bossk
Hm, what about no? ^^SBL wrote: Difference between unhookable and hook-through is a bit weak i think.
Enough people aren't able to drag in such a way. I think parts should be sometimes doable in more ways than only 1. This makes them more interesting and the players can experience different ways how parts or problems can be done/solved which leads to train a wide(r) range of their skills, especially to beginners.SBL wrote: You can just drag him up, maybe no-hook on the left side?
- Bossk
- Posts: 43
- Joined: Thu May 08, 2014 2:54 pm
- Player profile: http://ddnet.tw/players/Bossk/
- Mapper profile: http://ddnet.tw/mappers/Bossk/
Re: [Moderate] NiggoDrag by Bossk
I changed one whole part like you can see on the image.
If you mean the turret, that stuff is just if your stuck on the corner. I know it can be solved easier but I wanted something cool
The others bugs should be fixed aswell, but it would be better if you take a look at them again What do you mean? It does what it is supposed to.Doesnt work like you wish, i guess.
If you mean the turret, that stuff is just if your stuck on the corner. I know it can be solved easier but I wanted something cool
- Attachments
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- NiggoDrag.map
- (353.67 KiB) Downloaded 139 times
- Bossk
- Posts: 43
- Joined: Thu May 08, 2014 2:54 pm
- Player profile: http://ddnet.tw/players/Bossk/
- Mapper profile: http://ddnet.tw/mappers/Bossk/
Re: [Moderate] NiggoDrag by Bossk
Well it rly didnt work, the turret... now fixed ^^ and the Bossk figure is now in an original tee size
- Attachments
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- NiggoDrag.map
- (363.48 KiB) Downloaded 135 times
- MrAppendixX
- Posts: 120
- Joined: Sat May 10, 2014 6:59 pm
- Player profile: http://ddnet.tw/players/MrAppendixX/
Re: [Moderate] NiggoDrag by Bossk
No.1::
This line needs to be deleted since it affects Number 5 No.2::
Another unnecessary freezetile No.3::
The unfreezetiles here are not necessary since its easy to pick the dummy up from the right. Also please reposition the shield since there is no unsolo, i would suggest it above them. No.4::
i think you forgot the no hook No.5::
If someone crosses the "start" (its still NF) as seen on Number 1 it turns off the laserdoors here. No.6::
You accidently swapped this tiles with those in Number 7 No.7::
no coming through the next drag part if this tiles are placed this way Been on this map for a few days now and Saavik told me that you obviously used HD walltiles,which cause a problem, if someone hasn't turned on High Details.
MfG AppdX
This line needs to be deleted since it affects Number 5 No.2::
Another unnecessary freezetile No.3::
The unfreezetiles here are not necessary since its easy to pick the dummy up from the right. Also please reposition the shield since there is no unsolo, i would suggest it above them. No.4::
i think you forgot the no hook No.5::
If someone crosses the "start" (its still NF) as seen on Number 1 it turns off the laserdoors here. No.6::
You accidently swapped this tiles with those in Number 7 No.7::
no coming through the next drag part if this tiles are placed this way Been on this map for a few days now and Saavik told me that you obviously used HD walltiles,which cause a problem, if someone hasn't turned on High Details.
MfG AppdX
- MrAppendixX
- Posts: 120
- Joined: Sat May 10, 2014 6:59 pm
- Player profile: http://ddnet.tw/players/MrAppendixX/
Re: [Moderate] NiggoDrag by Bossk
I forgot this one (pic brutally stolen from SBL)
Should be a turn off switch there too, since when failed, the laser still shoots when you try to get up again. It's nothing big, but annoying
Should be a turn off switch there too, since when failed, the laser still shoots when you try to get up again. It's nothing big, but annoying
- Bossk
- Posts: 43
- Joined: Thu May 08, 2014 2:54 pm
- Player profile: http://ddnet.tw/players/Bossk/
- Mapper profile: http://ddnet.tw/mappers/Bossk/
Re: [Moderate] NiggoDrag by Bossk
No 1:
I switched the number of the laser you see in No. 5, accidently took it twice
No 2:
freeze tile deleted
No 3:
I had another idea behind that but nevermind i deleted them
Secondly, i didn't move the shield, but placed him in front layer instead of game layer, so a unsolo entitie could be added on it
No 4:
Ye, i forgot the unhook
No 7:
Big mistake, sorry for that lol
There also belongs hook and unhook both on top and down there. The problem was that i made the unfreeze layer unfreeze and the nohook was in game layer instead of front, so it got overwritten by unfreeze tiles
And i made wall and freeze layers low detail, so the map can be played on slower computers
I switched the number of the laser you see in No. 5, accidently took it twice
No 2:
freeze tile deleted
No 3:
I had another idea behind that but nevermind i deleted them
Secondly, i didn't move the shield, but placed him in front layer instead of game layer, so a unsolo entitie could be added on it
No 4:
Ye, i forgot the unhook
No 7:
Big mistake, sorry for that lol
There also belongs hook and unhook both on top and down there. The problem was that i made the unfreeze layer unfreeze and the nohook was in game layer instead of front, so it got overwritten by unfreeze tiles
And i made wall and freeze layers low detail, so the map can be played on slower computers
- Attachments
-
- NiggoDrag.map
- (363.5 KiB) Downloaded 137 times
- MrAppendixX
- Posts: 120
- Joined: Sat May 10, 2014 6:59 pm
- Player profile: http://ddnet.tw/players/MrAppendixX/
Re: [Moderate] NiggoDrag by Bossk
still possible to hook there
- Attachments
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- 1screenshot_2014-05-13_21-47-42.png (600.66 KiB) Viewed 4416 times
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