MidnightDelight by AS50

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AS50
Posts: 6
Joined: Fri May 23, 2014 7:19 pm

MidnightDelight by AS50

Post by AS50 »

Salutations fellow DDrace Networkers!

This is my first visit to this lovely website with the intention of publishing my first map here, in the hopes of contributing something decent.

I welcome any criticism, positive, or negative. I believe this to be a moderately difficult map, all stages (1-14) have been extensively tested and are working as intended.

However, there may be a rare issue with stage 10 whereby the switches glitch-out sometimes.

Also, with regard to the teleporters: I was lazy at first with the teleport numbers (going from 1 to 200 as I did not follow the increments properly :roll:). I decided to replace all of the teleporters rather quickly so there may be a broken one lurking around somewhere, I'll fix any issues as soon as possible if I happen to find them.

Thank you!

AS50
Attachments
MidnightDelight.map
Latest version as of yet.
(591.33 KiB) Downloaded 127 times
Varys
Posts: 37
Joined: Thu May 08, 2014 6:05 pm
Player profile: http://ddnet.tw/players/Varys/
Mapper profile: http://ddnet.tw/mappers/Varys/

Re: MidnightDelight by AS50

Post by Varys »

soooo i tested this map and iam very cinfused about this design....it look like someone has mixed 3 or more layers....this is very awful in my mind (other testers should test it ). you wrote that this map was tested but there are million bugs in it :
-i would prefere that you change the map design
-you use tiles more than one time for different things like the triangel...this will confuse other players when they are not playing with entities
-you have to have a better contrast between freeze and teleport or kill...it is not possible that the 3 things have the same tile
-part 9 works not rly
-part 10 is not working/buggy

i know it is your first map but pls remove the bugs which you will see in the sreenshots, than upload a better version.
all in all its a nice map with nice ideas but very buggy. if he remove the bugs i would say nov 5*-mod 1*
Varys
Attachments
part111.png
part111.png (556.08 KiB) Viewed 3285 times
part82.png
part82.png (662.56 KiB) Viewed 3285 times
part81.png
part81.png (653.12 KiB) Viewed 3285 times
part41.png
part41.png (559.11 KiB) Viewed 3285 times
part21.png
part21.png (417.79 KiB) Viewed 3285 times
part13.png
part13.png (698.48 KiB) Viewed 3285 times
part12.png
part12.png (622.61 KiB) Viewed 3285 times
part11.png
part11.png (573.36 KiB) Viewed 3285 times
part9.png
part9.png (492.66 KiB) Viewed 3285 times
part8.png
part8.png (640.91 KiB) Viewed 3285 times
part6.png
part6.png (623.29 KiB) Viewed 3285 times
part5.png
part5.png (597.04 KiB) Viewed 3285 times
part4.png
part4.png (384.19 KiB) Viewed 3285 times
part3.png
part3.png (219.1 KiB) Viewed 3285 times
part2.png
part2.png (419.77 KiB) Viewed 3285 times
part1.png
part1.png (508.71 KiB) Viewed 3285 times
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AS50
Posts: 6
Joined: Fri May 23, 2014 7:19 pm

Re: MidnightDelight by AS50

Post by AS50 »

Thank you Varys, I greatly appreciate your feedback and your time taken to test the map! :mrgreen:

Alright, I would like to respond to each of your screenshots, please keep in mind that I did mention that I had to redo the teleports because they were filthy, thank you for showing me where the bugs were.

Starting from the bottom screenshot upwards:
I will differentiate between kill and freeze, thank you.
How is the Ninja tool not necessary? You need it to reach the top. If you are referring to the fact that you could most probably hammer-fly up there then I will disable hammer flying at that section.
By the "missing 2 blocks" I presume you're talking about the silly idea of making the rocks physical, I will remove that.

Second screenshot from the bottom:
I agree, the triangles serve no purpose, It was meant to warn the players initially. I shall remove it.

Third Screenshot:
Teleports will be fixed.
I will replace the "GO" symbol with an arrow if that's suitable.

Fifth screenshot (The pretty heart):
"what is this?" That is to warn the player that there is no teleport entity there.
"freeze looks like unfreze" will redo the freeze tiles.
"3. the arrows which should help the player are not necessary" These arrows are there to show that it is a one-way only I don't think it matters really.

Sixth screenshot:
Will remove blocks.

Seventh screenshot:
Will display arrows for speed-up.
Will add required freeze-tiles.
Will distinguish between freeze and teleport.

Eighth screenshot:
Will fix speed-up.
Both parts do work, I have tested that myself with a dummy, no doubt about it, I must admit, the rocket part is a little tricky, however, it is most definitely possible.
I think the arrows are alright.

Ninth screenshot:
Will do. :)

Tenth screenshot:
Roger.

Eleventh screenshot:
Definitely works, it's something different. :P

Twelfth screenshot:
Will distinguish between the two better, thanks.

Thirteenth screenshot:
Will fix.

Fourteenth screenshot:
There isn't supposed to be a hook-able block there, if there's still the entity there though, I will remove it.

Fifteenth screenshot:
Will add arrows.
I actually don't know why there are triangles. (Facepalm) Will remove.

Sixteenth screenshot:
Will fix teleport.

Thank you again Varys,for being a good tester, I will take everything that you mentioned into consideration and fix all the bugs you came across. Once again I'm going to stress the fact that this is my first map, I appreciate all the criticism as I want this to be perfect.

I noticed most of the problems are with the teleport tiles, contrasting errors and distinguishing between tiles. Also, you said: "-part 9 works not rly", the actual part of the stage does work, however, I will re-test again.

Thank you!

AS50
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AS50
Posts: 6
Joined: Fri May 23, 2014 7:19 pm

Re: MidnightDelight by AS50

Post by AS50 »

Update: Varys,I have finished fixing everything you mentioned about the map, will do another test run tomorrow when I have time and then re-upload.
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Lady Saavik
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Re: MidnightDelight by AS50

Post by Lady Saavik »

Varys:
quads off, when you're making screenshots. Your text and parts are more visible then.

AS50:
man, so polite ^^
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AS50
Posts: 6
Joined: Fri May 23, 2014 7:19 pm

Re: MidnightDelight by AS50

Post by AS50 »

Thank you Lady Saavik!

Update: Will be attaching the latest map soon, everything mentioned by Varys has been fixed/cleaned-up (hopefully). Stage 9 and 10 should now be working correctly 100% of the time.
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AS50
Posts: 6
Joined: Fri May 23, 2014 7:19 pm

Re: MidnightDelight by AS50

Post by AS50 »

Alright, this is the latest version of the map currently, there should be no bugs as far as I know.

Good luck

AS50
Attachments
MidnightDelight.map
All known bugs should now be fixed.
(590.91 KiB) Downloaded 138 times
Index
Posts: 1133
Joined: Mon May 05, 2014 7:30 pm
Clan: Eagle

Re: MidnightDelight by AS50

Post by Index »

Hey,
i quickly looked at the map. I did not play it properly, so here are just a few little things I noticed whith super and /pause (:
I have to say that the background is kinda nice with the twisted moon, all the clouds and these stars that are nicely arranged. Unfortuantely that does not apply to the tileset. It looks like you just used every tileset you found/liked and combined them. Sry, but I don't like that mixed style, would be better if you just use one tileset for the whole map or at least one fitting tileset for every part? ;( Oh, and beside the few things I do not like, I have to say, that this map is quite nice for your first attempt (:
Attachments
would be a nice shooting star with animation, but otherwise remove that + the sunrays are kinda grey, fix that? ._.
would be a nice shooting star with animation, but otherwise remove that + the sunrays are kinda grey, fix that? ._.
screenshot_2014-05-31_10-33-16.png (547.53 KiB) Viewed 3234 times
remove ^^-stoppers and add shields on the left?
remove ^^-stoppers and add shields on the left?
screenshot_2014-05-31_10-22-40.png (169.74 KiB) Viewed 3234 times
there are other entites for that, do not overlay two << and >> but use <> instead (just look at the mapping section, Saavik explained all enitities in a thread there)
there are other entites for that, do not overlay two << and >> but use <> instead (just look at the mapping section, Saavik explained all enitities in a thread there)
screenshot_2014-05-31_10-19-18.png (117.65 KiB) Viewed 3234 times
mark arrows
mark arrows
screenshot_2014-05-31_10-18-36.png (575.29 KiB) Viewed 3234 times
mark arrows
mark arrows
screenshot_2014-05-31_10-18-03.png (529.25 KiB) Viewed 3234 times
doesn't look nice
doesn't look nice
screenshot_2014-05-31_10-17-14.png (776.14 KiB) Viewed 3234 times
mark arrows
mark arrows
screenshot_2014-05-31_10-15-42.png (563.76 KiB) Viewed 3234 times
looks like freeze
looks like freeze
screenshot_2014-05-31_10-15-16.png (620.43 KiB) Viewed 3234 times
mark arrows or remove them (prefer that)
mark arrows or remove them (prefer that)
screenshot_2014-05-31_10-14-21.png (868.19 KiB) Viewed 3234 times
i really like that part, but the cut off grass_main does not look nice
i really like that part, but the cut off grass_main does not look nice
screenshot_2014-05-31_10-12-44.png (551.39 KiB) Viewed 3234 times
as Varys already mentioned you use triangles for tele and for just warning the player, maybe you can use different markers for one of these things (just use these spikes and/or darker freeze for tele everywhere)
as Varys already mentioned you use triangles for tele and for just warning the player, maybe you can use different markers for one of these things (just use these spikes and/or darker freeze for tele everywhere)
screenshot_2014-05-31_10-11-22.png (548.83 KiB) Viewed 3234 times
looks like freeze
looks like freeze
screenshot_2014-05-31_10-10-33.png (771.19 KiB) Viewed 3234 times
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AS50
Posts: 6
Joined: Fri May 23, 2014 7:19 pm

Re: MidnightDelight by AS50

Post by AS50 »

Thank you for the reply Index. I have decided to scratch the whole map. However, I am going to start creating a new map which will contain new parts as well as the old parts within MidnightDelight. I will also try my best to avoid repeating any mistakes I have made in the old map while creating the new one.

Edit: I will try my best to not mix tilesets and rather try to stick with one. There are so many tilesets that I would like to use, I just can not make up my mind, heh.
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