Dynasty by Cellegen [Solo 3*]

Maps that have been tested.

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Re: Dynasty by Cellegen [Solo 3*]

Post by Deeper » Fri Jan 12, 2018 8:52 pm

idk, need this if server and so solo?, good map
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screenshot_2018-01-12_22-48-36.png
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Re: Dynasty by Cellegen [Solo 3*]

Post by Cellegen » Sat Jan 13, 2018 3:41 am

whatever, not really effects gameplay or server. so why not we should keep that "just in case"? :)
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Re: Dynasty by Cellegen [Solo 3*]

Post by mokuz » Sat Jan 13, 2018 2:14 pm

Well...
it increases map size.
Delicious soup with delicious soup with soup.

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Re: Dynasty by Cellegen [Solo 3*]

Post by jao » Sun Jan 14, 2018 12:56 am

Tested the map.

Most parts are pretty decent, though it feels like they still can be optimized. That is actually what makes the difference of a decent and a good map. You should take more time on testing gameplay and try to make every part as flawless as they can possibly be. If you can't do it alone, you should maybe go over the map with someone else (can also be me if you want).

Besides the first one, the jetpack parts are just basic 1 tile and repetitive ones. You have a lot more options to be creative with that :)
Going back to start is just a time waste IMO, it doesn't gain the player more interesting gameplay, just a superjump for collecting the grenade.
The CP markings look weird and inacurate to me. It would make more sense to put the markings on the CPs as it's relevant for not falling back in some cases.
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screenshot_2018-01-14_00-41-30.png
The CP shouldn't be infront of the platform
screenshot_2018-01-14_00-41-39.png
Hooking like this is easier than using the hookthrough

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Re: Dynasty by Cellegen [Solo 3*]

Post by Cellegen » Sun Jan 14, 2018 3:34 am

jao wrote:
Sun Jan 14, 2018 12:56 am
Tested the map.

Most parts are pretty decent, though it feels like they still can be optimized. That is actually what makes the difference of a decent and a good map. You should take more time on testing gameplay and try to make every part as flawless as they can possibly be. If you can't do it alone, you should maybe go over the map with someone else (can also be me if you want).

Besides the first one, the jetpack parts are just basic 1 tile and repetitive ones. You have a lot more options to be creative with that :)
Going back to start is just a time waste IMO, it doesn't gain the player more interesting gameplay, just a superjump for collecting the grenade.
The CP markings look weird and inacurate to me. It would make more sense to put the markings on the CPs as it's relevant for not falling back in some cases.
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screenshot_2018-01-14_00-41-30.pngscreenshot_2018-01-14_00-41-39.png
Good, you tested it :D

When i made this? in October or November, idk. The thing is, when Dynasty has been updated idk the first time, i had A LOT break and im here again. With this map actually. So i need to remake my opinion about the map.
My opinion about the map is... ye kinda gay but thats how it works. Maybe you need to work harder for get that points. Also requires gores skill, so it might be a good practising map. The map based on most parts which has gores. The jetpack parts are also just feature that i fucked up a bit. Im not trying to change any of the jetpack parts because more parts should be change after changing the jetpack parts then. The start-finish way is alright, nothing special for real as you could see it about me ;D Im trying to make Dynasty 2 more fun and more practising. Can i show spoilers or no? ._. whatevs.
Every player who decided to play the map, they had fun/rage moments at the same time. Fun, cuz of the parts that how it works probably and they will understand it, Rage because of much tries that you cant do it first try obliously.
So ye, not really breaks 2k18 if we release this map. Who knows me, he knows that i make maps like this. :V understandable right? xd Just lets release this as it is.

First picture: i saw much players that they fucking can't do land on the platform. so nope!
Second picture: Not really matters where you hook, people's choise which place is easier to start. :)

hope you understand jao ;~;
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Re: Dynasty by Cellegen [Solo 3*]

Post by Ravie » Sun Jan 14, 2018 1:29 pm

Why do you want to make Dynasty 2 if 1 wasn't released yet? First focus on making this one as close to perfect as possible :)
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Re: Dynasty by Cellegen [Solo 3*]

Post by n000b » Sun Jan 14, 2018 4:45 pm

dear cellegen,

i just tested your map. overall opinion: it has a good flow, i like the parts but sometimes it is just like you loose the flow and sometimes you can just add extra stuff to make the parts more interesting. i would like to see this released cause it is one of the few solo maps i can enjoy.

see the spoilers for more
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the flow is good, but sometimes it could be better if you ask me, like here: you have to find the correct speed to do the part like part 3, which is a bit annoying (or i am just noob).
[/attachment]
screenshot_2018-01-14_16-21-46.png

it would be better if you need the speed of the corner to make the next part. now you can just jump to the next part without useing the speed of the swing before. ez af.
screenshot_2018-01-14_16-14-29.png

make the jetpack part a bit easier, now it is annoying af. especially to get the jetpack and shotgun again and again. this part is a example which is to hard according to me.
screenshot_2018-01-14_16-23-09.png
after i skipped the jetpack part. (which is pretty ez except for that picture above). (you could change some stuff over there and at a cp to make the part more interesting).

a suggestion for the sg part: you should make a few adjustments to make it work, but it could be a good adjustment.
screenshot_2018-01-14_16-41-21.png
and i kinda agree it is sad you have to go to the finish. just continu at the shotgun part and remove the rocket near the finish, or make new parts towards the rocket, but that is just my opinion.

i would like to have feedback on my feedback,
since it is the first time i analysed a map like this.

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Re: Dynasty by Cellegen [Solo 3*]

Post by jao » Tue Jan 16, 2018 4:42 pm

There should only be one CTO/TO for every tele on solo maps to not influence speedruns.
You need to give players superjump at the end if they don't pass the last part first try.
The numbers on switches are useless if you don't put numbers on the tiles they activate/deactivate as well.
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screenshot_2018-01-16_16-28-45.png
These switch off tiles are not needed
screenshot_2018-01-16_16-29-22.png
These should be CP and not solo markings
screenshot_2018-01-16_16-31-35.png
Can't tell what marking represents what. Should be more obvious.
screenshot_2018-01-16_16-39-47.png
Please mark the switches properly, don't make players guess it

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Re: Dynasty by Cellegen [Solo 3*]

Post by Cellegen » Tue Jan 16, 2018 4:54 pm

>.>
Dynasty.map
(957.8 KiB) Downloaded 5 times
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Re: Dynasty by Cellegen [Solo 3*]

Post by Cellegen » Tue Jan 16, 2018 4:56 pm

Dynasty.map
(957.8 KiB) Downloaded 3 times
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