Skave by Im 'corneum (Mod5-Brutal1)

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Im 'corneum
Posts: 1052
Joined: Thu Oct 30, 2014 4:58 pm
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Re: Skave by Im 'corneum (Mod5-Brutal1)

Post by Im 'corneum »

I wouldn't say wasting time... more like"chillout zone" you have those too in Tropica haha ;D.
But I'll see what i can do
reply to this post or your mom will die in her sleep tonight
Im 'corneum
Posts: 1052
Joined: Thu Oct 30, 2014 4:58 pm
Clan: ☭birming

Re: Skave by Im 'corneum (Mod5-Brutal1)

Post by Im 'corneum »

Here you go.
i made the shown parts a bit harder.
Attachments
Skave.map
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Im 'corneum
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Joined: Thu Oct 30, 2014 4:58 pm
Clan: ☭birming

Re: Skave by Im 'corneum (Mod5-Brutal1)

Post by Im 'corneum »

Tested with RayB.
Attachments
Skave.map
(1.5 MiB) Downloaded 78 times
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Im 'corneum
Posts: 1052
Joined: Thu Oct 30, 2014 4:58 pm
Clan: ☭birming

Re: Skave by Im 'corneum (Mod5-Brutal1)

Post by Im 'corneum »

I changed the design a bit, with help by ravie♥ who made a awesome tileset for me i could add a little camouflage effect to the unhooks.
its kind of a shame that i didnt use it in full form but ill sure do in a future map :)
Attachments
screenshot_2017-08-25_15-34-53.png
screenshot_2017-08-25_15-34-53.png (476.22 KiB) Viewed 2657 times
Skave.map
(1.67 MiB) Downloaded 80 times
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jao
Posts: 1274
Joined: Wed Jul 06, 2016 1:18 pm

Re: Skave by Im 'corneum (Mod5-Brutal1)

Post by jao »

Not sure why this wasn't locked directly, but the two maps per mapper rule apllies to you as well. Will lock this now till one of your other maps is either ready for release or declined, especially since you stopped caring about your maps in Waiting for mapper, again.

PS: There is a cut unhook in your screenshot.
jao
Posts: 1274
Joined: Wed Jul 06, 2016 1:18 pm

Re: Skave by Im 'corneum (Mod5-Brutal1)

Post by jao »

Tested the map a while ago.

Design:
  • Dilate the logo, so that there are no black pixels on its border. (Suggestion)
  • Make the mountains and clouds larger so that they aren't cut off when falling down at spawn and finish.
  • Remove the cut cammo_unhooks and generic_unhookables, they look bad to me. (Suggestion)
  • Replace the cave sound with something more fitting, or just remove it. Sounds are cool, but they should fit to the map. (Suggestion)
Gameplay:Show
Change these to hookable to make it easier to get up and prevent blocking. (Suggestion)
Change these to hookable to make it easier to get up and prevent blocking. (Suggestion)
screenshot_2017-09-21_19-03-58.png (436.28 KiB) Viewed 2560 times
Red: Add unfreeze to make the part a bit smoother. (Suggestion)<br />Green: Fix this hookthrough entity.
Red: Add unfreeze to make the part a bit smoother. (Suggestion)
Green: Fix this hookthrough entity.
screenshot_2017-09-21_19-04-03.png (546.19 KiB) Viewed 2560 times
Place these TO-teles at a better spot that won't cause blocking.
Place these TO-teles at a better spot that won't cause blocking.
screenshot_2017-09-21_19-04-35.png (522.48 KiB) Viewed 2560 times
Add more freeze so skipping the gores part isn't possible. (Suggestion)
Add more freeze so skipping the gores part isn't possible. (Suggestion)
screenshot_2017-09-21_19-05-08.png (518.18 KiB) Viewed 2560 times
Rework this part to make it more interesting.
Rework this part to make it more interesting.
screenshot_2017-09-21_19-06-04.png (410.91 KiB) Viewed 2560 times
Remove these freeze tiles to have a bit more space and prevent people from running into freeze after getting ported. (Suggestion)
Remove these freeze tiles to have a bit more space and prevent people from running into freeze after getting ported. (Suggestion)
screenshot_2017-09-21_19-06-34.png (494.94 KiB) Viewed 2560 times
Make this edgehook unfaily or easier.
Make this edgehook unfaily or easier.
screenshot_2017-09-21_19-06-47.png (569.46 KiB) Viewed 2560 times
Red: Place these TO-teles at a better spot that won't cause blocking and people running into freeze after getting ported.<br />Green: Make sure that it's easy to differentiate between cave and freeze design.
Red: Place these TO-teles at a better spot that won't cause blocking and people running into freeze after getting ported.
Green: Make sure that it's easy to differentiate between cave and freeze design.
screenshot_2017-09-21_19-06-58.png (393.93 KiB) Viewed 2560 times
Make it impossible/harder to skip this part with an unfreeze-hammer. (Suggestion)
Make it impossible/harder to skip this part with an unfreeze-hammer. (Suggestion)
screenshot_2017-09-21_19-07-25.png (636.27 KiB) Viewed 2560 times
Place these TO-teles at a better spot that won't cause blocking and people running into freeze after getting ported.
Place these TO-teles at a better spot that won't cause blocking and people running into freeze after getting ported.
screenshot_2017-09-21_19-07-48.png (654.05 KiB) Viewed 2560 times
Change these unhooks to hookthrough to make the part easier (or make it easier somehow else).
Change these unhooks to hookthrough to make the part easier (or make it easier somehow else).
screenshot_2017-09-21_19-08-17.png (489.54 KiB) Viewed 2560 times
Make this part more interesting/harder.
Make this part more interesting/harder.
screenshot_2017-09-21_19-08-29.png (554.41 KiB) Viewed 2560 times
Make this part more interesting/harder and not based on randomness.
Make this part more interesting/harder and not based on randomness.
screenshot_2017-09-21_19-08-57.png (531.87 KiB) Viewed 2560 times
Add tele so that you don't have to waste time with hammerflying up after failing. (Suggestion)
Add tele so that you don't have to waste time with hammerflying up after failing. (Suggestion)
screenshot_2017-09-21_19-09-27.png (563.54 KiB) Viewed 2560 times
Add more freeze so skipping the gores part isn't possible. (Suggestion)
Add more freeze so skipping the gores part isn't possible. (Suggestion)
screenshot_2017-09-21_19-09-43.png (424.6 KiB) Viewed 2560 times
Make this edgehook easier to match rest of the maps difficulty.
Make this edgehook easier to match rest of the maps difficulty.
screenshot_2017-09-21_19-09-48.png (542.04 KiB) Viewed 2560 times
Rework this part so that it's less faily and feels better to play.<br />Also, you might want to prevent people from skipping the edgehook with either both going down or hooking the hookable instead the tee.
Rework this part so that it's less faily and feels better to play.
Also, you might want to prevent people from skipping the edgehook with either both going down or hooking the hookable instead the tee.
screenshot_2017-09-21_19-10-19.png (515.94 KiB) Viewed 2560 times
Make this hammerfly more interesting/harder.
Make this hammerfly more interesting/harder.
screenshot_2017-09-21_19-11-01.png (326.79 KiB) Viewed 2560 times
Add tele so it's not fail if only one player got laser. (Suggestion)
Add tele so it's not fail if only one player got laser. (Suggestion)
screenshot_2017-09-21_19-11-40.png (622.14 KiB) Viewed 2560 times
RayB.
Posts: 1170
Joined: Mon Dec 01, 2014 9:24 pm
Clan: TOP

Re: Skave by Im 'corneum (Mod5-Brutal1)

Post by RayB. »

Screen 7:
This edgehook is fine if u ask me, It fits to Brutal1-Mod5.

Screen 9:
This cheat brings you nothing. Makes no difference if he deletes it or not. He should better make the part harder. Way too easy how it is now.

Screen 10:
Bad suggestion, adding ht would make the part stupid easy. It's good how it is.

Screen 13:
Tele would destroy how the part works since one tee has to lay there for the next part.

You often suggested to make parts harder/easier. What rating are u going for? Looks like u aren't sure in which direction u want to balance the map.
jao
Posts: 1274
Joined: Wed Jul 06, 2016 1:18 pm

Re: Skave by Im 'corneum (Mod5-Brutal1)

Post by jao »

RayB. wrote: Thu Sep 21, 2017 11:37 pm Screen 7:
This edgehook is fine if u ask me, It fits to Brutal1-Mod5.
Imo it's kinda lame to have it this faily. More opinions on this would be good.
RayB. wrote: Thu Sep 21, 2017 11:37 pm Screen 9:
This cheat brings you nothing. Makes no difference if he deletes it or not. He should better make the part harder. Way too easy how it is now.
It gains you a time advantage and makes passing the part easier. Changing it is just a suggestion though. Agree on making it harder :).
RayB. wrote: Thu Sep 21, 2017 11:37 pm Screen 10:
Bad suggestion, adding ht would make the part stupid easy. It's good how it is.
For me it was too hard and also a bit random while testing. I don't think it's good like this. More opinions would be good.
RayB. wrote: Thu Sep 21, 2017 11:37 pm Screen 13:
Tele would destroy how the part works since one tee has to lay there for the next part.
You can skip the next part anyway and Im 'corneum seems to be fine with that, thus I would add tele there. Still it's just a suggestion.
RayB. wrote: Thu Sep 21, 2017 11:37 pm You often suggested to make parts harder/easier. What rating are u going for? Looks like u aren't sure in which direction u want to balance the map.
I think it should be balanced on Moderate 5*.

EDIT: If screen 10 part is supposed to work with speedfly, then it's for sure too hard since speedfly isn't a Moderate technique.
Im 'corneum
Posts: 1052
Joined: Thu Oct 30, 2014 4:58 pm
Clan: ☭birming

Re: Skave by Im 'corneum (Mod5-Brutal1)

Post by Im 'corneum »

thanks for test. i fixed what i thought was right to. except the logo dilate. no clue how i fix it
Attachments
Skave.map
(1.67 MiB) Downloaded 74 times
reply to this post or your mom will die in her sleep tonight
jao
Posts: 1274
Joined: Wed Jul 06, 2016 1:18 pm

Re: Skave by Im 'corneum (Mod5-Brutal1)

Post by jao »

Hm most issues are pretty lazy fixed. It would be cool if you put a bit more effort into fixing stuff:
  • Mountain quad is still not big enough. If you go far left, right or down it ends somewhere.
  • CTO 3 spot is still bad and too tight. Also there is now a gap in CP 3 line.
  • CTO 9 spot is bad as well and the cave and freeze design is still overlapping there.
  • CP 11 part is, like RayB. said, too easy.
  • CP 16 part seems still too easy for me. You could probably put it in a higher Novice map. It's also cheatable now: You can either go directly in the first unfreeze using jetpack or get dragged in it by your mate.
  • CP 18 part is better now, but maybe still too easy. I can imagine that it will cause blocking given it's not a solo part.
  • Tele 31 part is still hard to understand and doesn't work properly for me. Also, to get back after getting laser you can just go into tele now.
To dilate the logo just drag and drop the image into dilate.exe. It would be cool if you delete unused tiles from some tilesets since the mapfile is quite big.
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