Rise Against by Arcturus [Moderate]

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Wartopeth
Posts: 151
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Player profile: http://ddnet.tw/players/-9760-Arc-359-urus-9760-/
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Re: Rise Against

Post by Wartopeth »

Fixed some stuff.
Thanks to "sorgaxD" and "Toto Reculiao" for testing :D
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Rise Against.map
(1.13 MiB) Downloaded 99 times
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StorмPʜöɴix
Posts: 325
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Re: Rise Against

Post by StorмPʜöɴix »

Tested the map yesterday.
About the Solopart at the beginning, well for me its a bit too long, i know you like long soloparts in your maps, to avoid beginners, but just make an short one, that fits the difficult of your map. (Mabye you keep that in mind for your next maps)
You also you used a lot of CP-Tele, where it wouldnt had been necessary, but i dont think thats an big deal. Just try to use normal teleporter next time, where you dont need cp.
SpoilerShow
Move the Cp25 up a bit, you can easily touch them without acutally doing the part (you just need to swing)
screenshot_2017-01-26_19-05-26.png
screenshot_2017-01-26_19-05-26.png (139.21 KiB) Viewed 3900 times
Suggestion: I think the part could be replaced or done better, jumping on the edge after 10tries isnt the coolest thing and can be annoying sometimes
screenshot_2017-01-26_19-29-49.png
screenshot_2017-01-26_19-29-49.png (588.29 KiB) Viewed 3900 times
Suggestion:Mabye remove 1 Freeztile, so you just have 1 freeztile nexto the wall (kinda annoying imo)
screenshot_2017-01-26_19-37-42.png
screenshot_2017-01-26_19-37-42.png (583.72 KiB) Viewed 3900 times
Suggestion: I think that leads a few teams to fail, in my opinion it would be more fair, to remove 1 or 2 of the bullets. But you also can time it, so its fine.
screenshot_2017-01-27_16-02-26.png
screenshot_2017-01-27_16-02-26.png (508.9 KiB) Viewed 3900 times
Why dont you make the "Teleback" somewhere above the acutally ToCP? You wouldnt walk in by accident.
screenshot_2017-01-27_16-08-00.png
screenshot_2017-01-27_16-08-00.png (412.08 KiB) Viewed 3900 times
I would remove the "edge" and place a block on it, so many gonna try the part with an edgehook and fail.
screenshot_2017-01-27_16-15-09.png
screenshot_2017-01-27_16-15-09.png (590.38 KiB) Viewed 3900 times
1. The 2nd Cp completly doesnt matter, since you cant get in a "FromTele" anyways, so you can remove the redmarked one. (probably some more of that "cp bugs") 2. Why do you have to conquer the freezline everytime you went into teleport, due that a lot of people will just jump into the freez, cant move, and gonna block some people, who try to do the part, just think of an bigger group. (i know you've got laser, but still i just dont see the point of that ^^)
screenshot_2017-01-27_16-25-01.png
screenshot_2017-01-27_16-25-01.png (178.79 KiB) Viewed 3900 times
About the last part, well its kill if you fail. i mean i dont mind, theres a lot of map who are doing stuff like that on the last part, mostly burtal maps. So you need to know, if you want people to rage if they fail at the last part ;)
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Konsti
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Re: Rise Against

Post by Konsti »

I dont like the Arcturusmaps, because he just have annoying rageparts, yes its creative and i think some guys like it, its just my opinion.
but i swear when i lag in last part, i will find you
Image
Image
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teddi
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Re: Rise Against

Post by teddi »

Played map with Deathman (and Pastoer at the end ^^)
I hope it was the newest version on testserver! so im not saying stuff thats already changed :D
some screenshotsShow
I know u put the numbers there..but still kinda weird :D
I know u put the numbers there..but still kinda weird :D
make tele clear.png (626.48 KiB) Viewed 3823 times
Leaving your dummy behind and going in tele seems very abstract, i would think i would fail. we didnt like the "?"
Leaving your dummy behind and going in tele seems very abstract, i would think i would fail. we didnt like the "?"
Screen Shot 2017-02-02 at 15.19.34.png (245 KiB) Viewed 3823 times
add unfreeze where we both stand
add unfreeze where we both stand
Screen Shot 2017-02-02 at 15.24.22.png (177.71 KiB) Viewed 3823 times
Add unfreeze where the cp is (not the cp-to). we think u should  only be able to get cp where the word cp actually stands either u are just giving player cp for nothing. Kinda in whole map..
Add unfreeze where the cp is (not the cp-to). we think u should only be able to get cp where the word cp actually stands either u are just giving player cp for nothing. Kinda in whole map..
Screen Shot 2017-02-02 at 15.38.07.png (601 KiB) Viewed 3823 times
If One of us falls down the right way, its annoying fail, maybe add stoppers?
If One of us falls down the right way, its annoying fail, maybe add stoppers?
Screen Shot 2017-02-02 at 15.12.34.png (696.63 KiB) Viewed 3823 times
Unfreeze where i stand please.
Unfreeze where i stand please.
Screen Shot 2017-02-02 at 15.58.57.png (625.3 KiB) Viewed 3823 times
We agree with Konsti, think that kill tiles are unncessary. Though yes, its not a very difficult part but its "just" a moderate map and a little lag at the end..
Also as already mentioned, the start filter thing is kinda weird.
The deep parts are also quite difficult compared to the other parts.
Maybe others disagree with us though.
But I (i think my partners too) liked the map, and nice design too. Cool idea with different hookthrough btw!
just your friendly neighbourhood bear
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Wartopeth
Posts: 151
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Clan: Team GG

Re: Rise Against by Arcturus [Moderate]

Post by Wartopeth »

First of all, thanks to StorмPʜöɴix, Teddi, Deathman, Pastoer and SorgaxD for testing the map.
Stormphonix, the single part, up to the bullets part, takes about 25 seconds and in my opinion is not a big problem but I will consider reducing the size of the solo parts in future maps ;) .
I fixed the CPs all over the map and regarding the last part, well, it's a high moderate, I love how it looks with kill tiles so probably I won't change it.
... and this new version has teleports so it will be more difficult to die.
I think I followed most of the suggestions and corrected the bugs detected, thanks again.
Teddi, Deathman and Pastoer. I followed some suggestions, others were not really necessary and were against my idea of ​​the map.
Thanks to the 3 for testing and give me some tips to improve certain parts of the map :) .
SorgaxD, thanks for helping me testing the map with me on my temporary server, I took your suggestions :) .
Konsti, well. I had already read your messages insulting in the forum (erased and against the rules) and within the game,
I suggest you don't insult without reason and play the maps that you like, also I hope constructive criticism.

Good night!
Attachments
Rise Against.map
(1.16 MiB) Downloaded 109 times
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jao
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Joined: Wed Jul 06, 2016 1:18 pm

Re: Rise Against by Arcturus [Moderate]

Post by jao »

Wartopeth wrote:regarding the last part, well, it's a high moderate, I love how it looks with kill tiles so probably I won't change it.
Thats a bad reason to not change it. Gamplay should always be more important than design. I didn't play the map, but I guess it's a pretty long one and you can expect that guys will fail there. Either because of lag or they are nervous, tired, exhausted, someone trolls them... This isn't a Brutal or a faily Moderate map so you can't rly justify it with that. I guess you still can leave it like this, if you really want to, but I think freeze will do the same job and might be more fair to the players.
jao
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Joined: Wed Jul 06, 2016 1:18 pm

Re: Rise Against by Arcturus [Moderate]

Post by jao »

Checked the map a bit. I get a headache while playing this. It's so weird because all of this teleports into next part or having to go back. Then there are alooooot markings for all of the gametiles you used. Design doesn't help too. Yes it looks nice but it hurts after a while because everything is white and you got the shining sun in the bg. A standard design with soft colors would be alot better. Gameplay is fine, but I wouldn't play the map just because it has this structure. It's so strange to get teleported all over the map and come back later anyways. It just makes people loose the overview of the map and is very confusing.

Btw Solopart is too long. Agree with this.
Konsti wrote:The map has no noobfilter, this map has a Solomap, annoying
I suggest you to take the best parts of this map and make a new map with it (so it's not that long). Use a structure without unnecessary teleports and a clear way from start to finish. There should be more space too. Design should be more soft and relaxing for the eyes.
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