Rise Against by Arcturus [Moderate]
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- Wartopeth
- Posts: 151
- Joined: Sun Jun 14, 2015 4:01 am
- Player profile: http://ddnet.tw/players/-9760-Arc-359-urus-9760-/
- Mapper profile: http://ddnet.tw/mappers/-9760-Arc-359-urus-9760-/
- Clan: Team GG
Re: Rise Against
Fixed some stuff.
Thanks to "sorgaxD" and "Toto Reculiao" for testing
Thanks to "sorgaxD" and "Toto Reculiao" for testing
- Attachments
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- Rise Against.map
- (1.13 MiB) Downloaded 99 times
Team GG
- StorмPʜöɴix
- Posts: 325
- Joined: Mon Feb 23, 2015 3:38 pm
- Location: Germany
- Player profile: https://ddnet.tw/players/Stor-1084-P-668--246--628-ix/
- Mapper profile: https://ddnet.tw/mappers/Stor-1084-P-668--246--628-ix/
- Clan: ΛLIVΣ
Re: Rise Against
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.
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
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)
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
Suggestion:Mabye remove 1 Freeztile, so you just have 1 freeztile nexto the wall (kinda annoying imo)
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.
Why dont you make the "Teleback" somewhere above the acutally ToCP? You wouldnt walk in by accident.
I would remove the "edge" and place a block on it, so many gonna try the part with an edgehook and fail.
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 ^^)
- Konsti
- Posts: 1188
- Joined: Mon Sep 28, 2015 9:01 pm
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- Player profile: http://ddnet.tw/players/Konsti/
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- Clan: flawLess
- Website: http://ddnet.tw/players/Konsti
Re: Rise Against
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
but i swear when i lag in last part, i will find you
Re: Rise Against
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
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!
I hope it was the newest version on testserver! so im not saying stuff thats already changed
some screenshotsShow
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
- Wartopeth
- Posts: 151
- Joined: Sun Jun 14, 2015 4:01 am
- Player profile: http://ddnet.tw/players/-9760-Arc-359-urus-9760-/
- Mapper profile: http://ddnet.tw/mappers/-9760-Arc-359-urus-9760-/
- Clan: Team GG
Re: Rise Against by Arcturus [Moderate]
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!
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
Team GG
Re: Rise Against by Arcturus [Moderate]
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.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.
Re: Rise Against by Arcturus [Moderate]
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.
Btw Solopart is too long. Agree with this.
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.Konsti wrote:The map has no noobfilter, this map has a Solomap, annoying
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