Magikarp by Warto [Moderate]

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Warto
Posts: 17
Joined: Mon Sep 11, 2017 3:59 am

Re: Magikarp by Warto [Moderate]

Post by Warto »

Thank you, I followed some suggestions :D
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Warto
Posts: 17
Joined: Mon Sep 11, 2017 3:59 am

Re: Magikarp by Warto [Moderate]

Post by Warto »

I found a graphical bug and fixed a couple of parts :lol:
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Oblique.
Posts: 203
Joined: Sun Apr 26, 2015 10:38 pm

Re: Magikarp by Warto [Moderate]

Post by Oblique. »

Good map. Seems ready (after fixing) as Moderate 5 stars. Also sorry for the long wait, thanks for your patience.
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A is for Apple.
Warto
Posts: 17
Joined: Mon Sep 11, 2017 3:59 am

Re: Magikarp by Warto [Moderate]

Post by Warto »

thanks for testing :D
Fixed all and in last screenshot I made something different
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jao
Posts: 1274
Joined: Wed Jul 06, 2016 1:18 pm

Re: Magikarp by Warto [Moderate]

Post by jao »

  • Unfreeze marking is still too similar to freeze
  • Going the "I give up" way shouldn't "fail" you or be a more accurate description. Players won't expect to be unable to try the part again after going into it.
  • Solo and unsolo markings are inverted: White should be solo-on and black solo-off.
  • Kill marking isn't obvious enough as it's partly the same color as freeze
  • The marking you used for jump-refill is supossed to be a marking for something weapon related
  • The rocket-fly part may be too hard if you have weak, so you should either make it easier or allow using /spec
SpoilerShow
I suggest to remove the freeze here so players have some room to wait
I suggest to remove the freeze here so players have some room to wait
screenshot_2018-02-20_00-53-16.png (346.54 KiB) Viewed 3575 times
The freeze design on the edge should be removed to make it more obvious. The part is kinda hard to understand already anyway.
The freeze design on the edge should be removed to make it more obvious. The part is kinda hard to understand already anyway.
screenshot_2018-02-20_00-53-58.png (321.98 KiB) Viewed 3575 times
I suggest to add undeep in one of the marked areas to make it more convenient to undeep the player on the switch if you get ported back
I suggest to add undeep in one of the marked areas to make it more convenient to undeep the player on the switch if you get ported back
screenshot_2018-02-20_00-54-09.png (368.64 KiB) Viewed 3575 times
The drag part and the throw shouldn't share the same tele. The drag part TO-tele should be in the yellow marked area to not block players doing the throw.<br />Also, if the deep player swings into tele (red marked), they will be ported all the way back. You could use CP-tele here.
The drag part and the throw shouldn't share the same tele. The drag part TO-tele should be in the yellow marked area to not block players doing the throw.
Also, if the deep player swings into tele (red marked), they will be ported all the way back. You could use CP-tele here.
screenshot_2018-02-20_00-54-44.png (346.88 KiB) Viewed 3575 times
You can skip the deep either doing an unfreeze-hammer (red marked) or hooking the deep under the platform from top (yellow marked)
You can skip the deep either doing an unfreeze-hammer (red marked) or hooking the deep under the platform from top (yellow marked)
screenshot_2018-02-20_00-54-56.png (360.65 KiB) Viewed 3575 times
I suggest to replace the marked unhook with hookthrough to make it a bit more convenient
I suggest to replace the marked unhook with hookthrough to make it a bit more convenient
screenshot_2018-02-20_00-55-12.png (444.55 KiB) Viewed 3575 times
Players will forget about no-collision and try to tower here; Stupid fail :s
Players will forget about no-collision and try to tower here; Stupid fail :s
screenshot_2018-02-20_00-55-39.png (408.36 KiB) Viewed 3575 times
TO-10 is pretty far away from the upper part. You should find a solution that's closer to it.
TO-10 is pretty far away from the upper part. You should find a solution that's closer to it.
screenshot_2018-02-20_00-56-29.png (341.45 KiB) Viewed 3575 times
Switch position is still bad as it blocks the hook-edge of the drag part. Also, the freeze-bullet thing is rather annoying IMO.
Switch position is still bad as it blocks the hook-edge of the drag part. Also, the freeze-bullet thing is rather annoying IMO.
screenshot_2018-02-20_00-56-48.png (315.6 KiB) Viewed 3575 times
You can get up solo. I don't know if you want it to be possible.
You can get up solo. I don't know if you want it to be possible.
screenshot_2018-02-20_00-57-40.png (311.09 KiB) Viewed 3575 times
You can get all the way right solo shooting yourself with shotgun 2 times (as displayed)
You can get all the way right solo shooting yourself with shotgun 2 times (as displayed)
screenshot_2018-02-20_00-58-27.png (342.47 KiB) Viewed 3575 times
Swinging on the plaform is annoying IMO
Swinging on the plaform is annoying IMO
screenshot_2018-02-20_00-59-03.png (314.15 KiB) Viewed 3575 times
If you happen to fail going wall and end up a bit shifted, it's fail. Kinda dumb so far into the map, should be prevented somehow.
If you happen to fail going wall and end up a bit shifted, it's fail. Kinda dumb so far into the map, should be prevented somehow.
screenshot_2018-02-20_00-59-19.png (320.42 KiB) Viewed 3575 times
Tele here wouldn't hurt
Tele here wouldn't hurt
screenshot_2018-02-20_00-59-43.png (267.59 KiB) Viewed 3575 times
Not very well marked, should be more obvious. Also it's annoying to hook the tee through the edge if he isn't directly at it.
Not very well marked, should be more obvious. Also it's annoying to hook the tee through the edge if he isn't directly at it.
screenshot_2018-02-20_00-59-50.png (309.46 KiB) Viewed 3575 times
Maybe add speeders here too so you can't fail
Maybe add speeders here too so you can't fail
screenshot_2018-02-20_01-00-01.png (358.23 KiB) Viewed 3575 times
Did you forget to add hookable here? How is the second tee supossed to get up after hooking his mate into the unfreeze?
Did you forget to add hookable here? How is the second tee supossed to get up after hooking his mate into the unfreeze?
screenshot_2018-02-20_01-00-38.png (372.2 KiB) Viewed 3575 times
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