Magikarp by Warto [Moderate]
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Magikarp by Warto [Moderate]
Hi, I made this map some time ago inspired in this funny pokemon.
I hope you liked it.
I hope you liked it.
- Attachments
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- Magikarp.png (292.68 KiB) Viewed 6192 times
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- Magikarp.map
- 1.0
- (768.32 KiB) Downloaded 131 times
Re: Magikarp by Warto [Moderate]
few changes
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- Magikarp.png (215.92 KiB) Viewed 6019 times
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- Magikarp.map
- 2.0
- (773.27 KiB) Downloaded 129 times
- Lumina
- Posts: 122
- Joined: Mon May 16, 2016 1:29 pm
- Location: Germany
- Player profile: http://ddnet.tw/players/Lumina/
Re: Magikarp by Warto [Moderate]
Tested the map.
There are creative parts and the map idea of a pokemon sounds cool aswell.
but
I think this map is a bit to hard to be moderate.
At some points gets pretty faily at end, and makes it unbalanced, i suggest to make the map a bit less faily
The drag parts are okay but a bit (annoying and) hard, so it should be a bit easier.
Here are some screenshoots what i mean
There are creative parts and the map idea of a pokemon sounds cool aswell.
but
I think this map is a bit to hard to be moderate.
At some points gets pretty faily at end, and makes it unbalanced, i suggest to make the map a bit less faily
The drag parts are okay but a bit (annoying and) hard, so it should be a bit easier.
Here are some screenshoots what i mean
SpoilerShow
Your Tee,
Lumina
Lumina
Re: Magikarp by Warto [Moderate]
Thanks for your time testing my map Lumina.
I followed some suggestions and improved the design, now it look nice
But to me all parts are moderate and really easy in group (I tested it with some friends), and, in general, if you play alone obviously the difficult increase.
1.- Ups, done.
2.- Moved undeep left, not deep.
3.- Fixed, but more teleports feels boring, part itself is really easy and 3 teleports is enough.
4.- Why?, Where?. if you fail you can save him/her and use HF and go left.
5.- Hookthrough tiles are there to save your mate if he/she fail (play that part).
6.- Its faily when you play with your dummy or you are not enough skilled to play moderate maps. Anyway, that part (and most of the "fail" parts) are really easy in group or when you know how to do it. Btw, the first parts are faily too, especially when you are alone, so its not a process).
7.- Reworked start.
8.- You can cheat the part with that cp there,so I think is better where it is.
9.- There are enough teleports and with freeze there, other players can help you from left.
10.- That drag part is short and moderate, Idk how and why make it easier.
11.- Thats relative, to me that part its not complicated I can do it in max 3 tries, but I changed to make it less annoying with a switch and more space (not to much).
12.- It's "hard" alone, with a friend you can do it in one attemp.
Thanks again
I followed some suggestions and improved the design, now it look nice
But to me all parts are moderate and really easy in group (I tested it with some friends), and, in general, if you play alone obviously the difficult increase.
1.- Ups, done.
2.- Moved undeep left, not deep.
3.- Fixed, but more teleports feels boring, part itself is really easy and 3 teleports is enough.
4.- Why?, Where?. if you fail you can save him/her and use HF and go left.
5.- Hookthrough tiles are there to save your mate if he/she fail (play that part).
6.- Its faily when you play with your dummy or you are not enough skilled to play moderate maps. Anyway, that part (and most of the "fail" parts) are really easy in group or when you know how to do it. Btw, the first parts are faily too, especially when you are alone, so its not a process).
7.- Reworked start.
8.- You can cheat the part with that cp there,so I think is better where it is.
9.- There are enough teleports and with freeze there, other players can help you from left.
10.- That drag part is short and moderate, Idk how and why make it easier.
11.- Thats relative, to me that part its not complicated I can do it in max 3 tries, but I changed to make it less annoying with a switch and more space (not to much).
12.- It's "hard" alone, with a friend you can do it in one attemp.
Thanks again
- Attachments
-
- Magikarp.png (362.21 KiB) Viewed 5892 times
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- Magikarp.map
- 3.0
- (808.82 KiB) Downloaded 134 times
Re: Magikarp by Warto [Moderate]
You should look at it the other way around. Maps should get rated after how difficult they are for 2 people. Your map has easy parts but pretty faily one. This isn't really good for a moderate map. You should try to make the map less faily in general.
Re: Magikarp by Warto [Moderate]
Well, In my freetime I reworked some parts and added some bonus parts.
I hope this pokemon gets realeased
I hope this pokemon gets realeased
SpoilerShow
- Attachments
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- Magikarp.map
- (821.34 KiB) Downloaded 134 times
Re: Magikarp by Warto [Moderate]
Checked the map with Cellegen. I would like to release it
Design is really enjoyable now, but gameplay is still lacking some quality:
Design is really enjoyable now, but gameplay is still lacking some quality:
- First half of the map is noticeably easier than the second (~ till CP 12). Both difficulties are fine in itself, but it should be balanced throughout the whole map. Decide whether you want a harder or easier map.
- There are some repetitive parts - a lot throws are similar
- Towards the end are too many hammerhit/hammerfly parts, they don't really fit to the map style and make it feel boring. (They rather let the map feel unnecessary long)
- CP 21 and CP 28 solo parts are too long. You don't want to have to wait long times for your mate.
- You shouldn't use the pokeballs as a marking for freeze. No one will recognize them as a gametile.
Re: Magikarp by Warto [Moderate]
Thanks both for testing, I followed some suggestions and reworked many parts.
SpoilerShow
Re: Magikarp by Warto [Moderate]
Tested with Freezestyler
Move the unfreeze one to the right
Are you supossed to go wall here? It's not really obvious and a bit lame
I suggest do replace the marked tele with hookthrough, makes the part a bit more convenient
10s is a bit long
Too faily
The switch position is bad, players won't notice it nor understand what it does
Too faily and boring, I suggest to just cut this as the map is really long already
Same as above screenshot
Wrong gametiles behind this, it's endless off instead of jetpack off
- Remove switch 6 and 2 deactivation tiles and add
switch_open 6
andswitch_open 2
in server settings - CP 12 part doesn't play well IMO, could use some adjustment
SpoilerShow
Move the unfreeze one to the right
Are you supossed to go wall here? It's not really obvious and a bit lame
I suggest do replace the marked tele with hookthrough, makes the part a bit more convenient
10s is a bit long
Too faily
The switch position is bad, players won't notice it nor understand what it does
Too faily and boring, I suggest to just cut this as the map is really long already
Same as above screenshot
Wrong gametiles behind this, it's endless off instead of jetpack off
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