Magikarp by Warto [Moderate]

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

Magikarp by Warto [Moderate]

Post by Warto »

Hi, I made this map some time ago inspired in this funny pokemon.
I hope you liked it.
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Magikarp.png
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Magikarp.map
1.0
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meew'
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Re: Magikarp by Warto [Moderate]

Post by meew' »

*platscher*
911 mapping police
Warto
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Re: Magikarp by Warto [Moderate]

Post by Warto »

few changes
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Magikarp.map
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Lumina
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Re: Magikarp by Warto [Moderate]

Post by Lumina »

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
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Your Tee,

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

Re: Magikarp by Warto [Moderate]

Post by Warto »

Thanks for your time testing my map Lumina.

I followed some suggestions and improved the design, now it look nice :D
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
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Magikarp.map
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RayB.
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Re: Magikarp by Warto [Moderate]

Post by RayB. »

Warto wrote: Tue Oct 10, 2017 3:05 pm
I followed some suggestions and improved the design, now it look nice :D
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.
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.
Warto
Posts: 17
Joined: Mon Sep 11, 2017 3:59 am

Re: Magikarp by Warto [Moderate]

Post by Warto »

Well, In my freetime I reworked some parts and added some bonus parts.
I hope this pokemon gets realeased
SpoilerShow
magikarp.png
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jao
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Re: Magikarp by Warto [Moderate]

Post by jao »

Checked the map with Cellegen. I would like to release it :)

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.
I will do a more detailed test after you fixed said issues.
Warto
Posts: 17
Joined: Mon Sep 11, 2017 3:59 am

Re: Magikarp by Warto [Moderate]

Post by Warto »

Thanks both for testing, I followed some suggestions and reworked many parts.
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Magikarp.map
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jao
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Re: Magikarp by Warto [Moderate]

Post by jao »

Tested with Freezestyler
  • Remove switch 6 and 2 deactivation tiles and add switch_open 6 and switch_open 2 in server settings
  • CP 12 part doesn't play well IMO, could use some adjustment
SpoilerShow
Image
Move the unfreeze one to the right
Image
Are you supossed to go wall here? It's not really obvious and a bit lame :(
Image
I suggest do replace the marked tele with hookthrough, makes the part a bit more convenient
Image
10s is a bit long :D
Image
Too faily
Image
The switch position is bad, players won't notice it nor understand what it does
Image
Too faily and boring, I suggest to just cut this as the map is really long already
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Same as above screenshot
Image
Wrong gametiles behind this, it's endless off instead of jetpack off
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