Wawi by Warto [Dummy]

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n000b
Posts: 164
Joined: Tue Oct 28, 2014 4:18 pm
Clan: |AFK|

Re: Wawi by Warto [Dummy]

Post by n000b »

had a few minutes, so i thought i give already some screens.
SpoilerShow
screenshot_2018-02-11_16-50-47.png
screenshot_2018-02-11_16-50-47.png (180.54 KiB) Viewed 5676 times
just a suggestion. add a hookblocker and let the tees hook from the right.
screenshot_2018-02-11_16-40-53.png
screenshot_2018-02-11_16-40-53.png (158.42 KiB) Viewed 5676 times
wall jumpst are not needed, dunno whhat the idea is but maybe you should concider to change it.
Warto
Posts: 17
Joined: Mon Sep 11, 2017 3:59 am

Re: Wawi by Warto [Dummy]

Post by Warto »

Hi, thanks fot testing, well, this is how both parts work, alternatives ways are welcome
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Wawipart2.demo
(795.17 KiB) Downloaded 155 times
Wawipart1.demo
(836.97 KiB) Downloaded 161 times
I could update considering first secreenshot if someone else post a bug, otherwise, I think it's ready.
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sorgaxD
Posts: 149
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Re: Wawi by Warto [Dummy]

Post by sorgaxD »

wena arcturus tanto tiempo, asi que aun vives y nos ignoras :'v

sigues con tus mismos diseños xD, con elnuvato nos pusimos a testear el mapa tratando de comunicarnos contigo xD. Elnuvato hizo un mapa y quedo weno, esta aca en el foro y te acuerdas del crystal maze? aun no esta terminado :V pero lo estara pronto.

bueno aca el "bug" xD

you can enter your dummy and yourself into the same hole
SpoilerShow
screenshot_2018-02-24_22-55-39.png
screenshot_2018-02-24_22-55-39.png (658.32 KiB) Viewed 5614 times
Image
Oblique.
Posts: 203
Joined: Sun Apr 26, 2015 10:38 pm

Re: Wawi by Warto [Dummy]

Post by Oblique. »

Found a few more bugs.
TestShow
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1
1.png (699.28 KiB) Viewed 5579 times
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2.png (657.42 KiB) Viewed 5579 times
3
3
3.png (588.62 KiB) Viewed 5579 times
4
4
4.png (641.52 KiB) Viewed 5579 times
5
5
5.png (622.29 KiB) Viewed 5579 times
A is for Apple.
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ΔWΞSƟΜΞ
Posts: 120
Joined: Wed May 31, 2017 12:08 pm

Re: Wawi by Warto [Dummy]

Post by ΔWΞSƟΜΞ »

I like the map... - parts & gameplay are good, map is thoughful, playable and has a good lenght in my eyes.
The design is okay in my eyes, could be better. Maybe a other design would fit better because I see here the design of your previous map "Warto".

I didn't found more bugs than Oblique found, so fix this and then it should be ready in my eyes.

Dummy 3* should fit this map perfectly.
Warto
Posts: 17
Joined: Mon Sep 11, 2017 3:59 am

Re: Wawi by Warto [Dummy]

Post by Warto »

Thanks for testing

sorgaxD: Wena, he estado ocupado, ojalá salgan sus mapas, si tengo tiempo los testearé :D

Oblique.: 1: done
2: this text is necessary, if you don't wait it's fail becuase the bullet hit you before unfreeze (tested many times).
3: I thought it was obvious.... added
4: done
5: Impossible? hammer your dummy positioned like in your screenshot or the part on the left with tunes?. Anyway all parts there works.

Awesome: I like that design :roll:
Attachments
Wawi.map
(752.13 KiB) Downloaded 151 times
Oblique.
Posts: 203
Joined: Sun Apr 26, 2015 10:38 pm

Re: Wawi by Warto [Dummy]

Post by Oblique. »

Oh my bad about #5 I didn't notice that there was a tune zone (I thought you were supposed to hammer the dummy who would rocket-boost off of you). Sorry :)
A is for Apple.
jao
Posts: 1274
Joined: Wed Jul 06, 2016 1:18 pm

Re: Wawi by Warto [Dummy]

Post by jao »

TestShow
1: I think the speeder marking still doesn't properly give away how the parts works. Also, you should add another speeder layer on the left so you can't be stuck on the edge like displayed.
1: I think the speeder marking still doesn't properly give away how the parts works. Also, you should add another speeder layer on the left so you can't be stuck on the edge like displayed.
screenshot_2018-03-06_10-36-57.png (1.04 MiB) Viewed 5502 times
2: You can hook the dummy from down. Doesn't feel desired so you should maybe prevent it.
2: You can hook the dummy from down. Doesn't feel desired so you should maybe prevent it.
screenshot_2018-03-06_10-40-04.png (1.01 MiB) Viewed 5502 times
3: AFAIK it's random to what TO-tele you get ported and since in this case you have to react fast you should either reduce it to a single TO-tele or change every tile to an individual FROM-tele as well as a matching TO-tele row above (Option 2 would make a lot more sense).
3: AFAIK it's random to what TO-tele you get ported and since in this case you have to react fast you should either reduce it to a single TO-tele or change every tile to an individual FROM-tele as well as a matching TO-tele row above (Option 2 would make a lot more sense).
screenshot_2018-03-06_10-41-54.png (232.95 KiB) Viewed 5502 times
4: Red and green-marked markings are the same, however, the red one also has unfreeze gametiles on it. Should be made obvious.<br />Also, there should be a warning in the blue-marked area.
4: Red and green-marked markings are the same, however, the red one also has unfreeze gametiles on it. Should be made obvious.
Also, there should be a warning in the blue-marked area.
screenshot_2018-03-06_10-42-47.png (1.39 MiB) Viewed 5502 times
5: Is it intended to move yourself into the tele? If yes, it should be made more obvious. If not, I think the part is too hard.
5: Is it intended to move yourself into the tele? If yes, it should be made more obvious. If not, I think the part is too hard.
screenshot_2018-03-06_10-44-20.png (989.25 KiB) Viewed 5502 times
6: These kill tiles are unnecessary IMO, kinda stupid to fail by accidenally throwing your dummy into them.<br />Also, I think the kill-tile usage in the whole map is pretty bad :s
6: These kill tiles are unnecessary IMO, kinda stupid to fail by accidenally throwing your dummy into them.
Also, I think the kill-tile usage in the whole map is pretty bad :s
screenshot_2018-03-06_10-44-39.png (825.61 KiB) Viewed 5502 times
7: I'd suggest to add a CP and CTO-tele in the red-marked area and to change the tele to CP-tele. It's annoying to have to hammer the dummy to the speeder again after failing.
7: I'd suggest to add a CP and CTO-tele in the red-marked area and to change the tele to CP-tele. It's annoying to have to hammer the dummy to the speeder again after failing.
screenshot_2018-03-06_10-45-27.png (363.44 KiB) Viewed 5502 times
9: The last part is too faily IMO. You shouldn't fail a Dummy map because of such a solo part.
10: Tele-18 repeat mechanism is unnecessary IMO, the part is pretty easy already.
11: IMO "repeat" isn't the most appropriate description for the switches, maybe something like "rescue" would fit better.
12: Not that important but you should only use as many TO/CTO-teles as needed. (2 if both tees can be ported; 1 if only 1 can be ported - you may also place it directly on the ground then.)
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