Dodge by Pulsar [Solo]

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Pulsar
Posts: 72
Joined: Fri Jun 09, 2017 2:39 pm

Re: Dodge by Pulsar [Solo 1*]

Post by Pulsar »

Changed the last part as it was the only pixel perfect part. It's not easier tho, there is just bigger margin of error.
Rest of the parts are ok (now all of them are), just find & learn a pattern and it's really hard to fail >.>
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Dodge.map
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n000b
Posts: 164
Joined: Tue Oct 28, 2014 4:18 pm
Clan: |AFK|

Re: Dodge by Pulsar [Solo 1*]

Post by n000b »

hi,

i tested your map a few minutes ago, and i am sorry to say but i didn't like it. i think there would be only a bunch of people who would spend time on this map to get the paterns and finish it. even when i used super to save myself it took to much tries to have fun finishing it(that probably gave away my skill level) and it wasn't last version on the testserver i guess, cause the last part was not possible for me. no bugs were found and the map should be releasable. but i cannot answer this question:
Does this map bring something worth releasing to DDNet?
that is not to me to decide but then you know my opion.
that's all.

btw i was wondering if it was possible to make the bullet teleport you instead of freeze. (like a moving teleport) that would probably more fun).
Pulsar
Posts: 72
Joined: Fri Jun 09, 2017 2:39 pm

Re: Dodge by Pulsar [Solo 1*]

Post by Pulsar »

I was already thinking about 'bullet teleport' and if it were possible to add such feature it would be awesome (I'm just too lazy to suggest it). However I'm not sure if making a feature for a single map would make any sense.
Anyway.. even without this I could make it fail-proof and at the same time more enjoyable. Also if I'm correct the approach I'm thinking about right now would get rid of a problem with bullets bug.
I guess I'll just rework the map.
n000b
Posts: 164
Joined: Tue Oct 28, 2014 4:18 pm
Clan: |AFK|

Re: Dodge by Pulsar [Solo 1*]

Post by n000b »

well maybe qshar's moving quads stuff thingy could help. i only think moving teleports would be buggy, good luck with reworking.
Pulsar
Posts: 72
Joined: Fri Jun 09, 2017 2:39 pm

Re: Dodge by Pulsar [Solo]

Post by Pulsar »

I reworked the map completely. Some quick info:
- 15 parts with unique patterns (5 easy, 5 medium, 2 hard, 2 hard af, 1 impossible [after first finish all 15 are easy])
- 'rescue system', makes map 100% fail-proof and it's perfectly timed (just sometimes you need to wait for few seconds, but I can't do anything about it). Also it gets rid of bullet bug, so you can't use it to cheat parts
- you need a fully functional brain and to know how to walk & jump in order to finish it
- entities look like poo, but who cares

Solo 2/3* imo. Have fun.
Attachments
Dodge.map
(178.17 KiB) Downloaded 97 times
User avatar
meew'
Posts: 519
Joined: Mon Jul 20, 2015 7:17 pm
Player profile: http://ddnet.tw/players/meew-39-/
Clan: Möhre

Re: Dodge by Pulsar [Solo]

Post by meew' »

Pulsar wrote: Sun Apr 01, 2018 11:44 pm
- entities look like poo
did not find poo when i turned entites on :dissapointed:
911 mapping police
Pulsar
Posts: 72
Joined: Fri Jun 09, 2017 2:39 pm

Re: Dodge by Pulsar [Solo]

Post by Pulsar »

Fixed minor things
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Dodge.map
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jao
Posts: 1274
Joined: Wed Jul 06, 2016 1:18 pm

Re: Dodge by Pulsar [Solo]

Post by jao »

[release=★★★✰✰; Solo]Dodge; Pulsar[/release]
User avatar
Swift
Posts: 230
Joined: Tue May 31, 2016 9:19 pm
Location: Venice Beach
Player profile: https://ddnet.tw/players/Nyanto/
Clan: NVMI

Re: Dodge by Pulsar [Solo]

Post by Swift »

Honestly and clear the worst map i've ever played. So annoying! My ping is 150. x2 enjoy
ᕙ(ಠ_ಠ)7
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