map SlimeZ

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Deathman
Posts: 80
Joined: Sun Jun 22, 2014 12:31 pm
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Clan: [DeathFace]

map SlimeZ

Post by Deathman »

Map by ƧPΣΣDBӨY and me
Attachments
SlimeZ.map
(363.64 KiB) Downloaded 115 times
SlimeZ.cfg
(804 Bytes) Downloaded 111 times
User avatar
Ñı©Ø
Posts: 1927
Joined: Sat Sep 06, 2014 5:22 pm
Location: Italy
Player profile: http://ddnet.tw/players/-209--305--169--216-/
Mapper profile: http://ddnet.tw/mappers/-209--305--169--216-/

Re: map SlimeZ

Post by Ñı©Ø »

Very good BG but a lot of parts are unbalanced! There are some 2*mod parts and some 5*mod parts... that's a big problem...
I give you some bugs/suggestions... but the first problem is the unbalanced parts
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Deathman
Posts: 80
Joined: Sun Jun 22, 2014 12:31 pm
Player profile: http://ddnet.tw/players/Deathman/
Clan: [DeathFace]

Re: map SlimeZ

Post by Deathman »

I took very long for the background :D .

Picture 1: I added unfreeze
Picture 2: that part is not that hard xD
Picture3: easy
Picture 4:fixed
Picture 5: ok did it
Picture 6: did it too
Picture 7 : fixed
Picture 8; fixed
Picture 9; possible and not that hard i think
Picture 10: did it
Picture 11: did it too
Picture 12 : fixed
Picture 13: fixed (not really importand ( i there was no hookthrough becase else the nohok is hookthrough))
Picture 14: fixed

Ok if i want to make the map harder wich parts are too easy and i have to make harder?
Attachments
SlimeZ.map
(363.87 KiB) Downloaded 107 times
User avatar
Element Finland
Posts: 116
Joined: Mon Aug 11, 2014 6:18 pm
Location: Funland
Player profile: http://ddnet.tw/players/Element-32-Finland/
Mapper profile: http://ddnet.tw/mappers/Element-32-Finland/
YouTube: user/theFireworks1

Re: map SlimeZ

Post by Element Finland »

Ñı©Ø, do you know how hookthrough works because you ask him to add them to useless places + you've reported bugs about missing hookthrough when it's really not.
some body once told me
Welf
Posts: 1838
Joined: Fri Jun 06, 2014 12:20 am
Player profile: http://ddnet.tw/players/Welf/
Mapper profile: http://ddnet.tw/mappers/Welf/

Re: map SlimeZ

Post by Welf »

i agree, at the 8th screen the mapper made perfect hookthrough and you ask him to change into bugged hookthrough
Deathman
Posts: 80
Joined: Sun Jun 22, 2014 12:31 pm
Player profile: http://ddnet.tw/players/Deathman/
Clan: [DeathFace]

Re: map SlimeZ

Post by Deathman »

so i can do it to normal again? why is Ñı©Ø tester if he tells me wrong things wtf
Ama
Posts: 921
Joined: Sun Jun 01, 2014 12:28 pm
Player profile: http://ddnet.tw/players/Ama/
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Re: map SlimeZ

Post by Ama »

Deathman wrote:so i can do it to normal again? why is Ñı©Ø tester if he tells me wrong things wtf
He is a trial tester he will learn from mistakes just like mappers learn from mistakes

If you would map perfectly we wouldnt even need to test the maps
Deathman
Posts: 80
Joined: Sun Jun 22, 2014 12:31 pm
Player profile: http://ddnet.tw/players/Deathman/
Clan: [DeathFace]

Re: map SlimeZ

Post by Deathman »

chaged back
Attachments
SlimeZ.map
(363.84 KiB) Downloaded 113 times
User avatar
Ñı©Ø
Posts: 1927
Joined: Sat Sep 06, 2014 5:22 pm
Location: Italy
Player profile: http://ddnet.tw/players/-209--305--169--216-/
Mapper profile: http://ddnet.tw/mappers/-209--305--169--216-/

Re: map SlimeZ

Post by Ñı©Ø »

well... so when it's only 1 block you have to put hooktrough only on the top.... when there are few block you must put it at the bot too... Ok i will put it in my mind :)

ty
Welf
Posts: 1838
Joined: Fri Jun 06, 2014 12:20 am
Player profile: http://ddnet.tw/players/Welf/
Mapper profile: http://ddnet.tw/mappers/Welf/

Re: map SlimeZ

Post by Welf »

It depends on the situation, i can explain you somewhen
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