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DDraceNetwork / mapping
Here you can talk about mapping, ask mapping related questions or request new ratings for released maps
Between 2022-07-19 00:00:00Z and 2022-07-20 00:00:00Z
02:10
what do you think about that noobfilter ?
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looks like you'll hit freeze if you don't have perfect start
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ye thats why i only left the 2 good hooking blocks
02:13
wait
02:13
i will make a demo
02:16
02:16
@Chairn
02:16
i think its fair
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dunno, looks too "tight"
02:20
like this its very free
02:20
honestly
02:20
maybe its good for a noobfilter
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ok so
02:50
02:50
what yall think of my first part ?
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@Chairn 👀
03:14
03:14
i posted at 4:20
03:15
u can give ur opinion :)
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uh, hard fly
03:16
but aled into kill tile?
03:16
i gave a bit more space
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Chairn
but aled into kill tile?
if u aled right, u dont fall in killtile
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well, im too noob for normal aled already 😄
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i tough u were strong 🦾
03:19
maybe i should do the start a bit less difficult
03:20
so its not like Mult0map
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its too tight fs
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fs ?
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for sure
03:27
ok i will space it all
03:27
btw
03:27
we all agree that the little 1-block spots are doable ?
03:27
right ?
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with dummy yes, with a real player, harder
03:29
so not sure you should advantage already advantaged dummy players
03:30
the idea is to have a hard and fast way, and a easier but long way
03:30
i think that will always advantage dummy players
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Chairn
so not sure you should advantage already advantaged dummy players
but is that really a bad thing ?
03:36
dummies in t0 are annoyinf
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louis
dummies in t0 are annoyinf
then giving them another way to go wipe them out of the melee
03:52
wich is great
03:52
they will annoy themselves
04:18
ok now its way bigger
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plantknight skip greenthing (edited)
04:21
04:21
thing is
04:21
im bad with dummy
04:21
so i guess i will finish the map to get testers 🏃
05:43
this works and i love it
11:51
😱 2
11:51
smh
11:52
11:52
11:52
smh x2
11:53
11:54
11:54
smh x3
11:55
the dj edge reminder is very oddly mapped in entities, and it's not consistent at all
11:55
11:56
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its is placed so that the reminder comes up if you miss jumping off the platform
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and dj quickly instead
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oh i know what it does
11:56
hence "dj edge reminder"
11:57
11:57
so for the first two, there is 3 tiles of space before cp is restored to the normal one
11:57
for the last one, there is 2 tiles, but you are supposed to get speed for this section?
11:58
wouldn't this be the opposite? xD
11:58
anyway, there is a much cleaner way to do this
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they seem pretty identical, no? seem like nits
11:59
what is the pillar of normal cps right of the 'special' cp for again?
12:00
could add some more too like the above
12:00
12:00
the extra pillar is really unnecessary imo.
12:00
it would often cause people who dj mega late to never see the reminder at all
12:01
the way i see it at least
12:01
although im not sure anyone has a reaction time that bad
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ah, the idea is probably that if you jump mega late, you will probably understand yourself that you are not jumping right
12:01
and its less probable that it is something the person will do again
12:02
and it might be annoying
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in that case we can still put a pillar like the original design but it should at least be mapped cleaner
12:02
shouldnt need more than this
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I think you make it sound much more dramatic than it is ^^
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in fact the excess CP to the right is probably unnecessary too
12:03
pointless not to fix it, it's representative of the ddnet community and should be a clean map
12:05
normal maps that no player past 100 hours will ever see is ridiculed for having a single freeze corner missing but the tutorial that literally every player will see has more lax criteria xD
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@lynn the tutorial works really well with new players, that's what it was designed for
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im just suggesting improvements to it, they aren't necessary changes but i expect the tutorial map to be held to the same standards of any map that would be tested normally
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no, you're not just "suggesting improvements"
12:19
[2:03 PM] lynn: pointless not to fix it, it's representative of the ddnet community and should be a clean map
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what's wrong with that?
12:20
am i wrong?
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it's not just suggesting improvements
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i could send a patched version in like 2 minutes
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how are those problems?
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no one would double-take if someone pointed out these things in normal testing channels
12:22
suddenly because it's ddnet's prized tutorial "it's fine"
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well, ddnet's tutorial was extensively tested on new players
12:24
changes would need to go through that as well
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it depends who tests the map, I for one put my attention towards more important things than little inconsistencies in entities or design
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inconsistencies in entities
12:24
ayep
12:24
but that's what people do in testing havent u seen xD
12:25
people flip out when a corner is missing
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I have, and I think it's not the best way
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i apologize for wanting the entities to be cleaner on the eventually-most played map
12:27
i will shut up forever about it
12:27
3 different discord role colors saying no i think i take the L here
12:28
again everything i ever bring up is met with swift rejection
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@lynn I agree the cp in wall could be fixed, but see nothing wrong with the rest
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even the most inoccuous thing such as this xD
12:28
im not even a mod anymore
12:28
give me a break
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Ravie
@lynn I agree the cp in wall could be fixed, but see nothing wrong with the rest
you dont think the last set should match the others?
12:28
or have the other 2 be walls of cp as well?
12:29
either 2x2 the last one or make them all walls
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I don't think it has to match if it works the same
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not sure why they're 2-wide either
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I would like this change, and I think the others too and didn't really read the things as rejections. would you mind sending a map with your proposed changes?
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it doesnt need the change
12:29
it looks nicer
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Patiga
I would like this change, and I think the others too and didn't really read the things as rejections. would you mind sending a map with your proposed changes?
I'd generally be wary of gameplay changes tbh, the tutorial really was tested a lot. the non-gameplay changes are fine (cps in walls)
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changing how many cps there are doesnt change gameplay
12:30
it changes what the map looks like in entities
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Patiga
I would like this change, and I think the others too and didn't really read the things as rejections. would you mind sending a map with your proposed changes?
nope because if ive learned anything in all my time trying to do anything for this game it's that you'll waste your time
12:31
i tried to patch multeasymap to be less blocker-friendly (edited)
12:31
i spent a ton of time working on different revisions
12:31
i thought people were happy with the idea
12:31
it was rejected
12:32
i was a mod then and im not a mod now, neither route works
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well it does change how the fallback teleporter is triggered, I wouldn't really argue that but if we could see that it works as well or better (and probably also have the original mappers look over it) I'd personally be fine with improving the look of the map in entities
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fallback teleporter is entirely dictated by the length of the bottom CP
12:32
not the wall
12:32
if it has even just 1 tile thick walls its doing the job
12:32
that CP is for running right not drifting back left
12:34
EVEN IF (and i am being extremely conservative here) you managed to bisect the behavior where a thicker wall would result in getting the cp still, there is no way with your falling speed that you're going to miss the CP on the bottom. not if you hook, cant dj, nothing
12:34
it literally does not change gameplay
12:34
idk why i even have to go down this rabbit hole xD
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if you want to do that and the map creator agrees, it's fine
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i see no decent way to facilitate changes to the map, since it didn't have a testing channel, correct? or at least it was not public
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change the map, contact the creator and come back afterwards, I guess
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i dont know their dm but if i dm them then it's a whole thing where no one knows if i said anything or they said anything back etc
12:36
been burned many times
12:37
would prefer they respond here
12:37
@unique_2 @Alisa are these the mappers?
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yes
12:38
I don't know if they want to be contacted here, though
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i will pick the one with a profile picture and dm them
12:41
dmed
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for visibility, this is my version of the tutorial. it is free of entity bugs, connects left CP43 tiles with the hookable tiles near it, and makes the following change to the dj reminder:
12:58
12:59
I know I said I wasn't gonna map it, but honestly this will be my last try to do anything ddnet-related xd
13:02
i didnt make this change since it's extremely picky but typically CTO tiles for freeze parts have 3 unfreeze tiles near them, but this one uses 4
13:02
again extremely extremely picky but could match the others
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@lynn btw you realize tutorial players won't find out about entities for a while? justatest
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missing the point here
13:05
i suppose all novice maps can have entity bugs in them now
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clean entities are always nice, and if they already know of entities its even nicer
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lynn
i suppose all novice maps can have entity bugs in them now
I wouldn't say those are entities bugs, just really nitpicky stuff that doesn't matter
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i would get an example of an "entity bug" in testing but i self-banned myself from entering those things
13:07
an entity bug is when extra tiles are stacked on top of each other when they have no purpose in gameplay
13:07
saying "I wouldn't say those are entities bugs" is just false
13:08
or else the definition has swept up from under me
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I meant the cp shape, I already said that the ones in walls can be fixed
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how could i know what specific thing you were referring to? im not a mind reader
13:08
i changed a lot
13:09
i agree about the CP shape, doesnt matter but the rest of them connect
13:09
6am need to sleep or else my day will be gone
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I'm fine with removing unneeded totele and making the airjump reminders consistent. Iirc there was a small graphics bug somewhere, might as well fix that, I'll see if I can still find it and upload the map here in a bit. As was said here, this will absolutely not affect the experience of new players, so we can argue if it's enough to warrant patching the map. Personally I'm undecided for the moment. I definitely don't want to make it a regular occurance that the tutorial map has to be redownloaded. (edited)
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we could discuss other changes until we're confident it won't need to be changed again, maybe give it a day?
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With the UI changes, we need another version anyways.
13:58
We delayed that because we didn't know how final those were, but eventually this will have to be changed.
14:01
Are the UI changes final now?
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no, the freeze bar will look a little different in the next update and there might also be other small changes
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Then we'll wait a bit more. Any other cosmetic issues we can also fix with that version.
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thanks for your reply :D
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