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DDraceNetwork / mapping
Here you can talk about mapping, ask mapping related questions or request new ratings for released maps
Between 2024-07-28 00:00 and 2024-07-29 00:00
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iTom
We need more Dummy Maps like Bomb Raid again
u mean like chill solid drag parts ?
00:20
i agree tbh, never disappoints
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louis
u mean like chill solid drag parts ?
Yes, i think thats a good definition. Atleast that are the maps i often replay and which i like to play when not tryharding new harder maps
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my last chil solid drag map got declined, because of weird elitist testers
00:44
i think that the constant idea of "high quality" map, was putting down basic enjoyable maps, which is really sad
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what, basic drags?
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Welf
my last chil solid drag map got declined, because of weird elitist testers
that was cuz it was low effort not necessarily cuz of elitist testers
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louis
that was cuz it was low effort not necessarily cuz of elitist testers
that's how you interpret the situation lol
09:04
show me any better map with the same purpose, im waiting for years
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luminati
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that's way harder, not compareable at all
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Dizzy
10:23
lavender forest (edited)
10:25
cartoon, WTF (edited)
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not really compareable imo, they teach you different stuff
10:26
i dont think you understand the map i uploaded
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Welf
i dont think you understand the map i uploaded
pretty elitist statement now thonk
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Well judging by what you are comparing it to
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are you trying to say your map introduces beginner/moderate level players to simple versions of common techniques? i could see that, but even then, some of the parts were pretty unbalanced anyways
10:32
you can't just justify a map through the idea or theme it's supposed to have
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nobody said that they would be unbalanced
10:33
that was not the criticism back then, and it would be easy to fix
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you still need to fine tune each part and put effort into the small parts of gameplay, that's what differentiates a 'low effort spam' type of drag map with a 'replayable classic' one
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That's what i tried to do back then, where did i mess up?
10:34
You are sounding elitist right now btw
10:36
The map was already fine tuned in some ways, because it would force the players to repeat some very useful mechanics
10:37
And the map is very accessible, the frustration was on a minimum (fine tuning)
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Welf
The map was already fine tuned in some ways, because it would force the players to repeat some very useful mechanics
how? i could count 2 required (for noobs) hammers in the whole map, and the ground hammer (much harder version) comes first
10:48
most of the rest is just drag part movement techniques, some easier than others
10:48
solos don't seem too well thought out either
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louis
how? i could count 2 required (for noobs) hammers in the whole map, and the ground hammer (much harder version) comes first
the ground hammer comes first?
10:49
WELL
10:49
explain?
10:49
they can be fixed? if not, why not? nobody explained how to improve the map or anything, it was just random criticism
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louis
most of the rest is just drag part movement techniques, some easier than others
the techniques in the drag are very usefull, and the map would force you to learn them, perfect for players who finished multeasymap 50 times
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ah my bad the wall hammer comes first
10:50
but 50% of noobs won't wallhammer there since there's hookable
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i think that hooking the ceiling while doing a drag part, then hooking your teammate again is much harder, because it requires more aim
10:50
but that would be fixable too
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i'd make the start less blocky (spawn and the easy-hh after the noobfilter)
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i dont understand
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noobs play in bigger groups, you can't have parts where they block eachother easily
10:51
same goes for parts with tele, they can be extremely unproductive at beginning of maps (kobra)
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the first part was intententionally easier
10:52
and the map is for 2p
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well it's not teamforced, so it's inherently for t0 as well
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teamforce is bad πŸ˜…
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if you want to introduce multiple techniques you need to do it a bit more gradually, as of now the map structure seems too rushed
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i dont understand
10:52
it seems like you are putting a very high standard no map fulfills
10:53
thats what i call elitism
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sounds like youre putting a low standard that many bad maps would fulfill
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thats not true
10:54
i can simplify the first 2 drags for a better entrance into the map, thats fixable too..
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whats bad with raising the standards for maps anyways? that means we get better maps
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nono, high standards would filter out good maps and new mappers. that's what i saw in this conversation. i made a map and instead of seeing its purpose (teaching somewhat new players drag parts in a very accessable way) it got some really high standards to fulfill
10:57
and as long as there is no better map at teaching those simple drag techniques, i don't see a reason to decline or anything πŸ˜…
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there are better maps, just not all combined into one map
10:59
which imo, is better, since techniques take practice to learn
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the map included some repetition too and was designed to be replayable
11:02
at this point i dont even understand your argument anymore
11:02
seems like you just want to talk the map down, which is really weird
11:04
i can use the same method u used on my map and call out the issues on the other maps and why my map would do better in some ways, but i don't think you would be open for that discussion
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Welf
the map included some repetition too and was designed to be replayable
what repetition?
11:05
ground hammer: only one of them wall hammer: only one of them hammer fly: only one
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the drag techniques like balancing in air, rehooking, jumping while dragging
11:06
also the parts have teleporters, which force repetition
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i don't want to take your map down, i just have a problem with:
my last chil solid drag map got declined, because of weird elitist testers
it didn't get declined because of "weird elitist testers", it got declined because you didn't put enough effort and thought into the map even though you have the ability to
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Welf
also the parts have teleporters, which force repetition
yeah, kill tiles also force repetition since you have to repeat the whole map over again
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louis
i don't want to take your map down, i just have a problem with:
my last chil solid drag map got declined, because of weird elitist testers
it didn't get declined because of "weird elitist testers", it got declined because you didn't put enough effort and thought into the map even though you have the ability to
yeah thats what a weird elitist tester would say and you proved this by the way you criticised this map
11:08
wow
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you don't learn a technique by repeating it once in a single part 50 times, you learn it by successfully pulling it off in 50 different parts
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louis
yeah, kill tiles also force repetition since you have to repeat the whole map over again
that comparison doesnt make sense at all
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neither did the original statement
11:09
kill, freeze, teleporter all 'force repetition' for a part since you have to do it over again until you pass anyways
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louis
you don't learn a technique by repeating it once in a single part 50 times, you learn it by successfully pulling it off in 50 different parts
okay the thing is that playing different maps for those techniques have a time difference and makes it hard to get the muscle memory, it's good to practice at one map at first and then apply the learned thing on another map. taking too long breaks between stuff slows the learning down
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louis
kill, freeze, teleporter all 'force repetition' for a part since you have to do it over again until you pass anyways
teleporters force repetition in a healthy way
11:10
if you only have one chance or have to pull up some weird move before you can repeat something, it's harder to learn
11:10
also switching to another map takes alot of time, that's bad for learning too
11:11
thats why teleporters are the best way to learn stuff
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Welf
yeah thats what a weird elitist tester would say and you proved this by the way you criticised this map
how is that an elitist thing to say? you even said in the channel you didnt' put effort into the design
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now you are coming up with a random other thing
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that's pretty related
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(design elitism)
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expecting a decent design is elitism now πŸ€¦β€β™‚οΈ
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it wasnt terrible
11:16
even if, that would be fixable too
11:16
it's not like the map was deeply flawed or something
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please drop the grandma map
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still better than multeasy
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Is there any possibility to limit the number of shots with a weapon? So for example you get a grenade and its limit to 5 shots? (edited)
15:44
After 5 shots you cant shoot anymore
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not with current ddnet
16:47
taking damage like in vanilla or race is also not possible
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Chairn
taking damage like in vanilla or race is also not possible
xD Ye would also make no sense in DDNet. Just thought about cool concepts with a limit of shots
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Chairn
taking damage like in vanilla or race is also not possible
there was an April 1 where you could damage people by shooting them, probably way fewer finishes that day
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deen
there was an April 1 where you could damage people by shooting them, probably way fewer finishes that day
field day for blockers XD
18:04
how to make maps?
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deen
there was an April 1 where you could damage people by shooting them, probably way fewer finishes that day
wait what ? damn, i missed that, i've no memory of such events 😒
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can we fix the cp in eclipsis, the map is so terrible
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フゑンフェアγƒͺン> 2024-07-28 19:42
who can help to balance the map? [block]
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Welf
there are some youtube tutorials like this one https://www.youtube.com/watch?v=6TQ9E6Iqj-I&ab_channel=ReiayanamiTEEWORLD
is there a mapping tutorial and rules pdf? like in kog
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Arylz
is there a mapping tutorial and rules pdf? like in kog
i dont know such a thing
20:11
well there are rules
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Chairn
wait what ? damn, i missed that, i've no memory of such events 😒
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louis
@Cammodude u should make conways game of life in ddnet
棉裀 2024-07-28 23:11
may we can make a CPU on ddnet
23:15
but we need add some switch for CPU (may 1000+)
23:16
ddnet with non-edited is Turing Complele
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棉裀 2024-07-28 23:32
Exported 113 message(s)
Timezone: UTC+0