Hiiglane
Notably Dangerous Demo-Knight
So, a while ago someone asked for an update for Dr_Undertale and it was approved and while it didn't make the map that much better (aside from fixing some bigger problems) I realized that Pirate could really use a few fixes to make the map overall better and a more fun experience for "bad----not as good" players.
A big problem on Pirate are little bugs that appear to cause artificial difficulty rather than actually being there to make the map harder and cause players to get pissed with the map. (Or go spy)
1) Fix platforms: I'mma be honest I have no clue how to do this but this problem was fixed on Dr_Cocainum, back when Cocainum was older, the 3 elevator platforms would get stuck if more than two players stood on it and you'd have to jump to get it to move but after recent changes this doesn't happen anymore. On the 3 platforms that go up on Pirate, if two players stand on one of them they'll stop. This becomes a problem since the natural pattern of the platforms can be changed if two players stand on them, making it even harder to get past that area. This problem also reappears later on the map, with the 10 different platforms that elevate and descend through the water, if two players stand on the same platform, or if two players are on them at the same time then they can either get stuck under the water (making it impossible to survive) or they flat out break and stop going under the water.
2) Amp up that damage: the water on the map/any fall areas doesn't one shot cloaked spies, if Number 1 is fixed, they'll be no reason to allow spies to clear water/fall areas in cloak. So it should kill spies instantly.
3) Hale's Teleporters: A smaller problem, when playing Hale the first area teleporters are so close to each other, that when you walk through you get shot into the other teleporter, pretty much making it difficult to get into Part 2 when playing Hale, miniscule problem but it'd be nice to get it fixed.
4) Another smaller problem, the trap near the pirate ship that traps players in a box then the floor breaks can be glitched, if a player pushes against the wall then they can avoid falling into the water and dying then when the platform comes down they can stop it from fully coming all the way down which can block anyone behind the trap from progressing through the map.
(Bonus Suggestion: Pirate is a great map, and honestly the only difficult DR map we have on Skial but the longevity of the map is its biggest problem which pretty much everyone knows. I want these bugs fixed because if they are fixed I think we can get more players through the map, (even the ones who die on the first pattern dissapearing paltform) and honestly I dont think it would be a bad idea to remove some areas to make the map a bit smaller too. (Like the completely unnecessary moving lazer beams/spinning swords/obby at the end since these are all map-traps rather than hale activated traps and whats the point of things like that)
A big problem on Pirate are little bugs that appear to cause artificial difficulty rather than actually being there to make the map harder and cause players to get pissed with the map. (Or go spy)
1) Fix platforms: I'mma be honest I have no clue how to do this but this problem was fixed on Dr_Cocainum, back when Cocainum was older, the 3 elevator platforms would get stuck if more than two players stood on it and you'd have to jump to get it to move but after recent changes this doesn't happen anymore. On the 3 platforms that go up on Pirate, if two players stand on one of them they'll stop. This becomes a problem since the natural pattern of the platforms can be changed if two players stand on them, making it even harder to get past that area. This problem also reappears later on the map, with the 10 different platforms that elevate and descend through the water, if two players stand on the same platform, or if two players are on them at the same time then they can either get stuck under the water (making it impossible to survive) or they flat out break and stop going under the water.
2) Amp up that damage: the water on the map/any fall areas doesn't one shot cloaked spies, if Number 1 is fixed, they'll be no reason to allow spies to clear water/fall areas in cloak. So it should kill spies instantly.
3) Hale's Teleporters: A smaller problem, when playing Hale the first area teleporters are so close to each other, that when you walk through you get shot into the other teleporter, pretty much making it difficult to get into Part 2 when playing Hale, miniscule problem but it'd be nice to get it fixed.
4) Another smaller problem, the trap near the pirate ship that traps players in a box then the floor breaks can be glitched, if a player pushes against the wall then they can avoid falling into the water and dying then when the platform comes down they can stop it from fully coming all the way down which can block anyone behind the trap from progressing through the map.
(Bonus Suggestion: Pirate is a great map, and honestly the only difficult DR map we have on Skial but the longevity of the map is its biggest problem which pretty much everyone knows. I want these bugs fixed because if they are fixed I think we can get more players through the map, (even the ones who die on the first pattern dissapearing paltform) and honestly I dont think it would be a bad idea to remove some areas to make the map a bit smaller too. (Like the completely unnecessary moving lazer beams/spinning swords/obby at the end since these are all map-traps rather than hale activated traps and whats the point of things like that)