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@stormphonix4220Hallo Ddnet-Community!
Happy to present to you my new map "Bamboozled"
I like to thank everyone who tested the map with me, especially: Tux, Cøke, Knuski, Jimmy Jazz, Kicker, SUKA, triki and Bolox, who helped me to improve the map greatly.
Also thanks to Ravie who did the bamboo quad way back then.
Since louis is gonna improve the design once his design and the gameplay here is done, id like you to focus more on the gameplay/skips now and the design later. (Mabye i have to rework whole parts and doing it with the final design just takes so much longer) I hope thats no issue for you.
Greetings Storm
There is a rule that the design must be finished
oh, Bolox's name mentioned related to a map?
in that case
10/10 map release rn
Ah allright. Alltho the design is finished it will not be the final version. So i do understand if the tester insist i will delete this channel and do one again in probably 2-3 weeks
2 3 weeks is fine in this case because the gameplay is rly interesting
nice style, a good use of big space
but 1 problem (more in early than ending of the map) more of the part are for 1 player only, the second is not doing much part
😮 StormPhonix map?! amazing ! \o/ is this the map uve sent me or other?
Thank you for your Test. About /spec im not sure, im not the biggest fan of it. But if more suggest it i will do it.
About one tee doing nothing. Yea i think its most prominently in that part and the part after. Its not ideal but since the other tee is doing a dragpart before, i think its fair. And it looks longer than it feels like since its mostly fast gores, and once you get up in the left corner, you are doing things together again. Hard to change that part without completly destroying them.
gl frenchie
u didnt mention me

I did not forget you, but you are with the other ones testing it. The list would be too long if i write everyone out :x But be sure im very thankful for your time and expertise! If there is anyway i can make up. Tell me. I will do anything for you. Really anything 😏
Make sure that u not open new cheats with it
u cant prevent all of it in a map that is open for t0
Improved these 2 Parts
u got bamboozled
GUYS
2025-05-11 19:23:47 I chat/all: im vetrean: we all know that isn't the end of peakhole right? =Pipou=
2025-05-11 19:24:19 I chat/all: =Pipou=: im vetrean: yes
STRONGHOLD MIGHT NOT HAVE ENDED YET
from all channels why this one.
How do you even fix that? You replace them?
Yes
Mabye he got bamboozled
he bamboozled us all, stronghold is not coming
Picture 1+2: Added Freez to provide more structure and make it less open, so its less confusing (Think these 2 are to most confusing ones)
Picture 3: Improved the Drag part for more flow. Picutre 4: I modified the section so that everyone is required to participate to a certain degree. (Also had to move the whole map afterwards, that why it took forever to update)
Will take care about these things once gameplay is done, hope you dont mind 🙂
I’ve removed it for now because it seemed to cause more confusion than help. It was an indicator for where to go from and where you will end up -> If you sing you go from sun to sun on the other side. I may make it more clear with design later on if i can come up with something good and natural.
For that i tried to look them up in my map, but with the default entities its almost impossible to see (great job whoever did them - im honestly amazed). So if you see a few more than the ones already shown, we can just meet ingame and i fix them right away.
Also removed the one tile 👍
Thank you guys a lot for testing 🙏
cool way of using alt text
when rls? map was already ready
I think the original part is ok, just release hook a bit early, like the first part in depressed (1or2 idk)
map very interesting, quite looking forward to its release
trolling is good
i agree, the players yearn for troll spots
bro $insane pls
Latest version:
changelog??
still in testing ?
its the best map in testing just rls it and let ppl find issues wtf
like other releases
No, been released 3 weeks ago ?

But wouldn't it be better this way in the long run? This isn’t about my map specifically, but it feels like there just aren't enough active testers for the current testing process. I tested this map with many testers before posting it and also played it a lot with a few others. Of course, there will always be small issues — but that’s the case with almost any map. So maybe the better approach would be to get the map mostly finished with the testing squad, release it if it’s good enough, and then polish the details over the next two weeks after release.
But there is nobody to work with, older good testers don't like the whole system and newbies doesn't know anything good, I have the bad feeling that they will bring u to just quit mapping, like other very good mappers already did. It's a big joke. Shame to the new gen ppl

also shame to the old gen ppl

(shame, repeated every few days, is always a solution)
most mappers probably are too lazy too change things after the release is the concern i think
Good point but In that case, I’d simply remove the map from the servers. Usually, if a map is good enough to be released, the mapper cares about it and wants to improve it
Hey! Wanted to put this to ready but still found a few things together with :0. Please provide us with a changelog when uploading the new file. It'd also help if you'd add an explanation as to why you decided to not fix some stuff pointed out, in case you decide to not fix it so that we can talk about it. 😄
Some stuff is just pointed out to make sure that you're aware of it but isn't necessarily required to be fixed if you intended it that way. :D
Fixed the designbugs
excuse the colour-choice on some pictures but my laptop is quite broken and i cant see colours the normal way
Spoke with Freezstyler ingame, here are the final change
is it getting released or what do you mean by final?
Yes, we're applying the final changes right now
nice
Found quite a few more stuff together in-game. Waiting for (hopefully) one last upload
Also the to-teles are probably fine as of now. cf. 6.3 of our guidelines https://ddnet.org/guidelines/
Thanks to Ybivawka made the 1st hook of the dragparts more comfortalbe (the 2 screenshots are just an example, did it on a few more). And prevented a skip by adding a few unhooks (pic 3).
Heya, just a couple of things I found. :)
- Wrong design here.
- Missing design.
- Maybe a block here so you don't have to line it up?
- Your tele parts are non faily so maybe remove this faily edge?
- Literally unplayable.

- Ghost finishes. Rest shows some unhook tiles that have 'dirt' tiles inside. You don't really notice them but maybe you want to change them. Just wanted to let you know. ^^
- Added tele on the edges of the telepart so you cant pass through.
- Moved toteles on all parts for more convinience
- Made most of the design "detail" but somehow the bamboo in the background and the darker bushes quads will still show - dont know why
- Cammodude made an new design - Catseye already took a few looks over it. So there shouldnt be much errors
- is because of a bug in 19.3, try older versions
Or newer versions.
true
Since you are here, the music is copyright free?
while i was researching that some site said that the official statement is that they "love it when you use them in creative projects" or something similar
so i guess
but if yall are still concerned about it yall can just freely remove it, doesnt impact much
Playing without quads makes this map kinda impossible to play
I see, because of the water thats freez but also a quad. We have to replace them with the tileset right? There is no way around?
its possible to use both quads and tiles if you were to use quad clipping
Played it quickly with VéNa, the map is fun
Careful to those connections though
You should change the colors, either make the background tiles darker or adjust them so the playground doesn't blend in too much
Those tiles where VéNa stands are too bright in comparison to the playground, it's confusing
Also, with depths, the stones in front should be bigger
It would help a lot
You can clearly see the outline at the bottom flickering as it moves up and down
You should never have an asset connect to a border unless it's seamless
The vines shouldn't have an outline
Outlines are strictly for objects you can interact with (hard objects such as walls)
You have bluish green, yellow green, over saturated green, it doesn't make sense
The "filter" adds a dark atmosphere to the background yet the dirt looks like day light affects it
It should be divisible by 32 (number of tiles moved in px)
But u can't touch The part that doesn't match xd
Imo it looks better when the colors of background outside and inside are matching (darker one)
Preferring dark too
yea darker fits more with the inside like gabriel said
The contrast with the dark one to the unhook was a bit better but this is also fine.
if you guys preffer the dark one then im happy to stick with the dark one
give it a subtle green tint
The last one looks the best for me. There's some contrast contrast between unhooks and background which makes it less painful to look at, but also the inside and outside backgrounds aren't that simmilar, which is less misleading or distracting.
- added a sign
- fixed the one kill tile, and a few more other small design issues
- Changed the colours a bit
- Made the last part a bit cooler
- Made the Envelope divisible by 32 and delelted all unused ones
- Thanks to Cammodude who clipped the quads for water, so the real hitbox is tiles, and just the top are water quads
- Tried to fix as many stonewalls as possible, but there may still be some. I apologize but i spend a lot of time trying to catch most of them
Thank you alot for testing! 🙏
And also reduced the quads like you showed me. Did the same for water
And added a wall so you cant skip the part by falling onto the edge
1.57mb -> 1.81mb ??????
that's a big wall
he did anti magic
Hmm, the previous last update was the wrong map im afraid. The only thing in forgot to remove was the unused "Danger" sign. Ill update it tomorrow. That should fix it since i didnt do anything else that should cause this much data
Hey,
1-5. Entitie bugs. Also in first picture maybe remove one dirt tile on the left aswell for consistency (right side doesnt have dirt)
- Maybe its just me but i think the amount of design bugs in the spikes on the entire map really looks quite off putting.
- I saw you tried to tidy up a spike with a tiny tele tile. I suggest using a cut piece of your logo spikes as a simple fix without needing to add any new layers (Example in green box)
- Your design how freeze goes into the water varies on the map between this or all the way to the bottom (Like in green box). Also a bit of water missing.
Fixed everything Tropo commented! Thank you alot for your time!
thats all what we did for 30 min) maybe tomorrow we will continue.
Hello triki. Thank you very much for your Feedback. I see why you were touching the teleport there. Altho it isnt random i moved it up for one tile so it cant happen now.
But i dont agree with the other points you made to be honest
No problem. I expected something like that. It's the little things, and it's only for players who don't know the map. But DoubleDipp agreed with me. I don't know if he's a mapper, but as a player he said the parts became less annoying. Like I said six months ago, I feel like your experience of mapping the drag part is not as good as mapping the open space parts. So its just my thoughts. gl hf) if i have time i will continue to test map and give more feedback.
If anyone else feels like the dragparts need improvments let me know
I played them with alot of people so far and they didnt seem like a problem
Added another block so you cant just jump into unfreez
and fixed some minor design bugs
I feel like the map is pretty much ready now. Of course, there will always be things people might point out that could be “improved,” but that’s a never-ending story. There’s only one thing that’s a bit messy: the water. Since it moves up and down, it sometimes shows a small gap between the tileset and the quad. Unfortunately, there doesn’t seem to be a way around it. Also, as you can see in this picture, the color of the quad and the tileset is not always 100% the same. That’s unavoidable since the background changes.
If you think it’s too noticeable, I can replace it with water tiles. I’d be a bit sad to do that because I like the “life” the current water adds to the map, but I know it’s not the most optimal solution. Just let me know what you think.
i can also try compressing it
1.6mb is a bit too much for this design
i would be very thankful for that 🙏
water should be fine
i guess u could try moving it left to right in an infinite loop instead of up and down so it still looks alive. but idk if its worth the effort
thank you alot! will take a look on the water to make it go only sideways. And update then!
no way will we get a release this month O:
Now wait 2026
Compressed thanks to Cammodude! (Or more like bencie now 👀 )
Tried to change the water, but also by going sideways only, it isnt perfect too. So if its too much of a problem i can switch it for tiles
Ah and isnt there a command that both have strong?
in server settings
is this allowed though? it seems kinda weird i havent rly seen maps with it
Yea, so some opinions would be great 🙏
i think just enabling /spec is fine
this can be used, as far as I know there are no restrictions on its use, but keep in mind that the difference in weak strong may still be in some special cases, that is, it will not fix this bug 100%
If your map doesn't require it (which it doesn't) I wouldn't enable it.
Allright
Spec may open up for some unnecessary skips
Will take a look later and probably ready again. :)
i'm not sure if that setting is stable rn, i think it changes some fly physics etc.
I just wanted to use it if it enchances gameplay
So all good. Will leave it the normal way 👌
(I lied.)
She Believed
I did believe, but it was all a lie
Got bamboozled
I'll do it this weekend.

I think you should limit the music to specific areas again. I don't think people will still enjoy it 1h+ into the map.

I’m not necessarily against that, but couldn’t you simply turn off the map sound?
i much prefer if sound was only for spawn
i have map sound in 1%
usually if you dont like hearing the map music you just turn it off and if its only for spawn its also a bit weird
the issue is you forget to turn it on again
then dont forget

I would find it more convenient the other way. :)
I think the water is improvable. :P I can help you with that if you want.
(Both issues.)
Thank you Catseye for fixing the water and a few design bugs

Removed a few vines so it looks a bit more natural
I think it would be better to display it at the start/end only so you don't have to search the setting mid run if it gets too repetitive. To the ones that want to listen to it maybe leave the name of the song somewhere?
Will ready it if you just fix the sound.

map releasing spree
then no maps for 2 months again
xdd
reduced the music to the start
and added the background to the vines like cateseye suggested
excuse the 0.01MB more
added there too
Optimized:
readied it on
@.freezy_'s behalf cuz the bot is a bully
any specific date u'd like the map to be released?
if not we could do saturday 15th
14.11 would be perfect 👍
Why no 25/12/26
🔥🔥
k
- Added "ALIVE" at the end.
- Removed this one vine that may be irritating
- And thanks to souly i could simply automap the unhook/hook/ht of the templetiles (it simply rotated the unhook). Looks way better now in my opinion. Took a good look through the whole map and it didnt cause any issues but feel free to take a second look ofc.
Didnt touch anythingelse and used the optimized version
Sorry for the late update
u sure u used the optimised version since its below 1mb and this ones closer to the last update before the optimized one and you didnt really add anything right?
bot optimization is black magic
best not to question it
Yes. It apparently optimizes every layersize. So i saw it right away
So only slight design changes?
Optimized:
Design update here as well, please. ^^' Also is it possible for you to manually set https://discord.com/channels/252358080522747904/1368838112171528293 as released? I think there was a command but I don't have the permission. (Otherwise we ask murpi.)
Only
Thank you very much 🙏
updated

so many maps

ERROR MAP
ERROR MAP BROS!!
ERROR ENTITIES
wheres the error
block on entites thats not in design i think
quick ping mapper 500 times
you forgot the arrows
sadge
and the big square :c
arrow hides it
and the timer
you forgot it
its very important
i wont understand it without it
your is very smart sorry
You're* 🤓 👆
Your is is very smart
But who is is
Hello! Got a few small changes, hope the arrows support to see where i improved something
- Added one HT do make more people do the part the intended way
- Gave more Space to chill (Removed freez)
- Removed one Hook so bigger groups dont struggle so much anymore
- Lower it by 1 since quite a few bumbed into it
- Removed this one Unhook. It may be esaier to throw one up now, but i feel like the benefits outweight the drawbacks
Post-release updates need to be uploaded manually. Please reach out to an administrator.
Post-release updates need to be uploaded manually. Please reach out to an administrator.
Also already taken care of in the newest version
I don't see the 3 and 5. And the last update seems unnecessary as well. :D
Hmm thats odd. Will take a look later 👍
this made me laugh for some reason yesterday but i was too embarrassed to say anything
why does it have crackhead energy
Does someone else think some of the updates are unnecessary?
the first ones fine
scnd slightly
I think you are overcompensating. :D It's the second day, people are still learning the map.
Maybe you can give me a better reasoning for 3. & 5.? I can't find a good reason that would justify a change here. There are plenty of options to go back and save people.
Nr.3 for bigger groups so you simply can go into the whole if you are last. Nr. 5 may not be a problem anymore because i lowered the platfrom on the left, but some got stuck on that block
probably my last update so far only addation is i removed this one unhook. Knuski showed me that you get stuck on the edge below with weak on a certain distance. By simply removing that one unhook it is consistent
Post-release updates need to be uploaded manually. Please reach out to an administrator.
In Case i can upload a version without 3 and 5. But the other things should be improved in my opinion
I don't think any of those changes is necessary except for the arrow
Allright if only things that are necessary are getting approved, id be happy if i could get these 2 things fixed
No, you're the mapper and you can choose but you asked for more opinions on this above 😁
Allright good to know. Wasnt sure how this works. Thanks for the feedback 👌
Then i'd like to have this update

But wait for now. I will upload the final file later
Post-release updates need to be uploaded manually. Please reach out to an administrator.
What are the changes now?
1-5 The arrows And the one unhook on this dragpart
Removing finishes because of no. 1 shouldn’t be necessary, any disagreement?
I dont think thats necessary 👍 doesnt even really cuts time
Yeah, I think yours should get removed!

You still want all of the changes?
Post-release updates need to be uploaded manually. Please reach out to an administrator.
I finally have the time to check. You don't want to change that one part anymore that people were supposedly skipping?
Optimized version:
Alright, looks good. Changes: https://discord.com/channels/252358080522747904/1359845043174637720/1442032857710203041 & https://discord.com/channels/252358080522747904/1359845043174637720/1439220101038473276
@snailx3One update here, please. :)
optimized version, talked to catseye, only added this one block
Post-release updates need to be uploaded manually. Please reach out to an administrator.
Optimized version:
^ (+ that hookthrough now)
Why so many changes after the release?
The map is big
Its only one real "change". The other things are just minor tweaks to make the map feel better. Sometimes player dont behave the way i pictured it, so im a fan of optimizing small things so players have the best experience possible.
do the changes make any parts harder that would affect existing ranks?
Nah, they dont make them harder. 4/5 Changes make the parts more confortable. One is to prevent a tiny skip, but it doesnt really save time
This is the only Update thats relevant for you per se
i uploaded it then, it should be fixed (lmk if not)