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Map :lady_beetle: :
oof how could i
time cps
looks good :D
It is indeed bouncy! Can't complain.
Yeah also dislike it. It gets worse the farther you progress!
yea
$decline
This command was not found.
it will looks so bruh if it would be perfectly centered (personaly)
bad opinion
i don't like when it moving with my tee
can we skip the trolling
it moves along with tee
but there is a paralax that makes it feel off
yeah, $decline
could you show please? I wasn't able to replicate it
it's really hard i didn't save the demo. might be worth to be left in the map
tas the map real quick
im on it
he on it
what do you think about this solution lmao
lmao
u da goat
i enjoyed the map big time! some smaller things were pointed out to S1mple ingame but it feels refined from the start, good map!
for transparency: mostly only visual things were pointed out, such as corners, indicators etc. - tho not sure if other testers pointed out things, i came in late
the background not being centered may be mappers choice, i didnt mind it at all really.
Map channel has been moved to waiting mapper.
ok... but wheres the ready tho?
I don't ready stuff yet, since I'm not comfortable enough to determine a map to be ready yet, need more testing experience
thats why 2 ready's are needed, u can just yolo it
you will need to kill anyway
Honestly killing just makes it uncomfortable.
Unless you are holding left click, the respawn after a kill tile isn't instant. So you either need to hold or just waste a few unnecessary seconds. Coupled with the fact that only a minority of players care about their times and that the part is kinda free, I don't really see a reason for this.
ok fine
just a personal preference i guess
for me it is more annoying to kill
fair 🤷♂️
okay im done :D
10€ for the demo
jk
this took way too long....
is this a bug
no bounce from this height XD
nice map
it's hard to map with bounce tiles ._.
they can be double layered
but yeah tile implementation is not ideal although its a nice mechanic
omagad its here !!!
this one brake flow so hard u need dj 3 times, better do it 1 times it's enough to explain how it works.(or i doing this wrong)
nitpicking extreme challenge?
this part have bad timings and waste a lot of time i agree with Aoe here at the same time this part fell massive and i think can remove buttons if play with high and speed.
it will be friendly for ppl who dont know map. nobody is gonna 1st try the map
for next maps this move(bounce from wall) need over-precise for this difficulty's map. u can control players speed more better if add non interaction zone with freeze it will u give more consistent setups and u can create more difficulty map with this move.
unless they spec each part and play trough it in their head
I like map, this is really good or almost perfect) gj Simple
works if you do the part intended - slowing/stopping there isn't the intended way so i wouldnt really take it into consideration
i talk here only about "move" and how he can set up it for next maps and do consistent players speed. I take this part just for example to show bounce from wall.
but if u talk about part u can slow/stop here and still pass the part. i think its bad cus u need punish player if they slow/stop here and its possible mapped without buttons.
u can slow/stop here and still pass the part. I literally saw it when writing feedback
Thanks everyone for suggestions and feedback!
I reworked quite a lot of parts, there's the list:
- Removed unhookables at the top of the part so it can't be skipped
- Added 2 teleports to prevent the skip
- Added arrow to understand part better (both in design and entities)
- Reduced bounce amount to 2 bounces (now speed way is kinda ruined but you still can manage to win few ms)
- Added teleport at the ceiling to prevent fast skip (skip is still kinda possible, but normal way should be faster) Removed 2 bouncy tiles I haven't added more hookables, reason being that it kills point of making bounce strong enough to get to other side, plus skip would've been way more viable
- Skip with dj should be impossible as i can guess, plus now it doesn't matter which tile out of 3 you hook so part is more consistent.
- Basically reworked whole second part of a part (no pun intended): now it starts with a speed reducer so part can control the starting speed (if it's too low you won't pass and if it's decent - high you will), now it works without switches and only on your speed usage
Also there were made some design fixes, such as corner fixes and structure fixes.
Credits to fixes: Teero - like every skip lol and point 7 Aoe - points 4 and 5 Triki - point 7 Melon - the arrow and point 7 And everyone else i might've forgor
skip but it is hard enough
First ready set by Trial Tester. Map needs to be tested again by an official tester before fully evaluated. Suggested Difficulty Rating:★☆☆☆☆
i think this would just confuse people even more :P
$ready
This command was not found.
it should
The map is now ready to be released! Difficulty Rating: ★☆☆☆☆ Optimized version attached. Unoptimized version: https://discord.com/channels/252358080522747904/1302007760094761091/1304822749243375668
glad we came to an understanding
get gapped
ready for scheduling
this bug comes from tune layers, nothing to do with this.
if you double the tune layer tiles, its harder to bug out
you can autojump on bouncy tiles and may jump higher as in this clip and therefore may need one jump less
So my recommendation for some map areas is doubleing the tune layer tiles before hitting a wall, you can do this for different tune regions with just ElasticityX or ElasticityY
that fix is already implemented in some parts but yeah it should be consistent
OK i know this map is $ready and next text just for fun. And maybe mapmakers might find it useful for the next map. First about what's going on here. I just challenged myself when creating the guide. And the challenge was to remove buttons and doors from part 6. I've already done it and found no reason why not to share.
Map filename must match channel name.
To be clear, I don't want to force mapper to do this, I just did it for myself and i am just sharing.
there are still a few places where I'd double the tuning tiles, I tested the map and it bugs out on some places
also I suggest (maybe for future maps) to use 3 tune_zones
unique approach, looks cool
This way you can place tuning tiles next to walls without making them bouncy by using tune_zone 3 Or place tuning tiles next to the ground without making it bouncy by usning tune_zone 2
So technically this is a mapping mistake
also the tune tiles don't need to be placed on top of the block, just next to the side where the player should bounce, but I think this is fine here
Do I need to come with a red marker?
Also, there is no point to set elasticity to higher value than 1.00, because it's clipped between -1.00 and 1.00
so your tune settings are also wrong. What does the 1 mean? It means that 100% of your bounce is reflected, in the start you even use this property to autojump at the exact same hight to the platform. You don't experience, that your jump is twice as high
Why is it implemented this way? Because you could with a value higher than 1 build up infinite velocity clipping through walls
you can dj up here without going down for a bounce
i remember this not being possible previously
oh this might've been introduced by me pointing out that the bounce sometimes requires 2 drops...
tunes are now at 1 value added tune_zone 2 and 3 for specific places changed second part a little
I am going to check again tomorrow, thanks for the cool map, makes me happy that people use my mechanic ❤️
it didnt in the previous version either
you could dj before dropping down
so its u only need 1 bounce
Here is a row to many bouncy tiles
Here there is one missing or to much where the teleporter is, I know this works but this looks inconsistent
Overall good improvement 🙂
Idk if it matters but i found this
nice find
pro
fixed that skip and those few tunes, thanks for testing
checked and didn't find any bugs regarding tune bounces ✅ Thank you for fixing this! I am sure that people will use this map as reference in the future in order to use bouncing, that's why I was so eager of fixing this
fixed those corners, thanks for pointing them out
forgor about unfreezes
The map is now ready to be released! Difficulty Rating: ★☆☆☆☆ Optimized version attached. Unoptimized version: https://discord.com/channels/252358080522747904/1302007760094761091/1308792308082147404
✅
your map has just been released, and you now have a 2-week grace period to identify and resolve any unnoticed bugs or skips. After these two weeks, only design and quality of life (QoL) fixes will be allowed, provided they don't impact the leaderboard rankings. Be aware that significant gameplay changes may impact and lead to the removal of ranks. Good luck with your map!
I really liked the map
fixed those 2 corners
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Optimized version: