
this is your map's testing channel! Post map updates here and remember to follow our mapper rules: https://ddnet.org/rules


Map :lady_beetle: :


Include a changelog alongside your map updates (preferably with screenshots).

Did you playtest your map?

yeah?

did i upload the wrong one

Changed the Server Type to
.

(that was me)

oh

brutal

that wasnt what i was aiming for tbh

do you want this map to stay in brutal or nerf parts i'll list later for it to be moderate?

leave it brutal im too lazy to rework that much

since right now it's low brutal with some moderates parts

oh

hmm

is that fine or?

either buff moderate parts and make it brutal or nerf brutal parts and make it moderate

i want to make more detailed feedback a little later

alright but the map in general is fine yeah?

drags are fine mostly, too many repetitive fillers but again i'll make a detailed feedback with examples etc

okay

Gameplay notes: Overall:
- A lot of the gameplay is similar which makes it repetitive and not really enjoyable.
- Some parts don't work well and therefore ruin the experience.
- Most parts don't seem refined and lack flow.
- Map is pretty hard and faily for moderate.
Specified examples:
- Noob filter: The swing is not well calculated and you have to make an awkward dj. The purple line seems unnecessary and like a time waste.
- That section at the start should have more hookable either on the left wall or lowered from the roof.
- This gets really boring and repetitive with the amount you repeat it also later in the map.
- You have to make a pretty awkward hook here since it's not well calculated.
- Fells like the same part twice. And yellow feels very awkward to do.
- Why is there hookable? Also don't like the random switch, can be very annoying in t0. You have to find a better way if you want it to be saveable. Also a lot of tiles below that could use a better solution. And repetitive edge jumps again.
- That part seemed very bad while playing. It's not a good swing and ground hammer doesn't work well. Also the other player gets teleported to the top if you fail which is annoying.
- Parts like this are too repetitive and not exciting maybe find a better solution for that space.
- Why so many stoppers? Put unhookable below and remove the ones from the top.
- You can jump into the tele which feels pretty bad. Give it more space, put unhook under the tele and remove the stoppers inside.


Four more things since discord only lets you post 10 images at a time:
- Lower the tele here so you can catch better from below so it's not necessary to go back up after every fail. Also making the freeze only one tile wide might be better.
- Move the unfreeze to here since it's mostly unnecessary at the wall.
- Please find some better placements for the cps so it's not forced to make the extra step to take them.
- This seems pretty faily that late into the map. I'd remove the freeze at the top and one or two tiles below so you can land back wall for safety.


thanks to catseyenebulous for making one 🎉

- extra step to take the cps?

i can amke the cp begin a little lower

ill think of something but i dont really know how thats an extra step

The green lines were a suggestion where you could place them. :)

but then you could get there without unfreezing yourself

the point of this is to unfreeze

but i think that everything else is diffrent now

and i see what you mean now you mean the part for the top player

my bad :p

i didnt see the top right side

left

but that would also make the last 2 unfreezes practically useless

Yes I know so maybe you can rework it to still require the unfreeze but get a cp after the part without going up.

Yeah that looks better. :)

alright ill see waht i can do with this

I'd just make it tele to the left though, it won't save much time anyways.

im still adding that one missing unfreeze

i had to remove one

hm ill see if i can do something more interesting, if not ill just make the left side tele

you can easily get the height needed without dj or going all the way up to the ceiling before you swing

takes me about 5-7 seconds to do


This is a lot better now. :) Once you are trough post the map here again so we can take another look!

will do im just playtesting really quickly


i could put tele down there but that would mean that if one falls and the other is still alive its a redo

which i wanted to avoid with this

I guess it's okay if you really want to keep it but I would add a way from the left with some hookables so that you could go back up solo.

go back up to where?


easier for both of the tees to land there imo

Yes mabye if only one fails they can go back left and up and then to the right with some more hookables?

but wouldnt that defeat the purpose of flying over or am i just not understanding right?

Yes but otherwise it's still fail if one fails. Then you might want to just put freeze on the bottom?

make the whole bottom freeze?

then if both fail its also a fail instead of them getting a retry

i mean that would make it more of a brutal

How about putting stoppers instead of the non hammer so you could laser up to save your partner?

i feel like any change to this defeats another part of it

if i put stopper then you cant start flying again if one is up there alive

if i fill it up with freeze they dont get a retry

if i let them come to the right solo then flying is useless

how about i put a tele on the bottom right side that teleports the player to the top where they can laser the frozen tee down?


or we just leave it as it is :)

I have an important question: Would you invest (a lot) more time on reworking the map? They way it is right now doesn't seem to hold up to the current standards and will most likely be declined. It's important so neither you or the testers will waste their time should it get abandoned.

its summer i got time

sure

well this is where its at right now, i didnt include the change from there

Map :lady_beetle: :

o

i see

i dont understand the deal with mirrored stoppers

is there a bug with it?

Seems like it went away?

i fixed it

but i dont understand why mirroring a stopper is mentioned by the bot

Maybe you should just rotate and not mirror it. Don't know if it makes a difference.

ive dont just that

im trying to understand why the bot tells me its mirrored though

Guess ill gotta wait till a tester answers me

yes, mirrored stoppers are buggy

how so?

whats the bug?

i never checked on the details, but there are weird effects, they wouldnt work properly

only rotate them, never mirror them

okay thanks

Do you want to make it moderate or are you fine with brutal? Will change how it has to be reworked.

what is it closer to right now?

Brutal.

brutal it is then

That's why it was changed. :)

Okay.

isnt it a bit short then though?

i think the fastest time i got was like 30 minutes

with a buddy of mine

Well Barren and Stronghold are shorter for sure.

okay yeah

nvm then

i just realised that i would prefer nerfing this to moderate than keeping it on brutal, because most of the brutal parts should be changed anyways (can explain that later)

are you fine with that?

yes

and the drags are rather moderate anyways

uh

well

ill be here most of the time to work on it

can you join the test server right now? pw nimrocks

Map channel has been moved to waiting mapper.

(catseye and me did a test with the mapper)

do i have a timelimit or anything?

i don't know the current timelimit, but if its over (this channel would be archived) you can just post your map again in
#📬submit-mapsso don't worry about it

2 months iirc

This is where I'm at right now and I just wanna quickly check if this is fine what im doing or if its going into the wrong direction again ive changed up lots of parts and tried making them easier or remake them completely im not done yet but i need some feedback before i keep going

nothing is playtested yet

i can provide screenshots if needed

changed two parts that had a cheese and added more unfreezes

oh and why is it still marked as brutal? didnt we say moderate?

the last time i checked the map, it was brutal 😅 i wanted to wait for my next check to move it back

suggestion

made the freeze a little wider

i dont think a part would fit in there to be honest

and theres one right after you get across

Changed the Server Type to
.

Is that the current version?

yes

im currently not working on it since i didnt get anything from yall

Alright, will do that later today then!

anything else?

yeah there will be more screens soon-ish

Yes, working on it now. Couldn't get a full review yesterday since it got a bit late. :)

alrighty

Ok, the map has seen a lot of improvement in my opinion but most parts are still too basic and don't hold anything special or are interesting to play.
1&2. The beginning of these parts are just very basic corner hooks. Maybe you can implement something more challenging.
- This part got quite a bit harder with the changes and is faily at the bottom. Also if multiple tees arrive there in t0 it would be a mess. Maybe you can add more space and find a way to make it a little bit easier?
- This one platform is pretty useless and can be upped by one to make a better transition.
- Welf pointed out that the deep is a bit inconvenient. The top player passes the same section 3 times. Maybe you can relocate the undeep to one of the x's?
- This block in the middle is not needed at all to do the part.
- This whole area doesn't feel refined or fluent at all. Would be nice to have a better transition, then you could make the end a bit more interesting as well.
- These two blocks really bother me. They force you to slow down and ruin the flow. I suggest a different block(s) at that section.


You can check some moderate maps from "SUKA" to get an idea for good simple drag parts.

Map channel has been moved to waiting mapper.


some arrows in the map are too much imo 😅 only use them, if you really think they are needed

mh

okay

we can give you more examples of maps to look at when it comes to good drag parts, just ask

ye please

I think "Monster" has some pretty good parts even though it's an older map. "Cup of Tee", "Wonderland", "Depressed" and "Depressed II".

hmm

im kinda all around the place rn

I dont really have time rn to check but i believe this is it

Map :lady_beetle: :

nvm

everything you mentioned there should be changed unless i started editing the wrong file..

Okay, sounds great! Will have a look in half an hour.

Alright so we were four over all that took a look and the main issue that came up was the whole structure of the map. A few parts still have issues and some of the fixes don't seem to be tested well before implementing. Maybe
@balami.and
@f0rtishkacan add some points?

I don't think that the map should be released in its current state. Some stuff is good and playable, but some stuff feels rushed, because you reworked the parts very quickly. We advised you already to look at some good drag maps, to get an idea about good drag parts, but right now there is some stuff that is too basic and you should work more on this map, you didn't really fix the issues we mentioned before the changes. "most parts are still too basic and don't hold anything special or are interesting to play" was the issue you didn't fix.

number 4 here wasn't fixed properly, it's still annoying to play

Take your time, take a look at the maps we suggested do you (https://discord.com/channels/252358080522747904/1265785423423209567/1268687400868122755) and improve your map so it can hold up to the current standards of map quality.

Map channel has been moved to waiting mapper.

hello im back from the dead and i dont really know how im supposed to rework the whole structure of the map..

i can redo parts with the space i have yes but the whole structue?

Did you look at the maps we suggested? It's really up to you how you do it but maybe you do have to move some whole parts around besides adjusting them to our feedback. We just would really like for the parts to, sort of, work towards the next one and keep a good flow.

i did

and ive been trying to rework stuff

i just dont really know what to change at this point

i know its not done but i dont know what to do


Did you change anything besides that?

no man i dont know what to do with it

Okay, give me ~30min I’ll try to show you some examples of how I would do it.

I'll have to postpone it to tomorrow. Will ping you when I'm done.

i can just completely redo the part if thats better for you

It's not just the part but it might help with it.

its not just the part?

what do you mean by that

It’s not the only thing we asked to be changed.


its still annoying to play and thats number 4 or am i stupid rn

oh i read that wrong

dyslexia

my bad



in that case this would very much be a yes

No worries, I thought you were somewhere else that is a bit older.

nah im just slow

Take your time. :)

it's late, let's have this conversation tomorrow XD

play the maps we suggested you 😉

i had a look at them

i dont got no friends to play it with and dummy is boring

i can do more "original" and "interesting" parts but im too stupid to make them easy enough

like in my opinion those never fit the category of moderate this map is in right now

Once you clean up what you are working on post it here and I’ll take a look tomorrow but I have to go now.

Keep the parts for now I think they are fine.

oh

well ill have a look at this then and after that ill playtest it i guess

too late for english

i guess thats it for now, im too tired for this, i have playtested it this time and changed stuff while testing, which i, well, did not test yet so if something isnt doable or weird its cause its 2 am. lets see what the bot says :p

nice

the text fragments are there incase I want to add more text anywhere, it will be gone if this does actually get released

Yes you missed some things but it's okay, they are fixable. :D I see some improvements so good job!

more detail would be appreciated, i do not exactly know what to change at the moment

I thought you might take a look at it again after sleep but I can show you some things if you need.

i dont have time today

Okay.

So - a quick dump to show you what you can/should work on.
- Try not to use unnecessary block like the stopper. Make the part work well without it please. Also make the part above longer - the parts from the bottom and top player are not well balanced. The ending also could use a better transition (current one is not bad I like that you can just drop the top player but it's not implemented very well - try to improve it).
- Multiple testers think this is not very good. You should just make it tp.
- The yellow square is the only part that uses a mechanic like that so it doesn't fit very well. If you find a better way to utilize it you can keep it otherwise I would remove it or change it. Green -> should give a bit more space. Blue arrow -> that tele is broken. Purple arrow -> add a way to get back up.
- This should be reworked a bit to make it feel and work better. I still don't like the cp placement and I'm not the only one.
- The yellow squares feel useless or like a waste of time. I'd remove them and add the undeep around the green square.
- You have some wrong tele numbers in the corners of the solo.
- Remove the speedup and improve the marked area it's a bit messy in my opinion. Maybe left should hammer the other player up. If you can find a way to not fall back so easily it would be nice as well.
- Please remove all of the marked stoppers and speedups. The part works much better without them.
- I'm pretty sure we mentioned it before: Move the freeze a bit right so you can laser before using your double jump.
- Add tele at the green square and lower the top part by one and the yellow square part by a few tiles to make a bit more space.


- Can you make the part a bit longer or make it two parts? It feels too simple and you have some empty space.
- Either you add a safe platform earlier that you can have a cp on or you add another way to go back than you currently have like some tele at the yellow square.
- The last portion (quite a big one) of the map consists almost exclusively of hammerfly. Either you add some more parts or shorten your map to only keep the last hammerfly.


Any questions - just keep asking. Good luck! :)

Map channel has been moved to waiting mapper.

5 would then just be the same as it was at the start..

compared to the old one it might be a waste of time but then telling me to use the old one again after wanting me to change it since the start is just not right

and i dont understand number 12.

Number 6 was my initial suggestion.

If you want the part maybe move it to the right so you don't have to do it twice and make sure it's nice to play.

The checkpoints are a bit messy, they don't even show without entities. Make it more clear which way is back and more intuitive to pick the left one up someone tried to do the part out of a fly but then ended up getting teleported back.

so just my making the player fall trough that hole its completely different now

okay i guess


Yes that looks much better but I wouldn't put the freeze bar after the tele.

huh?

how else then? no checkpoint there?

that wouldnt work out i dont get it

maybe move the wall on the left so its straight

I'd remove the "gores" one as well. It looks like old gameplay.

hm

ookay

i elevated this platform, i didnt really understand what you meant here


why did it put it as a hyperlink

whatever

i will clean the visuals up just not today im tired

made parts harder added text to parts where my friends didnt get it cleaned up weird visuals more space for some parts and map is now 2 parts shorter

pls no error bot

yessirrr thank you

just realised that the spinny thing is offcentre and i just cant look at it anymore

👋 Me again - with some Notes:
@balami.
- The first section lacks content. With the standards going up for the rest of the map a few more parts will need to be addressed, I hope you understand. :) So - it would be nice to have some cool laser tricks or setups here to start out the map.
- A platform for a QoL (quality of life) change and unmarked speedups.
- You made the parts quite a bit harder but for moderate you should add one more hooktrough and remove the one tele tile.
- These two parts feel very similar. Would be nice if you either shorten the whole section or add more parts.
- The first section feels pretty useless now with a checkpoint coming right after. You could just remove it and have the part start from there. I would also raise the platform a bit. Going down every time is a bit tedious. Also remove the tele from the corner again.
- You could increase the length of the part a bit to balance it with the part from the other player. Also lower the checkpoint area so you can hold a to simplify it.
- A big area that could see some more content. Just a few neat tricks would be great. Also remove the unfreeze from the undeep it's counter intuitive.
- Remove a bit from the tele tiles and
suggested you close the area to the left off and instead have a tp like at your first part. Next shift the tp for the next part down for a QoL change and remove a bit of the teleporters below again.
- One or two more hooktrough tiles here would be great.
- Here again some more content would be nice instead of just basic throws.


- Remove some of the freeze at the top and shift the next part closer for another QoL change.
- The platform is very close to the tele below - maybe you can move it up a bit. Also remove some of the freeze so you don't have to do an awkward hammer.
- You have quite a few swings like this in your map. Either you get another idea for the space - maybe some teamwork? Top has to laser bottom and vice versa? - or shorten it.
- This are felt unintuitive and it wasn't clear what to do. Can you simplify it a bit? Also add another part for the bottom tee to keep the gameplay balanced between each player. One laser ≠ a part. ^^
- I suggest to add a platform at the bottom right and have below be the tele to go back. Remove the unnecessary speedups and add a block so you don't have to jump when you do the part (bottom mid of the image). Next part: Add one tile so you can easily hammer from the wall and remove one of the teles. Add one more hooktrough above and shift the last hook a bit (1-2 tiles) closer.
- Remove the unnecessary blocks. The last fly is very hard compared to the rest of the map. I think it would be fine if you only keep the second half of it and remove the drop in.


This is quite a bunch to go trough, I know, but I have seen some great improvement in your map so keep it up! Any questions just ask and feel free to ping me as well. ^^

Map channel has been moved to waiting mapper.

you guys want such easy parts

If you want a balanced map, it's easier to nerf the harder section instead of making everything else harder

is it really?

making things harder is just adding more most of the time isnt it

if you want to make a brutal map, take a look at https://ddnet.org/maps/Sand-32-Dune (ignore the filter here XD), https://ddnet.org/maps/Supernova or maybe even aim maps to get an idea about these types of maps. if you want to make a moderate map, take a look at https://ddnet.org/maps/garden/ or https://ddnet.org/maps/Silk-32-Touch/ (there are other possibilities, but the map i linked have nice connections between the parts) the parts between the drag parts ("fillers") should also require some similar amount of skills as the drag parts you did. right now your fillers are underdeveloped compared to the drag parts.

it came into my head that my parts are a lil too easy after finihsing Yun Gu https://ddnet.org/maps/Yun-32-Gu

bro

why does it always make these hyperlinks

which in my opinion still has harder parts than my map it just doesnt have that many fillers

i mean i can make my fillers harder

thats not a good filler imo 😅

we told you to nerf the drag parts at places, where they didn't feel good to play, it wasn't just to make it more balanced but yeah in any case you should try to develop your filters more imo

welf no you guys did not recommend the map but i played it and felt like my maps parts are too easy

Why is this map labeled as novice if it is not ? Or I don't understand something ? If I'm right, I conclude that testers can't change category?

nvm, brain lag happens.

That is not gameplay relevant at all.

its like bug design ig

Design is irrelevant before the gameplay is not finished.

The parts are hard enough as they are for moderate. If you really want to go for a high moderate difficulty you can make them harder, sure but just having tele tiles in awkward places is not a good solution.

Then why should mappers, especially newbies, spend twice as much time on design if their map never releases?

they'll build maps twice as fast and learn faster. It's a win-win for everyone.

because if maps gameplay is ready mapper has to make design, that will take a lot of time and it is not convenient

It's faster to design from scratch than to constantly redesign it. u just double work or triple

Exactly. If your gameplay is ready you should only need a few adjustments for design and you are set.

completely wrong in most cases

If you want to argue about it can we please move to another channel?

I agree, sorry, which one?

or
#mappingI guess

In case it gets lost in the chat: Parts would be hard enough for moderate for sure but if you want to make it a bit harder don’t put tele into awkward places. If you need examples let me know.

why not huh

and btw i dont even know how they flipped i cant flip them at all when i try

i don't see a big problem with air checkpoints, tbh i like them, but maybe you can put it more down and add a tune zone with 0 gravity on the to teleport, so you can decide when you want to go off your setup might break in t0, because multiple tees there might push each other back into the drag/on the edge with freeze

Yeah might be better to add some sort of platform just for team 0.

true

nice pixelart btw


it works perfeclty fine and is easy with it still there?


Sure you can leave that one, I'm open to debate.

hello hello hello i dont really know where i left off editing but i am back from a trip now and i should be ready to start editing soon again sorry for the long wait but i am just really tired, hope yall havent forgotten about me just yet


dont worry

just giving yall a little sign of life



Been waiting patiently in anticipation. :)

well to be honest i dont even know what i have changed already but im looking trough what you said and most of it is already different

i cant even find some parts anymore? guess i removed them

I cant really provide you guys with a full change log but i know that I
- removed some parts
- changed the tiles texture
- changed stuff that was listed
- I tried to change 7. 10. but.. eh..
- didnt come up with something for 1.

Map :lady_beetle: :

shite

alright

theres also a bug with arrow thingys?

Dear bot please tell me nothing is wrong

yippe


i did

it looks like cokes tileset

I mean some of the tiles seem to be added to it.

ups me drunk

its bits tileset, if needed i can credit him? i just wanted to use the automapper that i made for it.. im too dumb to make a new one i cant wrap my head around the system

It's about respect for the creator, if you've learned something like that you'll figure it out all by yourself

i was actually thinking about it while making it but i forgot in the end, it was like 3am :/

mind sending his in here?

what? ^^

his tileset

Usually the credits of the creator are in the bottom right corner. Did you remove them? Do you still have the original?

oh yeah i havent really noticed that before


Include a changelog alongside your map updates (preferably with screenshots).

i had a test with the mapper, i mentioned smaller gameplay tweaks, and some design stuff like arrows and markings

Map channel has been moved to waiting mapper.

Welf what exactly are we waiting for right now? am i already supposed to upload the map with the updated visuals or am i waiting for gameplay info?

cause those changes werent really hard to add

or take time to think of

you are supposed to post the new version of your map i know that these changes are not big, but we avoid 2 testers finding the same issues, if we put a map to waiting after every test

as soon as you put the new version of the map, another tester or me will take another look

oh alright

I dont have the Demo anymore Nor do i have screenshots but this is everything i could recall

thats why it took so long

and gaddamn why this got an extra 40 kb

holy shit

what did i do

channel be real dead



f channel

why u dont fix what he said

qwerty guy

yeah i already changed that stuff but im waiting more on gameplay than a few design/entities mistakes

He waiting for me 😉

⬆️

⬆️

the map isnt in waiting

u gotta upload the map after every change :)

for example, i havent test this map cuz i thought u were afk

since u didnt fixed the design errors he mentioned

skip

U dont rly need to fix these 4, just the first one, im just letting u know these ways, maybe u dont want them to exist

Map channel has been moved to waiting mapper.

Fixed the skips

Hey there, it's me again with some Notes: :)
- The start into the part is plain. These changes would it make it a bit more interesting. (You can think of yourself as well)
- With a fly coming right after I'd convert it into another drag part. That would also balance it out to 2 parts per tee.
- Restarting this part is pretty slow so I suggest leveling the first section with the one coming after.
- Moving the marked sections 1-2 tiles to the right and 1-2 tiles down would make some good QoL changes. Also it would probably best to turn the tp at the next section in to freeze.
- If the player doing the part falls down here they will be teleported all the way back. Fix that please.
- I would end the solo here and make the floor freeze.
- This section looks a bit messy I would remove the tele and make a small box with freeze that the top player could hook you out of.
- Some QoL changes for this part would be blocking the right side off and moving the platform on the left up by one.
- Unfreeze here as well please.
- Can you move the marked platform up by one and either removing the tele from the bottom right corner or lowering it?


- The start to the part is pretty plain again. I added a suggestion and it would feel less claustrophobic if you could extend the hooktrough and move the tele on the left down a bit.
- Can you make at least some of these blocks hookable?
- Simple changes here - move the entrance a bit closer, extend the hooktrough wall on the left to the ground, set the cp to the wall and move the upper platform to gather speed a bit closer.


You can also remove the tune zones they will probably just confuse entitie players.

Map channel has been moved to waiting mapper.

hello people from after yesterday i wont be home tomorrow so ill be starting to work on this at probably sunday i guess thank you for your feedback catseye i will change everything rather soon hopefully



Take your time! Should the channel get archived (that would take a while though) you can always re-submit. :)

another life update i dont even have internet at the moment.. sooo yeah


you can send me an usb stick with the map file 😎

(just kidding take ur time)

the map files on here big boss baby


I miss you man 😦

soon

Yippie

🦊

me

changed everything like in the pictures

Map :lady_beetle: :

eh

i dont like the new tele system


Include a changelog alongside your map updates (preferably with screenshots).

i guess the discord description feature is useless

or i cant see it

well they go in order with small changes not here

since most of the map is barely failable

whats wrong there?

I think he mean the freeze isnt rounded

fixed solos on cpto 8 fixed useless unsolo made part unfailable

that could prevent it maybe

why not just full line trough

because theres a hook intended from the other platform

and as long as the left part is blocked off it stops the skip from being worth doing

theres other ways to do it, this is just the one i thought of first


thats what i was gonna mention next

i tihnk i removed all unnecessarycp cptos n stuff

Map :lady_beetle: : Debug output is too long, see attached text file.

well

actually a good way to check aint it


Include a changelog alongside your map updates (preferably with screenshots).

alr

fixed the two skips too i believe


Map channel has been moved to waiting mapper.

mhh im out rn but most of these arrows can go i can agree

that hookable in the first picture was probably for before i changed the part or to get back n forth faster

and i like the idea of being able to go back to older parts easily

but its fine really ill remove it too

i dont see a reason anymore

you were able to go back the whole map before i believe

btw do you want a pull request again?



no idea what you mean with a "pull request" i'm afraid


nothing nothing


removed the arrows removed the "speed" thinguh removed the checkpoint
i left the hookable in cause i like speedy

i like arrows aight

but i see why they really arent needed in these spots



melon make mario be playable in tw


woah

wtf

thats crazy

should i rework the design of the map?

Why?

If you want to change it you can change it that’s up to you.

just asking

looked trough a novice map testing channel

so i thought of asking

Hi qxdFox,
I just did a playthrough with
@.freezy_and would like to give some feedback. Generally, the parts are pretty decent and well balanced. The only part we would agreed on that was meh would be tp13. We wouldn't recommend starting the map with the 2 edge jumps either, because they are just boring and kind of time wasting, since they don't really match the map-style. Please numerate the checkpoints with increasing indexes instead of having the first checkpoint be named 23 and then later on checkpoint 1 is there randomly. We would also like to point out that design-wise, the "tacky" "sharp freezes and unfreezes look weird in our opinion (SS1 and 2). Unfreezes at a lot of places are also not marked correctly or is at least not consistent. Sometimes in entities, they are on the ground while sometimes floating (SS3 and 4). Most of this is what I gathered from the playthrough, so I might have missed something. (last screenshot is because freezy forced me to do this).


The above-mentioned things are mostly just examples for issues that consist throughout the whole map so please try to apply those fixes everywhere. Additionally please make sure to gather experience by looking at other maps to figure out how to map cleanly (freeze designs, (time) cp placements, ...) and fix accordingly as well.

Nice message and highlighting of the issues 👍 But please write it out next time 💀

Map channel has been moved to waiting mapper.


about the 4th screenshot, welf and catseye wanted me to make it like this incase you land ontop of the tee

the gameplay has to be readable without entities not with entities right

is there a way to revert to the old tele menu

the new one is so annoying to use, or am i doing something wrong

You can go back into the older client i believe

ehh

i kinda dont want to use the default ddnet client and i wanna keep the new features

even though i am using my custom client im just simply too lazy to revert that feature

so a toggle would be nice for it not gonna lie

if there isnt already

There isnt i believe

There should be in new version


perfect

time to do the checkpoints and tele again

Good luck soldier

i havent had the time to test the map

can i just upload it without me testing it?

i mean its just checkpoint changes but Im working on something

Working on the map? You can just finish with it first. No need to update if you are not done yet.

not working on the map no





i geuss there are tele issues

is there a way to see this built in to the client?

would be great

A
changed Freeze Design to a more rounded type reordered teles

i think i also removed a small part not sure

already a while back

cool gameplay

fixed tele design in that area removed unused image in the top left hand corner of the map added freeze inside those teles?

is it really that important to have the freeze inside teleporters be consitent?

no

is only visual






also kinda little skip if u have to laser yourself at this place, u can just jump it over, make it bigger if u want to force player to use laser there

Design is cool, cute cats


Map channel has been moved to waiting mapper.

oh something happened

i didnt notice

so it doesnt teleport you all the way to the right if you touched the cp on the right

ye, I understand it, but it might be replaced by unhook pretty easily ig

i think youd bump your head everytime you jump

i dont like bumping my head

yes you would bump your head

reduced the file size ~140 kb fixed everything thats been mentioned except for the checkpoint under the teleport

there might be some random things that have returned though my game crashed alot for some reason

i played trough it once and didnt find anything unusal but i think i lost some changes i made sometimes

made this part less missleading removed one random block that was doing some bad stuff

LOVE THE PIXE ART F3 FOR THE KITTYS ❤️

mt fav

i dont care about the map, the art is awesome 12/10


yall crazy

ill take it

gg

when release

release when more kittens


new maps gonna be only kittens



the perfect map

agree



No spamming such as one word messages, emojis or comments that don't contain any input about the respective map


Changed the map name to
.

sorry for the trouble, could you resubmit under the original name "Cansada" whenever you have time

the testing bot got an update, and some of the old mapping channels need to be cleared out -- so that's all that this decline is for. once you resubmit, we'll just test where this channel left off. (I renamed the map so it doesn't have any saving conflicts in https://ddnet.org/testlogs)
