Mentions:
@l._ouisMap 🐞: Debug output is too long, see attached file.
timecps
simple intro target switch map, tester approval of a newly created map using new tiles are required for map features to get merged. You need the client to test this map, and will need to test locally: https://github.com/ddnet/ddnet/actions/runs/20636941755?pr=10529 (scroll to the bottom, then download for your OS)
do you need a test of the map itself or the mechanic
both i think
test the mechanic from a "is this fun, intuitive, bug-free, and fitting for ddnet" i guess? and the map how you would any other map
i had time just now:
The mechanic is pretty cheesy, i'm a big fan! - tho i'm missing a bit of information, how long does a switch stay active for example - tho i'd have no idea how to indicate that.
1.the laser down is active permanently, so you can fail to hook and just sliiiiiiide through with no punishment 2.that space felt clunky
- 1/2 of these switches arent needed/unneccessary
- (i cant count)
- i would narrow down the switch number here drastically, it was way to easy
i would'nt approve the map, but the mechanic is super fun and i'd love to see more of it. I tried the obvious to check functionality and ran the map 2-3 times, the switches itself worked without fail.
map is a 3/10, mechanic is a solid 8/10

and i guess a way to tell if a switch doesnt work with certain weapons, i.e gun
u can go slow in a lot of places, i want to keep that style in fixed cp4 fast flow
thx for test
only OS?
OS = Operating System. There are windows, android and more
ahhhh thanks
with the client?
that y sbed
a yes
xd
gun is the only weapon that doesnt work with a target switch
maybe place few weapons on spawn and a target switch so people can test the mechanic before starting?
and ofc shields on the startline
also we need the same tiles for telegun. where u can place it in the air, like this switches. (i talk about this 5 years ago)
good new tiles.i like it, finally we got smth new. i only dont like how it look together, look spamable. will be better if they will combine into one big. Also, I want to add an alpha to them.
about map. its too short. idk but feel like u hurry up with this map.
I don't know. I don't want players to familiarise themselves with the new tiles on a hastily created map. First impressions are important.
its good for show example here but for release not enough, so for me decline cus feels raw and short.
i dont want to put some ugly indicator in design only, i will try to draft a pr that shows delay on doors etc.
if u swing intended then you never hit this. but i'll re test
how? are u going straight down on left side? Just nade each target once, dont do any twice
thx for test guys
also we need the same tiles for telegun. where u can place it in the air, like this switches. (i talk about this 5 years ago) Do u just want the telegun to hit the target switch and keep speed then?
i dont like telegun. but it would make sense to implement it as such with these targets
Also, I want to add an alpha to them. not happening -- u cant put alpha on weapons or shields, so i dont see use for this
its too short. idk but feel like u hurry up with this map.
ok, i can make it longer anyways. i was expecting ppl to complain about the length.
what do u mean by raw though? Its more helpful if u provide example (i.e. spacing bad, flow bad, etc.). 'raw' doesnt really explain it well for me
Do u just want the telegun to hit the target switch and keep speed then? i mean possibility to put telegan on air. rn u need block in bg (hookable or unhookable, ht) not happening -- u cant put alpha on weapons or shields, so i dont see use for this u dont say anything about combine. (i think its impossible) maybe smth like this
i mean possibility to put telegan on air. rn u need block in bg (hookable or unhookable, ht) yes. i mean what if i just enable telegun for these targets (so if u hit target midair u tp to it, keep speed)
what do u mean by raw though? Its more helpful if u provide example (i.e. spacing bad, flow bad, etc.). 'raw' doesnt really explain it well for me for example this what about add frezze instead of door? or rework part?
combining is technically possible but it would take a very long time to implement. and not worth it IMO. its super hard to code since theres nothing like it in ddnet yet
ye, i changed it to freeze laser. If you mean 'raw' as in the map is not very much tested and spacing isnt very refined, then yes, i understand that
but i think the part moves themselves are fine. its fun to play for me at least
look at corners they auto placed.
the visuals wont be hardest, moreso the physics
entities dont support non circular hitbox
btw what do u think abt this?
so if u laser a target with tele laser enabled, u tp to it, same with pistol/nade (target acts as blue tp)
it should be same behavior
ok i just show more detail or trying again. actually it will be like this (square hit box, screen 1) but after u drop smth like that in editor its just transform into less spamablle (screen 2) but actually will have hitbox like on screen 1. this is just more freindly for eye. also it possible add for shelds weapon stopers and etc.
the visuals wont be hardest, moreso the physics So, this does not affect or change the physics. It only alters the visual appearance of entities.
enable telegun for these targets all about how to mark them, what if u wanna only telegan in air and dont wanna switch? so ye all about not confusing marking. if solve it why not add that telegun feature.
telegun

are the target blocks already on master?
no
new tiles require a map to be released with them
good to know but on master doesn't mean released
We don't seem to do release for servers
idk if this looks good, targets are entities, this is like saying shields next to each other should be 1 big shield instead
and i think with telegun it would look confusing where you end up getting teleported to, because of the hitboxes
1 big shield instead ye first i explain like that and its bad i agree, but later i think about that more and find better solution with border, look at screen. and its way better. most mappers do it like this why not add this by default on entities.
too me its overcomplicated
when its a rectangle it might look good
but on other shapes probably just confusing
Thanks god there is android version (still waiting for iOS )
!remind next week review this
when ddnet bot does !remind
-1s timer on laser elevator -freeze lasers on 2nd laser part instead of door -bg change
The last part needs removing and i need to add a couple more parts
bad bot
:(
!remind review this, I didn't know this existed
but yeah remindbot is brokenz
lol wtf I actually have bad memory
you were just so confident, i felt like i had to say something
otherwise you might not know ur brain damaged!
(i did this recently with a tclient issue)
Remind!
ping pong!
pong ping
ding dong
pong pong
hello?
hi
im a bit busy , if it gets archived ill resubmit when its finished. ofc anyone else can make a map with this too, since the feature is essentially accepted.
Release the update where this mechanic is officially launched, and I will create the largest map ever made with this mechanic, which will be 5-star and will be solo and co-op at the same time.
It needs a map before it's released, not the other way though
no