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: :
Tentrom 2.0

i cant even pass nf, ig im too bad for this map.
ah, i doing this wrong. ok, ok.
Parts looking really creative in the video
the fact he is playing it with dummy
you are a very talented mapper
thanks
idk about most of his maps

, but this is good
bro the fact that he can beat one of the hardest maps ive ever seen with A DUMMY is insane 💀
creative parts, but i think some skips can be done
he didnt do all parts with dummy, also this is cut together not a full run (obviously)
glazers
Removed noobfilter, added logo, added timecps
Include a changelog alongside your map updates (preferably with screenshots).
Include a changelog alongside your map updates (preferably with screenshots).
Include a changelog alongside your map updates (preferably with screenshots).
even if i place 3 tiles? ok
you posted 2 versions without changelogs
if you didn't change much, that information also helps
If you place 3 tiles it shouldn’t be much work. Right?
So please include it
Map channel has been moved to waiting mapper.
Waiting for changelog
nice song choice
Moved channel back to TESTING.
talked with mapper ingame
Respect
removed 1 freeze tile on part 5 for qol or so, changed part 6 a bit, added unfreeze tile due to setup being too bad
minor design fixes + puller blockers to prevent it throwing player into killtiles
added unfreeze on part 6
skip fixed
hopefully won't affect gameplay
It's probably difficult for testers to check such a map

bad thing about this map is the kill tile , not the creativiy
massively kill tile in part it doesn't add to the fun ,always keep an eye out for kill tile when playing
kill tile in this map like tele , just send you back to the starting point and do it all over again
just for punishment player
i think it would help more if you point a part that feels unfairly punishing because of kill
e.g. somewhere that would be improved by changing kill for tele
🧀
aw i wanted some cheese
great map. waiting for release
release pls
w
talked with doshik ingame. the map might receive a design change. can someone who actually played this map give status about the thoughts on the last part? - i personally really dislike the used mechanic and while doshik could just extend it to make it "easier" - i find having a speedbug before the finishline to be annoying and unfitting, but doshik mentioned freezy actually liked it so idunno.
other than that, i consider this map ready, but i would ALSO like a second thought about the rating. 5 is imo to overprized for such a short map even with the difficulty. yes they're oneshot parts but a full run shouldn't take longer than ~6-10 minutes. 4 may be a little to low tho

Map channel has been moved to waiting mapper.
yea
I dont like it
made 2 places less deadly, fixed 1 skip, removed antihook tile
The finish part will be changed, i feel like it's not consistent enough
i think this classic hammerfly should be ok
improved design
^
WHEN RELEASE
i like the new finish - thanks for changing that!
could you point these 2 places out? - i didnt see them :p
other than that, i'd consider that map ready - thanks for working on it.
@omegakysikudo you think we could agree on 4 stars ? or would you consider this a 5 stars, imo it's almost to short for 5
4.5
4 is fine
First ready set by Trial Tester. Map needs to be tested again by an official tester before fully evaluated. Suggested Difficulty Rating:★★★★☆
Watch this map release and botters finishing it in no time
what does the map have to do with it
I don’t see this map being good enough to be released and the issues I highlighted in an in-game test are becoming even bigger issues than before instead of the other way around. The biggest of which is in the tp/kill tile distribution which feels very unfitting and random
This is supposed to be an illustrated example of this issue because why would you let people die in this very specific spot while they are just fine on the left and 10 tiles on the right? This issue repeats throughout the whole map
In my personal opinion this just enforces a certain movement and wasn't an issue to me - but if this is a deal breaker for you I trust you with that judgement freezy
Moved channel back to TESTING.
If you think that this map is releasable as is then so be it; I don't mean to influence you in that kind of way. I just think it's unpleasant to get killed/saved by some random tiles that you barely might notice the existence from. I don't know about the majority of players but I'd assume that the most players use default entities which makes it terrible as kills and tp's are both red (but this is just an increase of the already existing issue).
I guess it'd be good to get some more opinions on this map and perhaps this issue in particular
Finding a time where we could take a proper look at it together would be great, bumm helped me with initially testing this and IKU also had a look.
i kinda agree with this
if you dont have perfect muscle memory for parts u die
but doshik did fix some of thoose really shit fails
Changed the map name to
.
could you resubmit the map under the original name? ("Corpse")
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)
sry for the troubles