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Map :lady_beetle: :
$ready
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anything changed since last time?
Oh shit here we go again
I hope you can convince them this time tho
this thing is kinda simple with dummy copy
ez map only took 1h to rebeat
please send demo :>
will be mad
A lot has changed, almost every part is pretty different.
- Rocket part was simplified so its more straightforward and cleaner
- Shotgun part completely changed but concept is the same
- Laser solo changed a lot to use less entities
- Teles to Rocket and Shotgun part removed, now you just walk over to them
- Jetpack part removed and changed to something I.K.U can skip
- A couple of the buttons for the ending doors were made easier
- Small hints added all around map in design
- Hint room added showing what abilities are required for each new ability or button to hit
- Practice room added to practice sg bug and sg bug + ninja
- Many small QOL improvements to make things more consistent or have 100% setups(ex. buffering jump on the first solo, 100% setups for ninjastacking, 100% setup for shotgun part)
That is fine, it doesnt make it any more or less difficult to solve, and the freeze is so you can sync up with your partner anyways so its not too far off of the normal way
This is intended, I made this switch much easier. sg ninja is not that intuitive so I wanted to make an easier sg ninja before you do 7
did you telegun stack under 13 and get nocol early? or do something else
Ye i did that
that is definitely harder to figure out than an endless drag imo, but I'll fix it anyways xd
For some reason i didnt think of that at all xd
I mean you solved the map already, so you knew the other intended things later like the sg bug there and buttons 5 and 8, so thats not super hard to find given that knowledge
I just mean i think someone seeing it for the first time would do the endless drag first
- Fixed Jetpack part skip
- Fixed a couple of texture bugs
- Fixed mirrored stoppers
Added hint tune for rocket part
fixed endless part skip
are you working on the bot rn?
looking into it rn
it doesnt work rn
but that has nothing to do with it?
no, thats smth different
alright 👍
bot doesnt work
- fixed endless skip
- fixed texture issue
- moved practice room down
Should be fine again
- made area for button 7 longer and more consistent
- a couple texture fixes
Can someone move this to waiting?
I got feedback in game and am making some changes but may take a couple days
Map channel has been moved to waiting mapper.
- Changed all parts slightly to be more symmetrical and widened areas to make them more comfortable
- Added a solo ninja part to help players understand ninja mechanics
- Changed Button 7 significantly because it was inconsistent before
- Changed Button 8 slightly to make it more intuitive
- Added hookable outside the map so players can't get stuck
Include a changelog alongside your map updates (preferably with screenshots).
- Fixed finish room
- Changed hint message
- minor texture fixes
- fixed way you could accidentally fail
so you skip last hammer
- fixed design bug and skip
Include a changelog alongside your map updates (preferably with screenshots).
Include a changelog alongside your map updates (preferably with screenshots).
- fixed texture errors
- Changed ninja part to be more intuitive
- Fixed secret area
- Fixed logo
- Fixed other texture
Finally a good map!!! Ready this now!
Awesome now that bugs are allowed again XD
at no point were 'bugs allowed again'
it's always been whether the map is mapped well or not
Haha XD Don't lie to me XD
I believe that I have made changes to the point where my map is considered mapped well by most.
Pretty sure Ravie said no more bugs XD
Especially shotgun bug
I do agree that my map before recent updates was not up to the mapping standards
putting sg bug in the middle of a normal map isn't well mapped
XD I asked several times and it was banned. No exceptions.
- Fixed a way to die
- Fixed texture error
add a back here cuh 🤓
i still think u shoudl make this hint better (how does player know u don't just have 5 dogs u love or smth), like putting 5 entities of a walljump tile or something
why startline in secret? trying to t0modechot or something?
- added back in sg bug tutorial room
- added the wall jump tiles for the 5 hint(i like this suggestion, i've only seen one person solve it with 5 djs before without it)
- put unfreeze where I.K.U mentioned I forgot
its a simple way to make it impossible to do secret with t0 players who finished the map without cluttering the finish room or anything in the actual map bc having more than 2 tees can make it easier
can u chot it with t0mode teams or nah
i'm not sure how they work
honestly not sure especially since the map is 2p team forced
- fixed problem on 8 where you could dj into wall
- made tune hint messages be less easy to spam
- added to secret
- fixed texture issue
- changed ninja solo some
- Fixed textures
- fixed the double timecheckpoint
i tink in info room or somewhere you should give a small tutorial on how to get speed off the max speed stopper setup
otherwise its almost impossible to find out by chance
i think it woudl be cool if u added blockstuck part but reimu says its dumb af
added small tutorial for max speed speedup bug
like magic edge forced part?
- Centered logo since i must have messed up its placement before
he means literally getting stuck in a block
(you can get stuck in the corner of blocks but i forgot how)
nvm i remember, it has to do with perfect (?) speed and another tee
ahh yeah, i mean a part could be made with that i guess, but i havent really messed with that buguch at all yet
Map filename must match channel name.
- Moved logo up so its not blocked by tele icon
- Made part to get telegun require ninja + speed instead of just ninja
- Added a second setup for button 3 that should be much easier to find
- Made ninja part for button 7 more intuitive
- re-ordered a few teles to make them more in order
- swapped buttons 3 and 4 for the intended ordering
- made ninja solo easier(after playtests, the freezejump was difficult to solve, so now its just about ninja+speed and angles)
Map :lady_beetle: :
- fixed what bot said
I don't plan on making any more changes to gameplay unless someone brings up a major issue(most of my recent updates were simple cosmetic things like tele numbering or moving a couple tiles around to make things feel better or more intuitive anyways)
I tried speedrunning it with Hav, and we got 4:42. It is actually pretty fun to route the speedrun with the nonlinear style of mapping since we had to decide the best order to do parts, and even combined some parts to do at the same time. So rank 1 for a speedrun will probably be around 4 minutes or a bit under for a perfect run. More casual runs where people kinda know the route will be 10-15 minutes, and first time solves would likely be 1-2 hours with using the hint room.
- fixed various texture issues
- made secret less annoying(removed shields and added small area to stand)
- slightly changed hints to be less confusing
First ready set by Trial Tester. Map needs to be tested again by an official tester before fully evaluated. Suggested Difficulty Rating:★★★☆☆
The map is now ready to be released! Difficulty Rating: ★★★☆☆ Optimized version attached. Changelog:
Unoptimized version: https://discord.com/channels/252358080522747904/1269568157866131532/1273687216841035868
gg!
If anyone thinks this map should be rated higher than 3* please let us know
- added localization to german, chinese, russain, and spanish for the hint room
The map is now ready to be released! Difficulty Rating: ★★★☆☆ Optimized version attached. Changelog:
Unoptimized version: https://discord.com/channels/252358080522747904/1269568157866131532/1273708640544755796
big ) im happy this one will release. good work.
Congrats
omg best puzzle
Finally!
ayoo les go
I'm out on vacation currently and don't have my computer but I will fix it when I get back. Thank you PapotaV I know I can always count on you for all my corner needs!
- fixed corners
this looks cursed pls fix
It's used to get out of map, you can use the other opening too but I added that setup since the first one was a bit finicky
ah i get it
The map is now ready to be released! Difficulty Rating: ★★★☆☆ Optimized version attached. Changelog:
Unoptimized version: https://discord.com/channels/252358080522747904/1269568157866131532/1277843024272949350
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!
https://www.youtube.com/watch?v=JIg2DD5WZaM wow didn't know someone will use bug that i found
this is the best map that has been released in a while
real
Its cool because its new
Not everything new is fun to play, this map is fun to figure out
bro
good point, i can change that, I'll wait and see if ppl have other qol changes and put them all together
Post-release updates need to be uploaded manually. Please reach out to an administrator.
no changes affect gameplay other than fixing softlocks, just QOL fixes
- uploaded wrong version in previous message*
Post-release updates need to be uploaded manually. Please reach out to an administrator.
done
- added another layer of button 1 under shields so you cannot accidentally skip it(qol change, no major changes)
Post-release updates need to be uploaded manually. Please reach out to an administrator.
Thanks. :)
for now until it gets updated, if you want to get it 100% you can aim way down
still a great qol change
another qol change
Yeah figured that out after a few tries. :D
Optimized version:
take the optimized version 🙂
done