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you have to add server setting sv_deepfly 1 to make it work on ddnet
Oops
Climb the mountain.
ahh
i was just throwing dummy straight up
over and over
and not getting much higher
Ah yeah , need to use the walls xD fun part when you get the hang of it.
Had the same problem while testing to figure it out xd
since rather new players might join this map when it's released, maybe also tell them how to revert that leftclick bind back to default
mini skip
The first way shouldnt be possible. Thats strange. The ninja should only activate when you hammer dummy up. But the 2nd skip is kinda cool but not wanted. Thanks.
True thanks.
how's the 2nd skip possible? how did the dummy get ninja?
Becuse for some reason the ninja at tele 3 is on when it should be off.
ahhh
Dont tell me hes in practice
xDDDDDDDDDD
A
XDDDD
I have some brain issues, ignore me :3
Bro is in practice from the start. I would not have guessed this. KEKW.
Gamer.
aaand a demo/video of the whole map might help alot at testing π
damn youre sexy
@soapysandwichuwu π
is this intended?
Did a lot fixed all above mentions and more π
β¬οΈ I tested the whole map and gave alot of suggestions, i was too lazy for screens so i went through the map with Soapy
Include a changelog alongside your map updates (preferably with screenshots).
Inadapted, also known as the corner hunter
Very impressive finding those corners and thank you
@theinadaptedFixed them all.
not that impressive but ok
did you talk with jimmy about the suggestions i made when we went through the map?
Soapy doesnt talk to me anymore
Map channel has been moved to waiting mapper.
~talked to the mappers about my suggestions, they didn't want to implement them π
I trust jimmy and soapy Especially jimmy, he makes unfailable brutal tournament maps
Soapy is the brain behind all the switch work and while we did test everything we cant predict all the way people play the game so differently xD
Next time we will say unfaily if you do it right xD
after all its the testers' job to avoid those fails
wait i am a tester..
if you start the map and want to do the skip, you (most likely) will lose all your momentum when you connect dummy and join a team, so it would be nice to have a way back up again, when you already lost momentum (tele or speeder ig), so you don't have to perform a weird action to get strong and the momentum
just linking it again cuz i think it got ignored
explain this XD
i think the blue tele is the problem, the speed to the > made my dummy glide into the teleporter instead of falling into the checkpoint for the next part, so this is a bug that should be fixed
I had severe struggle with getting through this, things that mostly failed me:
- getting stuck between or in the hookblocker/stopper tiles together with the dummy
- ninja cooldown too long, ruining the set-up I also feel like a good set-up is pretty awkward to get, you might want to change this small section a little
Edit: Seems to work well doing 2 rehooks, you might still want to check that
So I guess you should put that cp17 way earlier so dummy doesn't have a chance to enter it
Map channel has been moved to waiting mapper.
we both enjoyed the map, we think it's 4, because its hard to figure out the parts (otherwise it would be 3\)
not sure if we did something wrong by using super/teleports, but the secret didnt work well for us (this happened multiple times)
the map has no "entities off" signs on the "back" teles, but the "back" ways are placed in a good way, so you would understand them without reading "back", not sure, if this is important to add on a dummy 4* map xd
use a different color for ht
there was another small test from freezstyler and me with the mappers (just for the protocol)
2 months
tf π
testing this map is actually alot of work
it was actually in private testing for 10 months where it got i think a total of 0 tests.
Hey i played it for like 2h
i mean from official tester. but yeah you did cause youre the goat. Cendren did too.
Changed this part:
$Ready 4*
This command was not found.
It's a dinasaur
It isn't
U thought it was perfect
First ready set by Trial Tester. Map needs to be tested again by an official tester before fully evaluated. Suggested Difficulty Rating:β β β β β
π
You did that on purpose didn't you..
i thought the shield would block me in time, i did it because i was curious, yes
Map channel has been moved to waiting mapper.
^
@jimmyjazzthe1st@soapysandwichmy test wasn't finished π
Uh oh..
can you explain me these buttons? i didn't find any of these pullers in the part where they are, they are for the pullers in the next/previous part and they will get resetted on the next part (dummy will get teleported to the "half button") i guess it would be nicer to remove them unless there is a purpose i didnt see edit: if i dont understand it wrong, you have to change them into number 3 switches, so you don't fail if both tees land on the spots next to the wall (the pullers in this part are indicated by switch number 3)
okay that's all i found now
you can add another cp line here aswell, since it's not really helpfull to go into the fun section while deepfrozen, (unless you want to train gores drag xd). in some cases skipping cp 34 can be annoying. to be honest it confused me when i first tried the map, because i thought that cp skip was some kind of trick to get to a special place on the map (thx to skystrife for pointing this out) edit: i think it's also possible to skip solo off tiles, which can lead to weird outcomes
can you explain the time limit on this part? to me and to skystrife it was rather confusing, becasue it disturbs u if u don't understand the part and take more time than usual. it didnt feel like it is required. is it to force the players to go fast? is there a possible fail? i also checked that you can hit the 15 second timer, then hit the to tele to deactivate the buttons again (so the buttons don't make sense if they are there to force the players to go fast)
I found a skip
haha that seems so much harder than intended XD Well played though π
Talked to Welf and fixed stuff. Jimmy got a good spanking and apologised.
Welf I did the thing, you know that thing with the stuff. you know
First ready set by Trial Tester. Map needs to be tested again by an official tester before fully evaluated.
The map is now ready to be released! Difficulty Rating: β β β β βOptimized version attached. Unoptimized version: https://discord.com/channels/252358080522747904/1245175108641755248/1271268769913634960
Yay! Cool map!
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!
Dash Dummy has been set to RELEASED.
nice teamfinish
Is it intended that both tees can stay unfreezed??
no ig
how would that work edit: im quite sure there is a contraption that stops you from finishing, if you just ignore deep freeze, there are pullers in the last part that get deactivated on the first dummy spot
nope
ah thank u
Yip π
Hey DDNET Bot I did the fix of the team finish! Please don't beat me anymore XD
Post-release updates need to be uploaded manually. Please reach out to an administrator.
Optimized version:
does it need a full rank reset?
Nope just team rank.
i talked to soapy about everything that was changed and i removed 2 pullers, that caused annoying situations
Optimized version:
Can you upload the fix? im unable to get on computer for some days
Done
Teamranks are still there?
currently yes
can you remove the teamranks?
Done