Mentions:
@frostribeaverage geometry dash level
color is too bright and if you decide to play this map at 3 am you'll die
The Preview of the map looks crazy xd
Mama

Dayum
holy
crazy map
desing is cool af
only map that is keeping me away from development learning
Will do boss, thought about it, if u dj late u always hit, but yeah prob better add 1 up & down so doesnt matter the jump 🙃
Cool design, even if its bit edgy Tho imo the gameplay is horrible - if the goal was to make it as unenjoyable to play as a top 1 in geometry dash then good job i suppose
Hostile 3 already showcased how unpopular this type of gameplay is in ddnet, and here its somehow even worse because its the same 3 moves over and over again
I legit would like this map a lot more if there wasnt so many 1-2 tile kill gaps to navigate
I doubt is "horrible", its a strong word xD I don't really care about popularity either, i wanted to just make another hard solo spiked map with scary design (freeze is boring and tele its easy, sure it would give you more space to move around). Map is at most 4*, its kinda easy. I also dont mind nerfing and changing parts comepletly. Let me know which parts u think needs some nerf or complete change and ill see 😃
another path with the 10 jumps or without? or u mean make the jumping harder?
oh i see, interesting
(doesnt have to be this layout, just something with more variety in jumps)
sure ill do something like that (more dynamic) i made it plane cause of the structure and not make ending really hard
no worries i got it, easy fix, ill do new part there, liked the idea u said
idk, there are like 2 auto parts in the whole map and imo its a nice break
The rest I agree
u know... i agree on everything u said because i noticed all those too xD and told iku was gonna change but i forgot. "Autoparts are super weird and out of place" iku said same thing xD (i like them 🥲) but ig i will have to change them to normal parts

(but i like the bottom one where u hook up and d then swing) Some of the edge jumps require different movement tho "some", ig ill need a bit time to think on the other ones. and the last image, i told iku was gonna nerf it and didnt, forgot, was 3 am xD i die there the most cause its abit far but yeah should be easy fix
The wall jump too easy? hmm
The biggest concern are the edges I guess Wall jumps are not too easy for a 4* map
auto hook part looks fine but could speed up that snail road
would recommend to remove faces from design, they look goofy and ruin the ambience imo
geometry dash levels is the first thing that came to mind when i saw those faces tbh
Well it does look like gd even without the faces (not to say its bad)
easy? bro this is legit harder than %60 of current 5 star solos
i would need abit more opinions on this, maybe it looks goofy (not for me) because of the second mouth at the bottom, i will try different make more designs for it, if in the end ppl dont like i remove its okay
i personally liked the faces it gives a cool atmosphere
naaah im pretty sure there are harder maps, im trashy player and if i can do most parts in 1 go then any "decent" player will def say its easy/normal dificulty. im also nerfing most of what has been said and my personal deaths
yeah
Well doing the entire map in 1 go is very different from that. If you got 1 part at the end that has like 70% success rate when done in vacuum then in real runs this can become an annoying choke point especially considering the nerves
map isn't very hard, except few places being too precise and repetetive edge jumps everywhere
doshik is an expert in annoying spike gameplay so dont listen to him

xD
yeah, the part doshik mentioned is like 80% choke part for me too, cause its tight but yeah that was supposed to be fixed 🥲
i like precision 😢
Inasane
I played a little of the map well I liked it Very difficult there was a part where I got stuck but about the design I found it to be at least one of the most beautiful on ddnet
and if they rejected it is because the testers did not get past the beginning!
design remember GD
There is a practice mode just sayin xD testers never reject maps just because they cant beat them

Skill issue
Dont delete faces, thats the part of the ambient lol
the design is kinda corny i agree
i'd remove the faces and eyeballs
unless you want it to look like an old gd hell demon xd
gameplay also needs a lot of balancing imo
how long did it take for this map?
Come on the eyeballs are peak

im not removing the eyeballs xD
- Removed faces
- Fixed first hookable
- Wider gap at second hookable and right after that too
- Wider gap at top hookables
- Made first walljumps slightly harder
- Added slightly different part right after the wall jumps
- Increased snail road speed
- Changed autopart part
- Light changes on right section
- Changed ending
- Fix autopart speed
- Removed 2 more edge jumps and made 1 part
- Made blocks cleaner
- Nerfed a 1 tile gap
- Made 1-2 extra space in some places that were annoying
- Nerfed 2 more places 🥲
- Added new start/finish line design (thx to jimmy for permission <3) fits nice
- Removed stars from bg (Didnt really fit i think, without is better)
- Fixed skip from Gobrox
- Made 1 part smoother bg is more clean
this map is horrible
except design
design is awesome
- FIxed that skip from Gobrox
- Made the second swing on the second hookable easier
This wouldve made grinding for top5 painful af xD
there is another one at the top left xD
idk if i should fix that one or not, probably yes but ill let it slide for the moment
Depends on how far it is into the map - if after like 40% i would def fix it
nah its probably like 1 min into map or like 10%-20%
- is very hard and annoying
Hm maybe its fine then, but if its similar to whats on the screenshot then it would still be a pain xD At least near the start someone could actually grind for it and it would look cool in a video lul
- Made so eyes follows you
YEAAAAAA
- Some missing design
- Reduced a bit the brightness of spikes (more pleasant)
- Changed chain color
- Reduced a bit alpha of shadow (for more visibility)
Cool design

nah cool map in whole
but its painn in ass
- Fixed small skip
- Changed the ending
- Readjust tcp's
- Slightly changed 1 part (cause texnonik did 1 way so i combined both ways xD)
- Quick fix
- Made outside kill design instead of red, black. Looks better and better for the eyes
- Added more saws (mainly for deco, but some gameplay too, doesn't interfere much with gameplay anyways)
- Made 2 spots slightly easy
i think its impossible to an human finish it
(its an old version of the map)
Its not even the hardest map lol You dont need to do killedges to finish so I dont see the impossible here
how to not play the map
I see the humor here

(nice TAS, if its not tas, then ur mouse movement confused the heck out of my brain xD) But yeah that's no way near remotely closely how the map should be done xD
Yeah, nerfed the heck out of it

😆
yes its tas xd
talked with mapper ingame (speeder, 1 wall jump parts, 1 mark for the 21 last jump)
you have to go left to swing xd
- Removed speeder at swinging part
- Forced to enter from left at the other speeder at the end
- Made 1 wall jumps entrance slightly easier and bit more room to dj
- Added number 21 in design for the last part
ups
tested map. looks good . only very few changes for ready imo
Fixed what discussed with J$ON in-game
- Removed the 2, 1 tilers top left and made a new part
- Re-structured slightly the swing between left side and right side (where freeze divides)
- Added extra speedups and moved unfreeze 1 to the left
- Design stuff
- Removed unused envelopes and server settings
hi melon
you're a scary person man.
but keep the deepfly! (jk remove it)
here melon
xD
ah whatdahell
gg testserver didnt reload

Can remove other unused commands too
already done in the latest comment of mine 🥲
Okkkk
try it with tas if u are bored xd
this is impos
maybe
not maybe

xd
u just cant go that far in with a kill edge, even if its a freeze only the very deep cords work
the wheels could be tiny bit bigger here too
yea thought so
maybe if u slide of it or smth idk
ok sory

everything in #17 Gear should be hd
otherwise ready to me
4* sounds good
Map channel has been moved to waiting mapper.
i cant make Gears HD. Those are gameplay related. Only if u want me to make them HD and create new group and add lame blocks in whole map xD edit: oh but i can remove its design, leaving only the actual gear
Fixed everything J$ON mentioned
- Fixed the tryharders skip
- Removed the kt design (although idk why i liked it)
- Fixed the inf kt design
- Removed the saws there... in the end i dont like
- Fixed some other missing design
what u think about new top left part? 😆
- Made it so gears are behind tee. Just so the hook is visible when you try hooking into a gear
- Fixed 1 tiny tiny skip and move a tcp placement
good
I want tryharders skips 🥲
Thats the graceful of a 1000 tries map 🙂
When fix bot? 🥲 (stupid bot)
It's just J$on being our tester boomer, not used to the new way

i didnt see the buttons to click
where are they
nvm found em...

- Some design change to unfreeze
- Added extra unfreeze on swing part (nothing important)
- Readjusted design for 21 jumps
The map is now ready to be released! Difficulty Rating: ★★★★☆ Unoptimized version: https://discord.com/channels/252358080522747904/1333731407368945694/1336031164863086723
Optimized version attached. Changelog:
iku mod proof
this map is ready for release in 1 week?! 👍
If you think anything needs to change then let us know xD
it's just cool to see that some maps only need 1 week, when usually maps need 2-6 months
good mapped already
and well tested
And he fixed all very fast
greate job quix 😄

also “sg“ map was so much worse but released about 3 days, cus mapper did good and fast fixes.
sorry, but what do you mean by worse
on sg map timings , placing and etc (gameplay) was so much worse when he first time upload map.
QuIX best designer 🥺
Nah... Pipou is best and another guy (forgot his name), im lacking off... falling behind already 🥲 I also feel it myself Edit: and Ravie, saw some of his designs on kog, veery nice. Idk why kog has so many well damn designed maps xD
It's maybe bcs the gameplay is very repetitive and they focus more on design ig
prob yeah, most likely
wait, this map is getting released? Where is vena when you need him, we just declined "pile of needles" for basicly the same thing as this map, and that one aleast looked nice and had good gameplay some of the time
Have you tried both? Imo this one both looks and plays better + has a bigger variety of moves
Also whos vida

vena lol
nope, I haven't gotten on yet to try them both myself, but i've seen the playthroughs, and I have eyes, pile_of_needles looked great, this looks like edgy geometry dash. Based on everything i've seen, there is no way I would want to play this map over pile_of_needles
thx
its actually pile of needles without _ 🤓 🖕
xD
Judging based on your eyes will get you nowhere. Unless you actually try the map and see what feels awkward you wont be able to compare them. And yes, this maps design is kinda edgy but 1) it actually stands out and looks good 2) you can just play without design Pile of needles has the most basic block design, and while this isnt bad by any means, I think looking at it as a plus to the map is wrong
granted, yes, so maps look diffrent in game vs in preview, but, Its 100% entites map for me, kills everywhere, anoying color of blocks, backround and design, so yes, I can play without design, but I don't want to have to, I wish that maps looked good on there own. But i'll play both maps soon just to be fair
Just saying that pile of needles also has kills everywhere and is much harder than this map There are plenty of maps you can play with design, so I dont see a problem in having a few extreme ones like this map Im also interested if you will change your mind about gameplay after playing (genuinely curious xD) because there is nothing more to say about design
Btw this map was pretty awful at first cuz every move ended with an edge, but the mapper fixed a lot of stuff so now its much better
yes, pile of needles was deffently flawed, and probably deserved to be decline, i'm not pro pile of needles, just anti this map
also, you said you don't mind having a few bad design maps? But isn't good design in the rules? The map should at least look good to most people, and then those with differning opoions go entites (might be me idk)
Fair xD I also dont really like them as well but this map is within the realm of playable for me
Also lets go to
#💬meta-testingVENARADAX
pipou and vappy? 😮
i get that youre the design tester
@nameless_mebut some of your comments dont help the mapper in any way and are just there to offend
the map has been relased at this point
no it hasnt
its scudeled to
the judgement call has landed
I love his other maps
readied maps can go back to testing
but this one is a big step down for me
Go to meta testing.
Stop discussing this in every tester channel.
What do you think about moving the 'gears' behind the player? I think they would look less like a part of the design.
Well non gameplay element I should specify.
isnt it behind?
i swear i made it behind
Here in this fix xD
Oh, sorry I meant in front.
I don't think there is a place where you have to hook the center of any. Or trough them?
It's probably comes down to preference but it looked to me so I wanted to ask.
Ah well they were in front at first, i only made it so if you hook throught them. Uhm you do "kinda" hook one at the start (only i think)
idm changing it
Okay, maybe someone else can share their opinion.
congratulation

No replies here but louis and J$ON said it would probably make more sense as well.
sure thing, so i change it how it was before? the saw in front ?
Yes, please. ^^
👍
Optimized:
👍 Thanks, feels way more intuitive. ^^
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!
when release
2026