Mentions:
@wee.twMap 🐞:
time cps
decline
I downloaded the map and it doesn't have the SpongeBob song, fake news
😭
But other than that the map is cool
the end of cp5 and whole cp6 are really boring and not challenging at all imo you should rework them
otherwise clean map
agreed
i think cp6 is ok, end of cp5 is kinda lame tho
and loooks weird in design
deisgn the jump refreshers better
make it a different color bubble or add a blue glint or smth
You mustn't use quads to display gameplay elements such as the tunezones
Keep in mind some people play with quads off

its not trivial to display the bubbles otherwise
It is? Just make it a tileset
And also compressed everything second time, something was resized. I think i can make map's size less, but i want to save more quality on some of the objects
Start/Finish line is a tileset now
Fixed design issues
The design on this map is incredable! My only issue is that the bubbles are on the edge of being not "teeish" and I they are a bit hard to see, the second half of them is almost the same color as the backround. But still, you did a really really nice job with the design, and the gameplay is pretty cool too, it would be a shame if anyone declined it (insteed of pointing out the 1 or 2 flaws and changing status to waiting on mapper) considering how much work was oboiusly put into it. Very very nice job wee
design makes laptop cry and tunes are hard to see in most entities
I agree, the tune are hard to see, thats the biggest issue, but the design is really nice, and you can just turn off high detail, there is no reason to decline a map becasue it looks too good
low detail isnt enough
it still gets me 300fps
xD, well he just needs to mark more things as detail then, that is a quick fix
ya design is nice and map is easy enough for me to play without needing entities
laptop skill issue
its ok, I get 20 fps
id prefer 20fps if it was clean without overheating, input lag and massive screen tearing
crazy
check this version please
should be slightly better
you changed the layer didn't you, that makes it easyer to see, but its looks strange overlaping, I also have an idea for the bubbles in the backround, since that might be confusing to some. Make the ones that effect gameplay white, and then make the backround ones more transperent or give them a blue shade
Thanks for your feedback! I'm pretty sure I didn't touch the layers. Regarding the bubbles, I realized that it might be somewhat confusing, the bubbles in the background are a different style + they are much smaller and move fast enough to realize that it is not part of the gameplay, but if anyone has problems with this too, I will change it.
Yee, well, ether way, you did a really good job, and its playable and enjoyable as is
Deep blue Is this a chess machine?
Small review after I did this map twice. First time w/out looking a video and used just map design, second after a video and one finish behind: First time I played it I waste some time to understand that the blue bush was smth hookable(xd) [№3] (Maybe should could add a hook icon for the first or smth, or it's just my problem(definitely a second variant)). [№1] is smth useless, and that's not only the place with such useless pit. A bubble [№2] is also doing nothing or almost nothing, cuz I removed it in map editor and it's still very doable, especially if u hook right thing before u land, So I'd redo a logic on the first part cuz right now it looks kinda weird. Second part is fine with completing, but the bubbles r way stronger than on the previous part, so that's kinda stunning for the first time(Could be a good idea to show with a design of bubbles that they r stronger somehow, like maybe more...dark or...whatever xd). Thing on the second screen is again something as [№1], Just as the pit on the third screen. Was kinda stunning for the first time, thought that's smth for showing where I need to dj from or smth... Those holes on the screen 4 same. Next part is too long if we compare to others. [№5] is smth that shouldn't exist. It feels like you're going somewhere you shouldn't have gone. Screen 6 also have random hole. Last part was kinda challenging for the first time and I had some problems cuz of insta dj after dj and other stuff, so I was thinking about redoing it with just few jumps in reserve, not those damn blocks, but after a video this part became a disappointment, cuz u just have to hold spacebar and a part will do itself... Anyways that was funny, maybe kinda short, I'd like to see maybe a lil bit more parts. ty for work.
Thanks for your feedback! I'll start from changes: Changed design in a few mentioned places (screenshots). I think you're right, this places looks wrong comparing to others, thanks for noticing. Now what I didn't changed and my thoughts about that: First - Empty spaces. You may noticed design is "cubical". So tele, freeze and ground is just a bunch of rectangles and squares. Also if u gonna look closer in entities how tele looks, I mean all turns, elevations etc. are minimum after 2 blocks, that's all planned. So, empty spaces - is just my vision of the underwater levels(I played Mario and sonic a lot in childhood, I guess I just adopted, remembered this style of implementing underwater levels) as long as I choose "cubical" design I wanted there to be a wrong places, because I think sea and nature at all is just a lot of chaotical things gathered together, I really wanted a bit of chaos in my already super simple and linear map.
Second - Bubbles. Firstly - bubbles location. Because map's mechanic is a bit random, so that means depending on where you jump from before, at what speed you will jump etc. you will always have different end point, I tested map in a lot of ways to make sure if u do different moves u are gonna get a necessary result, exactly for that in a few places like space #1 or you're 1st screenshot I used this empty spaces, so no matter u will jump late or no, u will get just enough speed to get through the obstacle(sometimes I did bubble even stronger or weaker for balancing reasons). Also, map is aimed at players of any skill, so even 50h guy can complete it(actually I think I did bad, but still), and a few bubbles on map was just to make life and parts easier and it doesn't matter where you jump from in bubble. But, as I already said, if it's really gonna be a problem for anyone, I will delete it forever. Second - bubbles marking, I actually though about that, but I don't see enough big reason to mark stronger bubbles differently, as I said, sometimes I balanced bubbles. I've 4 different in strength tunezones, so 1 bubble may contain all 4 strengths. And I'm not really sure what to do in this situation and will it be really more helpful? But if u have a good idea about marking, I'm ready to rethink it again, and mark it as well.
What I didn't mentioned in my previous messages: Hookable blocks. I thought it may confuse someone, but I'm not really open to any non-native markings in this map, so I don't have any idea how to mark it yet, but I do think it's a good idea tho, I'm gonna think about it more, especially if someone is gonna get the same problem.
Thanks for map) i like it.
cp5 too long imo
agreed this is kinda awkward
last part seems kinda uninspiring, once you find out you can hold jump its a lot simpler/easier
i'd swap it out for something like the previous cps and remove the jump refresher TBH
otherwise looks good
i agre w triki's comments above too
First of all, thanks for the feedback! Now changes:
- Screenshot #1 - Hold d is gonna work now without crashing into tp
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2 - Should be possible to go through the part with a bad bounce
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3 - It was possible to fall in tp with a good speed, now it's not
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4 - Added extra checkpoint
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5 - A bit more space for swing now
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6 - Shouldn't be possible to have not enough speed now
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7 - Agree here, no "trap" thing now
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8 - No jump refreshers, changed part, deleted a few extra bubbles at the top
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9 - And slight changes at the finish due to changed part
its nice tos wing against the wall but the bubble isn't "against the wall" ifykwim
also the cp3 flow got worse imo, can you adjust it abit?
tune zones on these bubbles feel rly weird, probably cuz they're not all the same in a single bubble
last part is better now
$decline this map please, have no time to work on it
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:(
Mention:
@wee.twisnt it almost ready?
It looked like it would've been releasable
😦
make release by testers :((
do u wanna bring this map back?
it's almost ready for rls. i don't think it'll take much work, i can probably finish any small remaining fixes if you wish
c
i like this map too, and i agree its almost ready. hope mapper will be back soon.
if u think so, I'm ok with bringing it back, can probably even fix something by myself till I have some time left
yeaaaaa
rocks / doodads in hd

Goyda!!!
did a playthrough just now, didnt find any issues either, good map - nice design, enjoyed it!
Optimized:
we should wait for wee to give their own f3 before actually releasing this tho, they may have some things they want changed - and they mentioned themselfs that time is missing atm so we should be patient :D
gg!
beatiful map 😮
I wanted to teach players how to use tunezones, that is why it's placed like that, but still reasonable note
you can create a hidden skip next to spawn to still keep the tutorial but make it better for speedrunners
should be the final version ^^
idk where 200kb came from tho
fixed a few places where was possible to fly into tp with enough speed, design issues
you used the non optimized version
i did
optimized version removed 200kb
ye, i downloaded the optimized version
and somehow when i saved it added 200kb of something into map
i guess it'll be fixed when bot is gonna make optimized version
the curse of unoptimization
Awesome

Optimized:
any specific time/day you want this be released on? Otherwise I assume snail will just put it up on a random free spot
ig nearest free spot will be great, I have no preference for the date
i runned this map again just for check and find one issue i have too much speed? or im just lucky idk.
u add one more bubble?
yes
Optimized:
wait plz reduce the spawns to 1 spawn and put it on the ground
Optimized:
I'll try to schedule this by the end of the upcoming week, currently don't have access to any computer

i can give you mine
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
cool map, pre last part feels too long and harder compared to others
