#Down_Bass
"Down Bass" by ΠΌΠ°Ρ‚Π²Π΅ΠΉ & вСсСлуhΠ° [Moderate]
DDNet-Testing 04/21/2026 2:35 PM

Mentions:

@matvey2490
Down Bass β€” Testing

@mat this is your map's testing channel!

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⚠️ Your map contains errors, please fix them as soon as possible. ⚠️ Your map has been automatically moved to WAITING Mapper in the meantime.

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DDNet-Testing 04/21/2026 2:35 PM
πŸ†™ 2
DDNet-Testing 04/21/2026 2:35 PM

Map 🐞:

matvey2490 04/21/2026 2:39 PM

Add time cps

πŸ†™ 2
πŸ‘Œ 2
suicidiomorte 04/21/2026 2:41 PM

It's not possible to touch the back.

suicidiomorte 04/21/2026 2:45 PM

It would be more convenient if the tee were already positioned on the left, instead of having to go underneath, line up, and only then hit the tee.

__limonchik__ 04/21/2026 3:36 PM

This is death

suicidiomorte 04/21/2026 4:07 PM

This map bothers me because the parts are so short

abricotiabricota 04/21/2026 4:15 PM

Can someone explain me why, on ALL submissions, this message is here

markus777777 04/21/2026 4:17 PM
❀️ 1
abricotiabricota 04/21/2026 4:19 PM

yes but why they all forget ?

❀️ 2
__limonchik__ 04/21/2026 4:19 PM

yes xD

markus777777 04/21/2026 4:20 PM

Well, people tend to forget things, and mappers devote all their time to gameplay and design, and such little things are simply forgotten in the process

❀️ 1
markus777777 04/21/2026 4:20 PM

Β―_(ツ)_/Β―

giorno45 04/21/2026 4:36 PM

Peeeenis map

suicidiomorte 04/21/2026 4:40 PM

some problem?

matvey2490 04/21/2026 4:56 PM
  1. Some parts have become cleaner and more understandable.
  2. Deadly corners have been removed.
  3. Bug fixes.
πŸ†™ 2
πŸ‘Œ 2
πŸ’€ 2
matvey2490 04/21/2026 6:33 PM
  1. Skip fixes.
  2. Design fixes.
πŸ†™ 2
πŸ‘Œ 2
l._ouis 04/21/2026 7:28 PM

Personally, when i play drag maps, it's usually with another friend in 'chill + chat' session

l._ouis 04/21/2026 7:28 PM
l._ouis 04/21/2026 7:28 PM

so it's annoying when dragee has to un-afk to do simple hooks like this. I would just remove this move.

πŸ‘ 1
l._ouis 04/21/2026 7:29 PM

I'd also rework this. No need to make it faily if the top guy lags.

l._ouis 04/21/2026 7:30 PM

put tele12 a bit above the ground + add a speeder

l._ouis 04/21/2026 7:34 PM

ending here feels weirdly spaced

l._ouis 04/21/2026 7:35 PM

it would be nice to be able to hold hook out of the right hookthru

l._ouis 04/21/2026 7:39 PM

put arrow in entities + in design for parts like this. (one earlier too)

l._ouis 04/21/2026 7:39 PM

plz put the laser outside of wall here

DDNet-Testing 04/21/2026 7:40 PM

@mat Your map channel has been moved to WAITING MAPPER. Kindly review the issues highlighted by our Testers.

matvey2490 04/22/2026 11:39 AM
  1. Add arrows.
  2. Change 6 part.
  3. Change 8 part.
  4. First hook more understandable on 9 part.
  5. Hammer on 4 part become better.
πŸ†™ 3
πŸ‘Œ 3
f3 2
matvey2490 04/22/2026 2:37 PM
  1. Remove stoppers from all parts.
  2. QoL changes.
πŸ†™ 2
πŸ‘Œ 2
matvey2490 04/22/2026 4:11 PM

Small changes:

  1. Back is easier.
  2. Wall is now flat.
  3. Remove tp.
  4. 1 HT instead 2
πŸ†™ 2
πŸ‘Œ 2
doshikey 04/22/2026 6:25 PM

not a bad map, but the parts are so short and simple, i don't see much creativity and anything new, there is no way it meets the new "barren style maps" standard, or maybe it doesn't matter because it's moderate? would be a great map if there were at least some fillers between the parts but apparently no one cares

matvey2490 04/22/2026 6:57 PM
  1. 5 part was a harder.
  2. A little change ending in 12 part.
  3. More comfortable hook in 14 part.
  4. Also comfortable hook in 16 part.
  5. Double nade in last part.
πŸ†™ 2
πŸ‘Œ 2
matvey2490 04/24/2026 2:23 PM
  1. Add 1 part.
  2. Balance changes.
πŸ†™ 2
πŸ‘Œ 2
❀️ 2
ninja25226 04/25/2026 2:13 PM

the kbs πŸ’€

🀯 2
nouis 2
ninja25226 04/26/2026 4:05 PM

this setup for the diagonal bug does not give any value gameplay-wise and i think it would be confusing for some players

ninja25226 05/01/2026 7:40 AM

also i would add some black shadow from below to make it clear that its a death

ninja25226 05/01/2026 7:40 AM

because the color transition is too plain it feels as platforms

ninja25226 05/01/2026 7:43 AM

tweaking a bit the color and opacity but you get the idea

markus777777 05/05/2026 9:21 AM

useless back

markus777777 05/05/2026 9:23 AM

It is impossible to climb onto the upper platform with the hook held down

markus777777 05/05/2026 9:26 AM

I find it strange to use hammer jumps (an advanced technique) on the first two parts and then forget about them for the rest of the map, and this is a kind of unbalanced because the next parts are much easier

f3 1
markus777777 05/05/2026 9:28 AM

This back is also kind of useless

markus777777 05/05/2026 9:35 AM

It's better to remove these tp, otherwise dummy often flies into them even when the part was do correctly, and in general, the beginning of the part, I think, is too confusing for moderate

markus777777 05/05/2026 9:36 AM

another useless back

markus777777 05/05/2026 9:38 AM

It's a small thing, but I think it's better to put a tp here so that it's immediately clear what to do, otherwise I got a little confused at the beginning on this part

markus777777 05/05/2026 9:42 AM

It's better to make more space for throwing dummy, otherwise it's quite difficult for moderate now and there is often not enough height

markus777777 05/05/2026 9:52 AM

In my opinion, the last 4 parts with the grenade are much more difficult than the others, especially the second to last one

markus777777 05/05/2026 9:53 AM

miniskip probably

markus777777 05/05/2026 9:54 AM

very good map

catseyenebulous 05/05/2026 2:18 PM

I disagree, with that. I didn’t have any problem with understanding the part and I think it’s more fun if you have to think about it a bit. But each has their own little preferences I guess.

catseyenebulous 05/05/2026 2:18 PM

I also didn’t like this first climb. ^^

catseyenebulous 05/05/2026 2:20 PM

https://discord.com/channels/252358080522747904/1496157334341292222/1496233915638349926 Seems like you ignored or forgot some feedback here. Would be great if you move all the weapons so that they are visible.

muraaaaaaaaaaaaaaaaaaaa 05/05/2026 2:33 PM

turn off entities sign could be placed a bit higher

muraaaaaaaaaaaaaaaaaaaa 05/05/2026 2:34 PM
muraaaaaaaaaaaaaaaaaaaa 05/05/2026 2:35 PM

idk why cto marked as cp xd, seems a bit misleading

muraaaaaaaaaaaaaaaaaaaa 05/05/2026 2:37 PM
muraaaaaaaaaaaaaaaaaaaa 05/05/2026 2:40 PM

x: 63 y: 113

muraaaaaaaaaaaaaaaaaaaa 05/05/2026 2:41 PM

x: 93 y: 165

muraaaaaaaaaaaaaaaaaaaa 05/05/2026 2:43 PM

x: 69 y: 239

muraaaaaaaaaaaaaaaaaaaa 05/05/2026 2:44 PM

x: 91 y: 260

muraaaaaaaaaaaaaaaaaaaa 05/05/2026 2:45 PM

x: 107 y: 273

muraaaaaaaaaaaaaaaaaaaa 05/05/2026 2:49 PM

x: 109 y: 410

muraaaaaaaaaaaaaaaaaaaa 05/05/2026 2:53 PM

grass, Bush and FrontBush layers should be marked hd

muraaaaaaaaaaaaaaaaaaaa 05/05/2026 2:54 PM

uhm, then you should extend the BehindBush layer to the map boundaries

muraaaaaaaaaaaaaaaaaaaa 05/05/2026 2:54 PM
vappy19 05/06/2026 3:47 AM

Whats ur name ingame?

matvey2490 05/06/2026 3:52 PM
  1. Remove 3 back.
  2. Design fixes.
  3. Skip fixes.
πŸ†™ 2
πŸ‘Œ 2
matvey2490 05/11/2026 3:11 PM
  1. Design fixes.
  2. Bug fixes.
πŸ†™ 3
πŸ‘Œ 3
❀️ 2
matvey2490 05/13/2026 12:24 PM
  1. Skip fix.
  2. Finish higher.
πŸ†™ 3
πŸ‘Œ 3
raindote 05/15/2026 10:37 PM

govno ebanoe

πŸ’€ 3
πŸ•ŠοΈ 1
matvey2490 06/02/2026 5:14 PM
  1. Corner fixes
πŸ†™ 2
πŸ‘Œ 2
ramirok_ 06/02/2026 6:07 PM

hello the spawn blocks need be at least one block of high

ramirok_ 06/02/2026 6:09 PM

and here can add some indicator of laser obtained imaggine if any play with autoswitch weapon and dont see what weaponds have

matvey2490 06/03/2026 7:51 AM
  1. Spawn block higher. 2-4. All weapons are visible.
πŸ†™ 3
πŸ‘Œ 3
balami. 06/23/2026 11:30 AM

Good map, i found a few things that might be changed:

balami. 06/23/2026 11:30 AM

I can't read the logo

πŸ•ŠοΈ 1
balami. 06/23/2026 11:31 AM

Move this shotgun more down so it's easier to see that you got a weapon

balami. 06/23/2026 11:31 AM

This section felt quite hard and unbalanced compared to the other parts. Nerfing it would be nice.

balami. 06/23/2026 11:32 AM

This section was really hard to understand for me. Maybe removing it would be better (or changing it somehow). It also looks like the other player is supposed to use grenade.

balami. 06/23/2026 11:33 AM

I wouldn't make this too faily, because with a small lag you can die here. Also, since the design is in front of the player, it's hard to see your tee when you fall down (so it's hard to recover from down here without entities).

balami. 06/23/2026 11:41 AM

you can reduce the map size if you want

catseyenebulous 06/23/2026 11:43 AM

should

feelsbadman 1
catseyenebulous 06/23/2026 12:47 PM

Hey, some things from me as well:

  1. One more hookthrough here would be great. (CP 7)
  2. Same here. (CP 19)
  3. Here as well. (CP 23)
  4. I think it would be better to remove all hookable inside the parts since you barely use them and don't actually need them. (CP 10)
  5. Going full speed here you often are already past the hookthroguh. Extending it by one or two tiles would be great. (CP 19)
  6. It's possible to hook the other tee too high into the tele which is a bit annoying. Would be nice if you can move it up a little more. (CP 26)
  7. This is the only part where you kind of break the flow by having to full stop. I added a suggestion at

(also CP 26)

  1. ^
  2. Read

about all hookables inside the parts being kind of unnecessary.

  1. ^
DDNet-Testing 06/23/2026 12:49 PM

@mat Your map channel has been moved to WAITING MAPPER. Kindly review the issues highlighted by our Testers.

matvey2490 06/23/2026 1:24 PM
  1. Corners fix.
  2. Change size.
  3. TP under finish.
  4. Last descent has been slightly changed.
  5. Remove all hookable block(except start).
  6. More HT on some parts. 7-8. Little part changes.
πŸ†™ 2
DDNet-Testing 06/23/2026 1:24 PM

@mat A new version was submitted, so the map has been moved back to TESTING.

catseyenebulous 06/23/2026 3:02 PM

πŸ‘‹

  1. Unhook behind hookthrough, making it impossible to see the laser. I would also add a hookthrough on the corner in the middle of the screenshot since you have that everywhere else.
  2. I still dislike this as well. I don't think it's a good part and doesn't really fit in my opinion. Please rework it a bit, just a simple drop would be good enough.
  3. Weapons I think you already fixed.
  4. ^
  5. ^
  6. Change the

of the 'Game' layer to ~120 to fit the size of your map.

  1. Same with 'BehindBush' also to ~120 please.
  2. Some of the 'FrontBush' is missing here.
DDNet-Testing 06/23/2026 3:02 PM

@mat Your map channel has been moved to WAITING MAPPER. Kindly review the issues highlighted by our Testers.

matvey2490 06/23/2026 3:22 PM
  1. Added 1 HT.
  2. Changed last descent.
  3. Fixed weapons. 4-5. Changed size.
  4. Fixed tiles.
DDNet-Testing 06/23/2026 3:22 PM

Map Bugs found!

This map didn't pass the automatic checks. Press View Debug Output to see the details. Please address the issues, otherwise we're unable to release your map! If you're unable to resolve the bugs yourself, don't hesitate to ask!

matvey2490 06/23/2026 3:23 PM
  1. TP fix
πŸ†™ 2
DDNet-Testing 06/23/2026 3:23 PM

@mat A new version was submitted, so the map has been moved back to TESTING.

matvey2490 06/23/2026 4:23 PM
  1. Fixed HT.
  2. Changed pixel jump.
πŸ†™ 1
matvey2490 06/23/2026 4:26 PM
  1. Removed some blocks.
matatass 06/23/2026 4:41 PM

played the map, cool map! but some parts feel tight af for me

  • u can skip laser (idk if its that useful)
matatass 06/23/2026 4:42 PM

on this part the dummy some times dosent go into the hole, u have to release a bit early and imop feels kinda unconfutable

matatass 06/23/2026 4:42 PM

this one feels kinda tigth without double nade

balami. 06/23/2026 4:42 PM

i realised that it works with a proper rocketjump timing

balami. 06/23/2026 4:43 PM

you have to rj instantly after hooking then the timing should work out, it's close yes

matatass 06/23/2026 4:43 PM

fair poits

matatass 06/23/2026 4:44 PM

im just nobo

matatass 06/23/2026 4:44 PM

but overall map its rlly cool i love this drag style maps (without fillers)

matvey2490 06/23/2026 5:31 PM
  1. Little changes on last part.
πŸ†™ 2
matvey2490 06/24/2026 8:50 AM

1-3. Skip fixes. 4-7. Made more understandable moments.

  1. Freeze 2s -> 1s.
  2. Last part a little easier.
πŸ†™ 2
matvey2490 06/24/2026 10:15 AM
  1. Added back.
  2. More space.
  3. Removed 1 TP.
πŸ†™ 2
axel628 06/24/2026 12:25 PM
  1. this just was weird. felt meh, It would be nice if you came up with something else there.
  2. passed the hammer by a small margin. would be nice if you fould lower the teles by 1-2 tiles.
  3. this part is alot harder than the others and very tight. I like the concept but you need to nerf it a bit.
  4. this part is very tight and got no flow. you should rework this part completely or keep mechanics but make some room.
  5. this hook is very tight but cool concept.
  6. this 2 hooks are very tight.
  7. I dont get this segment to work.
  8. very tight hook
  9. also very tight
πŸ‘Œ 2
axel628 06/24/2026 12:28 PM

in general this map is cool but very tight. imo you should take every part and rework them to give more space, to get a better flow. look on some new drag maps to get a better understanding of what makes a map tight and what makes a part good. every concept of your parts is very solid, just need tweakings in flow

axel628 06/24/2026 12:33 PM

to get a better understanding on what I mean.

this is a part with good flow and alot of space to move around

ninja25226 06/24/2026 12:35 PM

pretty sure he made that as well :D but yeah, a lot of space is needed

❀️ 2
matvey2490 06/24/2026 3:06 PM

The ghost helped me and this is what changed:

  1. Better hook.
  2. Added back. 3-4. A little easier. 5-7. Platform will removed.
  3. Added 1 HT.
  4. A little easier.
πŸ†™ 2
axel628 06/24/2026 3:39 PM

can take a look ^^. we can go through the map together if you want. easier to point stuff out than messaging

matvey2490 06/24/2026 4:02 PM

i understood what you meant, but some points seemed meaningless to me

matvey2490 06/24/2026 4:05 PM
  1. Removed marks 1s-2s freeze.
  2. Fix corners.
πŸ†™ 2
axel628 06/24/2026 4:29 PM

Yeah, but it's important that the flow is consistent and smooth, without too much stop-and-go movement or interruptions.

axel628 06/24/2026 4:29 PM

and with alot of space to move around or it become a ddmax/oldschool

catseyenebulous 06/24/2026 7:30 PM

I think it's pretty close to being ready.

  1. Maybe move this down a bit since it can be quite close.
  2. Similar to here, could move the hammer spot up a bit like PRO_Gaming1921 mentioned.
  3. Moving the hookthrough more to the right or adding more hookthrough would improve the flow here.
    • I think if you line up all these drops with the to tele below it would improve the gameplay.
DDNet-Testing 06/24/2026 7:30 PM

@mat Your map channel has been moved to WAITING MAPPER. Kindly review the issues highlighted by our Testers.

catseyenebulous 06/24/2026 7:36 PM
matvey2490 06/25/2026 5:26 AM
  1. Small change in 2 part. 2-5. All descents lead to a CP. 6-8. Some block slightly shifted.
πŸ†™ 2
DDNet-Testing 06/25/2026 5:26 AM

@mat A new version was submitted, so the map has been moved back to TESTING.

matvey2490 06/25/2026 5:54 AM
  1. Bug fixes.
  2. Corner fixes. 2-3. Add arrows.
πŸ†™ 2
matvey2490 06/25/2026 11:40 AM

1-2. A bit change hook and wall.

  1. Added arrows in entities.
  2. Roof 1 block higher.
  3. TP -> UH. 6-7. Added/Removed some blocks.
πŸ†™ 2
axel628 06/25/2026 11:45 AM

maybe have a more intressting way to go down here

ninja25226 06/25/2026 11:52 AM

hey just a little detail: the one in blue i think it should also be like the ones in red, and that would make the wall in image 2 look better

axel628 06/25/2026 11:52 AM

this hook to get him up is a bit tight for me anyways

ninja25226 06/25/2026 11:53 AM

also here and there. that way all parts will look the same :D

ninja25226 06/25/2026 11:54 AM

and this is very subjective but if you make this square i think it will look better, and also, will look more similar to the other parts :D

axel628 06/25/2026 11:55 AM

you can only do this part if you rehook when the dummy is next to you. maybe indicate that more or make it forsable so you cant just run <<

axel628 06/25/2026 11:56 AM

maybe lower this a bit. seems tight

balami. 06/25/2026 11:57 AM

i never rehooked here

axel628 06/25/2026 11:58 AM

fr?

axel628 06/25/2026 11:59 AM

in general I see this map finished(with some minor tweakins). I also think I did some parts wrong before, hehe

matvey2490 06/25/2026 12:55 PM

1-3. Walls have improved.

πŸ†™ 2
alw5 06/25/2026 1:29 PM

ending felt a bit abrupt if you do want this instead of giving the other tee cp 39 place another cp and put it here so if you fail the fly dont need to walk all the way to end of part

matvey2490 06/25/2026 3:43 PM
  1. TP 4 on finish.
  2. Number TP clearer.
  3. Design fixes.
πŸ†™ 2
matvey2490 06/25/2026 3:48 PM
  1. Marked 4 TP.
πŸ†™ 2
matvey2490 06/25/2026 4:04 PM

Ghost says to me remove TP 4 and fix corners.

πŸ†™ 2
DDNet-Testing 06/25/2026 4:08 PM

⭐ Channel state set to Release Candidate!

First ready set. The map needs to be tested again by a different tester before fully evaluated.

Suggested rating: Rating: β˜…β˜…β˜…β˜…β˜…

βœ… 7
catseyenebulous 06/25/2026 4:09 PM

Fun map.

❀️ 7
axel628 06/25/2026 4:42 PM

agreed

axel628 06/25/2026 4:42 PM

πŸ’ͺ

❀️ 6
arrowastaken 06/28/2026 8:28 PM

Hey! as a suggestion maybe you could use "sv_no_weak_hook" since it will make a smoother playthrough for everyone

arrowastaken 06/28/2026 8:51 PM

i'd put a back after the cp 39 or fix in someway the last part above

arrowastaken 06/28/2026 8:53 PM

why would you ask, is very likely that faster/better players do the same way as i did here. They'll drop the dummy and do a quick rocket up (2) and the dummy will follow (1) insted of (3)

arrowastaken 06/28/2026 9:05 PM

it seems that you regret the fix that you did about what

@alw5

said. I would suggest to do something different but on the same path

arrowastaken 06/28/2026 9:05 PM

ofc do the fix as you please

alw5 06/28/2026 9:07 PM

did they finally allow it?

arrowastaken 06/28/2026 9:07 PM

use "turn off entities" signs every time this happens pls (when you give Gus), in some point i started to uste entities and didnt know how to do the part and found out i needed shotgun

arrowastaken 06/28/2026 9:08 PM

i was told, is not supported yet πŸ™

arrowastaken 06/28/2026 9:15 PM

If you do the part the intended way, there's a chance that the player passing the other tee to the next section releases the hook too early, causing them to fail completely. I don't think that's a good way to die, although I'm not sure what the others think, since it's ultimately more of a player mistake than an issue with how the part is designed

arrowastaken 06/28/2026 9:16 PM

if you look at the 2 sections before, you first pass the other tee first and then you put through something

arrowastaken 06/28/2026 9:18 PM

besides mentioned i believe is a nice map, fit to release

DDNet-Testing 06/28/2026 9:22 PM

@mat Your map channel has been moved to WAITING MAPPER. Kindly review the issues highlighted by our Testers.

matvey2490 06/29/2026 5:50 AM
  1. Added back and grass.
  2. Marked weapons.
  3. Changed last sg.
  4. Added 1 block.
DDNet-Testing 06/29/2026 5:50 AM

Map Bugs found!

This map didn't pass the automatic checks. Press View Debug Output to see the details. Please address the issues, otherwise we're unable to release your map! If you're unable to resolve the bugs yourself, don't hesitate to ask!

matvey2490 06/29/2026 5:51 AM
  1. Bug fix.
πŸ†™ 2
DDNet-Testing 06/29/2026 5:51 AM

@mat A new version was submitted, so the map has been moved back to RC.

matvey2490 06/30/2026 2:42 PM
  1. Changed last sg.
  2. Removed rectangle.
  3. Moved little up.
DDNet-Testing 06/30/2026 2:42 PM

Map Bugs found!

This map didn't pass the automatic checks. Press View Debug Output to see the details. Please address the issues, otherwise we're unable to release your map! If you're unable to resolve the bugs yourself, don't hesitate to ask!

DDNet-Testing 06/30/2026 2:42 PM

@mat Your latest map failed the automatic checks, so this channel has been moved to WAITING. Please fix the issues and resubmit.

matvey2490 06/30/2026 2:45 PM
  1. Bug fix.
πŸ†™ 1
DDNet-Testing 06/30/2026 2:45 PM

@mat A new version was submitted, so the map has been moved back to RC.

matvey2490 06/30/2026 6:24 PM
  1. Small changes.
πŸ†™ 1
matvey2490 07/01/2026 2:29 PM
  1. Design fixes.
πŸ†™ 1
matvey2490 07/01/2026 5:25 PM
  1. Changed logo.
πŸ†™ 1
❀️ 1
matvey2490 07/01/2026 7:22 PM
  1. Replace logo.
πŸ†™ 1
matvey2490 07/01/2026 7:41 PM
  1. Added animation.
πŸ†™ 1
ninja25226 07/01/2026 9:17 PM

better :3

βœ… 1
❀️ 1
.freezy_ 07/02/2026 5:26 PM

I'd suggest removing the entities off signs, ready for me besides that (tested with

@cor7667

, thanks!)

ninja25226 07/02/2026 9:16 PM

the other one was like a puzzle to figure out where each letter was lol :D

πŸ•ŠοΈ 1
matvey2490 07/03/2026 7:11 AM

1-3. Changed weapons placement.

πŸ†™ 1
ninja25226 07/03/2026 10:25 AM

game assets looks so good can u send to dm pls :)

.freezy_ 07/03/2026 1:12 PM

Any opinions on the weapon placement being upside-down? Personally I dislike it as it just doesn't look right to me so hence the question

arrowastaken 07/03/2026 2:48 PM

I feel like is more cleaner to show it like this

catseyenebulous 07/03/2026 2:56 PM

Yeah maybe looks a bit weird but at the same time I don't think it matters.

ninja25226 07/03/2026 3:28 PM

i think it looks cool, it makes a difference and that's always good :D.

axel628 07/03/2026 4:12 PM

I think its just what you used to. Wouldn't it look weirder if it clipped through the wall

?

axel628 07/03/2026 7:53 PM

teles here so you can b fast

axel628 07/03/2026 8:01 PM

I still feel like this hook and grenade is really tight. and even more tight with weak hook

matvey2490 07/03/2026 8:06 PM
  1. Bug fixes.
πŸ†™ 1
ocosar 07/04/2026 7:39 AM

it's equally fast to go around

ocosar 07/04/2026 7:40 AM

use nade

joobiidk 1
arrowastaken 07/04/2026 4:23 PM

To me is ready

arrowastaken 07/04/2026 4:29 PM
bj_umut 07/04/2026 4:38 PM

this took me like thrice the time of any other part too

arrowastaken 07/04/2026 4:39 PM

logo is not centered (as the entities off design)

arrowastaken 07/04/2026 4:41 PM

you have marked the ctos like CP but they are not. To me is an unnecessary thing to mark, but if you like it change the "CP" thing

arrowastaken 07/04/2026 4:42 PM

i would move the shiled some tiles up just in case the player above shoots, and it has to restart all the thing again

arrowastaken 07/04/2026 4:44 PM

there are a lot of this empty spaces, and i think it doesnt look good. Tho is up to you

odditionary 07/04/2026 5:00 PM

small design bugs

arrowastaken 07/04/2026 5:02 PM

you'll have to check for this things, since the fault is the autorule for sure

odditionary 07/04/2026 5:05 PM

some more also I'm not entirely sure about orange, it looks ok to me but it's essentially bugged based on the tileset

axel628 07/04/2026 5:09 PM

Not equal, feel like the b will be faster and smoother but thats completely my opinion :D

DDNet-Testing 07/04/2026 5:13 PM

@mat Your map channel has been moved to WAITING MAPPER. Kindly review the issues highlighted by our Testers.

ocosar 07/04/2026 5:14 PM

I mean you never go close to a wall there, so it's pretty much the same, you would probably lose more time by having to walk all the way left than you would gain from tele

axel628 07/04/2026 5:14 PM

But when you hook the guy you get speed to the right?

ocosar 07/04/2026 5:24 PM

you roughly hang out in this area, doesn't matter if you jump to the left and hook from afar, or if you jump into tele and walk all the way left from tele 15

matvey2490 07/04/2026 5:33 PM

1-2. Visual changes.

  1. Bug fixes.
πŸ†™ 1
❀️ 1
DDNet-Testing 07/04/2026 5:33 PM

@mat A new version was submitted, so the map has been moved back to RC.

axel628 07/04/2026 5:40 PM

Yeah but when you are down there and misses the hook. You need to walk backwards jump and move forward. Instead of just walk forward and jump in

. Thats my opinion and its so little nitpick that it doesnt matter. If mapper want to change he can^^

odditionary 07/04/2026 5:44 PM
odditionary 07/04/2026 5:45 PM
matvey2490 07/04/2026 6:03 PM
  1. Bug fixes.
πŸ†™ 1
DDNet-Testing 07/04/2026 6:04 PM

⭐ Down Bass is now ready to be released!

Rating: β˜…β˜…β˜…β˜…β˜…

Optimized version attached. Unoptimized version: https://discord.com/channels/252358080522747904/1496157334341292222/1523026539510235227

❀️ 3
poggers2 1
DDNet-Testing 07/04/2026 6:04 PM
odditionary 07/07/2026 5:56 AM

Corner bug at the start

odditionary 07/07/2026 5:56 AM

Couldn't find anything else

matvey2490 07/07/2026 6:10 AM
  1. Bug fixes
πŸ†™ 1
DDNet-Testing 07/07/2026 6:10 AM

@mat A new version was submitted, so the map has been moved back to RC.

balami. 07/07/2026 11:37 AM

it seems like you removed the credits from some tilesets, which is not cool considering this is a game that lives from work from the community, if you used patigas tool, place the credits into your map before applying (they don't have to be visible) it so the tool doesn't delete the credits

balami. 07/07/2026 11:38 AM

not sure about "generic_lot3_edit", is it from you?

matvey2490 07/07/2026 12:18 PM

I don't know about the "start" and "generic" credits because a friend of mine set them up, but I can revert the credits only to "tiles1".

matvey2490 07/07/2026 12:19 PM
  1. Tileset fixes.
DDNet-Testing 07/07/2026 12:19 PM

This map is identical to the current version. Did you save your changes?

matvey2490 07/07/2026 12:21 PM
πŸ†™ 1
veseluhazzz 07/07/2026 2:54 PM

This isn’t my tileset, but there were no credits here. I think it's Themix tileset

balami. 07/07/2026 2:55 PM

ohh alright!

.freezy_ 07/09/2026 12:04 PM
@murpi

something seems broken here with the bot I set it to r4r again and it's marked as such but there is no new bot message for it (relevant cuz I rated it as 4* and probably just a bug in general)

justatest 1
snailx3 07/10/2026 12:26 PM
@matvey2490

any preferred date/time for release?

matvey2490 07/10/2026 12:31 PM

I would prefer July 15th

βœ… 1
matvey2490 07/10/2026 12:32 PM

at any time

snailx3 07/10/2026 7:35 PM

k

DDNet-Testing 07/15/2026 3:13 PM

πŸ“’ Map Released!

@mat your map has just been released! πŸŽ‰

You now have a 2-week grace period to identify and resolve any unnoticed bugs or skips. After this period, only design and quality of life fixes will be allowed, provided they do not affect leaderboard rankings.

⚠️ Significant gameplay changes may result in rank removals.

Good luck with your map!


πŸ•’ Grace Period Ends <t:1785337980:F>

Make sure to review your map thoroughly before the grace period ends!

cyberfrighter 07/15/2026 4:06 PM

decent map

soulyvevo 07/15/2026 7:49 PM

fire map

catseyenebulous 07/15/2026 8:32 PM

Horse map.

MaltigiTransparent 7
catseyenebulous 07/15/2026 8:32 PM

🐴

DDNet-Testing 07/29/2026 1:04 AM

@mat The grace period for Down Bass ends <t:1785337979:R>. If you have any final fixes, submit them before the channel gets archived.

ramirok_ 07/29/2026 1:27 AM

map.

DDNet-Testing 07/29/2026 9:05 PM

The grace period for Down Bass has ended. The channel will be archived automatically in a few days.