Mentions:
@matvey2490Map π:
Add time cps
This map bothers me because the parts are so short
Can someone explain me why, on ALL submissions, this message is here
yes but why they all forget ?
yes xD
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
Β―_(γ)_/Β―
Peeeenis map
some problem?
Personally, when i play drag maps, it's usually with another friend in 'chill + chat' session
so it's annoying when dragee has to un-afk to do simple hooks like this. I would just remove this move.
it would be nice to be able to hold hook out of the right hookthru
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
the kbs π
2
because the color transition is too plain it feels as platforms
very good map
I disagree, with that. I didnβt have any problem with understanding the part and I think itβs more fun if you have to think about it a bit. But each has their own little preferences I guess.

I also didnβt like this first climb. ^^
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.
idk why cto marked as cp xd, seems a bit misleading
grass, Bush and FrontBush layers should be marked hd
uhm, then you should extend the BehindBush layer to the map boundaries

Whats ur name ingame?
govno ebanoe
Good map, i found a few things that might be changed:
should

1
Hey, some things from me as well:
- One more hookthrough here would be great. (CP 7)
- Same here. (CP 19)
- Here as well. (CP 23)
- 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)
- Going full speed here you often are already past the hookthroguh. Extending it by one or two tiles would be great. (CP 19)
- 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)
- 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)
- ^
- Read
about all hookables inside the parts being kind of unnecessary.
- ^
@mat Your map channel has been moved to WAITING MAPPER. Kindly review the issues highlighted by our Testers.
@mat A new version was submitted, so the map has been moved back to TESTING.
π
- 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.
- 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.
- Weapons I think you already fixed.
- ^
- ^
- Change the
of the 'Game' layer to ~120 to fit the size of your map.
- Same with 'BehindBush' also to ~120 please.
- Some of the 'FrontBush' is missing here.
@mat Your map channel has been moved to WAITING MAPPER. Kindly review the issues highlighted by our Testers.
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!
- TP fix
@mat A new version was submitted, so the map has been moved back to TESTING.
played the map, cool map! but some parts feel tight af for me
- u can skip laser (idk if its that useful)
i realised that it works with a proper rocketjump timing
you have to rj instantly after hooking then the timing should work out, it's close yes
fair poits
im just nobo
but overall map its rlly cool i love this drag style maps (without fillers)
- this just was weird. felt meh, It would be nice if you came up with something else there.
- passed the hammer by a small margin. would be nice if you fould lower the teles by 1-2 tiles.
- this part is alot harder than the others and very tight. I like the concept but you need to nerf it a bit.
- this part is very tight and got no flow. you should rework this part completely or keep mechanics but make some room.
- this hook is very tight but cool concept.
- this 2 hooks are very tight.
- I dont get this segment to work.
- very tight hook
- also very tight
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
pretty sure he made that as well :D but yeah, a lot of space is needed
can take a look ^^. we can go through the map together if you want. easier to point stuff out than messaging
i understood what you meant, but some points seemed meaningless to me
Yeah, but it's important that the flow is consistent and smooth, without too much stop-and-go movement or interruptions.
and with alot of space to move around or it become a ddmax/oldschool
I think it's pretty close to being ready.
- Maybe move this down a bit since it can be quite close.
- Similar to here, could move the hammer spot up a bit like PRO_Gaming1921 mentioned.
- 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.
@mat Your map channel has been moved to WAITING MAPPER. Kindly review the issues highlighted by our Testers.
@mat A new version was submitted, so the map has been moved back to TESTING.
i never rehooked here
fr?
in general I see this map finished(with some minor tweakins). I also think I did some parts wrong before, hehe

β 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
Fun map.

agreed
πͺ
Hey! as a suggestion maybe you could use "sv_no_weak_hook" since it will make a smoother playthrough for everyone
did they finally allow it?
i was told, is not supported yet π
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
if you look at the 2 sections before, you first pass the other tee first and then you put through something
besides mentioned i believe is a nice map, fit to release
@mat Your map channel has been moved to WAITING MAPPER. Kindly review the issues highlighted by our Testers.
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!
- Bug fix.
@mat A new version was submitted, so the map has been moved back to RC.
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!
@mat Your latest map failed the automatic checks, so this channel has been moved to WAITING. Please fix the issues and resubmit.
- Bug fix.
@mat A new version was submitted, so the map has been moved back to RC.
- Design fixes.
- Added animation.
better :3
I'd suggest removing the entities off signs, ready for me besides that (tested with
@cor7667, thanks!)
the other one was like a puzzle to figure out where each letter was lol :D
game assets looks so good can u send to dm pls :)
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
I feel like is more cleaner to show it like this
Yeah maybe looks a bit weird but at the same time I don't think it matters.
i think it looks cool, it makes a difference and that's always good :D.
I think its just what you used to. Wouldn't it look weirder if it clipped through the wall

?
- Bug fixes.
it's equally fast to go around
use nade
1
To me is ready
this took me like thrice the time of any other part too
you'll have to check for this things, since the fault is the autorule for sure
Not equal, feel like the b will be faster and smoother but thats completely my opinion :D
@mat Your map channel has been moved to WAITING MAPPER. Kindly review the issues highlighted by our Testers.
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
But when you hook the guy you get speed to the right?
@mat A new version was submitted, so the map has been moved back to RC.
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^^
- Bug fixes.
β 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
1
Couldn't find anything else
- Bug fixes
@mat A new version was submitted, so the map has been moved back to RC.
not sure about "generic_lot3_edit", is it from you?
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".
- Tileset fixes.
This map is identical to the current version. Did you save your changes?
ohh alright!
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)
1
any preferred date/time for release?
I would prefer July 15th
at any time
k
π’ Map Released!
@mat your map has just been released! π
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.
β οΈ Significant gameplay changes may result in rank removals.
Good luck with your map!
π Grace Period Ends <t:1785337980:F>
Make sure to review your map thoroughly before the grace period ends!
decent map
fire map
Horse map.
7
π΄
@mat The grace period for Down Bass ends <t:1785337979:R>. If you have any final fixes, submit them before the channel gets archived.
map.
The grace period for Down Bass has ended. The channel will be archived automatically in a few days.