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✅ Time cps are placed on the map ✅ Fixed possible design errors
Map file pliZ
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most likely these errors were made when changing the design, in any case they have already been corrected
sorry for the question, but how can I test my map on official test servers?
I don’t remember the password from the server and from rcon😅
nimrocks to join test4321 for rcon pass
thanks
🐢
🐙
🐪
code
XD
Looks solid to me. I like the way how weapon's are used, but are these huge freeze walls faily or is there any laser to help out? :]
I will test it when I'm home
huge freeze walls? please explain differently or give a screenshot, the translator translated this part of the message incorrectly
сan i ask? and on what basis do they assign the number of stars per map? for example, in my case for a solo, I know the approximate measurements of a solo map, but I would like to know about my
I think mine will be 2-3 stars
add unfreeze
2024-05-31 16:45:40 I chat: *** exosphere finished in: 12 minute(s) 31.08 second(s)
median time: 25-30 min~
top time: 1:40
ceiling tiles
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cp13 felt akward to play
kinda bad to get the right height for nade
cp14 is really bad imo remove that
cp15 is useless
overall map is quite nice tough
feels like budget weapon finals
cp8 is way too short either make it longer or just delete it
i think you could make something more interesting instead of this
good map overall, hard 3 or easy 4
last freeze jump doesn't work sometimes
when you laser late it works every time
but when you laser a tiny bit earlier it stops working
did u hit your head at the roof every time?
yes
100% sure
hello, thank you for testing my map, I haven’t been able to respond since June 1st, now I’ll be free from work and start fixing everything
looks neat
im not really sure how i feel about the faily ends of the nade parts (unless im mistaken and they have antifail?)
also first nade part has a bit of awkward flow at the beginning, just from the video
hi all! thank you for waiting for me, I’m ready to show you the corrected version of the map with the addition of some parts, I hope are you like it)
New:
3 new parts: CP2, CP8, CP9
Fixed:
CP13: was complicated
Finish: fixed part with auto-jump
Map: fixed bugs with getting stuck on the edge (image 2)
Bugs:
1. CP9: in 1 tile (front) can't be "super jump off", "time checkpoint" (in game layer - unfreeze) (image 1)
2. perhaps part of the squares will be visible (image 3)
Include a changelog alongside your map updates (preferably with screenshots).
??? I sent the wrong version
Include a changelog alongside your map updates (preferably with screenshots).
Fixed:
Map: Circle are deleted Map: stupid design errors have been fixed. CP2: now can't skip
fixed finish
plz dont ban meXD
✅ improved quality of parts: CP2, CP9 ( -bug on CP9 )
are ghosts
forget to remove weapons from the spawn
Include a changelog alongside your map updates (preferably with screenshots).
Include a changelog alongside your map updates (preferably with screenshots).
redezign of title "map by"
CP8 changed
fixed a couple of unimportant things
i am bad at shotgun and i am not able to test it . however i enjoyed playing some parts of it , good map i think . challenging and creative . i have to get good to tell more about this map
✅ some features described above have been changed
I sent the wrong version again -_-
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good map
but i dont feel good about the fact that you play 13 parts with tp and then suddenly last part you only get one try even if it looks basic
how to look a preview of map?
yes, thanks
Scroll up its always in the beginning of the channel 🙂
Is it cp3 ?
i mean you can miss the laser and better make the hole 3 tiles wide
or just place the laser below
2nd screenshot: remove hooktele, it makes no sense. 3rd: remove 1 line of freeze and 1 block of platform. 4th: remove 2 lines of freeze
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kocmo-theme
Include a changelog alongside your map updates (preferably with screenshots).
-size
-corners
very nice map!!
i like the gameplay
^^ thanks!
+comet
fun image
it should not be marked
changed: CP11, CP12
+time cp
🙂
logo*
new logo
CP12 have disbalance
Include a changelog alongside your map updates (preferably with screenshots).
Include a changelog alongside your map updates (preferably with screenshots).
parts are fixed, CP7 is chanced
CP5 and CP6 are changed
same goes for the last part, make it unfaily as louis mentioned
except these two, very cool map, i liked it a lot. Feels like mini weapon finals
Include a changelog alongside your map updates (preferably with screenshots).
CP11 isn't faily
i used mapres from map "Galactees"
!!!!
Include a changelog alongside your map updates (preferably with screenshots).
Include a changelog alongside your map updates (preferably with screenshots).
CP7
Inadapted, also known as the corner hunter
problems of automap 😦
Include a changelog alongside your map updates (preferably with screenshots).
Include a changelog alongside your map updates (preferably with screenshots).
i broke animation XD
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CP10
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this is some really lazy fix to make the part unfailable. whole map is clean (except mentioned above hookblocker) and right at the end u decided to spamm with switches and draggers. try to think about clean way of fixing it, or remake the part completely. one simple jump is not worth adding all of this
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it's already moved and tp is lowered
but ok
Include a changelog alongside your map updates (preferably with screenshots).
(this is the reason for putting it more left)
by putting it more left you are given more time to react to the fail while still holding d
Other than that
Nicely made map
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I still think that faily ending on this map is not acceptable. This is 3* but parts are somewhat challenging and whole map is not faily (except the beginning, but thats fine). Some people gonna grind this map for few hours and then die at end, i dont think this is right game design here
other than that map is ready
i just deleted last part XD
First ready set. Map needs to be tested again by a different tester before fully evaluated. Suggested Difficulty Rating:★★★☆☆
fixed decor of the "shadow" tile at the finish
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The map is now ready to be released! Difficulty Rating: ★★★☆☆Optimized version attached. Changelog:
Unoptimized version: https://discord.com/channels/252358080522747904/1245385478845235211/1259144584596815933
how to make a cover for map?
u dont need to do it
There are many more like this
they are intended
except maybe for the left one in the background freeze
yeah i understood the corners system here, i think he missed those
maybe im wrong, but i dont think so
-corners
in the third screenshot the jumping coerner is done correctly
I just changed a couple of details, but the map is again not evaluated XD
The map is now ready to be released! Difficulty Rating: ★★★☆☆Optimized version attached. Changelog:
Unoptimized version: https://discord.com/channels/252358080522747904/1245385478845235211/1259327710577033319
how does the map release queue work? I want to know when my map will be released approximately)
manages the
#map-releases. Once he has time he will schedule release dates for the maps which are ready. But i think u can write snail here or in his pm a suggestion for the release date.
most likely either on the 17th or the 20th
it was the stupidest mistake
TP shifted 2 tiles to the left
The map is now ready to be released! Difficulty Rating: ★★★☆☆Optimized version attached. Changelog:
Unoptimized version: https://discord.com/channels/252358080522747904/1245385478845235211/1259666894592540774
gg
Also, I thought the second freeze layer was teleport
You should mark the telecps
You should sync all your envelopes if you want everyone to see the same thing at the same time
all parts are made in one preset, only in some there is an exception
even just by logic it is clear that it is already possible to stop there, because it is almost impossible to fly through this narrow gap without stopping
map doesn't need telecp
Why is there no tp on the next platform then? You can stop there 🤨
Pipou just asked to mark checkpoints in design xD No telecp required
Include a changelog alongside your map updates (preferably with screenshots).
rate it pls
D tier
here also new map version
The map is now ready to be released! Difficulty Rating: ★★★☆☆Optimized version attached. Changelog:
Unoptimized version: https://discord.com/channels/252358080522747904/1245385478845235211/1262737157961809950
thanks
4*
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!
EXO has been set to RELEASED.
0/10 map
very hard
Why is there one faily part in the entire map? 3* :)))
you readied this map iirc? are you fine with moving it to 4*? or can you explain why you would disagree (if so)?
hmm well i saw it as a 3.5* map. some parts are tricky but its mostly unfaily, im fine with both
i think kicker wanted it to be 3*
the issue with this map is that it's so unbelievably unbalanced that rating it becomes kind of tricky, there are 4 parts and 2 ones..
i was shocked after doing the first part first try and then seeing the second one, made me rq within 10 minutes
welcome to the solo server
thanks for telling now i can test other maps there :3
oh..
Yes im fine, as knuski said it feels like 3.5* but the map is unfaily
And count of finishes can prove it i guess? 50 finishes for 2 days is low so 4* fit better
tile CP9 can be skippable
Exo has 60 finishes within 3 days, if it is 4 stars incommodious should be 4 stars too. 46 finishes in 4 months and a lot more faily parts
I don't really get the way maps are getting rated today. I thought people wanted to upper the skill level of each stars as the community's skill grows. No way this map and ignis gives away the same amount of points.
EXO - (3 stars) 60 finishes, (3 days since release) Incommodious - (3 stars) 46 finishes (4 months since release) Spike It - (3 stars) 143 tees finished, (4 months since release) Ignis - (4 stars) 9 finishes, (9 months since release) Sunny night - (3 stars) 85 tees finished (1.1 years since release) Jomp - (2 stars) 196 finishes, (1.1 years since release) Pogo - (3 stars) 250 finishes, (1.1 years since release) Telephone 3 - (4 stars) 38 finishes, (1.3 years since release) Motus - (3 stars) 64 tees finished, (1.2 years since release)
EXO, Incommodious - 4 stars Ignis - 5 stars There you go I solved it
i'll solve it too EXO 3 pogo 2
not sure why we need to inflate solo star points, there are much harder maps. I think this rating fits well
5* will naturally be the star rating with the widest difficilty range since no matter how hard the map is it cant go past 5 stars
So I dont see a problem with some maps being much easier there
(Maps of other star difficulties can be debated ofc)
Why do we have only 5 star for solo?
we need solo+ category
even the difference between memento mori and examinus is like 2* diff
exanimus 10, memento mori 8, memoria 8, weapon finals2 9, weapon finals 7, ignis 6, airnade ultra 7, luna 6, ...
ignis - 5*, airnade ultra - extreme, momento mori - grandpa demon, weapon finals 2 - 60 heat, exanimus - Tier 0 GM+3
CP9 isn't skippable
Post-release updates need to be manually uploaded. Please reach out to an administrator.
can someone make sure nothing is broken in this version before I upload it?
at this point it's easier to fix the cp by ourselves instead of comparing the 2 versions 😅
ye probably
XD
the task to skip the whole map failed
❌
you added a map skip to this version? 😮
of course not
XD
or yes
not sus at all
it was already done 7+ years ago
you are late af
😦
i wasn't born yet then