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this is your map's testing channel! Post map updates here and remember to follow our mapper rules: https://ddnet.org/rules
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$ready 4
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red : bad placement for the HT, if you jump and hit the roof, the dummy fall in tele, i place in red another spot wich is better, blue : it's a cheat possible, the real way kinda suck, the cheat is easier so, make the real way better or make the cheat way becoming the real way purple : you have to be coherent in the map, other part don't have this undeep, wich is useless for the part
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Realy liked playing the map !
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overall, the map is cool and good, but on this short type of map, be carefull about coherence and detail also, i like the design.
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$waiting
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😉 ty for testing
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I. ·red: Changed. ·blue: Changed. ·purple: We wanted to let players move by themselves. I accepted you said, put those undps on the ground. and at the next part, players can undp mates when they lapse. II. ·Deleted the deep on the left, created a better way without undeep. III. ·This is tolerable. And if i "add a unhk or a dp"(=do some changes) will make this messy and doesn't meet main style. IV. ·Swapped that to a stopper. V. ·blue: We thought if players made mistakes they will be able to save deep by that undp, but now i think it's not prerequisite. So it has got deleted. ·red: Yes. Added. ·purple: The same reason as I.purple. But this time I deleted for balance because the second player move too little so I need him to do the next part xD VI. ·Changed it to unhk. VII. ·red: The First Ht is for the second player to hook him and we will longer the unhk on the right. The Second Ht will be deleted, Hiting will instead of it. The Third Ht won't be deleted and I changed unhk to make that express the pass method we want more clearly.(hold hooking and rehook on the grass, then jump from right to left, next hook the deep tee and hammer him, at last drag him to the left undp) Red Footnotes: after 10 minutes' think, the pass method we want is too hard and fault tolerance too low. So delete The Third Ht and change method. ·blue: We wanted to let that = hook + press D + hammer, so it needs to undp to press D, and at this time I don't have any good ideas to finish the method we want without undeep. We will fix this later. Overall, Thank you for testing. You helped our map.
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By shengyan
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is it intended
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can grab here and its faster
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skip
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also skip
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This map is basically the one that was just released but again
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Vigorous hum?
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Pretty much
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done
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HD things are done wrong
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overall cool map, i like it
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$waiting
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Overall, I think the map is pretty cool and nice to play, even tho it lacks of equitability : one player can make the whole map while the 2nd one does nothing (see https://discord.com/channels/252358080522747904/1147560383184379944/1147886824287645756 )
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$waiting
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It's not needed, u can use dummy
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Was thinking it too, the timing has to be perfect
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yes Vigorous suffers from the same lack of fairness, I'll be fixing that next weekend!
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if you use the dummy to go up, then to put the dummy under it suck, and if you put the dummy under, then you have to go back on the platform, it break the flow on the end of the map just for a tiny part
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Use some speed to get the mate in there
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I was thinking it too, but when I have done it right it was ok
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- Part 2
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deco should be HD
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to make it a bit more interesting
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$waiting
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This time's edit, I based on 2023/09/07 23:09 Beijing Time, Wartoz's version. VIII. deco already be HD now. IX. Steinchen—Fixed by my smart way xD and TY. X. Made all the way tele. XI. Used HT for the first stopper but didn't swap [the tile of "cutter"layer] to [the tile of "ht"layer]. XII. No. The deep wont come out at normal play even you hook him or hit him, and also, not using stoppers all the way up make players can bring the deep back to do something if they need. XIII. Corner fixed. XIV. Nice idea. Accepted and TY. XV. Changed gameplay. you can reload it and have a try. XVI. Higher and Higher. XVII. Changed very big gameplay of Parts: CP5(X.), CP6(XIV.), CP7(I will put the [how it work] video up later), CP9. I recommend you try it ;D Overall, Thanks for testing.
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Please Put It Up? 🤪
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$reset
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I will have a totally check of corners and wrong placed tiles with "info" on in these days.
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waiting for next test
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This time's edit, I based on 2023/09/09 10:08 Beijing Time, shengyan's map.
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Had a totally check of all corners and wrong placed tiles with "info". Hope it all right now.
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waiting for next test
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🤪
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where?
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gl with fixing it, overall i liked the map
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Change Color Delete Other Layer Fix Waiting For Next Test
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xD?
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?
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wtf
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?
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what happen
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You put space in end of name
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hum
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hum xD iam stupid
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suggestion to put undeep tile in totele. players can't understand why deepfreeze is turned off if they don't use pageup.
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no need to go up(its faster)
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some parts is just bored and annoying like this, you should work to improve it.
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I've made this part a little easier
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I have some things to say about the balance of this chart I think this map is still fairly evenly balanced It's just that it's not balanced in the same way as a normal map.
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When the first player passes the first part, the second part can be passed by the first player or the second player.
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It's the player's choice.
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I made 12 parts and each player gets to play 6 of them.
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Moreover, Mapping-Rules does not require that a part be operated by two players, and that the operation times are the same or about the same.
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This is an issue worth discussing, and these are some of the things I'd like to say about balance
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No matter how it ends, thank you very much for the test.🤝
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Waiting the next test
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I switched the direction of undeep and unfreeze for CTO + CFRM
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The map doesnt need cps, you dont split the part in 2, its just 1 as a whole so use normal tele instead
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ofc it will be different when 2 players are different but...
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the map is good enough to be released, idk why didnt you keep the same name from the other map "vigorous" but i guess you guys wanted to do a different deco style, this is cooler tho gj
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$waiting
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This maps does have something in common with vigorous, but it's not part of the vigorous line.
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i don't know But it's not a big problem.
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you have those lines because you most certainly used not a clean tile of the grass main
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rechange grass tiles
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I'm using vulkan
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maybe it depends on the screen, mine is 1280x1080
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Do you have an old client ?
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ye
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That can be the reason
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I think so
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Borderfix was added to the client so we don't have to borderfix every single tileset anymore
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skip
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early_hot
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genius
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sec
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dont
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here 1 more skip if you do it like thi
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so spend more time and find other way to fix it
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Command not found!
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This
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thanks
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xD
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yeah np
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It's true.
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this looks like a cool map, can someone test it please 🐹 👍
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check all the teles again
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i found nothing, gameplay wise
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Fix some issues with part Check corners
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It was very difficult for me to try here, but I felt it would work, so I modified it here to be less misleading
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👍🏻
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Fix syntax error in Thanks
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at least is ready for me, if someone disagree or has something to add just do a reset
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$optimize
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$ready 4
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actually idk if it is 5 maybe 4?
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i think maybe 4
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thank you test
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!!! but 4 is better i also think
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edited*
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thanks
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ok
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thank you for this
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😄
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delete mapper "上冬十六"
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plz ready again
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I wish you could re-edit the rls info.
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I edited the text but the screenshot remains the same in
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it will be the newer one on website if u removed his name from logo
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no
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only on website
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$change mappers "Wartoz & shengyan"
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t's just going to show up that way on the website, and will actually be updated when the map is released?
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like i said it will be updated on website
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$ready 4
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i cant edit the picture in the message without spamming servers that are broadcasting these messages
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oh Thank you very much.
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💮
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the time checkpoints are not consistent and some are missing at the end
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and the deco should be HD
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what is deco IDK
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in your case it's bushes, grass, stars etc
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you can leave some decoratins out of HD to make it less naked
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HD
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HD
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Sometimes I really don't know when to HD and when not to.
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I'm going to work with a mapper who knows HD from now on.
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you just put a checkmark on the layer you want to be HD, that's it
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HD it's all design related, everything that is design Stars, clouds, sun/moon, bushes etc...
Stuff like unhooks, hooks, ht, logo, important signs, they should not be HD
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thank you❤️
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does everything look fine now?
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its whatever
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$ready 4
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$optimize
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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!
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return mapper
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Wartoz & shengyan
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no上冬十六 bro
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↑
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ah i forgot to update that part
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should be done now