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Map :lady_beetle: :
omg finally !
Map channel has been moved to waiting mapper.
Fixed/Applied every screenshot except 17 and 18 ( I think its not a big issue )
Map :lady_beetle: :
el Kiosko π
Hello, I tested your map and in my opinion this might be fun for players who got some knowledge in the game already.
In screenshots 1 - 7. I posted some design bugs which were found during the test and as I mentioned in the 7th one, you could maybe come up with a fix to show them in design when quads are off.
The part on screenshot 8 was mentioned by Welf already I suppose, but I still want to add it for the sake of completeness. With the 1st cheat you can do the part without keeping the hook and shoot the player at the top to get up. The 2nd cheat requires more advanced techniques to get both players up to skip the part.
Additionally I found 2 more cheats on the way and I added 2 short videos for that in the channel. I hope you could fix them as these would be annoying to use to speedrun the map.
In another video I posted me running of the plat casually and not landing on the hookthrough. This might be bothering just a little but but could be easily fixed. Next video shows a part where it would be unfortunate being freezed there. However it is not a fail for the team, but I still think it could be fixed.
For the startroom I could imagine having the stoppers moved more to the right as the tele gun tiles look like they are supposed to be for speedrunners to keep their movement while swinging.
Thats all from me so far and I'm waiting to see the next version!
Map channel has been moved to waiting mapper.
Fixed everything + added timecps
Looks good!
I just noticed that some layers aren't set for high details.
Otherwise the map looks good and ready to me.
Map channel has been moved to waiting mapper.
already for ready? damn this map is fire then (even though i didnt check it)!
Hi, funny map 10/10. catseyenebulous helped me here and shared all their knowledge about map skips. We already communicated the issues to the mapper on the server, but i think these screenshots are good for transparency:
I dont get this one
you can skip deep and bug through the stopper with telegun
(not an easy one to understand)
Oh that works? xd
fixed everything, except the marking, imo its still irrelevant
To prevent future mistakes, please make sure to mark this. If we start making exceptions in such cases, they will reoccur and the mappers will refer to previously allowed instances. Thatβs why we want to avoid this right from the start.
there are multiple solutions for this, as i said you can thicken the wall (e.g. 2 tiles wide) to make everything work consistently
Map channel has been moved to waiting mapper.
Include a changelog alongside your map updates (preferably with screenshots).
My bad, these layers shouldn't be hd, otherwise you are floating in the air xd
additionally in
need to be hd as well.
^ one option would be to add another telegun spot at the top
el quisco xD
Map channel has been moved to waiting mapper.
since it was interesting to me i want to point out that this part seems to only work properly, when the hooking tee has strong hook.
Fixed everything + added credits
house2_top too please, mb didn't see
Will play it on stream
Include a changelog alongside your map updates (preferably with screenshots).
when are you doing it? it might get ready soon
I had another run with catseyenebulous. We already talked to the mapper about the following issues, but for transparency i will share them:
Map channel has been moved to waiting mapper.
The entity arrows werenβt placed there, because they wouldnβt aim diagonally I assume
They don't need to be at the exact same spot as the diagonal design arrows π
fixed everything
map broken now gg working on a fix in game (putting HT as suggested in the last screenshot deleted the telegun tiles)
(this version was sent to me by Colo-Colo)
Include a changelog alongside your map updates (preferably with screenshots).
nice sand castle π
don't need to remove it
add wet sand on tip of castle
Map channel has been moved to waiting mapper.
added +1 tp3, added stopper, fixed light thing.
It is hookthrough tho, why should it be unhook?
oh wait it looks different let me check again
AHHHHHHHH
thanks, i changed it π
awesome design, stare at it for the whole run for extra points
:v
n1 ddnet designer
So the right side doesn't trigger you?
no ?
Top physicists
Hi i'm testing with VΓ©Na and catseyenebulous:
would make more sense to just turn arrow 180 degrees
i think the arrow is there so that you can go back
i can see a possibility of block in this part btw
true, maybe lower the unsolo ._.
Map channel has been moved to waiting mapper.
Fixed: water stuff vena said, 2 tile aled skip, and possible block in unsolo, rest is fine for me and I like it.
yes
~talked to the mapper about small improvements ingame
Map channel has been moved to waiting mapper.
(should get an update soon)
fixed more stuff
First ready set. It needs to be tested again by a different tester before fully evaluated. Suggested Difficulty Rating:β β β β β
I suggested 4 because mechanically the map is not really hard. A few parts are tricky, but most of the parts are quite easy. Because of the uncommon mechanic (telegun) and the few harder parts, it's harder than for example Cliff Charge (3*). Mellifluous is harder and more faily while being 5. Besides that i really like the map, it's a lot of fun with a great game flow π
Yup, was a decent map already when it got submitted and I played it a couple of times over the last few days and think it's ready now as well.
The map is now ready to be released! Difficulty Rating: β β β β β Optimized version attached. Unoptimized version: https://discord.com/channels/252358080522747904/1300257676768444448/1303877127275417701
Cool map btw , was fun to play it on stream
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!
i think
@yishunmade them
XDD thanks
maybe add speed tiles on the top part so tees get pushed down
There is no speedup layer. Maybe just add a bit of hooktrough.
Colo-Colo: