#Extrane
"Extrane" by Nidardø [Dummy]
DDNet 12/05/2024 3:51 PM

Mentions:

@nidardo
DDNet 12/05/2024 3:51 PM
nidardo 12/05/2024 3:52 PM
blaiszephyr 12/05/2024 3:59 PM
mirfay123 12/05/2024 4:35 PM

woah

mirfay123 12/05/2024 4:45 PM

this guy must be fucking high. this map is EXTREMELY HARD and its the harderst dummy map ive ever seen. ill probably never beat it. but, i can tell its also LONG and very beautiful 🙂

mirfay123 12/05/2024 4:47 PM

how XDDDDDD

mirfay123 12/05/2024 4:58 PM

bro

@nidardo

i shouldve pinged you already to help me map lmao

mirfay123 12/05/2024 4:58 PM

(sr for thta ping)

omegakysiku 12/05/2024 5:01 PM

holy shit nidardo map

murpi 12/05/2024 5:03 PM

Cool map!

happymaciek 12/05/2024 5:11 PM

Damn if even admin already says its cool this shouldnt even be tested at this point

mirfay123 12/05/2024 5:13 PM

fr

bumm. 12/05/2024 5:17 PM

I think the stoppers at 5:30 are placed in the wrong direction (Design)

mirfay123 12/05/2024 5:19 PM

yes

oxyzo. 12/05/2024 5:20 PM

map release speedrun dummy%

nidardo 12/05/2024 5:22 PM

oh true, idk how i could not see it^^ thanks

anthonyyx 12/05/2024 5:55 PM

killtile design bug?

anthonyyx 12/05/2024 5:56 PM

nvm, u have this elsewhere as well

blaiszephyr 12/05/2024 6:02 PM

thinking that i saw this like a year ago.. insane

.pryzed 12/06/2024 12:45 AM

nice map. Delete Teleport and rls. I like

catseyenebulous 12/06/2024 12:48 AM

The hookable design isn't very intuitive and too similar to the unhookables.

mirfay123 12/06/2024 5:36 AM

i can see it

comebackplay 12/06/2024 6:07 AM

I think he means it's the color usually used for unhookable. btw here on testing was map which use grass(dirt) for unhookable, what is counterintuitive. so i agree with catseyenebulous, better change color.

nidardo 12/06/2024 9:57 AM
DDNet 12/06/2024 9:57 AM
nidardo 12/06/2024 9:59 AM
  • changed color of junglemain rbg:152 to rgb:145 (so now its a bit darker, but i wouldnt like to make it much darker cuz it would break the design imo)
nidardo 12/06/2024 10:00 AM
  • part cp16 is now harder/tighter
nidardo 12/06/2024 10:03 AM
  • fixed towerskip at the beginning
nidardo 12/06/2024 10:06 AM
  • replaced the edge with a stopper and optimized tiles
nidardo 12/06/2024 10:13 AM
  • part cp30 sg part optimized (changed sg position and cpto is moved lower so that the player can better acknowledge the killtiles)
  • added stoppers for the grenadejump part
nidardo 12/06/2024 10:15 AM
  • design fix generally
nidardo 12/06/2024 10:16 AM

Thanks so far for any play testing and feedback^^

nidardo 12/06/2024 10:22 AM
  • only some graphical stuff fixed here and removed dj
nidardo 12/06/2024 10:24 AM
doshikey 12/06/2024 10:50 AM

hint should be marked for entities too

doshikey 12/06/2024 10:51 AM

suggestion:

doshikey 12/06/2024 11:06 AM

this should be fixed, it's a huge skip which is not even hard

doshikey 12/06/2024 11:08 AM

skip, can also save shotgun

doshikey 12/06/2024 11:10 AM

should not represent "lost/give hook tile" imo

doshikey 12/06/2024 11:15 AM

suggestion for stopper design, current version really doesn't fit imo

doshikey 12/06/2024 11:18 AM

really easy to fail here if missed laser, not sure if it's fair enough

nidardo 12/06/2024 11:20 AM

good idea, thanks

nidardo 12/06/2024 11:24 AM

I think its not even faster but if someone did this then its deserved cuz imo its 100 times harder and u also need shotgun/dj etc. (maybe im waiting for n9 skip here hehe). But aslong there is no proof that someone actually did it, im not gonna change it

doshikey 12/06/2024 11:24 AM

it's faster and easier

nidardo 12/06/2024 11:25 AM

show me plss

nidardo 12/06/2024 11:25 AM

ok i think i will make shields below

nidardo 12/06/2024 11:26 AM

I will try this out

doshikey 12/06/2024 11:30 AM

won't take more than 1 min

nidardo 12/06/2024 11:34 AM

but you also need shotgun then

doshikey 12/06/2024 11:35 AM

oh yea, i just found out how to get it

nidardo 12/06/2024 11:36 AM

ok, nice try. let me fix it

doshikey 12/06/2024 11:37 AM

i didn't notice that you need it in first place xd, if you take it away then okay i guess

doshikey 12/06/2024 11:42 AM
nidardo 12/06/2024 11:47 AM

generally it would take 2 minutes to do the parts inbound normal and the skip is almost about the same time it takes but higher risk+frustration+i want to see n9skip. Let see what testers will say about but I think skips arent allowed anyway

nidardo 12/06/2024 11:48 AM

ty, I will try out^^

doshikey 12/06/2024 11:53 AM

small skip

nidardo 12/06/2024 11:56 AM

damn

nidardo 12/06/2024 11:59 AM

how did you got dummy back without dj and without hitting the tele?

doshikey 12/06/2024 12:10 PM

i forgot that you don't have dj but there is a way to get it, yes it becomes way harder

doshikey 12/06/2024 12:18 PM

getting dummy is even harder, you can move it into tele while taking speed

omegakysiku 12/06/2024 6:43 PM

you should move down the cto's where there is only a single person

omegakysiku 12/06/2024 6:43 PM

and move 2p teles up by 1

omegakysiku 12/06/2024 6:54 PM

maybe put some more tp

omegakysiku 12/06/2024 6:57 PM

at this part you can just simply get the nade and do a double

omegakysiku 12/06/2024 6:57 PM

(you dont need to shoot down)

omegakysiku 12/06/2024 6:58 PM

i think you should move the sg back up

omegakysiku 12/06/2024 6:59 PM

and you should place a speeder going right since the dummy might get on edge and it would be a fail

nidardo 12/06/2024 7:45 PM

Ah I did the exact opposite after u told me. I will fix it tomorrow

nidardo 12/06/2024 7:49 PM

Yeah I know, there are 2 ways how to do it but I wanted to showcase that shootdown thing

nidardo 12/08/2024 11:05 AM
  • all 2p totele are one block above ground
  • all 1p totele are on the ground
nidardo 12/08/2024 11:07 AM
  • added shield to prevent "shotgun skip" from above
  • found better tiles for "playertouch"
nidardo 12/08/2024 11:09 AM
  • removed stoppers
  • added whole tele line for better puller performance
  • I didnt changed stopperdesign cuz it wouldnt fit in the other parts especially when it is in tele
@doshikey
mirfay123 12/08/2024 11:10 AM

wa

nidardo 12/08/2024 11:11 AM
  • now I got it what
@omegakysiku

told me ingame, so ive fixed it

nidardo 12/08/2024 11:12 AM
  • added hints also for entities
  • replaced shotgun up again
  • fixed tiny skip for the grenade part
nidardo 12/08/2024 11:13 AM
  • added more tele
  • added unendlesshook
nidardo 12/08/2024 11:18 AM
  • missed 2 1p toteles^^ now hopefully
nidardo 12/09/2024 10:28 PM
  • only tiny adjustments
nidardo 12/09/2024 10:30 PM
  • decided to make it unskippable just in case n9....
  • put the "lost/give hook tile" out of way to minimize server messages
nidardo 12/09/2024 10:31 PM
  • improved freeze corners
nidardo 12/09/2024 10:32 PM
  • kill tiles 💀
teero777 12/09/2024 10:34 PM

If you have enough speed.... since shield collision I circular.....

nidardo 12/10/2024 12:11 AM

Did u watched the part?

@teero777

u might kidding cuz even without the shields its irrational to even try the skip

teero777 12/10/2024 12:11 AM

I admit I didn't

teero777 12/10/2024 12:12 AM

Just a up-nade to boost you onto the edge right?

nidardo 12/10/2024 12:13 AM

No xd, there is no nade too

nidardo 12/10/2024 12:14 AM

.

teero777 12/10/2024 12:19 AM

I'm too stupid set

nidardo 12/10/2024 12:19 AM

I think I should remove the shields again. They are only to prevent ppl going from left with shotgun which is already hard to get. And then they would need to do a tower on their dummy which is also hard.

teero777 12/10/2024 12:20 AM

towering is really not that hard

nidardo 12/10/2024 12:22 AM

But u need shotgun and to go to the spot where u're already a few minutes in run if u're fast enough. It's inbound similar fast if u do it regular

nidardo 12/10/2024 12:23 AM

It's insanely high risk for 4-5* dummy map

nidardo 12/11/2024 1:58 PM
DDNet 12/11/2024 1:58 PM
nidardo 12/11/2024 2:00 PM
  • changed "turn of entities" to arrows (only in entities)
  • found a "skip" and fixed/optimized it, thanks to
@doshikey
nidardo 12/11/2024 2:03 PM
  • I'm grateful for anyone who helped with their feedback and testing so far^^ List is incomplete yet
nidardo 12/11/2024 2:08 PM

I still experiment with the stopper design and maybe there will be another update for it if it works well enough with the other tiles. I dont see any things more to actual fix without feedback.

knusk1 12/28/2024 12:37 AM

how to activate this puller :D?

knusk1 12/28/2024 12:50 AM

u can skip 1 part by sg flying

knusk1 12/28/2024 12:51 AM

can also do this

nidardo 01/03/2025 11:17 PM

thanks for pointing it out, its from the preversion of the map and I forgot completely about it^^ fixed it for new update

nidardo 01/03/2025 11:18 PM
  • fixed the skip Knuski mentioned
nidardo 01/03/2025 11:20 PM
nidardo 01/03/2025 11:22 PM

sg skip here would'nt even be faster/easier so i did'nt changed it

keshik0144 01/12/2025 3:51 PM

this map is very nice, looks good, and looks like good gameplay

f0rtishka 01/12/2025 4:07 PM

does gameplay looks good or it is good

keshik0144 01/12/2025 4:15 PM

looks good, might be a trap

jsontw 02/02/2025 10:25 AM

Hey Nidardo, I tested your map and there is one important thing to point out.

From a tester perspective, I had a tough time testing your map, because I could notice some lack of quality basically in almost every part. The parts aren't bad, but sometimes they don't feel fully optimized and developed into its best state.

I wanna help you with that and point out some things which could be improved. There is some lack of convenience within the parts. It stutters in some areas and it would make it feel way more comfortable if you would play them again and notice+fix issues in every way possible to create the best version of each part. I'm mentioning some obvious things which I could see, but I would highly suggest you to play the parts again and take your time to make them playable without having flow breakers.

If you make the gameplay more convenient overall, the map would play a lot better on the 1st playthrough, which makes the players feel less frustrated on some parts. Some of them don't feel hard, but you can be stuck on them. because some tiles aren't placed in favor of the gameplay.

jsontw 02/02/2025 10:26 AM

The 1st part wasn't really enjoyable, because of the specific throw every time. Following by the ground hammer which causes you to repeat it a few times and just a few other things.

jsontw 02/02/2025 10:26 AM
jsontw 02/02/2025 10:28 AM

Here would be an example how you could create more flow and make the part feel better. I replaced the switches with something else to avoid skips and have a cleaner look.

Honestly if you want to make your map as good as possible gameplay and quality wise, then you should come up with something different to get rid of special tiles like switches. On dummy maps switches are more likely to appear as a dragger to get the dummy back, but otherwise you should try to find another way of mapping without using them.

jsontw 02/02/2025 10:28 AM
jsontw 02/02/2025 10:28 AM

Also 1 switch here is enough and makes it look cleaner as well.

jsontw 02/02/2025 10:29 AM

This isn't consistent and relies on too precise timing and movement.

jsontw 02/02/2025 10:30 AM

Having the activate switch in cto is enough. You can remove the deactivate switches too.

Same thing for cp6. Also you gotta add the server command

to have them deactivated as default

Please look for other places where you could apply it.

jsontw 02/02/2025 10:30 AM

Can be removed as you don't need to go back when you are through. Please look if there is another spot like that.

jsontw 02/02/2025 10:31 AM

There could be a little bit more space, especially after the unfreeze.

jsontw 02/02/2025 10:32 AM

The wall should be easier to hit

jsontw 02/02/2025 10:32 AM

This area didn't play too well

jsontw 02/02/2025 10:32 AM

The jump and the hook after felt clunky

jsontw 02/02/2025 10:34 AM

The doublenade didn't work as often, because you lose speed if you don't touch the unfreeze right at the wall

jsontw 02/02/2025 10:35 AM

This should be accessible more convenient.

jsontw 02/02/2025 10:35 AM

Could be moved to have a bit more time.

jsontw 02/02/2025 10:36 AM

Having to hook diagonally and start the sg fly makes it feel uncomfortable. Also it isn't really needed to get through. You could rework it a little bit and make it feel nice to play.

jsontw 02/02/2025 10:36 AM

The part could be less clunky without the door switch. Sometimes the dummy gets stuck inside it as well.

jsontw 02/02/2025 10:39 AM

I didn't point out every single spot which could be better, but I would highly appreciate it, if you take some time to look for spots which could be improved. There are some more where the part would feel better if the setup was better or if it had some other changes to it.

jsontw 02/02/2025 10:41 AM

Liked the map overall, but some parts contain too many special tiles. And the hookthrough parts could be improved imo.

DDNet 02/02/2025 10:42 AM

Map channel has been moved to waiting mapper.

nidardo 02/02/2025 2:31 PM

Hey, thank you for testing and pointing out things in the map. I will work through it when I find the time again

nidardo 02/02/2025 2:32 PM

This section looks really cool that way

jsontw 02/02/2025 2:32 PM

Thank youu, sounds good :D Can send you the version if u want. didn't fix all of the design there tho