this is your map's testing channel! Post map updates here and remember to follow our mapper rules: https://ddnet.org/rules
I will post an update of the map in a few days with some fixed things like more cp between parts, tile reduction and also a self-explanatory version of certain parts that are involving almost unknown/uncommon game mechanics !😈
$waiting
sv_max_team_size 2 sv_team 2 sv_deepfly 0 pls
Adjusted, had to find where to put the settings.
So I changed a few parts and made more cp in between. The cp is not contiguous but I will do it in the final version
I replaced the fontlogo of the map too so now the map is 1.2mb huge (before it was 800kbit). But idk if storage is a problem anymore
simple logos with very less kib can look much better 😄
i can see from pic its way too sharp for teeworlds (image size)
Yea I can compress it ofc
no need to use 1024x1024 for quads/logos
All right I rendered it to 512 and 768. the 768pixel version looks clean enough for me and its only 124kb^^(25% saving in storage)
1mb?
This map from the pictures doesn’t look that big lol
yeah I will delete them, its just for automap function, nothing final
Yeah its only 600x500 or smth but still 15-20 Minutes median time even for me
Im currently trying to finish it by my self to show a whole playthrough xd
So I mapped the whole cp/tele again to make it continually. Also the unused layers and the tiles got deleted. I think Im done with fixing so far, the Map also have less layers in the editor now and it looks cleaned up more.
There are still graphical issues but only when you zoom 20x out in the bg layers but idk if this might be a problem but these are things that could get fixed even after
Yea I get that but why is it so unoptimized?
Images
+most images are embedded
Unoptimized? I don't think that storage is a problem anymore. But it's probably so huge cuz of the background layer out of tiles. I can try smth but I don't think that it would mind that much
optimized backgroundlayers
Ah makes sense
Yea most maps generally sit around the 400kb area
This is quite alot more than that haha
only a few graphic thinks have changed+optimized layers and replaced the logo with a 512pixel png
spoke in game about changes :D
little update
so I placed tele on the ground
and also some graphical stuff got fixed tho
u missed a lot of corners
So far I know only on the left side of the start cuz of the world boarder but I can fix that very easy^^ If u know where else then let me know (and where)
literally everywhere
Hm idk
I can try to figure out what u mean when I'm back on my computer
🤓
Fixed corners and optimized freeze design, deleted bg layer, added a two tile unfreeze laser part in the gores of tp1, changed tile texture for hookthrow
added a cloudy background layer and changed grassmain textur
Idk I just tryed to edit the post of this map in the submit channel and it got declined instantly. (Cuz of Name changed from NidardoHD to Nidardø) What happened?
Why to change there ?
though it would only influence the written stuff :/
huge update in design. I added more light layer in the map to have more change in background. I also overworked the freeze a bit and experimented with corners. + Last part got a bit changed
I think the design is 99% done so far, only sometimes i find a few little corners missed but I will find every single one or
@soydios____could take a view over it if u want :]
sponsored by monster energy drink
The map for me looks pretty good atm but some feedback particularly in gameplay would be helpfull to fix things out or I will try to make a little showcase/playthrough of the map to show the flow
I'll do later
gaming
btw the second edge is useless no ?
You can just swing to ur dummy cause you have dj after the double
Ye that's what its intended but if u have to less speed than u can get dj again
overall im not a fan of this map tbh. start of the map is rlly annoying, just tiny spaced faily stuff. tele parts are very unbalanced overall, they are moving from moderate to high brutal difficulty, its just weird and for the whole length of map its too faily to be so hard in some parts. there are also some rlly cool ideas but most of them are rlly poor mapped. even if u fix everything i posted+a big rework in the difficulty of parts im not sure its worth for a rls
Thanks for your feedback, that actually helps me alot
damn didnt saw that before :/ I will find a better way for tp organization stuff here
the edgejump here is very predictable let me show (but yea still to faily, I placed a laser which will take u out if u layed to long in)
shields will be fixed in the update soon. The Part intended smth that I found while testing and so I created this way, wait
I guess I didnt find the bug before cuz it kinda worked (randomly) for me but I fixed it. Ty for bug expose^^
u could just add a back way there
hey testers & mappers, I decided to take a break from mapping and I will take the feedback to create smth new out of this map. I already have shorten the map but it would take to much time that I dont have at the moment. I will submit a version of this map when I think its ready and people would like to play it! Its actually my focus to make a map that people like instead of just pushing the map through just for a release like some maps that already exists
$decline
$decline