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Ahoj!
The basic idea of this map is that no single freeze tile was used. To elaborate a little more on this, I tried to create parts where both tees need to actively work together all the time i.e. there is never a downtime for a tee. Even if it is a simple hammerfly part, the bottom tee also has to move in a certain direction at some time and not just hammer at each bump.
I also added some optional challenges after each solo part, such that if one tee takes much longer, the faster tee can play around a little instead of waiting.
There are also some optional parts at certain points in the map, where I thought there might be congestions. This should give them some "playground" where they dont disturb the tees which try to get through the part. Im not sure if this is a good idea, but worth a shot imo. I marked them in the map with "playground".
theyll just tele back to cto3
how do this part work for you? i think you can make it back-able
I always wondered how that nullified-string-error happens. is this a old map or did you start on a completely fresh map? which ddnet version are you using?
ah, and which language is your computer set to?
That is the intended solution
This map is about 1 month old and I started it completely fresh. I used the latest DDNet version and my computer language is set to German.
thanks!
and you created those envelopes yourself and they are not from another map?
they are from another map, which i appended to get the tileset
fixed the tp and deleted the unused envelopes
its the envelopes that include the errors, I guess the other map managed to break those ^^
*included
strange stuff^^
add 2p force. with 4tees/t0 u can skip like every part in the map
Do u know that u can extract mapres form maps?
sounds like a good idea, Ill do that
found the tool 2 days ago^^
2 player teams are forced now, deleted the noob filter and optional parts, since they are useless now
i mean detail*
take an example of how
@PXL Flippodid in his map
fixed detail, didnt fix checkpoints yet
I dont really know what you mean by that
Please explain it more
That cps should be more “discreet” to say so
I think cps are vital information and dont want to make them almost invisible
nah this is too much i would say
Is not like ”vital” information, but what i meant by pointing that its just u to make it more nicer in design
I dont see a problem with the cp marks
he could give it less alpha
like 20%
or 10%
by this I mean that the whole should be so, not 20 or 10% less
- made map (hopefully) prettier
- marked new tiles as detail
-some graphical updates
u dont need drag
great map
yes very cool map
The puller is there, such that the entire part has to be done at once. Otherwise the tee on the right can be dragged onto the speedups, and the left tee can try it again and again to get the right tee down
artifact, will be removed
thanks 😄
and thanks 😄
why should there be more tele?
u r able to jump over it, so, if 2 people jump over it they can fly afterwards and skip part
alright, understood
- fixed cheatable part
- added mentioned tps
- removed mentioned ht
- fixed smol graphic bug
in the last part you can cheat if you give both tees checkpoint 23
but since its a rather easier part in the map its not really worth it
Then Im fine with it
$change server Brutal
- small change to a part
- made last part uncheatable
- fixed small graphic bug
- fixed cheatable part
$optimize
$ready 1
new destoros maps, really great times are coming to us