Mentions:
@exosphere___endospherePipou tested, eh?
no :(
The gameplay looks kinda the same on every part, but still cool imo
My editor is screaming
Also it takes my PC 16s to load the map...
Oh no

btw, this map was made in 5 days
i remember his last map had the same problem with info, binds u need to finish the map (but its still not fixed) same mistake again here on this map 😄 design looks like a ♻️ from his old map too, like the gameplay
i would tell him to not create the same maps over and over again, i remember for n9 sg maps it was the same problem and we stopped it quickly
actually most of the filesize comes from the fact that the map is 3000x3000
dropping it to 3000x600 reduces filesize by 1mb
bad map
map looks shit really
why is this map not up for testing on the server?
The bot threw an error, not sure why. I can update it in a few min.
Alright seems like the insane size of the map was the problem.
It's playable on the servers now but only in entities.
I am going to decline this for now mainly because of the unnecessarily large size but also because you ignored some feedback that you already got on your previous map.
Feel free to resubmit once you adjusted the size. I could barley move around in the editor.
Mention:
@exosphere___endosphereits not even that, its a bad sign when at max zoom it takes ages to go from one side of the map to the other
Is this squiggle in the middle a playable area?

oh yeah I'll remember that one for the 37 MB map I habe

:/
yup
the map is 3000 tiles tall and can fit in like 600 tiles
cute artworks

my translator says ‘all dreams will be shattered on the rocks of hidden grievances‘ XD
"о скалы скрытых обид разобьются все мечты" if you want to copy paste
:(
ez fix just add another 30 tiles to each drop bw parts and it will be 2000 x 800

enough for 1 small tiileart and basic outline
Im pretty sure the bottom half is also a problem xD
I mean whats the point of something you cant even normally see Ye its cool but only 1% will see it while 100% will suffer from it xD
u still have a lot of empty space in first layer, why not redraw it to be more form fitting
and u can prob keep the cat if u scale it down
two other drawings at the bottom btw
random vaporeon isn't teeish at least cat is holding hammer
i think testers should start using a mid range pc from like 2015 and if the map lags it gets insta declined
remove abyss
u heard it here first
keep the cat :<
Guys idk about u but i played first part and its so bad mapped but timings seems good.
1 why the hell start with powered dj, i just spend about 3 min then just by accident did jump.
2 wepons, I wasted again another 3 min to released i have weapon. i play with entites and dont have "switch weapon to pickup".
How was I supposed to know if I had a weapon? If he handed it over in the 'weapon room', which was visible for about 0.1 seconds.
3 again after some wasting time about 5 min, i realized i have 2x length laser, why he didn't teach with this? idk
SO i waste about 15 min just for nothing, i just imagen how some one just rq cus this so bad mapped.
but all of this didnt affect to me like next one.
But first, I ask: did you notice anything different on the screen except the laser block?
but it exist, its REVERT sg 😂 ) omg i cant. why i need fail each time to understand what next it this box. ALso WTF why on every dummy map start setup is first go dummy and then player but here it's the opposite. Its unplayable for me. also i didnt notice switch and other stuff.
Also where START line? xDDD
i tested this one
O.O
♻️
why they didnt even see the simple easy things lol
they are so bad
unbelievable
Man, why are you being so ego and toxic? Yes, you've did a lot, but actions like this devalue all your hard work. It's like "a fly in the ointment"(if I correctly translated the proverb from Russian) id u really wanna improve ddnet u need stop act like this. dont say just BAD, say better why its bad. how to fix, and other. dont focus on bad side try focus how turn bad side into good one. i know u really long time and earlier u never say smth like this. sorry man, I'm just worried
Agree. He was therefore excluded from having access to the testing channels. Apparently he left the server today. Please note that we got
#💬meta-testingfor things like these tho 😄
Can you try again?
don't work
(its limited to testers rn)
Got it. Thought it was for everyone since it was a public announcement. :D
Great tool thank you by the way.
yw!

(now its no longer limited to testers, though only the requesting person sees it when its not a tester)
oh sry didnt see that
3 009 kb -> 1 759 kb (-1 250 kb)
the parts have become more comfortable
excellent map
qol
The logo still weights more than some maps

1 759 kb -> 1 109 kb (-650 kb)
3mb to 1 is crazy
pls change my map back to testing
Wait to delete channel and upload again
Xd
I will keep it declined until it's a reasonable size..
Mention:
@exosphere___endospherei just removed the freeze. i dont see any size issues right now. i've already shrunk the map to a reasonable size. if i make it even smaller, it would theoretically only take away 20% of the map's size. most of it is taken up by the deco, which i don't want to change.
first of all, why am i only finding out there's a maximum map size limit during the actual testing? i built without any limits at all. Why can't even a 3MB map start? i once asked, "Is there a map size limit?" no one gave me a clear answer. someone simply told me not to build too big. but what does "too big" mean? is Abyss by Aoe considered big? then why wasn't it declined? i only have a question about the limit right now, when it starts to feel like the map is too big.
i honestly still don't understand how Cammodude barely even runs his rtx 3050, while my gtx 650 ti runs it just fine.
I understand that my map has a lot of nonsense that should just be removed, but for me, it's experience, experience playing with the limits of the rules, testing them in an interesting way. Some things actually make a lot of sense.
it's just that, in my opinion, the map is already a reasonable size, and now you're just picking on me because of the past, maybe it's too big.
i don't want to ruin my relationship with anyone, but I honestly already feel some kind of bias towards me.
there is no clear map limit its mostly depends if the size is actually reasonable for the design, like a 1mb map cant just be 3 images but a map with lots of decor can go higher
Send anything to TeeCloud...We accept each other
you said that one map should not go on TeeCloud like 2 days ago
I think you misunderstand the "max size limit". The problem about your map is that you cant even see your decoration unless someone tells you to zoom out to infinity. In other maps like abyss (while i agree this particular map is way to big for no reason) you can clearly see all design that is used in the map resulting to its massive size. Your map on the other hand used to be 3mb big while it can be around 600kb and still seeing literally no difference to the gameplay as someone with no prior knowledge.
Its fun, but at the end everyone who doesnt care has to suffer about its massive size just for some absolute giant pixelart you cant see.
You think "cmon its just one map", but imagine everyone would think like that and do this, then a bunch of maps would be way to big and filling up your disc space for no reason.
I Didnt try to attack you, just my opinion on that matter

Want to compare maps?
Tropo already answered but to be clear I am talking about the actual size of the map not the the file. :)
you just said send anything to teecloud, but 2 days ago you said dont send this to teecloud im just saying you contradict yourself
and you cant rly compare maps except design wise every map is cool and fun in a different way
Yes But that map I said about doing, I really didn't like it and I don't think it would be good on teecloud What if it was this way that you Any map would be accepted
You can discuss that in dms please.
Ok!!!
the map size has been reduced to a reasonable size
Cammodude will be proud
Só big min 500kb🔥
visual bug, ground jump, ru mechanic
gp bug (no tp) i'll fix it later
👍 gut
when ddnet 2
When release
500kb max
So big ☠️
good map afk testers =decline
with the condition that I was expecting the release on november 27th, ehh
Gave this map a test and it certainly is unique. Over all I have to say I appreciate the maps design, its easy on the eyes, seems coherent and has a nice color scheme. However I feel like the sun in the background is moving too much for my taste, seems rather rapid too. I'd appreciate some info tiles marking certain switches, not all but a few could be useful but aside from that I don't think you need to change much here. The biggest issue I have, some parts seem rather inconsistent and tedious to play, this is because of a few reasons. Especially part four was the first wall I encountered where I forcibly decided to move on. The hookable is placed in a spot which makes the swing rather unnatural in a lot of the angles you approach it causing you to be really specific about the timing in the first portion of the part. Really did not enjoy that at all. This was a reoccurring thing in later parts as well but I don't think its a major issue. I think adjusting some of the dummy position and so on can easily fix that.
However what I really hate is that this map basically forces you to play zoomed out or with dyncam. Players using vanilla zoom will struggle even attempting this because in some shots you're basically guessing where the dummy is if you're on basic zoom, making a map that forces you to aim and hit first shot (not even wall shots). Having a map basically unplayable in vanilla zoom is one thing, punishing the player for missing when you basically can't even see the tee is another. This is a MAJOR problem I have with the map, though I have to say I really appreciate the innovation in part design a unique flow including a multitude of weapons. Definitely think this needs some adjusting and polishing to be releasable, making it at least somewhat more vanilla friendly.
For me the only issue is the bad movements, they are really just fitting to the mapper's game feel and are not what I expect at all
Nothing that can’t be fixed though. I’m assuming moving some setups around could boost consistency by a ton.
I would just say they are not mapped well from the start and I really dislike that.
Wouldn’t go as far as saying they’re mapped bad. Some might be a little off or don’t really click for certain types of players right away but like I said adjusting dummy positions and hookables should help with this a lot. The map itself is rather flexible in that regard some freeze/tps would need to be redrawn though.
Biased maps to player feel are nothing new to teeworlds. Basically every Aim map in existence is biased towards edge hooks which isn’t inherently bad, the issue lies if it disrupts natural flow of physics for example part 4s swing or shots later having to be timed a specific way causing you to necessarily slow down instead of having a window of viable timings for certain shots.
I didn't quite understand "inconsistent and tedious" at least I slightly changed the 4th and 6th parts
It's better for me to write specific comments so that I can resolve them on the spot
(ignore this)
I really dislike the fact that you must make incredibly quick decisions on whether to use hook, shotgun or laser - sometimes the dummy is in a tune zone that changes normal shotgun to push shotgun which is impossible to figure out on the fly so the whole map is basically forcing you to study the parts before playing and learning them by heart. With that reasoning I think that the map is a massive downgrade in comparison to your first map with this style. More opinions on this would be appreciated
impossible to figure out on the fly agreed with that my pov about that long time ago. why i need fail each time to understand what next it this box.
and he still didnt do anything, sad
P.S. I remember how irritated I was when I wrote this feedback. Why do I laugh when I think back to that moment?
i really love this kind of gameplay. it feels a little like weapon finals as dummy version, which is good because weapon finals are great maps. and the "fast" weapon change in this map is still much easier and slower than in weapon finals so i enjoyed the gameplay.
about freezestylers point with tune zones, yes at first i was confused what to do there. but after u figured out theres a tune zone for push shotgun the parts were kinda obvious to me. u always have to laser the dummy, and if u dont have to (use sg) its marked.
overall i like this map, its fun to play for a first finish but it also looks great for speedruns.
now, let's get closer to the map mechanics. the laser has a 0.8-second delay. if you fire, the dummy's cycle on 'cl_dummy_hammer' will reset after 0.5 seconds, then the laser's cycle will reset after 0.3 seconds. But if you don't wait and fire, the dummy will simply "look at you" and do nothing, since the laser's weapon-freezing effect hasn't worn off. then (after the cycle resets), the dummy will take the hammer, wait 0.2 seconds, and hit with the hammer.
we can check this by holding down cl_dummy_hammer with the dummy. we see that, judging by the timer, the dummy hit exactly 1 second later, which means my theory about "breaking the dummy" is confirmed.
(see image
)
we can conclude that situations where the dummy simply looks at you and does nothing are due to the laser's delay not wearing off (0.5 - 0.8 seconds after the first shot). because of this, you'll have to fire with a slightly longer delay (from 0.8 seconds after the first shot) to avoid breaking the dummy. yes, we can certainly change the laser's delay so we can fire every 0.5 seconds, but that doesn't guarantee the dummy won't break: if you try to fire the laser gun twice or more (even when the laser's delay hasn't expired, and the dummy is trying to fire at that time), well, see for yourself. changing the laser's delay doesn't guarantee complete safety, but it might make gameplay a little more enjoyable.
I've explained the full explanation based on my own experience and personal experiments. I'm curious myself how it all works.
I agree about the visual bug, it's my problem
I just added snowflakes where the Dummy's shotgun is reversed.
As I already said, see for yourself. If there's really any benefit to the incomplete "fix," I can easily add it.
would be cool if the map's difficulty is gradually harder and harder
make a difference between normal ones and reversed ones
There are also a lot of places on the map with bad timings, where you do everything right but end up crashing into deep or TP
If you play with tiles, it's not clear where you'll push off from and where, on the contrary, you'll be attracted to the tee
There is also a severe unbalanced in the parts, for example, the second part is several times easier than the first
I would make the whole map wider, there are many places where I do everything as it should be, but crash into the deep end due to high speed or, conversely, low speed
There's also a huge problem on the map: you have to configure the dummy so that it always shoots a shotgun, and some people simply don't know how to do it
Also sometimes the dummy doesn't have enough time to reload and the timings break
I want to say that the map is very fun with great ideas, but it definitely needs some improvement
I don't particularly like the addition of a shotgun to the map, you only need to fire 5 shotgun shots throughout the entire map, not counting that https://discord.com/channels/252358080522747904/1410005192430325922/1481201475534327880 , which is strange, I would remove the shotgun because there were so few of them
The map is really fun, but everything that was mentioned above needs to be corrected
Change mapper to
@exosphere____endosphere, his account got hacked
And give mapper role too