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Map :lady_beetle: :


Include a changelog alongside your map updates (preferably with screenshots).

time cps

why not

:/

deleted

xewoiy can we go through your map on the test server?

yeah




uh yea

for those wondering: we went on a test server and discussed the entire map with mapper, too many things to list but i assume they will all be fixed in the next version



I'll try to fix all tomorrow

theyre never gonna fly that high

theyre gonna start holding d or a when theyve passed freeze

no

hookable roof

ok

maybe a little lower so its visible

yup thats good

i tried to make anti skip but idkdk

and i'll add playground after finish

could make it say just <JETPACK> instead of <JETPACK GUN>

changes in the messages above

ok, fixed



will have to see what other testers say, map looks good to me

not fixed but i think its better

yeah, fixed

fixed

bg fix and other small fixes

ohh the 2nd one is an old pattern i tried before i did the "wall" i forgot that it was there ๐ edit: i created the background as quickly as possible, to show how to easily improve the design, didn't plan the background change when i created it just fyi

Soo what i need to do now?

wait for others to test and point stuff out

guys, im thinking about

thats bad right?

nerfs and fixes

oops, forgot to fix textures





why add a "turn off entities" if its marked in entities already ?

that's the oddest entity mark for dummy drag i saw

it's not that intuitive



I don't see any ways to change that part for novice players

there's a lot of possibilities how to make way up for novice players

but flies like this are outdated and not interesting

Hammerfly part deleted...

they still all have to learn hammerfly??

agree

They can learn it on another map, there is so many novice maps with the same setup, the way this fly was executed there wasn't great and why we have to put same thing on every novice map

it's one of the most important mechanics in the game ๐ฎ i don't see why you would draw the line at this map ๐ it's random imo

Imo itโs fine if it stays but at least give it a good speedfly set-up by making the โset-up wallsโ longer so advanced players can quickly move on

Current setup wasn't great and would create clusters of new players, i didn't meant to delete fly but make it better for novice players and constanting that flies like this are generic and there are countless of maps with flies like this, which is true

In the end mapper doesn't have to make every single thing i said, i test and tell everything i think of map to help improving it

i guess i misunderstood you, it seems like the mapper also misunderstood you


theres also the option of making the new part where the hammerfly was unhookable and adding a tiny platform for noobs to line up, pros can simply throw or fly diagonally

f3 + arent those hookables? speedrunners would prefer those anyway if the hf is that short

Oh but if so, it could be misleading towards noobs thinking they are expected to do something crazy so Iโd rather have it unhookable

yea i mean restructuring the whole hf is better at this point

I guess the way how it was done in the screenshot i sent is better then, since it's less confusing

all the freeze is weird


i guess it's better when the tee is right next to the HT wall, so you can do easier hooks

What? xD

I am playing without antiping all the time

there are players who have a 60+ ping (because they cant get a better one on any server) and in those cases you have to predict the tee you catch quite alot

I donโt think we have to teach people on how to join the right server or which settings to take if thatโs an issue then that should be handled by client design or whatever


My opinion only refers to the gameplay. Really nice flow in the parts. The timings are right for the players' switches. You can also speedrun the map really well. My feeling is the map is really far I don't know what I would changeรถ. +rep




it's supposed to prevent a fail, you mean another HT tile would fit better?

y i know about prevent.

smth like this will better

yeah, its better because it doesnt use special tiles, but its at the cost of not being able to D+hook

Fixed freeze and tele corners

Fixed


the speedrunner way will confuse novice

Soooo, changelog in my last messages






Map channel has been moved to waiting mapper.

how its works..

its moved to this section because we are waiting for you to change the map

I think they indicate the position of the tees (hook on top, hammer on bottom)

Not for novice players

I've been told it's good for speedrunners

Same

So what should I do, fix it or leave it?

ur decision




but im selecting all layers for mapping

i think it will impossible after this


i don't understand what you mean, if you mean you select all layers then you can shift + click each of those groups and all layers of clicked group will be chosen

oh then ok



actually there's plenty of missed corners so i'd suggest to go look for them


Map channel has been moved to waiting mapper.

textures and entities

what would you need to select them all at the time

shift+click on group

idk how

no, what purpose to select each and every layer at the time

copy/move parts

or parts of parts

like walls

i think the 1st one is intentional

it's different from other corners

yeah, but.. fixed

fixed

Add quad layer, add quad (it will be white square by default) resize it, right click green dot and select square. Shift + click upper red dots and make color (right click) (i suppose it's gray - dark gray), select bottom red dot (no shift) and then second bottom dot (with shift) add color to it (right click) (i suppose its black or very dark gray)

you don't have to report every fix individually btw

and make sure the quad layer has 0 parallax on both x and y

he can use same group from previous bg

still, make sure

(you select paras on groups btw)

yea


Include a changelog alongside your map updates (preferably with screenshots).

I think I've been told it's okay, and it'll be good for speedrunners, since novice players can't do it.


Map channel has been moved to waiting mapper.

I think left player cant hook right player

move thing where left player stands a little right

I don't quite see how it makes gameplay easier

in first video timing for hook is less difficult than in second video



Include a changelog alongside your map updates (preferably with screenshots).

https://discord.com/channels/252358080522747904/1259478574398705665/1261629922066174036 this needs a fix since this map is 1-2* and players here can hold button for too long


spawning at the very left feels annoying to me, not a big thing tho



this isn't fixed

add speeders no ?

we are working on a fix that doesnt include speeders

ah okay




or do what Welf said


Ok, i also try to make another version of this part (Separately) for test

you can post screenshot of fixed part here or in
#mappingand we'll say if it's better

I think right player can use hammer

ohh the pattern is broken here

that bug is all over the map XD

you gotta find them by yourself, there are too many

๐ญ

Map channel has been moved to waiting mapper.

there are too many at that point just remake the entire background then xd

ahh not needed its not that many

and its the same structure, so they are easy to find

I think i fixed bg patterns

i dont understand the question

tiny gaps

sometimes that is better than having cheats ๐

looks way better


I need to use this in map?

imo go for it, but idk what the others will think

just put your map here, we can tell you if it needs further fixing

remaked tele 22 part

Anti skip

You need to jump with hooking tee on freeze, you dont need to jump from left


this is a bad way to anti skip, you might've made unhookables on the left and more space between parts so tee can't speed up or something like that, or just do it without anti skip because it's slower than hooking tee


changes in my last messages




Map channel has been moved to waiting mapper.

should be ready after proper fixes

Fixed

we weren't that precise last time the problem with the current to teleporter placement is, that its much easier to do the swing with falling speed, but because the to teleporter is on the ground, you have to climb up to get the falling speed, which takes some time, it would be much more convenient to have the to teleporters at this spot



Fixed

Minor adjustments


Fixed

gameplay is ready, i took a look for design errors and couldn't find any, might need a look from someone else though

First ready set by Trial Tester. Map needs to be tested again by an official tester before fully evaluated.

alr alr, ill do it

- skips

3rd one was intentionally kept for speedrunning, 2nd one is pretty fun to do imo and should also be kept, unless others disagree

then more opinions are needed

uhh sooo i fixed 1st


Include a changelog alongside your map updates (preferably with screenshots).


if you don't like this fix just tell me ๐

The map is now ready to be released! Difficulty Rating: โ โ โโโOptimized version attached. Unoptimized version: https://discord.com/channels/252358080522747904/1259478574398705665/1265751464186347602

I think it's a bug, so ty for fix


wowo map ready huge pog im fan

am i blind or is the optimized version 33.86kb heavier than the unoptimized version

It's not 2*

then?


Between 3 and 4 ig

can you edit this to 3*? idk if there is a cmd..

done!

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!

Grell has been set to RELEASED.

for 2 weeks i can change anything?

2-week grace period to identify and resolve any unnoticed bugs or skips

i can change this version, or i need to use "Load Current Map" in editor?

both are the same


Post-release updates need to be manually uploaded. Please reach out to an administrator.

Optimized version:

next time take the optimized version instead of your editor version ๐ฎ

but im used optimized version

i think

Why optimized is 60kb+ more than the original xD

the optimized version is much bigger than ur version, so it seems like u used the wrong version, i might be wrong here

can you explain why the optimizing can increase the file size?

bruh

ohh interesting

to me it looks like the bot took the second to last version

it happened multiple times recently

are the maps saved with the standard editor?

im very sure

i'm home in like 2 hours, ill investigate then

when I change smth in the "optimized" version, file size gets smaller

to me this makes only sense if the optimizing touches the embedded images

but i don't know what it does ๐

Soooo?

i checked this version for issues/differences and couldn't find anything suspicious, so it can be uploaded to the servers

thanks, uploaded the fixed version then

Optimized version:

can you upload it again?

(the /optimize cmd was fixed)

i just realised that this can be done to all the released maps ๐

its a tradeoff between smaller map files, and everyone having to redownload the map ^^

okay i don't want to make that decision, but it would be weird to not apply the fix on this map, because we reported it in this channel ๐

done

yea ^^

I'm actually impressed by how much smaller the files are

here its like 15%-20% smaller

so here its definitely worth it, in particular because not many players have downloaded it so far