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1 why just no put dummy on prepared place. what a waste time for noob through every fail. 2 why just no put buttons with same tp tiles?
Thanks triki for the test, not sure what you meant by number 2.
Cool map u 2 🙂 found some stuff:
Fixed design bugs and looked for some more.
Done all the changes above except for the ending tile placement. I think it is ok as is but if people do find it really weird will gladly change it.
Tested with Welf looking for more bugs. Several graphic glitches fixed.
Thanks again for the test too
@Cøke, fixed the issues you found.
Thanks for the test Welf
Image 1: Added switch and raised platform Image 2: Added back tp to both sections and un-nerfed the part Image 3: Removed more unhookable above the marked yellow section Image 4: You shouldn't fall into where you are there so not sure if i should add unfreeze there. It is a rocket fly part. during the fly the dummy gets pulled away from you and you must regrab and continue the fly.
Thanks again
You don't need to rocketfly? I was able to throw my dummy, then rj to the right and then start the rocketfly. The puller made me think that rocketfly is wrong, because come on it was dragging my dummy away xD
Yeah but it gives dummy back XD its kind like that XD
The part is fine like that, I saw people try it in different ways but that shouldn‘t really matter since these are most likely more difficult than the original way
yeah it's okay, i was just pointing out that the structure will/might lead to a bit confusion, but it's playable
True, I guess I feel there is a fine line between good and bad confusion. I often really enjoy maps that are confusing as solving the parts can be quite rewarding.
Just not 100% sure what makes confusing parts fun.
I see it's intended, but why...
Turn OpenGL on and off
?
It's OpenGL bug, but already requested
what's that bug
The offset is wrong I guess?
I can't undestand exactly what's going on here and what's an intended way to do this part
but it bugged for me
Turn opengl on or off and look at it again
😄
no no
I mean gameplay
It is a rocket fly part. during the fly the dummy gets pulled away from you and you must regrab and continue the fly. Like soapy sandwich already said
this part seems complicated
to figure out
yes, unfreeze is needed here
And I also think you can make it unfailable too
ofc stoppers needs to be more downwards
Thanks for the test
@Дядя Женя, tweeked rocket fly part to make rocket fly seem a bit clearer XD
Didn't fix the bushes floating cause they look good to me XD Is there any way I could prevent that graphic bug from happening?
hhhh release xD
- unfreeze on ground?
- uh maybe 2 more unfreeze to the right, i overshot it some times
- switch in tele?
Really fun map but there are some problem for me :
- I think you should mark every cp
- Mark at the beginning that tele with heart = back way
- CP 1 : Fun to play nothing to say on it (just that you don't need speed to put dummy in CP 66)
- CP 2/3/4 : ok
- CP 5 : Really Fun
- CP 6 : The good way was hard to find but it was fun (Maybe put rocket ~2 tile down ?). Mark that the dummy need to go in tele 9 at the end
- CP 10 : Looks unbalanced to me I couldn't do it
- CP 14 : Ok
- CP 15 : Platform of respawn is too small. I think the part is unbalanced (too easy), but still fun to play it
- CP 17 : Platform of respawn is too small. Couldn't not do the part (looks bad mapped), maybe I didn't get the right way to do it
- CP 19 : Platform of respawn is too small !! Fun to play
- CP 22 : Platform of respawn is too small and the throw is annoying
- CP 23/24/27 : Ok
- CP 29 : Hard but fun
- CP 35 : 20 minutes to find the beginning xD. Part is not really good (annoying hook)
- CP 36/43/50 : Really Fun !
I haven't yet looked to see if there are any errors in the switches
Thanks for the tests
@louisand
@DarkOort,
Louis: I did all your suggestions.
DarkOort: -I only marked cp's that are important for the player to know about. -Added sign saying heart is back at first back tele. -CP1 I'm ok with not needing speed for part one. -CP6 Added more marking for dummy to go into tele, lowered rocket by 1 and only kept rocket on wall to encourage players to do it a easier way. -CP10 its not that hard of a part imo I can send a demo of it maybe? -CP15 Platform bigger, removed CP17 to combine both parts so there is no platform at cp17 anymore. Replace blue tp with red tp at cp17 to make it line up easier. Had to do a low hammer in the past to get over in time. -CP19 Platform bigger -CP22 Added a cp for dummy so you dont have to do the initial throw anymore -CP35 Part starts off the same way but removed the annoying hook, it is a lot easier now so adjusted it's ending slightly.
Any news about the map? I'm really looking forward to the release, had a lot of fun playing this one
my disappointment is immeasurable and my day is ruined
you're unable to hook your dummy if you fall into the "you can't hook others" tile then in tele
Sorry murpi didn't mean to ruin your day man 😦 Added hook.
u can leave it if u dont care
Made changes to part 19 to remove skip. For the rocket fly, I didn't want to remove the fly in that section by closing the box the dummy is in so I made the skip harder instead but it should still be possible as a speedrun strat. Hope that is ok 🙂
still buggy bush in HT
good map why not release
You have a good eye
@SorahXD Fixed the bushes
is it worth fixing that or should we just decline now XD thanks
@PopCorn181ill go fix
sometimes you mark checkpoints sometimes you don't should keep it consistent as possible
used 2 different tiles for
i have some screenshots too (didn't finish my test yet but since we are at it anyway i will just post them)
stop with unnecessary reactions to my message if its only to bother me.
^ actual warning, please refrain from spamming reactions. It unnecessarily extends the chat which makes everything difficult to read
Thanks
@Sorahand @Deleted User for the test
Sorah: Marked switch 12 Marked important teleport locations Checkpoints are only marked if they are important for the player to know about them. Went through map fixing all the symbols. At teleport 10 losing endless marked because it isn't important for the player to know. Switch 9 makes the previous part less faily incase you fall in.
jkjk: Added unfreeze. Random checkpoint I am not sure how to mark in a nice clear way. I think it won't cause much trouble though. Not sure how to make hammering dummy into tele not feel bad xD Added blockers above the puller
I thought about moving that tele 1 to the left (deleting 1 hookable), but didn't write it down since i assumed it's obvious, sorry 😅
Didn't really wanna get rid of hookable either
this door at the stoppers doesn't have the circle around it
maybe you wanna add it ?
there are 2 other "doors" at the beginning which doesn't have them either but those are freeze lasers so idk what your rule is for that
Fixed the design issues, didn't add circles on lasers, only the doors. Also wasn't sure what the error was with your first 2 screenshots
@PopCorn181, did fix the 3rd one though.
Thanks for the tests.
he found a bush bug (1st pic) in that part (2nd pic)
that 3rd picture was rly fcked xD
Don't see the bug XD As far as I can see there is nothing wrong there.
slightly but really doesn't look that bad imo. although it feels like you think any holes in bushes are an error XD
in 2 months this map will hit the 1 year mark
not sure why it moved to the bottom of the list?
yea what the heck
i assume the bot did stuff
or someone did comments and deleted them
the bot had its frontal lobe removed so i doubt it is capable
this to test something with the broken bot
this answer was for you
suns in unfreeze are no needed?
no
Thanks
@Ciniminixfixed all the bugs you found.
these stoppers are not rotated correctly
(they were mirrored at some point, instead of only rotated)
Fixed the stoppers thanks
@Patigais this already an issue in github?
seems intuitive to make this work
not sure
Sooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo. What's next.
$waiting
Coke i love the gif xDDD
Thanks guys i will have a ready version for you tomorrow.
Okay
@JimmyJazzThe1stJimmy forgot to yell at me to fix. Done the changes.
$optimize
$ready 3
release on 14 August!
i think no
a dummy map was released yesterday, other servers will be added first
release on 19 September for 1year anniversary of being posted
release on 2022 September 19 for 2 year anniversary of being posted!
Don’t release!
1 Year anniversary. LOL.
Hook and hammer
dont work
nice design bug lul?
Thats soapy. I didnt do those changes.
But yeah doesnt affect gameply, still weird xD
xd
i am always looking where the bug is in your screenshots, next time only 1 screenshot and marked what you mean. should not be so hard
There are a few bugs and 'cheats' but you picked the one that is the most pointless XD would not even be worth a mention for me
Still a bug ^^
Dummy needs to touch startline, please send me a fixed version asap
thanks