Mentions:
@404.username.not.foundOur first map
holy shit its ddrace the map
here
Mention:
@404.username.not.foundVery funny spawn.
what
ok, I change sorry
changed spawn tiles setup
i've been telling u abt this
@404.username.not.foundPlease don't waste our time by submitting troll maps
it's not troll map
hey i have a few things i noticed while playing your map
- Logo feels a but squished but dunno maybe just me
- boring part i think the whole concept is not rly interesting
- its annoying to get infini hook back if you lose it
- this part is just straight up annoying and not fun to play
- this is just way too long you could have continued from where you exit the last part, if you go into the area 1 its annoying to get him out (thats why you shouldnt stack parts on top of each other)
- again why make these so unnecesaarily long you first need to get both hammer again (mark that btw i forgot the first time) and then another anoyinngly long dummy drag
- why is there no telegun here? its not even on yet
- why is there a unfreeze and the getting hammer back whats the point of having it above there
- without hammer the gliding the dummy up is so painstakingly long
- most of the time when you shoot your teammate you dont go down you get backup to the plattform (also maybe do more telegun parts taking it away so early is not good)
yeah, first map
- You get infinite hook going up back here \7. to prevent players from keeping telegun when they go back
- water messed up here
oh wait no
it's when only one gets hammer back
then the other also has it
- if you dont press anything you go into tele which is annoyingd
- wrong icon
- either im not understanding this part or its impossible
- im sorry for saying those previous once were too long this is on a whole nother level
- first off you can cheese endless for both for this part (it gets taken away next part) and this is so uselessly tall
- am i understanding this right you get 1 through he backs and gets the other one? theres better ways to get both over there oh and thats everywhere you connected the parts quite lazily
- good concept badly mapped if you just enter the tp earlier in the middle earlier it would work the scnd part of the drag is quite boring overalll you should connect parts better thats what fillers are for dj resets are such anooying ways to get somewhere pls do tps or smth else you take away endless jetpack andtele gun five it too much you could split it up into multiple parts one endless one tlegun one jetpack
why would anyone back? preventing backs doesnt matter
not readable mark it somehow
i would never understood that
i dont usually say this but i think your better off starting a new map you cant really change anything without messing it all up
oh i missed a bit of the map
ill test the few parts rq
just a question would fully remaking the map but keeping the same concept work as "starting a new map"
you have quite a hard concept
you will need to get really creative for it not to be boring
the jetpack and the subsequent livefreeze part were made by me so if you spot any issues there, blame me
i recoomend you try simpler concepts and comeback to this concept later
forcing ppl to move around so much in a no walking zone is annoying
gl you two i hope to see another map from you soon :3
bagis made it so u can hold d in that passage without getting pulled into teleports
and how would anyone know that its these small things that matter a part like that should work no matter what you do
- lowered the hookable
- reworked the part so it's not that long
- added hookthroughn't to prevent cheating
fixed tele issue
1 2 Shortened this drag to make it less boring 3 added hookable and lowered the telegun to make it less slow and boring (and there's more unhooks on the right so you don't have to do the entire drag again when you miss hook) 4 changed the part so you don't have to walk around the map to complete it
removed the hookthrough as it's not necessary anymore, added corners on the tele and fixed some design bugs stuff
changed the placement of a few hookables to make the part possible
- you cant retry this part anymore
- you can solo this
- still a wait do it differently that doesnt require 5 seconds of waiting which it does currently
- still too long
- way too long flight + you cant go solo up after you dragged him down (which is also uselessly long) i wont mention the things you havent changed but most parts are still boring and take too long
dont submit parts 1 by 1
work on them all then submit them as a whole
look at changelogs 🙏
i started when these things were present
so pls dont upload 1 by 1 changes
bundle them all up once you changed all requestet things
ok, sorry
dw just keep that in mind
how can I not retry that?
there's cps
ah yea i see now
mark them
with back
a lot of work, I understand why so many maps get declined now
i dont wanna sound rude but your map is quite a lot worse than other maps i have tested most parts require specific inputs and are quite generic overall
- is meant to be long, just made it less repetetive
its just not a good drag
its boring theres nothing special you pull him down then he walks right and you help him
its too large for such a basic part
also theres a lot of parts similar to this its quite repetitive
ok, I will change it A LOT then
and I wanna repeat this
1 replaced tele4 with cp tele 2 removed endless hook and teles at the 2nd part of the part, changed unhooks to hookthrough 3 changed walljump to this to make it easier
ok, enough for today
wow u actually realise that walljump is always a bad addition to a map
now can you do the same for 4 other walljump parts
You can
1 replaced walljump and hookables with unhook platforms at the last part 2 edited the very long drag part, so it's not that boring 3 added stoppers to make it less annoying when you miss hook 4 changed the part so you can't enter the wrong hole while being dragged
- mark only important things with turn off entities
- you can pull your team mate through
- you shouldnt use this block to stop skips and still skipable btw and annoying to hook all the way up here just to do this uselessly long drag too get hammer back and then doing anothe long drag without anything special
- why the no hook spam?
- its annoying to get him out of the box ill continue later but you are using to many special tiles to fix issues on your map refrain from using those. The parts overall are still bland without anything special
2 That's the intended way 3 how can you skip that? 4 to preven ppl from keeping hook using telegun
then put it later
why spam it
3 you hook up and then dj
- then i did it wrong the first time xd
5 I can lower the unhook plaform by 2 tiles
Put what later? Telegun?
the no hook
Wdym later? They can shoot someone that's behind the no hook tiles
My favourite mechanic
3 they can WALK behind the weapon tele and only then shoot teammate 4 this was updated already
11 the same thing as 3
9 when you get on the lower platform jump+DJ makes it possible to hook the dragged player from the in-air platform
They go all the way to the left then just swing by jump + hold D
For the rest, I'll change them when I get back home
8 no, you just have to hook more to the left
5 what do you expect me to put there?
why is it so specific?
that shouldnt be the case
i hook the top
and 90% of the time it just happens
if I fix it for those who hook the right part, the ones hooking left part will have hard time beating the part
I can mark the wall
then change the part completely
in such cases there shouldnt be specific solutions
I can do that with one staying unfrozen and the other one being dragged through hookthoughs
that's the best I can think ok
*of
theres a simple solution that requires deleting like 5 blocks
ill let you think
ok I thought
gj!
but not quite
those below
ok, makes sense
nah, you still get pulled in
lower the plattform maybe
no, I found a way i think
1 removed unnecessary walljumps 2 removed hookables, changed hookthroughn't to hammer (which is taken away later) 3 added a hookthrough platform so you can't pull your teammate in the wrong place 4 lowered the hookthrough and the platform so the pull is easier with weak 5 changed live freeze drag to this to make it almost impossible to pull teammate with you
still got more stuff to do, but don't think i'll finish today
tooo much hookthrough on 3
checked 7 I can't. If I did, the player'd be able to use jetpack to fly over teles
ill look at the rest later
why?
its annoying to maneuver around
too little was even more annoying
like 3 less hookthrough would be fine
il try
2 more is better, but i'll post that after I do more changes to avoid updating every 10 minutes
before you work on anything else i reccomend you try to compact the drags to a size where they arent too long
just get in tele14
when it was interesting walljumps, you said it's hard, annoying and repetetive
ok that makes sense
1 changed the live freeze drag part so it's faster to proceed after the drag 2 shortened the hookthrough platform 3 changed the stopper to unhookable 4 fixed some design bugs
(Changes by watercolours) changed the starting area removed the unused space to be accesible from out of bounds by finishers removed the now obsolete laser blocker in livefreeze part changed the down to up dummy drag in jetpack part so it can't be beaten solo
How do I get our map undeclined?
convince the testers enough
and pray for the stars to align
change discord accounts, map name, design and burn all data about this incident
but I wanna keep the map
all mappers who got decline wanted to keep it
oh man it reminds me about adorenarine 2

added speedups in the part, as it was very hard to do the drag w/o them removed ground speedups (also this is a quick fix, im not gonna keep that part)
i got redline katana released after a decline by completely reworking the entire map in less than a week and essentially making it a new submission
It'll be hard after my "funny" entities pixelart
if its hard to drag without speedups you should change the part only use speedup if nescessary
I said I don't wanna keep that
then dont change it
just remove it
the fact that you uselessly put speedups is a bad change
bro, i just wanted to make the map possible
then a tester will tell you its impossible its not that deep
usually a decline means fixing parts isnt enough
maps in waiting are those that can be fixed after a couple tweaks
well, they declined bc I put "scissors" as spawn
well thats just you telling them that the map is low effort
didn't know I can speak their special language 🙁
if you add such details its gonna obviously get declined
just happened to add a little troll to the map, now I'm getting punished for that
its a kids game and you add a d on your map
imagine that youre a tester and stumble across a map that literally starts with a rocket ship
yeah, I did not think twice b4 submitting
putting real effort into design also tells the testers that youre serious about the map and that its not just some low effort thing you came up with in an afternoon
is this low-effort design?
kinda
you have no deco
your tiles are basic
LOOOOL
for a map about drags, u have no drag mechanics
jao kebab please could you give those pretty entities
to me
in terms of transitions, both are terrible, u need to think abt balance bw tees
we left behind these 1tiler tunnels in glassbox days, u should have it go directly into part for the other player
and then its right back to sleeper partsagain until finish
drags have a lot of potential which went mostly unused, u should avoid mapping vanilla drags
the two parts u gave positive opinions to are actually made by me
...
Ok, looks like we shold keep 2 parts and do more creative stuff. Basically a new map
At least I can tell myself that this is very usual when making first map
ive told you this at the start but yeah gl on your next map!
Just wanted to try to improve it, but I see that just making a new map will be faster.
😈