Mentions:
@essigautomatKingsLeap
Inspired by the famous rage game JumpKing, this map promises a thrilling and challenging adventure like no other. Get ready to test your skills, patience, and determination as you navigate through this treacherous terrain filled with twists, turns, and NPCs waiting for you along the way.
KingsLeap is designed to be exceptionally challenging, but immensely rewarding. Each section of the map requires precision, skill, and a bit of luck. Can u conquer KingsLeap? Join this epic adventure, compete for glory.
Caveats
This map was already hosted (in a different version) on another server and there are a handful of players who already know it. Only 16 people (including me) were able to finish it in the past 5 month. Also this is not my first map submitted to ddnet. In my last submission I felt ignored and got not so good feedback. Sometimes there were actually issues, but sometimes I felt like people do simply not share my artistic vision. You'll clearly see, that this map has it's own un-tee-ish artstyle, too. Therefore I invite
@coke1465,
@balami.(Balami),
@comebackplayand
@louis.placefor testing and checking this. If your name was not mentioned here, you are ofc. also invited to checking this!
Since this map was already hosted on another server, I had to promise not to host it somewhere different (including ddnet) for 6 months, meaning:
This map can be released on the 24.12.2024 earliest!.
Some humorous warnings about its notorious difficulty
- Warning: May induce rage quitting, controller throwing, and existential crises.
- Think you can handle it? Remember, it's just a game... or is it?
- Disclaimer: We are not responsible for any broken keyboards, mice, or spirits.
- Be prepared to laugh, cry, and maybe question your life choices.
- Remember, every fall is a lesson. Unfortunately, it's a lesson in gravity.
Good luck, and happy jumping!
The creation of this map
The map took over a hundred actual hours of mapping, and over half a year constantly working on it, bit by bit.
How do the physics work?
The physics are very tricky to get down. You want the player not to be able to move on ground, but only in the air. Setting
to 0 is not enough, because if you're faster than that, you are NOT forced to slow down. Therefore you set
to -1 in order to make the player by himfself slow down by moving. This has the effekt, that you can moonwalk with some skill, which is an intended mechanic in this map. It's not necessary to do this in order to finish, but you can save a lot of time by doing this.
Server settings/Tune zones
The serversettings and tune zones are generated with a python script using Patigas twmap-tool by
- Converting a map into a directory structure
- modifying the existing
file
- Converting it back to a map
- Loading and saving again in the map editor
I can show you the python script if you want
Animations
- The animations are also generated with python by converting the map into a directory structure and modifying it's files
- Animations are bound to the "virtual" grid of the map, this is not a bug but intended!
- Animations are put into their own clipping region. This improves FPS!
Pixelarts
- The pixelarts are created by hand by me
- Pixel arts are created with the map_create_pixelart tool, which already exists in ddnet. I had to work against a lot of issues with this tool as described here
- Pixelarts are put into their own clipping region. This improves FPS!
Sounds
The sounds are partially handmade and partially free source snippets. I guarantee, that the Organ is handmade and the soundtrack of this map exists as a tux-guitar-file.
Shadows
The shadows tileset is also generated with python. I also have an automapper for it, which is also generated with python and has 80K lines to it. Aks me if you want it.
Details
Details are used (/missused?) in order to open and close the Chapter section. But certain parts of the map are really FPS heavy, like the heavy snow on top. In order to improve experience for potatoe-machine-players, I also removed some snow for them. There is no rule against this, I sometimes wish for map-mechanics to be added and usable like this.
Checkpoints
The map involves pathfinding by design. There are some intentional cuts you can take and I am fine with it. You don't skip major parts of the map, but can skip annoying parts if you have enough skill. Just reach the top.
NPCs
The are just pixelarts with
and
texts. Some have secrets, they are all cool!
Bouncing
Oh yeah, I am also the guy who implemented bouncyness, just set
or
. This is used for the bed for example
Credits
- Thanks to
for supporting the last event with 50€!
- Thanks to
for hosting this map for half a year
- Thanks to
for makting this wonderful map possible
- Thanks to DarkChip for maptesting and moral support ❤️!
(The worst part was setting this wall of text up for discord, like holy shit)


$approved
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Add this map

This map can be released on the 24.12.2024 earliest!.
Teini moment
See it as a christmas gift 🙂
Also understandable

Also I would give the map at least Moderate. it has a high difficulty curve
crazy
just reading all this I know that this map has a good chance of being accepted
It better be
ig it would be solo. I haven't played it much yet, like half of it with rescue (and now it's kinda late so I'll stop). But this jump feels a lil bit too hard & punishing compared to the rest? (first image) And for the second one, wouldn't it be possible/better to add some speeder up or something so you don't have to do 6 djs for the part. A similar thing was said on the bouncy new map and it was 3 djs to 2. 6 is a bit... to much imo.
Map looks fun
Yes this jump is notorious, and this is the first part introducing it. you missed the other 6 instances of this.
I agree with the bed-bouncing, but a speedtile there would be a bit cheap. There is another bouncing part which is doable in 1 bounce
you missed the other 7 instances of this. What do you mean? About the "insta jump"? I know there was another a bit later but it's not really punishing. If there was one before that that was also punishing I indeed missed it. That one just seemed really hard compared to the rest of the first half.
What do you mean? About the "insta jump"?
I mean the part on the left with bouncing, this might be off topic (regarding your question/demand)
Verification of your skills if you want to go further

he has some point tho. I wouldn't worry to much about the jumping, it makes you notice the cat 🐱
(that has 1 decently hard jump, the previous one) this is learnable, meaning the jump before. I nail it every time, but maybe because I already spend hundrets of hours on this map
This is the only part where you can fail, in the older version this was even worse! At other 1 tile places where you could be stuck I placed a speedtile to unstuck. You can not do that there unfortunately. Btw this is an intended cut which requires skill. I am okay there with the fail, because it's 20 seconds into the map
y someone showed me. But as I said I had no problem with it anyways
Testers can imo vote, if I should add a block to the right here
Should I put an extra block here? 👍 yes 👎 No
because yes, it may be too punishing for the difficulty of this chapter
Imo would be great
from hardest jump to free jump doesnt make 2 much sense cause the map is based on backfall. may alternative idea? a bit easier jump or save to canon part (not fall back 2much)
You could also move the top part 1 block to the left so that you at least don't touch the ceiling
you can always fall back to the cannon part by holding right
Anyways I am also curious about testers opinion
maybe moving the block 1 lower would be better
but then it's not part anymore of the broken of bridge ceiling
tassing this map was fun, f3 release
wow this map is sick
design is so amazing, its the only time pixel graphics were done well
Hmm, someone is pinging me like I'm a tester, but I'm not and never have been. play about half. first i wanna talk about dj, its weird cus it have impulse where gameplay like it's not allowed to jump in the air. And this mechanic is annoying cus it takes so long cus dj is so small. and u annoyed not cus its hard, but cus its so boring especially second screen.
second i wanna talk about unexpected things like this its bad cus player dont expect u can stuck here, my solution is add places like this on all the way from start, they will learn the dangers of places like this much earlier. And when they get there, they will already be concentrating on not getting stuck.
if i remember correcly in original game u cant control in air, but here u can. so ok for me enough testing for today)
mechanics should be explained better if you want a more fun map, but if you wanna troll people keep it as is
Congrats, you found all of my red-herings. As I said above, pathfinding is part of the map and you'll need some brainpower to solve these! Except for the jump at cp5, there are multiple routes possible and this platform is for landing falling players
There is Something in the map for the non-obvious meachanic 😉 you don't need it for finishing thoo
not what i mean
Yes thats true, Leap of Faith, KingsLeap 🤔
But you are out of options at the top of this hole. There is no other way to solve this, you can't go back, you have some weird platforms and why is there a one tile gap at the left side?
didn't you have fun figuring this out? 😮
okay I'll take a look again at the Background, the top right looks as intended? Because you are not in a chapter anymore
not really due to the amount of retries trying every possibility
landing in the gel didnt look possible
true, but you shouldn't fall far there. This is the introduction part and right below is a platform. You maybe lose up to 10 seconds failing this
- the edges of the faster wind are hard to see so its unexpected when you suddenly lose the effect
you mean the snow or the tiles?
snow
What would you let him tell you? What should his voiceline be? Because I changed it multiple times but I also don't want to spoil the solution directly to the player
you could have him say nothing or you could have it fade out as hes yelling at you like "whatever you do, dont-..." or have some of the bounce gel around him or the cannon as a visual hint
there is a setup for this, you can do this instantly.
then its not clear
true, requires skill and planning
Update:
you are in the air right for 1 frame holding left
TAS uses this to skip the last part :3
Update:
- worked on the church jump again, it's now a bit harder again, this was too free for me
- removed speedtiles on edges on top in order to prevent this speedtile bug
- fixed an issue with the CPs, cp 6 was used twice, cp 4 moved down a bit because you could reach it from the bottom too early
You know that part is easier now?
why is this easier now?
(╯°□°)╯︵ ┻━┻
thanks
and this
they are so invisible
?
In that wheel are blocks?
yes, see second screenshot
So its just like you told me ypu want to do
a bit different, here the slide dj jump is not possible
and now you can bonk your head on the wheel jump
Like its not my decision if it stays or not but personaly its better than that free jump that was before
i speedbug at the end with the speeder gg
already fixed
or what do you mean
dying from jumping because of speeder
you mean you fell down and ragequit?
no, the speedup bug kicks you into the upper death border i assume xd
I already fixed this
ah ok
removed speedtiles on edges on top in order to prevent this speedtile bug
sorry
@vena6080didn't think this is human viable, also what a horrendous bug
shid
what is an mkv file 🤔
video
already fixed.
👍
Update:
- fixed wrong CPs thank
- reworked church jump to be more punishing again, but not pixel perfect
- added wheel artwork, because I can
- added more hidden lore
- one Cp4 too much, will remove Unfortunately I need to go now, will improve at evening or tomorrow 🙂
would you accept a release on fun?
i tested the whole map and dont think its really a fit for solo, since its really repetitive overall, not just the mechanic overall but also a lot of parts are just copy paste too make the map longer overall and more punishing (which is never a good way of mapping) a release on fun would be a way better solution since its a very experimental map
i also add +1 for fun category, we talk in testing chat and many tester agreed, having different physics doesn't fit well ddnet and solo category, but remind me of "i wanna beat the map" (also a different phys, and is on fun)
No, because you don't get points on fun
Why do points matter that much
Ask that question to the players. I wanna be the boshi (or something similar) is in my opinion a great map but no one has really played it. And well, there isn't really any point to it.
Would you prefer a decline over a release on fun?
Wdym any point to
You are basically saying points are the only motivation too play this game lol
For 99% of the maps it is
Nah this is wrong in so many ways
Release the next solo on fun and compare the amount of finishes/playtime to bouncy. Would be a great experiment
Than explain me why ppl play maps over and over
say that to linear/multeasy players
and those are like 20-40%
Bouncy is solo 1 and this would be probably 3-4
those are block maps. So they follow block maps logic. Anyways this is so offtopic
meta testing channel when
Also i wanna be a pro is pretty hard and unique
player wont play the map because there is points, for example the donjon by pulsar ravie (or only 1 of them i forgot) is not much played, and have a particular physics and kinda hard, but here it's worst because you hvae to restart everything when you fall
yeah please talk only about the map here, there will be a channel for other discussions soon but right now we need to do important communication on the current map
These super experimental maps are just not that popular
That's why giving points to it is even more important
will delete any comments that are about another debate than the map
Its about the map
i don't think this map is suitable for solo category because of huge punishments at least, there was a rule for that but now i don't see it
it's a more general discussion that does not really affect testing. you can discuss in
#mappingor
#off-topicf
Points should never be a reason to play a map
Anyways Assa's perspective of not wanting to add it on fun does make sense. You generally don't want to add a map for it not to be played. Even less when it's already hosted elsewhere
If you want to continue this convo feel free to dm
But ddnet standarts are higher and this map isnt meeting them
this type of map will not be played a lot anyway
we are inevidably deciding if we release this or not depending on the gameplay itself and if we release it on solo, fun, or if Assa wouldn't want it to be released on fun which might result in a decline.
We wouldn't want this work to go to waste, it's a different kind of gameplay style than any other map, because it's mapped that way. Now some testers disagree with having this on one of our main categories, "forcing" people to play this if they want the points.
giving points shouldn't decide whether or not it should be released, but that's up to the mapper to decide, but i would like to discuss this with Assa themself, not with others.
if you'd like to make this a general discussion,
#mappingis a great place - as mentioned by Welf ^^
if standards means quality I disagree a bit. Like sure the route is not the best and things feel a bit messy/strange. But art wise it's way better than average. idk, maybe with some work gameplay fit those standards? I personally like this idea for a solo.
why creating branch is off here? it will be perfect cus it's keep interest and dint spam on main channel.smth like this
This is a bullshit comment, how is it not up to standard?
please be respectful
it's a different kind of gameplay style than any other map i dont personally see the appeal in culling any map with nonstandard gameplay. the result will be that every map feels the same a creative map will push boundaries a bit, why not encourage it
fun is for tictactoe and drawguess, not a map made for finish xd
i think you missunderstood my sentence completly ^^ - i like the map and voted for it to be released on solo - for your interest.
ok, well it is a response to others who point out that it is unteeish, and unteeish = bad
Imo its a cool map with a unique addicting concept, a nice design which is also pretty unique. Would be sad if it gets no release. Also i dont get the repetitive argument, while saying people play a map over and over again(also repetitive). Its the concept of the map/game, you get nervous while getting higher and higher. You get mad if you fall down the whole way but you keep trying cause its addicting, finnishing that kind of map is a good feeling^^
Like i already said, a lot of the gameplay is repetitive, i will go more into this with screenshots later this evening
I also wanna mention that just because something is unique it doesnt mean its good
We asked Assa, because the current compromise is to put it on fun, but it seems like Assa would not accept that. Still waiting for an answer
@essigautomatIf you see 0 chances for a normal solo release its a fair compromise
should have put a lot of maps into fun then just because of funky mechanics
Fits fun category like iwbtg series 😄
You could argue iwbtg doesn't fit fun category.
i'd say this map is a bit more "teeish" than iwbtg
this map needs to show the player where to go sometimes, a few jumps so far are really way-off the camera, an arrow or some indicator would be nice
also a bit of map design since you're introducing a 'new' way of movement: it would be better to introduce players to the face they can dj midair and change direction before you introduce a really faily part like here
before this, the player only dj while standing still for bounce pads (so it would make more sense to introduce a part where they need to dj + move before you introduce this where they might fall hella long)
i feel like players should only fall a long distance when it's 100% their fault, not when they're put into a situation that they have not exactly seen before
maybe put a stop sign at the top because otherwise a player might just go down to discover it, yk?
‼️ disclaimer this is just my personal opinion on ways i think your map can be improved and doesn't reflect the official ddnet tester verdict on whether your map will get released on solo or not ‼️
these are just a few examples of repetitive gameplay
played trough the map
the jumps are either way too easy or too hard
and usually the hard jumps are more annoying making the map quite chokepoint heavy
also you can make 80% of the jumps just by jumping to edge and pressing a/d + space at the same time
I took a look at the fun category and I see
- Tic Tac Toe
- An adder
- two goldilocks machines
- A fucking DVD logo (okay, this one is amazing and I had to laugh 😄 ) And you think my map belongs there?
My map follows the official ddnet solo rules and I even adjusted it in order to fit them:
- Start line is now unskippable (this was adjusted)
- Added CPs
- Doesn't contain one of the listed bugs. Adjusted, contained speedtile bug
- Doesn't use fake entities
- Markings ✅
- Map name doesn't clash
- sv_solo_server 1 as map setting
- Spawn and totele at the ground
- No noob filter
My map is a racing map, it has a start, a finish and parts. I am aware, that it's not "traditional" teeworlds, but just custom physics/movement is not against the rules. I know i am really pedantic about this, but if my map doesn't belong into solo, please specify which rules it broke or add another rule to the list.
Next thing, points: Why do I want this map on solo in the first place? Because people don't play maps when they don't get points. And fun maps don't give you points, so there is no incentive for at least a subset of the playerbase. My goal is to share my map to an audience as big as possible. I agree, that points should not care, but apparently and empirically, they do care. Even I played all the Novice maps just to hunt some points. I wouldn't have any issues, if you put this map into the fun category but give it points.
What category would I put the map in? I would create a new category and call it
, because I don't simply hook a dummy over a map repetitively, but want to tell a story to the player. I knew from the beginning, that this map would cause a discussion.
I took this one as an insult, because a lot of ddnet maps are not up to MY standards. The maps often don't have details, just gameplay parts with a tileset automapped over it. (I know this sentence is too broad, but at least some maps are IMO)
Dont hate the DVD screensaver i have 8k finnishes on it
it's not about the rules them self but the style. my point of view is : the map have a broken physics so it's ok in fun (still interesting, great idea etc) but in solo it's not a great style (precise jump, restarting again and again, + gl for fixing the physics)
you should know that with this style of map, you will not have a lot of player on it even with points, but with points it will be pain to force player that want points to do that (don't take that as an insult you said yourself that it's a rage-type map).
They wont create a new category and people actually play maps cause of the difficulty/ gameplay and not cause of points. Volleyball is on the fun category and has a lot of playtime(4years). I wouldn't care so much on the category, fun server isnt a suppression of your work its just fits a bit better ig.
The design and story is crazy on this map, i think no one has any doubts about that, as for gameplay i really don't know. Bumm listed parts that are repetitive, those and bounce ones take like half of the playtime, falling down just demotivates to play because you will have to align to like 10 edges again which is (highly subjective) not very fun. While i enjoyed some parts, most just felt like fillers between the story or a place to make you fall and to do repetitive align-hold D/A + space process again.
but with points it will be pain to force player that want points to do that Why do insane maps have points them? If I want them, I am forced to play them. Also some other solo maps are incredibly hard, so this argument doesn't hold well. parts that are repetitive I admit, that some parts are a bit repetitive, this is a side effect of the limited movement set of the map. You don't have any hookables, just A, D and jump. falling down just demotivates to play You know, that the genre "rage-game" exists? And apparently people are playing this games, too, because it is so hard, you can be really proud of yourself if you finish this map!
number 1 is a sideeffect of the physics, yes. This is unfixable, even impossible to fix I never experienced number 2, did you really not press d? This is nothing that my physics should do, and if they do, then there is a bug in the game (and not in my settings)
Number 2 keeps happening to me all the time and failed me over more than just a few times.
Send a demo so I can look at inputs
You split the thing, having repetitive parts with fails that make you go through them many times isn't too cool
if number 1 can't be fix, having a random aspect is not great, for number 2 i didn't press, and i think the same things happens on the bed jump it bounce you in the opposite direction (can try by yourself jump press and stop press ) for insane map it's not the same, it's difficulty, here it have some novice jump and then mega precise insane jump (that can be fix so it's not the biggest problem, it that it's combine with falling 10 km down, but i prefer talking about global aspect for now before talking about gameplay.
number 1 isn't random, you can moonwalk with skill
and a random player can try to stay on a platform and moonwalf and fall
think about it, your ground_accelleration is negative and your air acceleration is positive, what do you have to press on the ground while landing in order to walk?
Ew decline map
Ew, my Soap is Sandwich.
true
Plus, isn't ddnet a rage-game kinda in the first place?
I could rant, that at other maps you fail and are lying freezed on the ground and forced to restart, but whatever
Sleep on it beeing released on fun server 😄 Sounds fair to me
be respectful please
Some map issues are still open, like from
@louis.place. I will take a look tomorrow, but thank's for the feedback!
Fine I'll be respectful XD
The use of bounce tunes was rather annoying in this map.
Gaining height slowly with a tiny jump felt more punishing than enjoyable.
The use of bounce tiles at the cannon was more interesting and I'd prefer to see more like that.
Some of the hard jumps imo are too rough but maybe I am just bad XD
You should also add a roof at the top of the map just incase anyone accidentally gets a speed bug that you missed.
I think in it's current difficulty most players will rage quit the map but that isn't really a reason for declining, I think more people would enjoy and want to continue playing your map if it was a bit less punishing.
Whatever happens its a neat little map XD
hes right its cuz ground friction -0.5 pulls u in opposite direction if u buffer jump
friction 0 wil stopp momentum and 0.5 (default) will continue it
idk which is intended but i tink 0 is closlest to jump king
btw are these slides intended
i assume not (cuz its ddnet bug and so unfixable) but its less liekly to happen on accident with lower ground accel
air accel is 1.5 so ground accel wshould be < -1.5
i didnt see a difference going lower than -2
there are three solutions to this jump and this is one of them
also this is not a bug? (in the video)
I'll take a look at the settings again, thank you for the feedback 👍
I think ground accell is lower than air accel, meaning, you have like 3 ticks until you go to to a full stop on the ground. So you can slide off of edges. This is intended. Originally this parts were intended to be solved by moonwalking (which is btw explained in the map but nobody discovered this so far #adventure map)
At this part you can also jump into the gap and get forcefully pushed by the speedtile still having your jump, which is the easiest solution for the first of them
I am at work so I'll take a look again in the evening
nobody discovered this so far fall into the water on the fishing part and jump left
no xd
can be done everywhere
no, we are not talking about the trick, but the artwork describing it
ah lol
mb
Thank you for the respectful & useful feedback, I missed to fix this ones, I think if every instance is fixed there wouldn't be a roof needed! Now a point on my bug tracker
ah ok wwasn't sure bc slide isn't forced anywhere
i tink sllide trivializes some parts though
like soapy said here its easier than doing jumps https://discord.com/channels/252358080522747904/1310020925722198067/1310374407549616198, here its easier than finding the setup https://discord.com/channels/252358080522747904/1310020925722198067/1310166587256471575, and here its just way lamer than intended whch imo was really really cool https://discord.com/channels/252358080522747904/1310020925722198067/1310408910271676426
also accel -2.5 or so would prevent softlock completely from the right side like here https://discord.com/channels/252358080522747904/1310020925722198067/1310032567675916288, ik louis also got stuck here in his first run but its pretty early in the map ¯_(ツ)_/¯
up to u though, then again there is a full leaderboard of finishers on ddrock with old version XD
idk if ddracers are goated with the sauce like that
but some parts have a issue which i dont wanna see on ddnet with this physics. for example this
Gaining height slowly with a tiny jump felt more punishing than enjoyable. i say the same here first i wanna talk about dj, its weird cus it have impulse where gameplay like it's not allowed to jump in the air. And this mechanic is annoying cus it takes so long cus dj is so small. and u annoyed not cus its hard, but cus its so boring especially second screen. Also i dont like wind. too much spam not fun to play it will beter if u remove it at all imho im not against the wind im against speedups, if u find other way to do it it will be good.
I really liked snow but there are very few snow parts. It's not enough for me i manna more like x2 maybe x3
Repetative gameplay is fine if its enjoy, for example hh maps. but in ur case some is just bad. i give some examples
Bugs i dont see issue here (i dont talk about bugs like this they destroy gameplay) if u can control bug then is feature. ||im not sure and maybe i didnt test enough where this bug is really annoying ||
Hard jumps i think u need mark hard jumps on map and there should be very few of them, I think there should be no more than 10 in the whole map.
summarise the current state of the map, it should be declined. You need to rework 40% of the map and that's a lot. If you are not ready to work on the map you can release it in the fan category. Remember that decline doesn't mean the map won't be released, it means that there are a lot of changes that need to be made. And there are already a lot of maps that have been declined, then done a lot of work on it and then released. if u have question feel free to ask) im redy to help u release this map.
I dont see no fan category tho
Oh i mean fun*
dw triki is not a tester he can't decline
wait for testers
You can jump directly to the right, you can directly do a skip from there, I never actually do the jump in the video xD
As I said before, I am fine with that softlock. It's very early in the map and the only one I know
"full leaderboard" 16 people, including me and a tester
??? xD
is actually -0.5, I will check if there are side effects and why I did this 😦
Also i dont like wind. too much spam not fun to play it will beter if u remove it at all imho im not against the wind im against speedups, if u find other way to do it it will be good. Sorry, but I disagree with the first part, first there is a ice, and you think omg, it's slippy D: Then there is wind, and you think omg, wind is gonna push me off And then there is strong wind, and sometimes even not because you jump out of it
At the end the map gets really hard and this is intended
There is unfortunately no other way then doing this with speedtiles. There are no physics other then gravity which can push players and I don't think that laser-pull-things are right here
The end jump is the hardest jump of the map, 3 times in a row, you call it repetitive, I call it pressure, because you can very easily fail there! I fully disagree with that stance.
You just need to give ppl money like on ddr and youll have like 5000 russians playing it on release
your second picture doesn't involve any repetitive jumps, just similar ones. You can skip the bottom ladder part
@comebackplaywe should've released 2longer
Sometimes parts are traveling or part of the story/mapdesign. There is some repetivieness in the map, can't deny that
Hard jumps i think u need mark hard jumps on map and there should be very few of them, I think there should be no more than 10 in the whole map What is a hard jump for you? The first message here says btw, that pathfinding is part of the map. That's why the CP placement is like this and that's why there are some blind jumps. You need to spec and find out how to get up, that's a bit like puzzle-ling
What is a hard jump for you? jumps where u need press space on last 9 pixels of block and u hard punish player for miss
if celeste got away with wind then this map can too
I checked your demo, yes you aren't pressing D, you are pressing A when landing. Since your ground acceleration is negative, it means, you move in the opposite direction. If you change the physics of the map and make ground_control_speed 1, you see you have INVERTED movement, so this is behaving as intended. Ofc. you'll say it's unexpected, but this is part of the map and movementset you need to learn
There are now 6 instances, 3 in the ship, 3 at the end, the 3 in the ship you can repeat as much as you want (and learn it), the 3 at the end are designed to be punishing (and heartbreaking 💔 )
The 7ths is patched out ( I have Dev role, I say patch)
well I release A in air and am pressing nothing after landing. the only force applied there is friction
try setting friction to 0, and keep ground accel negative
I am currently checking this, is anything else affected by friction? checking code
no
Friction only applies when m_Direction is 0 (no input), i guess you are right
Now I understand what you and
@vena6080had for a problem here, I'll fix this
oh wtf ur right I never knew that XD
low detail should imo actually make the map have less detail
fps drops from 430 to 200 switching from entities to design
and i cant imagine how my older laptops will run
confirmed a physics bug, sliding and moonwalking still possible, now your autojump get's corrected to 0 x velocity (directly up)
read DETAILS
yeah
cool idea but it shouldnt work like that
yes, this is not an easy jump, what do you mean?
it's even harder to use sliding to your advantage because there is just one tile to stand on, I see the sliding as only an obstacle tothe player
why would you slide there
you wouldn't even do this on accident without a really bad miss-input
you can't help it, if you press early you will move too far, if you press close to the ground there is not enough time to release
you don't need sliding for finishing the map, you need sliding for finishing the map fast, I slide at the top of the church btw
im a little hurt by these words I didn't know I skissued so hard

yes exactly I'm saying that most of time I slide it's an accident
sorry 🙈 I believe in you, you can do it! The greater the obstacle, the more glory in overcoming it!
it feels less in my control than if you had, say, ground_control_accel -2.5
you might go so far as to call it 'buggy' because the player will get an unexpected outcome more often than not
and about this
you don't need it to finish the map I think it's generally tricky when mapping to juggle multiple paths
returning to this example for a moment https://discord.com/channels/252358080522747904/1310020925722198067/1310408910271676426, when I saw someone use the speedups it blew my mind a little and if I were mapping this I wouldn't want players to do it any other way
I feel that with a few other places I listed here. there is actually some cool or well-thought out parts, but players will take the path of least resistance 😔
Update:
- fixed physics bug, thank to
and
@yaccre, without your demos and videos I would have never ever found this!
- fixed a CP4 tile at the false place, thanks
❤️
- fixed a row of speedtiles missed which still cause speedtile bug, respectful thanks to
either a skip is too free or the intended, no-slide way is easily overlooked. just something to consider
This booster strategy you find so cool .... was unintended 😅 I saw others doing it and then decided it was cool, but this was not the way I had in mind to solve this
the boosters in the corner there only exist for players not to be stuck there
it's fine, you can let it be intended now. that was louis's first approach, so at least he thought it was
its what I meant by saying slide trivializes some parts. for the sake of discussion, try comparing it to moonwalking. I think the starting skip builds intrigue and the player wonders how it's done, and there are subtle hints in design which nod to the hidden mechanic. It's very hard to do on accident so no problems there. it reminds me of the way secrets are hidden in the game TUNIC. perfectly captures the feeling of adventure, pure genius
i didn't hold anything upon landing
you held D on landing, don't lie
otherwise you can't slide
and this is a known feature
I see several reasons to make slide less likely to happen on accident (
) and few to keep it as is (
)
I think you know best so I won't speak anymore on the topic of slide, gl with releasd ♡ゝ◡╹❤
this would make moonwalking harder, you only have 3 frames for it rn, then this trick would be 1 frame
what is that feature for may i ask
and you can't patch it out
moonwalking, there is a guide hidden on the map 😉, because your steering is inverted on the ground
hm, I hadn't considered this. you can try to make the skip more rewarding for speedrunners to compensate
this would make sliding a bigger issue
welcome to the world of balancing, I think I already found the sweetspot there
i used /r at the very end
i might be dumb tho
?! you didn't jump but the prediction thought you were
bind moment
that's why you are snapped back
what do you mean with the sword? All slopes in the map are not tiles, (I wish so much that ddnet has slopes)
agreeing on this one. I'll add a pixelart
: Image 1: really IZ part: TUTORIAL boring: you missed a trick, I showed you blue: what?
whats the point of putting bouncy on the wall when it barely changes anything
Image 2: really easy: yes, actually, you can skip a lot there, I don't think the left is too easy, but okay black: yes, pathfinding, requires intelligence, you can linup and hold right there btw, but you'll fall down the first tries red: yes I am a mean bastard, also tuning tile 10-13 are the mean messages and you fall right into them, it's not as bad as you thought, since you don't need 10 seconds of random bouncing
if they barely change anything, they can stay there right? Also you need to know what "bluish slime" does for the later actual bounce part. This informs the player what this does.
Image 3: you miss like 3 cuts there, yes the first part is repetitive, true, I don't find this jumps too easy tho, but I think for you they are too easy
Image 4:
- yes some part of the church are very easy, for the left organ you need some skill or understand the setup, also this part is essential for the story I want to tell.
- you can slide on the top of the chruch
- red: you have the anchor and can always save your jump
- orange: you miss a cut?
- yes ignore the ramps in the ship
I have an idea what I do about this
I will always be able to be stuck there, but I make it less probable
For whoever complains about too many chat messages, you can turn this off in the client settings
Update:
- I changed the moonwalk skip at the start, Too many people were stuck there and you were able to get struck from the other side now, now its much much better
This is also more in line with the original
I've really not felt informed while doing this. I didn't even realise there was bounce tiles there. It feels rather useless
And, as I said earlier, I think it would be REALLY great if you added 1 or 2 tiles of gravity tune to make the bounces not boring. +5 djs for an auto part is everything but enjoyable
I already said you before, this is not how bouncing works, and you just gain speed there, because you jump from low to high gravity
I tested it locally. It does work :/
also putting any changed gravity there would feel very out of place
And feels smooth
actual troll, sorry 😦
:///
I'll send a demo...
I believe you, but I think this wouldn't be good there
Dw, I'll try sending a video if I can (I suck at making demos). You'll be free to judge afterwards if it's worth or not ^^'
actually more interesting then I thought
but I have an idea what we can do with the bed
Great then. I'm curious
Map channel has been moved to waiting mapper.
i too motioned here this is a cool part) but this part more like relax one and idk if possible create a harder but still cool.
I agree on the first picture, more parts like this would be cool. But don't agree on forcing the fast way. I mean players can decide themselfes which way they go. Finding out new ways is part of the game
I wouldn't mind closing up the easy long way, The long and boring way is for beginners who wouldn't be able to find this in the first place
what do you think of instead of removing the 1 tile gap on top, blocking the slide, so people can gather height there?
Now sure i understand what you mean, but what i said is just an idea adapt as you want
Things on my TODO list right now:
- add stop signs/warning pixel arts for the ice part where you don't want to fall
- add think/brain or question mark pixel art signs for the blind jumps, I refuse to make an arrow, enter ominman think-meme here
- close off noob route on the left, I know the perfect height for this, I'll also place a sign there
- add something to bed, might still end up with 2 or 3 jumps but I guess that's better. The "old"/easy/noob way of solving this will still be there After this I'll revert back to ready
maybe I'll add something in the background in order to make it easier to lineup the blind jump
1 but if u press it correct like on video
Update:
- added warn signs suggested by
- force the smarter way at the mine, suggested by
- add a lantern that allows a 2 way setup for the bed, suggested by everyone who was annoyed by some repetition
- add some question mark signs for the player in order to indicate brain usage
Update:
- fixed a small visual bug occuring due to a tileset not beeing empty anymore at one tile
This is ready btw, without new feedback I won't change anything anymore
I'd love to take a look but I just don't have time at the moment..
skill issue?
hidden trap issue.
That's rough buddy
me?
it is annoying how you change from fast wind to slow wind in a single jumps especially near the top
oh you're wrong, you switch from fast wind to no wind, making this jumps challanging and exciting. Remember this map is not supposed to be a free-bee, the top parts are supposed to be hard. If I just make this strong wind others will complain it's too easy and uncreative. It's not too hard tho, you can learn to deal with this and this doesn't feel random. It's supposed to be annoying and a challange to the player, but the greater the pleasure is after making it to the tower
the issue is here that the game tiles are indicated by quads (moving snow particles). it feels a bit random, especially without entities. mapping rules: "Every entity that the player should know about should likewise be clearly marked with a visible tile."
yeah, it's not technically random but it's extremely hard to tell when you get halted bceause the design isn't clear cut
which makes it so you basically never know unless you've tried the part mutliple times
if you ahve better ideas to indicate wind, go ahead!
I've already told you what the best way is for me. idk maybe u skip it i repeat it again. wind on tw i super spammable better remove it at all. and replace it with snow-slide effect. some stuff is impossible to do in tw u need understand it or wait new feature. idk why u trying keep this wind. u dont have enough ideas? or u just dont wanna rework?
im again rough ? feelbadman
"It's supposed to be annoying and a challange to the player"
This map is inspired by JumpKing, apparently you never saw this game and it's wind stage
also these platforms already have the snow-ice effect on them
There is no other option to push a player to a left or right direction except speedtiles
but I have an idea to indicate the strong windy places by some tiles in the background
you could add a subtle fog effect when in snow
like a transparent quad that also covers the player
hmm, if you mean one that follows the player, this would be impossible here, because I can only clip a rectangular region But you mean a static one, I am thinking about how it may look and how to make it look good
i mean a really tall quad with a massive para so that it appears the moment you touch snow
kinda like I did in my Halloween map
so it blinks into existence when entering, this only works properly if it's a square region, too
hmm maybe if I do it with parax = 100 and paray = gigantic and use pillars of quads, I'll look into it
this would cause this effect to flicker in and out of existance if you're unlucky
No this doesn't work here at all, because it's not a square region, also it looks weird
ye in game this is so perfect but tw dont have this features.
tw also doesn't let you hold space to jump higher but the map still exists
its inspired, not a direct copy
ye i too notice that)
next best thing are unfortunately speed tiles
and you can't say, that it's not working. You can say, that it can be indicated better, which is hard to do
Christmas event is over, is this going to be uploaded to ddnet server or no?
Relax, people need a break. It's the holiday season!
i dont think others will complain its too easy and uncreative, in fact i'm sure many would say the top section is probably the hardest of the map
also, you can't tell the testers and players that something 'doesn't feel random' or that something can be 'learnt to deal with', rather you should take our opinions and try to see our point of view instead of trying to justify why your map doesn't need changes.
i would rather the fast wind be extended more upward so you're not half fast wind half no wind on the final jumps -- the last 3 jumps of the entire map are punishing and hard enoguh tbh
the jump king wind is different, from the video, you know exactly when the wind will change as the animation swaps. in this map, the particles don't really give a clear boundary and so it can be really difficult to tell unless you're in entities (which is still difficult since you're bombarded with a bunch of speeders and numbers)
This sounds a bit like I am not open to changes, but I am, otherwise I wouldn't have updated the map in the first place. It's more, that I am missing good suggestions here. Yes, I can add more fast wind tiles on top, but then I'd need to add more animations or make a better indication. I understand your point, the particles don't give a clear boundry, but I am a bit clueless how to make the boundry clearer. Would you find it okay, if I am adding slow wind instead? Or should I add fastwind and adjust the animation? Lastly there will always be a part where you switch from fastwind to lower winds at this place in the map, no matter how many speed tiles I add above
Maybe should I make a gradient in speed change ?
I think a gradient meaning gradually switching from high speed to low/no speed would be a good solution here, anybody agree/disagree?
a gradual increase in difficulty sounds good - so you can atleast partly get used to it
also nothing is properly marked in this part imo
which makes it really unpredictable
maybe try making the wheel bigger or something
I wanted to say that too, but I didn't have time.
wtf you can do that on both sides oO
Tasklist for me:
- Redo church jump (yet again, I am also not so happy with it
- evaulate yet another row of speedtile bug, like seriously wtf fix the game Thank you
for your feedback
Map channel has been moved to waiting mapper.
Note from me: I didn't forget this, I am just very busy atm
its fine, nobody hurry up you
ok, the channel might get archived automatically
just resubmit in that case
I liked the wind, this map isnt ultra precise where you need to see the exact moment fast wind ends and particles do a good enough job while looking interesting

I have heard, that placing speedtiles without max speed doesn't cause this bug, can anybody confirm this?
@Teero
I was able to confirm it myself, the code for speedtiles with max speed is such a mess ...
- fixed speedtile bug for both sites, speedtiles are now much cleaner
I still need to redo the church jump a billionth time, so this is still waiting for mapper
it is noticable, but just slightly and it's still better than the alternative
Spamming speed-up tiles usually results in a drop of FPS
We need
@vena6080and his shit PC to experience it
I could also implement wind into ddnet, but the other devs said "why? no"
This is the crux of mapping against the limit of an engine
yes
max speed is the broken thing
It actually does, tried on crappy laptop
adding a lot of quads also does it, that's where clipping helps
That's very debatable
600 fps staring at nothing 200 fps everywhere else 120fps on wind part
the 120fps on an old laptop is better than 500fps on a new laptop

120fps is playable
industry threshold is 60

Can ppl even tell the difference? xD Isnt it only bad when the fps isnt consistent
on my new laptop because of screen tearing and input lag 500fps feels like 30 on other systems
I think this tells more about your new laptop than about 120 fps being low

yup, never buying from [BRAND] again
I eat [BRAND] for breakfast, because it keeps the doctor away
When release
2025, probably
I need to rework the church jump a last time, I am currently not happy with it. And the next thing is a potential speedtile fix, which would be nice, but maybe not necessary, for this map
- reworked the church jump yet again
yes you jump into the wheel, you just jump behind it
IMO this map is now ready, but I'd love to wait for some feedback for the new speedtiles
new speedtile is merged, however bot might not be ready yet and while the change is merged, the new speedtiles are not out yet, they come with the next client version
u dont want to add them here?
ofc I do?
you can set the state of this to "waiting for devs"
ok i was just unsure it wasnt clear
i'll set to waiting
if it doesnt get added in a few weeks then someone should remind a tester to reset -> waiting again
Reminder, that I am wainting for ddnet 19.1 in order to switch to the new speedtiles
🆕
cool map f3 I LOVE IT
update: DDNet 19.1 comes out next week, see https://discord.com/channels/252358080522747904/420565311863914496/1352959719748276225 I am preparing the map in the next week


19.1 released
- swapped all speedtiles to the new ones
- checked cannon again
- checked wind part again
update the bot please
bad bot
:(
retry as asked by mod
good bot
:3
- fix old speedtile on anchor, in mermaid bra and in magic tower
cat sounds are 30s long, even though they last 1s
if you know how to do it better, tell me
ah so it is like that so it doesnt play too often?
bcs the bell sound is 2s and it rings very often
almost too often for a big bell
yes, but the meow is supposed to be rare
you could use the sound/volume envelope. turn the volume off/on for 29/1 secs
though I'm not sure, are sounds synced with server or client time?
I tried this, this desyncs over time
what tool did you use to measure the length of the audio file? I could imagine its hard to get precise info
audacity, I got it exactly to 30.000 ms, also the files should still be exactly this long
also this doesn't really increase filesize, since it adds just emptiness
punish so hard when the hard and precise map turns out to be hard and precise
your entire argument is "i have a skill issue pls fix"
please put your energy into actually testing the map and not testing others tests

map requires brain, precision and overall, endurance, can we not patch out the hard parts please?
Only if I can beat them.

i only focus on jumps which dont fit well, u know for example this Jump is not hard, but it doesn't fit well into the map. Its not skill issue its more about lvldesign. When u first try this jump this is so random. And i see only one way its use practice but for if u force players to practice ur map this way its bad.
so on map u need balance and this what i try to do better.
i have a skill issue pls fix p.s I can also do 1 tile hole kill 10x in a row and say something about skill issue.
btw, this is not the intended strat there, but I am reapeating myself at this point
ye? first time hear that, mb then and all fine. i just overthinking this part.
Is this map really suited for ddnet?
It looks more like ddrock
Its well made, has a unique mechanic and imo is fun to play, so why wouldnt it be?
are you saying ddrock is non well made unfun to play maps?

today would be the perfect day for a release for this 😛
also this guy is on ddrock and just doesn't want the map to be released here.
Im explaining why this map is suited for ddnet, nothing more

i agree that this map is releaseable here on ddnet tho
before release this map u need solve problem with wind. imho.
I don't see a problem with it. imho.
this is meant to be hard unfair and punishing
Just like the original game 👍
perfect day ? it's a troll map ? may be a decline then
which guy?
If you played for a bit longer you wouldve seen that the second "bug" is actually an intended mechanic required to do some jumps
The first one looks to me like you just slipped off the edge again and dj-ed after
i dont really get what you mean can you provide some videos, how can this be an intended way of jumping when you cant jump at all when this happens
Cant do a video rn cuz its late, but the idea is that by slipping off the edge you can gain decent distance + have a low hight dj
I think there are drop downs that use it
(Probably above the 50% point)
Might actually be this https://discord.com/channels/252358080522747904/1310020925722198067/1355909818476527656
for the second clip, that you can slide of an edge is inteded, that you didn't get a jump back, is the normal edge bug which I can do nothing about
was about to say that about the 2nd clip, thats just ddnet things
I wouldn't have anything against a fun release, if you give the map a single mappoint for finishing. I already ranted about the categories, this is not a short gimmick map like all other fun maps. We also release brutal maps, why are they allowed to be hard and punishing but not this?
I don't think we need to reopen the entire discussion about the ranking topic on this map really. But rest assured it's still up to us testers to give it a final ready ^^
Will you include the new speeders btw? They seem great for fixing the undefined behaviour we had at the top section of the map.
Oh I'm blind
I already did that 😄
Yeah xD I just saw the changelog, sry I'm eepy
From my point of view, despite the discussions above about punishment, this map is ready. I get a strong impression, that the last discussions are all players who don't like or play rage games, which I totally understand. Finishing this map is an acomplishment, and I still want it as such. Making the end easier would be against the point of this map
I unfortunately agree with what he just said. It's a shame, and it's not your fault, but your map just amplifies bugs in this game
@essigautomatHow often did you get slip ups without dj? Or maybe it was something else?
a lot bcs i tried to do it "perfectly"
I don't know if it's this slide that bothers me the most, to be honest.
I have over a 100 hours of gameplay in this map and, while I got this bug on occasion, it's still very rare. I don't follow your narrative there
I think you just gotta drop the perfectionist mindset since the r1 on this map wont be decided by how close to the edge you drop
nerfing myself is not enjoyable
As you wish, I'm just sharing my experience
the map get's a lot easier if you slide down on purpose or use autojumps, which i am used to
If your way doesnt work then its not a buff But aside from that why exactly is this map not good enough for release? Design is good, gameplay is tested well, its creative and the only thing that is holding it back is the ddnet bug which is preventable if you just use more of the block for a drop?
oh it can be really enjoyable to nerf yourself, like a challange, all of youtube if full of challenges where people don't use X/Y/Z in a game
Well im going to stop giving my opinion
i feel like im hurting people
ending is kinda unfun IMO especially with the changing wind speeds
have a nice one
no it's just that I am already "defending" my map for months now, almost half a year, please don't take it personal
feeling like in court here
Idk, for me the changing wind is much easier than the last 3 jumps in the tower
at least we can clearly see how the difficulty increases over the stages of the map ^^ yes the end is hard, but it's so rewarding to finish then
easier sure but not as fun
you think with constant speed this would be more fun?
just dont change the speed in the middle of jumps
i dont see how anyone finds that fun, it's just annoying to get flung over when i'm used to a different speed from the first half of the jump
its also just not how wind works, it doesn't automatically fall off, usually theres a smooth transition
oh it does, if you have ever hidden behind a bilding in a storm
Sorry but I still disagree, for me it was funny when I saw the wind in practice mode and got to experience it Sure, maybe I will have a different opinion about it in the real run, but from my practice attempts I felt like there was quite a lot of control to land these jumps
Maybe thats because of my experience with Getting Over It and Jump King but I really dont mind it being a little unfair
other games have no part in this conversation imo, this is ddnet not a rage game
I made a rage map in ddnet, ofc it does
well we can disagree, i just think the wind is unfun
this is the point of this map
I wrote this map is inspired by JumpKing, like in the first 2 sentences in this channel
ddnet has many map styles inside of it, pretty sure there are a lot of maps which can cause rage XD
Do you think every map released in the last 2-4 years if fun for everyone?
ya, but i believe we shouldn't rate this map on different standards of balance / fairness just because it resembles a rage game
I think even this map or maps like this has their place
ofc not, but that doesnt mean we shouldnt take into account the general opinion of funness
What is your opinion about that shotgun climb map?
it's all the same gameplay, you just shotgun and hook and jump
I think the standards on "balance/fairness" are not well defined in the first place You are saying the map shouldnt be the exception to the rule, but not only are the rules blurry, but also a lot of other maps dont seem to be exactly fair and balanced (especially insanes and solo 5*) Not only that but I think even then this map passes simply because it can stand on its own (even if I didnt know it was based on Jump King it still looks and plays good)
Or does the challange come from the parts and from climbing higher and higher and the fear of falling down?
Honesrly im surprised that there is such a fuss about difficulty when in the past it was the least important factor in getting a release
Imo a lot of the "unfairness" feelings come from the fact that you see yourself falling a lot But if you compare it to like any kill tile map its less unfair since you dont just tp to spawn after the slightest mistake
I really really made sure, that you can only full-fail in the deathtiles at the bottom or in that one shortcut position. The rest should be unfailable (you can't die and don't get perma stucked)
this is also the reason for the speedtiles below the altair in the church
Would this game make DDNet worse? No Will some people have fun playing it? Yes Is this map good in what it wants to be? Yes I dont understand why we start the whole discussion if its rlsable/fun again xd Only discussion point for me is that we should put it on Fun Server
Only issue with fun-category for me is the mappoints
im not even sure why we're arguing about releasability or not, i only have a problem with the wind part. i never said i wouldnt vote to release this
the riskyness of failing at the end is fine and does make finishing feel more rewarding, im talking about the specific wind part feeling jank asf when the speed suddenly changes. it's just unfun IMO
and unfortunately a big part of the testing system works by aggregating the opinions of testers and if most of them find it fun/releaseable, a map gets released
I don’t see what this map has to offer other than very uncreative and basic gameplay that’s only special due to a buggy tune tbh
The design is really cool tho!
What buggy tune? There was a bug that one tune was off, was really hard to find and debug
but it's fixed now
I might not be up to date in this case. This is just my opinion that I shared internally many months ago. I might check it again but I still think that the tune is the only thing making it somewhat special unfortunately
Okay I have no clue what you're talking about, the map has overall > 100 tunes in different tune zones and about 13 per zone (maybe I have the exact numbers wrong)
I find it sad, that this is all basic and uncreative for you, as I don't know any map I could compare this to?
I‘m talking about the “main“ one that’s used throughout the whole map and influences your movement
ah the negative ground acceleration, it's still in
okay i tested the whole map again, and i have a few questions will you fix the slide issue? (there are a lot lot lot lot of parts where you have to go far-max edge to be able to do the part = a lot of fail potential duo to slide bug) i heard someone offered you a (better) tune which would cause less harmful slides, why do you insist on keeping the current tune? are you fixing the repetive parts? (you have a lot of good stuff but also a lot of copy paste)
I also think its absurd that some testers are pretty quiet about the obvious gameplay flaws this map has, for example the speeder part, its literally a full troll rage baiting part, if you would add something like this in any other map every tester would go crazy on you xd
I just dont see it as a fair and worthy solo release in it current status, its gameplay wise also way closer to IWannaBeatTheMap 1 & 2 than to any other solo map
I dont share your opinion of having rage maps in other categorys and last but not least i want to say that ddnet has never been a rage game for me and i think for most others and so i think it's just inappropriate to add a map that was created specifically to make others rage, as you have said several times, you want the map to score points so that everyone who farms points is forced to deal with the map
Need to disect this one a bit:
will you fix the slide issue? (there are a lot lot lot lot of parts where you have to go far-max edge to be able to do the part = a lot of fail potential duo to slide bug)
- You mean the not getting the double jump back? I can do nothing about this, you are touching the ground between ticks and this is a well known game bug
- Or do you mean that you slide a bit when landing on the ground? Then respectfully its a skill issue, try to autojump more, as you do 1 tick jumps and don't slide off an edge.
are you fixing the repetive parts? (you have a lot of good stuff but also a lot of copy paste)
The map plays with the fear of falling down, yes there are some repetitive parts, most of them are above a place where you can fall a lot. Also I somehow need to connect creative/interesting parts with each other and limited myself not to use teleports, as it's closer to the game this is inspired on.
and last but not least i want to say that ddnet has never been a rage game for me and i think for most others and so i think it's just inappropriate to add a map that was created specifically to make others rage, as you have said several times, you want the map to score points so that everyone who farms points is forced to deal with the map
This is just one map in a mapstyle, why limit yourself to certain styles if ddnet has more to offer? You have an opinion on rage map, I do have one, too. Both are valid and should be heard, maybe an admin decision is needed here.
Once again, how are you complaining about a "rage map" when there are literally kill tiles maps which tp you back to spawn after any mistake? Also whats up with this "everyone who farms points will have to deal with it"? If you are going to 100% ddnet expect going out of your comfort zone, and if you dont - just dont play it. Its not even insane difficulty so it wont stop every leaderboard player dead in the tracks
i heard someone offered you a (better) tune which would cause less harmful slides, why do you insist on keeping the current tune? There was a fix suggested for a tune, which was also implemented. Otherwise I don't know what you are talking about. Setting negative acceleration even higher would also make reverse-slides harder, which is already a 3 frames window.
I agree with that one and I am pretty sure, the people who are going for 100% are having no trouble finishing this map
I played the map and really enjoyed it. Had the slide off bug once. If i had to change one thing about this map, it be the changing wind. Id make it all the same speed or separate the two kind of winds in different parts so they are not connected together. I skipped that part after 20min. Skillissue ? Yea probably. Still i didnt like how it feels changing between the speedtiles. Everything else nicely done, only would change the cannon text from "better jump late" to "better jump once you hit the wall trust me" since a few people i testet with all tried to jump below the roof. "Jump late" isnt really specific. And you cant know how the cannon behaves the first time. But thats only my opninon. Nice map!
And id like to see it as an solo map. Not as a fun map
Everything else nicely done, only would change the cannon text from "better jump late" to "better jump once you hit the wall trust me" Thank you, I'll do that 👍 sounds better
I don't think the map is anywhere near a releaseable point atm. I played the map for a single minute and died three times due to game bugs and I don't think it's fair to the players if you release a map that is largely all about the perfect jump+movement while you have this gliding edge bug in the game, it just amounts to you as a player failing a lot without it really being your fault. i think about it like part of gameplay where u need adaptive, so its fine for me
and also i think he balance map around this "bug"|| so its not bug its feature||
If you think ur wind is the same as on original game, ur wrong. Your wind is totally different concept.(worst way) louis explain here
look at this part where ppl dont go practice this wind. and u will see a problem with balance.
Do you mean that without practice this part is bad? Or did I misunderstand you?
You mean the not getting the double jump back? I can do nothing about this, you are touching the ground between ticks and this is a well known game bug
Yes, I understand that you cant do anything about this, so we dont have to go into this again, I just wanted to point this out so the testers are aware of this
The map plays with the fear of falling down, yes there are some repetitive parts, most of them are above a place where you can fall a lot. Also I somehow need to connect creative/interesting parts with each other and limited myself not to use teleports, as it's closer to the game this is inspired on.
I understand this kind of, but I think there are still spots that are a lil bit to retitive but again I will leave this to the testers to decide whats fine and whats to much I just want to point out that you really should consinder to rework the speeder part since a lot of people are complaing about it (louis, StormPhoenix and more)
This is just one map in a mapstyle, why limit yourself to certain styles if ddnet has more to offer? You have an opinion on rage map, I do have one, too. Both are valid and should be heard, maybe an admin decision is needed here.
Once again, how are you complaining about a "rage map" when there are literally kill tiles maps which tp you back to spawn after any mistake? Also whats up with this "everyone who farms points will have to deal with it"? If you are going to 100% ddnet expect going out of your comfort zone, and if you dont - just dont play it. Its not even insane difficulty so it wont stop every leaderboard player dead in the tracks
Like i already said it just doesn't feel like a solo map for me, I saw people join the server and ask "this is a fun map, right?", so ye it just splits the community pretty much, lets just wait for a final tester decision
I dont think ddnet has currently a map I would consider as a rage map like this, maybe you mean maps like Catharsis? But I wouldn't call Catharsis a rage map, it has way more flow and fairness compared to this, for me there is a difference between hard and ragebaiting to just hard and faily maps, maybe you don't have a line between these two things and therefore they are the same for you?
There was a fix suggested for a tune, which was also implemented. Otherwise I don't know what you are talking about. Setting negative acceleration even higher would also make reverse-slides harder, which is already a 3 frames window.
Sadly I don't know the player that joined our testing session and he just told me about it so I can't provide any other information (I think we can ignore this unless he joins our discussion)
So because of all that discussion about wind I decided to play it until I fall all the way to the previous section (after a little bit of practice) And I did fall... after doing it 10 times in a row. The best part is that I fell during slow wind lol
Imo if its this consistent as an individual part, surely its not much to ask to beat it once in an actual run
(Also I get the feeling that people want to put it in Fun because of the deco, since solo already has a lot of maps with weird tune zones)
original design shouldnt mean it goes into fun category
nobody feels that way, i cant remember a solo with these sorts of tunes or gameplay that was recently released
and maps that replicate other games usually get submitted to fun
its not about consistency its about whether its fun or not
multiple people have singled it out as not fun
arguing about whether it is fun or not will not suddenly make it fun, only actually going into the editor and fixing the part will. this is how most mappers get their map released

Well can you tell me why its not fun? I get that its less fun than the rest of the map but I dont get why it is hated so much
i didn't have fun playing it
just felt frustrating, cutoffs were arbitrary, since teeworld has grid like mapping the wind will never feel realistic or normal
would you like the compromise of making the wind more gradual on top? Like add a row of force 1 max_speed 30 speedtiles
i'd have to see how it plays but i think it'd probably be better, or alternatively make it so you're not changing wind speeds mid-jumps
u cant test wind cus already practice it. for u this part is fine. if u really wanna test it correct find some one who don’t know map.
Im not testing it, Im saying that this part is not as random as everyone suggests it is
who said its random? for me its just no fun/unbalance
What unbalace? The whole map is difficult
its challenging, so not fun category imo
fun category is volleyball, tic tac toe
im tired of this, if mapper dont want to, so who am i to force him?
This is wrong, fun category isn't limited to maps like tic tac toe or volleyball, it's also the home of very unique ideas and challenging maps like MultiFAT and IWannaBeatThatMap for example, and these maps have way more common with kingsleap than any other solo map By saying fun maps can't be challenging you are part of the problem, you are limiting a category that barely has any limits
I think, in it's current state, the fun category is bs, as it stuffs things like tictactoe and IWannaBeatThatMap into one category
How is this not similar to iwannabeatthatmap ?
Ah nvm I read it wrong
But still, Iwannabeatthatmap is a rage map, just as this
It features a gameplay that doesn't suit ddrace, just as this
It has a unique mechanic that you don't see in any other map, just as this
It's a copy of a different game ported into ddnet, just as this
The discussion is pointless at that point. I wouldn't want to let this map go to waste, but I also don't see it fit into our main categories (any more).
You're trying to defend a map which we basically agreed on that it doesn't fit our main categories MONTHS ago. You could've just said "ok then we don't release it" back when I first told you it may not make it.
go put it into fun category then. Be aware that I am only against it because of mappoints and nothing else. I already opened an admin issue as this feels unfair for a full map I spend hundrets of hours on not to be played, because it doesn't lead to more virtual internet points. Also update your category guide to explicitly exclude rage maps then, as this map follows the solo-category-rules and you don't have explicit rules for gameplay standards
already opened an admin issue as this feels unfair for a full map I spend hundrets of hours on not to be played
- there are a bunch of fun maps that took an incredible time to map, so this isn't any special reasoning to say "oh ye it should go to solo cause he spent 100h+ on it"
- who told you that the fun category doesn't get played? if people like your map then it will get played, it's that simple
MultiFAT for example has over 500 finishes on the fun server, and volleyball has it's own community, with seasons and tournaments
i think you have a fundamentally wrong understanding of the fun category
- the testing process is a democratic process afaik and i dont think its fair to drag in the admins cause you dont like the result of it
FYI, I will shit on the desk of the CEO if there is something that is a major inconvenience for me
maybe you should take a shower and calm down a bit
the afaik hits hard on the democratic process

- but yes, that is also one of the reasons we dont have a testing lead (anymore) but democratic votes on maps - this one included.
if we had a rule for everything we partly or strictly follow - it would be a wall of text noone would bother to read.
how does it feel unfair? why do you expect the map not to be played?
you're suggesting we force points on this map so its played more, which makes little sense to me.
i dont care about points, i care about fun while playing
Also, fun category contains maps without start and/or finish lines, how is that the same?
the fun category barely has limits, some have start/finish and others don't have it
I also don't care about mappoints, I care about my map beeing played. And there are players who obviously care about them and hunt them. Also don't tell me that the fun category is played a lot. Go to status.tw and search for fun / solo, get some stats and see what's more played
i understand that you're frustrated - but you also need to understand that we can neither be biased towards a map submission, nor can we make an exception. favouritism is the thief of joy in a community.
forgot the backlash we got on the christmas event because the maps didnt meet our """"standards""""" ?
i expect the same here if we release it on solo.
people in general spamming, asking why this stuff isnt on fun/ another community. how it has nothing to do with ddrace or racing in general, how its just a gimmicky map etc.
I think you slightly miss my point, why don't get fun maps with a start and a finish mappoints? Even the DVD Screensaver deserves one
it's the opposite, this is a bias towards solo maps and against fun maps
i disagree, and i think we can agree that we both get the feeling of talking against a wall here, so i'll stop.
fun category or decline for me.
I already wrote "put it in fun category then" ?
Here explicit: Please put the map in the fun category, as nobody of us wants to discuss further about this
thx
Funny
no
Also, can you put this in "Waiting for Mapper"? I want to adjust the text from the cannon and want to experiment with the wind
Denying that maps without points get less plays is delusional imo If Linear II was released as a fun map for april fools it wouldnt get 10 finishers for like 3 years
Volleyball is so popular cuz its basically a new gamemode that is fun to play People dont play it for a completion
I think it is an april fools map isnt it? It got declined before and just got rls a day tooo early?
And will get moved in fun like texnoniks good movement map
And how does that change my argument?

Btw Im not dunking on Linear II, its just a good example for the mindset of players
na just wanted to clarify it xd And iam not sure if most players just play for points
I wouldnt go as far as to say "just for points" but it plays a huge role. For us who played for years its fun to just replay a map for no reason, but new players want to see some kind of progress in their skill. And noone is going to count the number of moderates/brutals they did in a browser cuz thats boring af. And like it or not the best progression system ddnet currently has is points, so you will often hear stuff like "how many points does this map give?" or "8 points for that?? hell no"
Ye ofc thats good point. Anyway we a bit offtopic^^
idk to me "Death" is also a rage map, so im sad that these two maps dont get treated the same. both require precision and you are punished harshly for making a mistake. Not even sure if theres a real finish on Death since these botters rename to good players (nishi was just lucky to get renamed on)
yeah move "Death" to Fun, wait a second 🤔
Denying that maps without points get less plays is delusional imo If Linear II was released as a fun map for april fools it wouldnt get 10 finishers for like 3 years
you making it seem as if fun maps get barely played or way less played than solo maps (you might see them less in the serverbrowser cause they are the smallest category), but when we look at the overall stats you can quickly see that most fun maps perform just like the solo maps (source: ddstats.tw)
When I check your profile you seem to miss 4 solo maps, 1 moderate and 5 fun maps (which are finishable) so yeah stats
Pls compare to fun solo maps like iwbtm not some time calculator
i actually did this aswell and the result wont satisfy you
i prefer ddrace maps over solo/race/fun
50/50
Then why you finished all race and most of solo
why tf do you care?
just because someone prefers a different category doesnt mean they arent allowed to play solos and races
saying i prefer something doesnt mean i dislike something else, but making this about me wont change anything, i could also come up with people that finished all or almost all fun maps and have way less on other categorys
Na na na you said you didnt finish all fun cuz you prefer other map than solo races and fun but you finished all races and all solo exept all the rly hardcore ones
Or you want to tell me that iwannabeatthemap is that hard
i dont think we should spam this map testing channel with this
Na na na you said you didnt finish all fun cuz you prefer other map than solo races and fun but you finished all races and all solo exept all the rly hardcore ones
like i said i prefer classic ddrace over solo/race/fun and usually i only play these gamemodes when i'm either really motivated to go for any special map or when something special happening (like all my friends play it, so i just join and give it a try) or and sometimes on release i give them a try (wasnt really active when iwannabeatthemap got released but i tried it afterwards and kind of lost the motivation for it since its not really my type of map, and forgot about it aswell over the years and yes its quiet hard (for me atleast))
Indeed, can we please not spam this channel anymore with stuff that’s barely related?
so there was also no friends on avoid and disabled but for example you have all the friends on races and solo
i could move to some other channel if someone wants to
yes, but i invite you to join my server and we can finish them, you could also help me on iwannabeatthemap cause i have no idea how the first part works (either i have no idea or its insanely hard)
Guys take it somewhere else please, this channel is getting enough messages already.
was created for these situations
lol this moved into fun category. Its so bad. Its defiantly not fun category. if u move this map into fun category so u need then move all non-standard maps into this category too.
So to be consistent, im waiting when u move all map like "slide" into fun category cus it have different gameplay.
So i see only 2 ways. 1 Move all non standard maps to fun. 2 Back this map to solo category cus it not really crazy map. WE NEED that cus we dont wanna chaos and wanna keep consistent
and also this hidden vote from testers are weird. we already had an unfair vote a few months ago ||I think it was a planet 9 map|| So why u didn't vote on current channel? what's problem?
Maybe because it's not annonymous? But whole point to vote is to hear ppl who dont agree, for fix problem. The more people, the better the solution.
fit our main categories this is hidden changes? why we release #deleted-channel then? what difference on these maps? they bot have non-standard mechanic
I personally won't play if it's a hard map with no points
And it doesn't feel out of place compare to Iwanttobeatthemap
Just a gimmick where you can't move, same as live freeze
Quite sure mechanic itself isn't the only issue
Please move this discussion into https://discord.com/channels/252358080522747904/1325407774519332946 , this channel is now only about improving the map and fixing issues with it.
No access to channel
Still?
No, needed testing role
Yeah, I saw you had it now and wondered. ^^
I gave the map a full run without practice and here’s my take:
At first, the mechanics were definitely frustrating and even a bit annoying. It definitely takes some time to get used to. However, once I got the hang of it, I actually had a lot of fun with it.
That’s why I’m making the bold guess that the map gets so much hate because a lot of players just didn’t take the time to learn the mechanics. From what I’ve seen, the biggest complaints are about the sliding and the wind section.
About the sliding: once you get a feel for how it works, you can actually use the speed to your advantage and make longer, more precise jumps.
As for the wind part: imo it’s one of the best examples of what the map is trying to do. It really tests your skills especially with how it mixes different speeder types. That part alone captures the challenge aspect better than anything else in the map.
Like Jump King (which inspired this map) the goal is to be tough and sometimes frustrating. It’s all about precision and learning through trial and error. That said, the map does one thing better: you still have mid-air control, which gives you more freedom and room to recover.
Hopefully this review gets testers to rethink whether this map should really be placed in the fun category. Honestly if it ends up there, it’ll likely get ignored since most people won’t bother playing it without the chance to earn points. And that would be a waste.
Thank you for your Feedback, I agree on everything you said. The turn off entities just marks NPCs, I'll move them around
At the end of the day, all maps should have people who want to play it without getting fake internet points. If it needs points to make people play it, then why release it? This applys to lots of maps, but still.
People being excited about the map and playing it because they want too, should be the criteria for maps. I for one, would have played deep_blue for free, even without points.
Points are nice and there is no reason to remove them, but I think we should consider if maps are good enough to be playable without points, before we give them points.
How are your finishes any more real than the points they give xD
I also dont really like your idea with release without points first cuz it will create a disconnect between players at 2 releases, I think the 2 week bugfix period is already good enough (Answer in
#💬meta-testingif you want)
I send me answer, but anyways, I personally think this map would be playable without points, but only for some, people who don't like king's leap probably won't like this map ether, and people who do enjoy that kind of game play, will play it. Regardless if it gives points. I'd play it
You can do it in a setup and there are some tricks to make this part easier ^^ Most of the time I jump into the hole immediately 22 Minutes is already a good time, my PB on release was 13 Minutes, old WR (way older map version with some cuts) was 5 minutes When we played in the Event, the first finisher took over 2 hours, with a time of 44 Minutes
be on the middle of the edge where you are at on 0:0 (X ~ 20.0), hold left (still standstill), jump and hold left until you landed, you might even slide into the hole and use this hated mechanic for your benfits
yes it's a bit precise, but good players are able to pull this off!
Isnt my way literally faster tho? xD Lining up will take much longer and you even say its not 100% consistent unlike my way
Where did I say it's not 100% consistent? I said it's precise, no your way is not faster, I'll send you a clip when I'm home
trying to explain a setup from chat can be hard
Fair
(is the demo working for you? for me it's stuck 😦 )
Which demo?
I mean sure it might be faster (still looks debatable for me) But it was mainly about a casual run where you would have to do this part a lot
The upcoming week up to eastern I am on vacation, so I can't push any updates. I did not forget this, but I was busy
Speedups should not cause fps drops for anything but opengl 1.x, they share same logic as normal tile rendering which is quite fast
In this case it's the excessive use of animation points that causes fps problems
(and ddnet's bad implementation of it)
The map is already heavily optimized for FPS with clipping regions for quads. Also part of the snow on top is in details for this reason. I already mentioned this in the first post of this channel
^^^

They are laggy for the same reason as tele if you spam it: The text that gets rendered in entities causes the lag not the tile itself.
I am back, looking forward to update this week ^.^
With 19.2 a great FPS improvement comes, and this map is one which benefits the most of it

so I consider this issue solved now, also thanks to
@kebscs❤️ 🍪
- Update the cannon leave-tune-region text, thanks to
solo?
?
This is still waiting for mapper, I still want to experiment with the wind. Except for the wind, Is there any other issue with this map?, Here was a lot of conversation, if I missed something please remind me
so solo? is it going to be solo? pls solo
!!
@blaiszephyrcan you pin this message?

no. ( i seriously cant, murpi give access pls ty )
okay, schade (╯°□°)╯︵ ┻━┻
I made a smoother wind variant, with 2 "normal wind tiles" as a smoothener. The actual issue here is, that I only have force 1 or force 2 speedtiles and no value in between
Here is the smoother wind version, can you test this? Would this be better?
bad bot 😠
Sowwy :c
Since you are fighting against the wind there, max_speed doesn't do much of a difference
ok i made the map unoriginal, plain and boring teeish, can this be released as solo now?
I don't wanna be that guy but even assa asked you kindly to move this discussion to
#💬meta-testingA final warning to listen to the wishes of mappers in their own testing channels, please.
will check next time i have time to test, might be a while though
all the same
This jump is deliberately made like this, it doesn't even have that hard speedtile corner we were talking about
idk but look like u didnt understand the problem or specally left it which is bad in my pov. 1 problem is u change rules in middle of air(jump) 2 and more badly u didnt mark it at all.
Please give me a suggestion. This is not constructive like this.
- yes, deliberately
- it's marked with snow, and since you play with gametiles only, you'll need to look at the numbers
u need more space beetween floors, if u dont know how to fix it join to my server i show u
but u saying
yes, deliberately like u dont try to fix that.
I changed the jumps above, not this one. I didn't try to 'fix' this one, because I didn't understand this jump to be one of the ones
@louis.placehad issues with
A reminder that maps are meant to be played with textures
solution: cover everything with "turn off entities"
I even had people complaining about this, when I simply marked NPCs (but I understand if they're obstructing the vison in essential parts)
entities gotta be the worst thing to ever happen to hidden passageways and secrets
like the slide tutorial place
believe me there is worse, ask the guy who pmed me about force 0 speedtiles and his usage for them ...
Hidden stuff sucks most of the time anyway imo (not as in its hard to find, but if its obstructed)
as a mapper POV, hidden stuff is meant to be FOUND
Secrets have very little value in ddnet so entites are just the final nail in the coffin, and they help more than they do harm
(But this map suffers cuz of how everyone is used to them so much

)
also i got stuck on this corner, check with cl_show_direction
I don't know what you mean here, "stuck" means softlocked for me
cant move either left or right
I guess you mean that you have grip at that corner, but it's ice on the surface
would you prefer ice on that corner, do you think it would be better/cleaner?
i mean the parts good i was just talking about the bug
if its even possible to fix
it's almost trivial to fix 😄
- fix missing ice block, thanks to
I suppose I should add one right of the L, you can technically safe yourself from the fall on the leg, but it's really hard
- Added one more failure message line in the snow, didn't add a new one for it
Oh Thank you
@.cammo.❤️
I noticed, that there is one below the single blocks above (Tune 16), so it wasn't soo bad
kind reminder

did u fix changing speed on air jump?
yes, but not in the part you mentioned. They have speed 1 and speed 2, there is no speed 1.5
well to be pedantic, I made a test version for the jumps above
I understand, you want to move the upper part up so you don't go into the other speed region at all. But I wanted to make it like that, that jump was supposed to be hard (it's honestly not even that hard) 🤷♂️
I could smoothen out the max_speed settings there, I am not sure if this helps
What do you mean by 1.5? i mean it is only yes or no.(changed speed in middle air), if yes its bad.
it's honestly not even that hard i agree, with that. but its more about predictable and understanding.
I mean that I want a speedchange there, but I can't make it smoother, because I can't configure a 1.5 speedtile. Instead do you have suggestions to make it more predictable/understandable?
for me its just looks weird , u ping tester but didnt fix problem
like u said, more space
??? wtf I tested something and send a test map, and you are talking about a different issue from your perspective
in reference game it work good, but tw dont have those type of tools, u can add bullets, if wanna increase difficulty.
I understand, you want to move the upper part up so you don't go into the other speed region at all. But I wanted to make it like that, that jump was supposed to be hard (it's honestly not even that hard) 🤷♂️
You might be right, but he also mentions jumps, which is why I find it strange.
is triki talking to someone else ????
only with mapper, he used question emoji, so i give more context
i tried the new vers a while ago and tbh couldn't really tell any QoL difference, idk
maybe its just impossible to make fun IDK. but i didn't really enjoy it any more
:/
what am I supposed to do now?
As a fun map isnt it good to go?
maaaybe I look at dis map now
cracks knuckles
this is more of a review than a test, just FYI. nothing im saying has anything to do with the design or bugs or anything like that, but i think the use of this tune is not that fun. i had a version of a "jump king" map like this where you could control the initial X speed but not during the course of the jump. in my map, jumps were an extreme commitment, and you had to think about how each jump would line up based on how much you were going to press A/D beforehand. but this way here, where u can still control completely and the only difference is no grounded movement + the full air accel, does not really introduce new overhead or difficulty to me. it feels like a solo map with simple jumps, made more difficult with the awkward control scheme
I will finish the map and give more thoughts
ofc, you could make it harder with X elasticity, that's one idea
air_friction should be changed to 1 imo, at the very least assuming you want to control jumps in the air still
that way you cant just slow down pressing nothing
you can also dj if you slide off when landing, not sure if that is intended behavior or not
its so much easier than bothering with the lineup
tune_zone_enter messages are a great touch 🙂
ah i see some spot where u use this
okay, ofc its much harder towards the end, and map tries to be as annoying as possible, BUT you do use some good tech, like the speed lineups and the bounce setups
for Fun, i think it's fine as-is
but i think friction 1 is better
i dont see myself beating this outside of /practice, on paper this concept is still good but it's not enjoyable when there are so many jumps that require precision
intended and used in later parts
troll and brain check :3 also a small puzzle
this is known and the only place where you can softlock 🙂 I made it easier not to softlock there, but this is an intended shortcut for skilled players. Since it's at the beginning I didn't want to remove it
it's more about learning the map tbh, a lot of jumps can be lined up with a setup. I see where this precision comes from 😄 and yes, I can't deny that. Jump King also requires a lot of precision on some parts
yeah I suppose, its interesting that you embrace the weirdness of it this way
I think the map would be better with both air_friction 1 and possibly more spots with bouncy walls
since iirc more of jump king is like that
there is coming more bouncy parts later, idk if you have seen them
i played the whole map
Does jump king even have bounces? Anyway i dont think its a good idea to add more since a lot of players already hate this mechanic on other maps
at least clips ive seen where people fall in jump king, they fall in a zigzag pattern
need some rubric for how polished this idea is, and well, if its going to be annoying for most players, i think it should have the novelty of playing a bit like the original
ofc, the ideas here are creative in a strange way, the art and areas are great, and these two aspects are the same as the original
Fun category has a bad rep IMO, a bunch of silly submissions, or maps people won't want to clear as a solo (Popcorn's IWBTG inspired map) and I felt after Volleyball released and everyone's response to that map that as a community we can have a higher standard for Fun maps, that they're just as important to the community, and I think this map is of that quality and needs some tuning
if you wouldn't mind, maybe you can show me some of these lineups? i found some and maybe I'm just a noob, but I think it would be nice if the map would be changed slightly so that the flow is better and the lineups are a bit more obvious or have indicators
off the top of my head, the things I found most annoying, was the 2 tile spaces where you're trying to fix your X position over and over again and if you barely tap too much you fall over a large gap, and some spots where you have forgiving jumps with fails that aren't a big deal and really precise jumps with really bad fails (i can show these later with screenshots) so I think the map needs balancing for this
Going to PM you my demo, maybe I'll enlighten you (maybe it does nothing 😄 )
when release
idk
are there major changes compared to the ddrock version?
yes like a lot, new speedtiles and some parts are different
i checked ur last ver and problem with wind still exist.
there is no problem with wind
if fun i dont care, but in solo its need to be fixed. i think this map deserve solo.
this discussion is over, testers decided it's fun, and since it's fun, imo the wind can stay. Ofc this is up to discussion, but I haven't found a good way to "fix" it and where I am also happy with
ok so idk why this still not release then on fun
Wondering the same thing
can recheck today if i dont forget
looked for 5s looks good w me
i wouldve wished the wind section was a lot more balanced and for more testers to vote for solo rls, but doesn't seem like that will happen. but looks good for rls otherwise
Thank you ❤️🥳

Solo map please 🥺
i should start saying "when release" more often
5 star?
5* insane map
i wanna see people crying trying to pass this map for points with different mechanics (also me)
Solo
Switch to solo instead of fun
damn i guess we ignoring the
this discussion is over, testers decided it's fun
I indeed am ignoring that
I think its not problem to switch solo if wind will be fixed. But it looks like mapper already give up with this map.
clearly we need to fast track sideways gravity into the game so the end can be a big tune zone

the best
he cant give up!
There is no problem with the wind so thats why nothing gets "fixed" but for testers that makes the map go in Fun
So just release it there already instead of doing another lap of arguing by the end if which nothing will change xD
This map is so much fun! But it should go in solo
I actually thought about tune zones with envelopes, but other devs already came with torches and pitchforks

guys fun is fine, in the end I am just happy to contribute to our favourite game ☺️ if somebody claims to have max points, just call him out if he didn't finish kingsleap /s .
I am not sure if this map is insane, but I am heavily biased ofc
as an easy climb map, this obviously belongs in novice

/s !
In my opninon its ready for fun
Okay I had a final look again. I personally didn't find anything odd, and agree with Louis. the wind section is really damn punishing for the fact that it's right at the end, but Its intentional and Its actually quite fun once you get the hang of it
Last run only took 27 minutes

Optimized:
finally
Assa, make sure to state a preferred release date towards Snail if you have a specific time in mind, they'll schedule it how they see fit otherwise :), - and good luck!
Release when you want 🙂
never D:
Lets goooooooo
this one deserves something in
#map-releasesunlike other fun maps
fun maps do not even get announcements?
They do, why wouldn’t they?

Yeah lets see how illegal clients get the r1
:P
but it's only the old ddrock version
when release
<t:1753462800:F>
according to me
for braintee the map got readied, then i waited a couple weeks in silence and i only learned that my map got released when I saw the text flash across all servers
there was nothing written about it in
#map-releasesi didnt have an announcement for iwbtm, but i did get one for iwbtm2
it could maybe get a release date in
#map-releasesSnow part seems to work just fine, wdym?
good we have new speedtiles now
map release is on 26th

Solo
Can't wait to never finish the map bcs it's 0 points
Cant wait to finish this map
can't wait to finish this map in under 10 minutes
they can be done savely btw
can't wait to see some beatiful clips of people falling in the showroom :

you shouldve included something like the snake in getting over it
today guy-, girl- and other Tees

map was only 8 month in review
Solo?
Deserves solo but at this point im happy that i got to play it on ddnet servers at all
crazy map
making this solo woulda been so troll
i mean popcorn maps went to Fun
This one is much closer to vanilla, you had a static camera and a box as a player in their map
But it wasnt even pushed to Fun because of that - apparently the changing wind is too much to handle as a gimmick in Solo
yeah that is fair actually
but i still think intentionally gimmicky maps should be handled properly, cus it can upset people that are trying to complete all maps
there is probably a case to be made about some solos that already exist that can be argued are annoying for an average player, but i cba to come up with a list like that
changing wind does feel intentionally unfair. it's not something that you can reason with just by looking. and this map shouldn't compromise on being annoying imo, it's the part of the charm
i ALSO think that people should stop looking at the Fun category as some dust bin, it can clearly have good maps in it (hi)
First of all, stop mentioning people who want to 100% ddnet like it actually matters here xD if they want to beat ddnet they have to be ready to put up with any shit that exists on the servers. Also this map is not even a 5* solo Next, while the wind IS intentionally unfair, its nowhere near random. You can easily come up with strats to beat it consistently (and yes, you absolutely can "reason with" it just by looking at the design) Lastly, its good that you respect Fun maps in this way, but saying what people should do is just absurd. Fun maps give 0 points, and regardless of what you think - thats a major reason for people to not touch Fun maps at all
"fun" category could also be called "other", because it contains a lot of maps that don't have to do anything in common with each other, like technical maps, unfinishable maps, showcases, mini gametypes, etc. I already asked to at least split between finishable and unfinishable and give 1 mappoint for the finishable maps 🤷♂️ I don't find my map too hard, like you can force yourself through it, while we then have death tile splatter maps in other categories
?
The shadow looks weird on the left because it's at the world border.
you actually maybe have weird monitor settings, I don't see anything off and the leftest tile should be the pitch black one everywhere?
For me that one place in the screenshot doesn't have a black one at the very edge. 🤔
if you are speaking of the part near the toilet, there is a step inside making it appear like a bug but it isn't
can you look at the shadow in the editor with indices enabled?
I made the shadow with an automapper and made the automapper with a python script, so ist must only be a boundry issue
Yeah give me one moment.
yeah I would do it myself, but I am not at home rn .__. sorry for the work
No worries. ^^
the color is logarithmic in order to prevent colorbanding, so the closest two colors to black should be very close
are the labels a map gets done per hand?
The map has gotten checkpointed-teleports on the website, but it doesn't contain any
I do not see this on my monitor btw, it's all pitch black
nice catch
Todo list in the 2 week time:
- fix shadows
- move entities sign out of the way
Oh, haha. :D
Not sure.
@murpiWho handles that?
i def see it on my monitor normally
I believe your brightness might be a bit high

No one. I have no clue how these are determined. It's done by some script, probably.
The map preview doesn't load for me, so something broken there as well.
it uses a program from libtw2 (also
@murpinot fun
but challenging
so solo or points for "fun"
testers make decisions thru votes, so insisting on solo in this channel isnt gonna change anything
maybe become a tester or convince other testers that ur opinion is more correct so they change their vote
either the script contains a bug, or I mapped a checkpoint somewhere, but I only use teleports in the bottom of the map, so wtf?
who do I ping now to fix this?
I found out, that the new speedtiles are mistaken for checkpoints instead. The map is also missing the Boost tag, I opened an issue
- Moved "Turn of Entities"-Signs out of the ways (I thought I already did this, sorry guys)
- Fixed toilet illuminating the dark
- Added missing stones on half-only-show-entities missing in the ground, which personally annoyed me
Post-release updates need to be uploaded manually. Please reach out to an administrator.
gameplay did not change, only slight design fixes
when you are hunting for wr the end makes me really f*cking nervous every time
Optimized version:
Did it take 5 hours for the bot to optimize?

Ah nvm I think its done with a command
Whenever you find the time. Just design fixes.

Yes, it only gets optimized automatically by the bot once when it's ready for release.
Thanks, should be up any second.
cool
lowkey wanna see this for existing maps :P
The organs take nearly 900kb by itself
Crazy
yeah mapsounds are expensive 🙁
Clearly the true way is to include single note samples and then play those in sequence for the whole piece of music
wow, this is a nice new feature! props to whom made it
QuiX!
solo?
Solo

why is this a voice channel now
@murpixd
What the hell
That must be a hint for the map moving in Solo