#LazeAround_3
"LazeAround 3" by Suppe [Brutal]
DDNet 10/14/2022 5:41 PM
@supdef

this is your map's testing channel! Post map updates here and remember to follow our mapper rules: https://ddnet.org/rules

supdef 10/14/2022 6:23 PM
Tsin 10/14/2022 6:54 PM

nice and simple I like it =] hoooooweeeeevvvveeeerrrr after some time of your gameplay background seemmms toooo simple and starts to get boring. Everything else is nice ^^ please think of making some tinnny change in background

supdef 10/15/2022 4:58 PM

yeah I'm terrible at bg design so I figured I'd go for a very simplistic design so it won't look like ass. but true, a bit more complexity would def look nicer

coke1465 10/15/2022 5:00 PM

why u named it lazearound 4?

coke1465 10/15/2022 5:01 PM
supdef 10/15/2022 5:02 PM

well I figured since it's basically a completely new map I should consider it as a separate entity

supdef 10/15/2022 5:03 PM

but I'd have no problems changing it to 3 since it's unreleased anyway

coke1465 10/15/2022 5:03 PM

i would just change it back to 3 xd

coke1465 10/15/2022 5:03 PM

i saw some part ideas from 3

supdef 10/15/2022 5:04 PM

yeah I can rename it, 3 is a nicer title anyway for a 3 player map tbh

coke1465 10/15/2022 5:05 PM

$change name "LazeAround 3"

supdef 10/15/2022 6:14 PM

changed logo from la4 > la3

pipou_tw 10/17/2022 11:14 AM

That texture is barely noticeable

pipou_tw 10/17/2022 11:15 AM

Freeze and hookable are too similar

pipou_tw 10/17/2022 11:17 AM

Quiz time : Is that 1️⃣ freeze or 2️⃣ hookable ?

pipou_tw 10/17/2022 11:20 AM

The hookthrough tiles are also a problem. A solution could be to increase the difference of shades of that texture

pipou_tw 10/17/2022 11:21 AM

You could stack them

pipou_tw 10/17/2022 11:23 AM

Place time cps where every tee meet

pipou_tw 10/17/2022 11:24 AM

2? 3? 4? 32?

pipou_tw 10/17/2022 11:28 AM

Are you supposed to guess where it leads ?

pipou_tw 10/17/2022 11:28 AM

Are you using all those images fully ? If not, only pick the tiles you use

pipou_tw 10/17/2022 11:30 AM
pipou_tw 10/17/2022 11:31 AM

$waiting

supdef 10/18/2022 10:57 AM
  • made hookable more distinguishable from freeze
  • changed / adjusted time cps
  • cut down the unhookable tileset to necessary elements
  • changed to-teles to an amount of 3 where suitable
  • added some text to show in which order they have to use the teles
  • made hookthrough clearer to see
  • added a text that you need 3 players for this map
  • I'm not sure about your last screenshot but I guess you didn't like the "gg" quad so I deleted it
DDNet 10/18/2022 10:57 AM
supdef 10/18/2022 10:58 AM
pipou_tw 10/18/2022 11:24 AM

That's what I meant

supdef 10/18/2022 11:31 AM

oooh I see sorry, re-added it without the bugged pixel

pipou_tw 10/18/2022 11:56 AM

The colors are still very wrong

pipou_tw 10/18/2022 11:56 AM

I can barely see the cp and the hook through tiles

pipou_tw 10/18/2022 11:56 AM

The hookable looks like teleport

pipou_tw 10/18/2022 11:57 AM

At the spawn, you still can't tell it's hookable and not freeze (or teleport)

pipou_tw 10/18/2022 1:17 PM

$waiting

_voxeldoesart 10/18/2022 6:45 PM

louis map

supdef 10/18/2022 6:57 PM

adjusted the design to distinguish tiles more easily

supdef 10/18/2022 7:18 PM

fixed a small bug

pipou_tw 11/06/2022 8:38 PM

The colors are still a problem, I'll see what I can do later

pipou_tw 11/07/2022 12:24 AM

You should opt for a background and maybe change your tilesets, they really don't help

pipou_tw 11/07/2022 12:24 AM

$waiting

supdef 11/07/2022 9:16 AM

Sorry but could you elaborate a bit on this? Do you want me to change colors + tileset + background or a subset of them? I also would be thankful if you could specify "the problem" and what the tileset specifically "doesn't help" with so I have something to build upon

pipou_tw 11/07/2022 9:18 AM

I asked more players and the main problem that occurs is that the bg is too plain, which makes it hard to play with design on because you can't tell the difference with hookable/unhookable/freeze...

pipou_tw 11/07/2022 9:19 AM

You could even make a very minimalist repeatable background with parallax, that would be enough

pipou_tw 11/07/2022 9:20 AM

Or add a texture like grain, paper...

supdef 11/07/2022 9:20 AM

Alright thank you will do

pipou_tw 11/07/2022 9:20 AM

Let's do that for now and we'll see how it looks after that change

supdef 11/07/2022 4:19 PM

so would something like this be an improvement? I'm not 100% happy how it turned out but it certainly improved visibility, since I could find a lot of new corner bugs which were basically hidden before

GranD 11/07/2022 7:21 PM

This is a good idea for the penultimate part

GranD 11/07/2022 7:22 PM
  • in penultimate part have skip
pipou_tw 11/07/2022 7:42 PM

what's cp2 for ?

pipou_tw 11/07/2022 7:43 PM

what's "goodtele" layer for ?

pipou_tw 11/07/2022 7:43 PM
supdef 11/07/2022 7:55 PM

Goodtele shows teleporters which are not supposed to be a hindrance but rather be convinient or necessary to progress. Cp 2 is only there in case a player manages to fall in Tele again somehow but is not really necessary

supdef 11/07/2022 7:56 PM

I've just noticed that I shouldn't use goodtele in that screenshot though since it kinda implies you need to enter this tele

pipou_tw 11/07/2022 7:56 PM

What about a design like that ?

GranD 11/07/2022 7:58 PM

I think it's better

supdef 11/07/2022 7:59 PM

yeah it looks great

supdef 11/07/2022 7:59 PM

thank you that you put so much effort into that, that is very kind of you

pipou_tw 11/07/2022 8:00 PM

No problem 😄

pipou_tw 11/07/2022 8:01 PM

As you can see, add texture to the map as I did

pipou_tw 11/07/2022 8:01 PM

With the grass

pipou_tw 11/07/2022 8:01 PM

The pit

pipou_tw 11/07/2022 8:01 PM

Make it look less "linear"

pipou_tw 11/07/2022 8:03 PM
pipou_tw 11/07/2022 8:03 PM

Don't mind the blockers and other layers I didn't change

pipou_tw 11/07/2022 8:04 PM

Redo the entire design by adapting the new design

pipou_tw 11/07/2022 8:04 PM

I'll take care of the blockers and other blue layers when you are done

pipou_tw 11/07/2022 8:06 PM
pipou_tw 11/07/2022 8:06 PM

Use that rule for the grass

pipou_tw 11/07/2022 8:07 PM

Also, avoid putting unhookable on walls if it's not necessary

pipou_tw 11/07/2022 8:07 PM

Like here :

pipou_tw 11/07/2022 8:08 PM

If you are afraid people can hook from below, put it 1 or 2 tiles higher

pipou_tw 11/07/2022 8:08 PM

$waiting

pipou_tw 11/07/2022 8:09 PM

Put grass on grassmain, but not if there is freeze or deep (it will look bad otherwise)

pipou_tw 11/07/2022 8:10 PM

Try to make walls a bit thicker sometimes like here :

pipou_tw 11/07/2022 8:10 PM
pipou_tw 11/07/2022 8:10 PM

It used to be a thin wall

pipou_tw 11/07/2022 8:11 PM

Is auto_freeze an automapped freeze ?

pipou_tw 11/07/2022 8:11 PM
pipou_tw 11/07/2022 8:11 PM

I'll redo good game when you are done

pipou_tw 11/07/2022 8:12 PM

And I'll optimize ddnet tiles as well

pipou_tw 11/07/2022 8:12 PM

So don't mind that

supdef 11/07/2022 8:45 PM

No freeze was mapped by hand, I just tried the ruleset out at the beginning. Thank you alot I will try to emulate the design as good as I can

pipou_tw 11/07/2022 8:51 PM

👍

supdef 11/16/2022 8:02 PM

redid the design and fixed skips in the last two parts

Ciniminix 12/03/2022 4:20 PM
Ciniminix 12/03/2022 4:20 PM
Ciniminix 12/03/2022 4:21 PM
Ciniminix 12/03/2022 4:22 PM
Ciniminix 12/03/2022 4:27 PM

missed unhook design

Ciniminix 12/03/2022 4:28 PM
Ciniminix 12/03/2022 4:31 PM
Ciniminix 12/03/2022 4:32 PM
pipou_tw 12/03/2022 4:32 PM

I believe it doesn't necessarily need to be rounded when it meets a wall, it seems to be done consistently

pipou_tw 12/03/2022 4:33 PM

Unless it's not done everywhere (like on your last screenshot)

pipou_tw 12/03/2022 4:33 PM

Up and down

Ciniminix 12/03/2022 4:35 PM
Ciniminix 12/03/2022 4:36 PM

itdk,there is looks like this 😅

pipou_tw 12/03/2022 4:36 PM

Yeah it's awkward

pipou_tw 12/03/2022 4:36 PM
@supdef
pipou_tw 12/03/2022 4:36 PM

Thanks for point it out

@Ciniminix
Ciniminix 12/03/2022 4:38 PM

in the circle the tp its blacker than other

Ciniminix 12/03/2022 4:41 PM
Ciniminix 12/03/2022 4:46 PM
supdef 12/03/2022 7:11 PM

Yeah thanks a lot, I was sloppy on some edges, I'll recheck it. I would keep no edges on grass main since it looks weird at the border imo

supdef 12/04/2022 4:31 PM

went over the map a few times again and fixed the mentioned + some other design bugs I noticed

Ciniminix 12/05/2022 4:35 PM
supdef 12/07/2022 12:33 PM

thx fixed

papotav 02/01/2023 4:47 AM
  • Missing Unhookable design
  • Corner
  • So in this one, u got a freeze corner and then a tele corner, that's kinda weird
papotav 02/01/2023 4:53 AM

$waiting

supdef 02/01/2023 11:46 AM

thx, I fixed the first two things, but I left the third on as it is for now, since any way I tried to change it looked worse imo

pipou_tw 02/01/2023 12:02 PM
@supdef

Could you come to the test server whenever you have time ?

pipou_tw 02/01/2023 12:46 PM

Talked with mapper in game

pipou_tw 02/01/2023 12:46 PM

$waiting

supdef 02/03/2023 7:24 PM

-applied Pipou's design suggestions to the whole map

  • various other small design changes (e. g. new "good tele" design)
  • part cp 10 reworked to function without speedups or switches / doors
  • part cp 11 door removed since not really required
  • parts cp 13 and cp 26 now need slightly less shields
supdef 02/05/2023 1:39 PM

reduced number of shields in cp 15

supdef 02/10/2023 6:02 PM

added endless off in cp 6

papotav 02/15/2023 6:15 AM

much corner errors

  • missed corners
  • wrong corners
supdef 02/15/2023 11:15 AM

thanks the first 3 parts were mapped in a different style due to a redesign. apart from that please consider every corner as being put there with artistic intent, unless there is an actual relevant graphical error ofc

supdef 02/15/2023 11:38 AM
supdef 03/05/2023 11:35 AM

so it's been around 5 months since I submitted this map and I still haven't gotten any non-surface level gameplay feedback. As far as I know not a single tester has actually played this map. I'd appreciate if someone would be willing to change that so I can get at least some closure on my work

s.p.u.r 03/05/2023 12:12 PM

ma boy

@louis.place

said he'll volunteer and test any minute now, what a nice lad

supdef 04/15/2023 6:55 AM

welp over 6 months already, time sure flies

s.p.u.r 04/15/2023 9:34 AM

it won't take another 6 months for louis to test it, he promised it would be tomorrow

pipou_tw 04/15/2023 11:44 AM

I will test it again later today when I'm home

pipou_tw 04/15/2023 11:44 AM

1st priority

papotav 04/21/2023 3:46 AM

bro didnt test

papotav 04/21/2023 3:46 AM

😭

louis.place 04/21/2023 10:06 PM

we testers are simply following the suggestion of the map title

pipou_tw 04/27/2023 10:55 PM

Tested the map with

@tatak@vena6080@_nehr
pipou_tw 04/27/2023 10:56 PM

Gave the full feedback to

@supdef

directly in-game

pipou_tw 04/27/2023 10:56 PM

$waiting

supdef 05/01/2023 3:48 PM

changed the screenshots + some minor stuff.

supdef 05/01/2023 3:52 PM

regarding sc4: part is a bit less smooth now but can be done very consistently with the change regarding sc8: didn't know what to circle here lol, unused space was filled, the left jump is shorter and the left switch is placed differently

pipou_tw 05/01/2023 4:05 PM

I'll try to test it today if I have enough people

pipou_tw 05/02/2023 12:10 AM

Unused grass_main

pipou_tw 05/02/2023 12:10 AM

It would look better like that instead of a small weird hookable

pipou_tw 05/02/2023 12:12 AM

Nothing changed here

pipou_tw 05/02/2023 12:19 AM

It's too faily there if the one down falls or if he later hits the endless hook off

pipou_tw 05/02/2023 12:21 AM

Good fix

pipou_tw 05/02/2023 12:21 AM

The hookable mix with the unhookable in the middle is awkward

pipou_tw 05/02/2023 12:21 AM

Tele in blocker isn't good

pipou_tw 05/02/2023 12:26 AM

You didn't change tele 25 and 26. They are the same

pipou_tw 05/02/2023 12:27 AM
pipou_tw 05/02/2023 12:28 AM

Do you mean to make the edges rounded ? (on the right)

pipou_tw 05/02/2023 12:28 AM

If so, you forgot to round them

pipou_tw 05/02/2023 12:29 AM

Remove the arrows, I don't understand what they are for

pipou_tw 05/02/2023 12:29 AM

The blockers are behind the player

pipou_tw 05/02/2023 12:33 AM

Make it so you can't cheat it have force teamplay

pipou_tw 05/02/2023 12:37 AM

The hookable is a bit too far. The swing is bad like that. Lower the freeze as it was before

pipou_tw 05/02/2023 12:42 AM

You can pass through the door

pipou_tw 05/02/2023 12:43 AM

Timing on a door is not too good

pipou_tw 05/02/2023 12:44 AM

$waiting

cyberfighter 05/02/2023 12:44 AM

corner bug?

supdef 05/02/2023 7:25 AM

Can you give a short explanation of the skip? Because we can't find it 😅

supdef 05/02/2023 7:25 AM

So you'd move the left hookable more on the right?

supdef 05/02/2023 7:32 AM

Did you fall off or can you literally go through it? In general about that part I know it uses a lot of switches but that's kinda the point of it I guess. But in our plays the timing seemed rather forgiving, the tees don't even need the exact same height or alignment

supdef 05/02/2023 7:32 AM

Thank you for testing btw

supdef 05/02/2023 7:33 AM

Would it be a fix if I made the middle part a bit easier here?

pipou_tw 05/02/2023 8:01 AM

The one under can just fall in tele and pass the part alone and not be hooked by the one on the right

pipou_tw 05/02/2023 8:01 AM

left : a bit more right right : a bit more left test it yourself until you see a satisfying swing

pipou_tw 05/02/2023 8:02 AM

We did the part as intended and Blurry went through the door 5 times in a row

pipou_tw 05/02/2023 8:02 AM

We even tried multiple height

pipou_tw 05/02/2023 8:02 AM

It's just unlucky

pipou_tw 05/02/2023 8:02 AM

Yes

supdef 05/02/2023 8:15 AM

Ah yeah I knew about that, I think it is ok personally, since both outer players already contribute by both having to juggle the middle one after hooking them through. But if you think that would have an impact on the quality of the part I would adjust it ofc

pipou_tw 05/02/2023 8:21 AM

Maybe simply remove the teleport

supdef 05/02/2023 8:31 AM

You could still do it solo by self lasering you at the right wall. Also without the teleport you'd have to go down and save the guy every time you try the part which seems annoying imo

supdef 05/02/2023 8:33 AM

I guess I could make the freeze a bit higher and hinder one to reach the unfreeze from top or smth

supdef 05/06/2023 10:57 AM

additional changes apart from the screenshots:

  • made both teles to 25
    • made the freeze one tile high
    • removed the 2 hint arrows
    • all arrows and their bgs are now in the foreground
    • changed the design of part 2 as you suggested
    • fixed some corners
    • filled in the missing unhookable
    • removed unused grass_main
supdef 05/06/2023 10:57 AM
pipou_tw 05/06/2023 12:10 PM

The endless could be removed here, in case the tee from under hits the endless off

pipou_tw 05/06/2023 12:10 PM
pipou_tw 05/06/2023 12:10 PM

That's what I meant

pipou_tw 05/06/2023 12:10 PM

and it would help stack the entities

pipou_tw 05/06/2023 12:11 PM

Can't see the deep, I'll edit it when you are finished

supdef 05/06/2023 1:39 PM

moved endless off more to the left and made the switch you fall on in the last part vertical

pipou_tw 05/06/2023 4:13 PM

Updated the deep

pipou_tw 05/06/2023 4:15 PM

Is it normal the corners are placed inward ?

pipou_tw 05/06/2023 4:16 PM

Display the endless hook

pipou_tw 05/06/2023 4:17 PM

Corners

pipou_tw 05/06/2023 4:18 PM
pipou_tw 05/06/2023 4:18 PM
pipou_tw 05/06/2023 4:20 PM
pipou_tw 05/06/2023 4:20 PM
pipou_tw 05/06/2023 4:23 PM

So many artefacts in the walls

pipou_tw 05/06/2023 4:25 PM

There shouldn't be any entity bug

pipou_tw 05/06/2023 4:25 PM

Look for corner bugs again

pipou_tw 05/06/2023 4:25 PM

If I missed any

pipou_tw 05/06/2023 4:25 PM

$waiting

supdef 05/07/2023 10:21 AM
  • fixed everything Pipou mentioned
  • removed any tiles hidden behind unhookables i found
  • changed a handful of corners
  • added a separate blocker row in the swing part since arrows are invisible in the new deep
f0rtishka 05/07/2023 10:23 AM

im just wondering what the point of adding time cp inside of spawn tile?

f0rtishka 05/07/2023 10:28 AM

is this many shields necessarily?

supdef 05/07/2023 10:32 AM

yes you need them

supdef 05/07/2023 10:32 AM

I could remove one actually but that would look worse

f0rtishka 05/07/2023 10:32 AM
f0rtishka 05/07/2023 10:36 AM

maybe solution

f0rtishka 05/07/2023 10:37 AM

also if you do as here ^ then rocket will not be half in wall

supdef 05/07/2023 10:41 AM

yeah I can do that, should not change the gameplay of the part from the looks of it

supdef 05/07/2023 12:31 PM
  • removed the fragment in the hookables
  • made the grenade spot one tile bigger as shown in the screenshot
f0rtishka 05/07/2023 12:43 PM
@supdef

you still have those

supdef 05/07/2023 1:16 PM

Yeah doesn't seem that important to me. Do time cps need to be placed in a strict ordering 1 to X? Cause then it doesn't seem worth the hassle to change all of them

f0rtishka 05/07/2023 2:14 PM

what? just what the point of putting time cp if race didn't started yet xd

pipou_tw 05/16/2023 5:06 PM

^

pipou_tw 05/16/2023 5:07 PM

I still believe that part doesn't fit the rest of the map, it's too awkward and doesn't match with the rest

pipou_tw 05/16/2023 5:08 PM

Reminder : Should be brutal 1 or 2

pipou_tw 05/16/2023 5:08 PM

$waiting

supdef 05/18/2023 9:00 PM
supdef 05/18/2023 9:02 PM

a bit sad since I liked that part, but I replaced it with a completely new one that engages the 3 players more equally and is stylistically more akin to the other parts. also I changed the time cps

supdef 05/18/2023 9:02 PM
supdef 06/25/2023 11:27 AM

Can't you guys like just accept it at that point? This seems to be really going nowhere tbh

_voxeldoesart 06/25/2023 2:09 PM

$decli

f0rtishka 06/25/2023 2:17 PM

$released

steinchen99 06/25/2023 4:52 PM

$kick

@supdef
DDNet 06/25/2023 4:52 PM

steinchen99#0 called for vote to kick Supdef#3035 (No reason given) — 0s left

DDNet 06/25/2023 4:52 PM

Vote passed. Supdef#3035 kicked by vote (No reason given)

arrowastaken 06/25/2023 7:56 PM

Em

arrowastaken 06/25/2023 7:56 PM

Watefoc

popcorn181 06/25/2023 7:58 PM

$kick

@popcorn181
DDNet 06/25/2023 7:58 PM

popcorn181#0 called for vote to kick popcorn181#0 (No reason given) — 0s left

DDNet 06/25/2023 7:58 PM

Vote passed. popcorn181#0 kicked by vote (No reason given)

dariusv 07/17/2023 2:32 PM
steinchen99 07/18/2023 1:12 PM

It's been 24,019,200 seconds or 400,320 minutes or 6672 hours or 278 days or 39 weeks and 5 days Have some mercy

popcorn181 07/18/2023 3:58 PM

24,019,200,000 milliseconds

thortillat.d.m 07/18/2023 3:59 PM

wha wtf, he is the mapper, no?

thortillat.d.m 07/18/2023 4:00 PM

$kick

@thortillat.d.m
DDNet 07/18/2023 4:00 PM

thortillat.d.m called for vote to kick thortillat.d.m (No reason given) — 0s left

DDNet 07/18/2023 4:01 PM

Vote passed. thortillat.d.m kicked by vote (No reason given)

thortillat.d.m 07/18/2023 4:01 PM

a

pipou_tw 07/20/2023 1:08 AM

$ready 2

popcorn181 07/20/2023 1:51 AM

Bot is broken again

deen 07/20/2023 8:15 AM

$ready 2

steinchen99 07/20/2023 1:58 PM

this map bust be the best of 2023. 1 year of testing congrats,

@supdef

!

wartoz_ 07/21/2023 11:50 PM

Congratulations

@supdef

coke1465 08/03/2023 10:38 PM
coke1465 08/03/2023 10:40 PM

the design grass and the white background things should be HD

coke1465 08/03/2023 10:41 PM

looks like unfreeze in it

coke1465 08/03/2023 10:42 PM

imo stopper should not look like the same with freeze and without

coke1465 08/03/2023 10:45 PM

wrong sun-color used for deep

pipou_tw 08/04/2023 12:10 AM

$optimize

DDNet 08/04/2023 12:10 AM
pipou_tw 08/04/2023 12:41 AM
  • Filled the hole
  • Marked anything that isn't unfreeze with another color
  • Added freeze in stoppers
  • Fixed the deep
pipou_tw 08/04/2023 12:46 AM
  • Fixed a spot that didn't make sense
pipou_tw 08/04/2023 12:46 AM

That map uses 4 layers for the exact same thing but I won't touch it, it's super messy

pipou_tw 08/04/2023 12:49 AM

I also moved the groups, they weren't in a good order

pipou_tw 08/04/2023 12:52 AM
  • Fixed a few more issues
pipou_tw 08/04/2023 12:53 AM
pipou_tw 08/04/2023 12:54 AM

HD isn't relevant, the design is already minimalist

pipou_tw 08/04/2023 12:55 AM
@snailx3
snailx3 08/04/2023 8:09 AM

ty

coke1465 08/04/2023 9:48 AM

All design elements that not effect gameplay should be hd

pipou_tw 08/04/2023 9:59 AM

No

pipou_tw 08/04/2023 10:02 AM

Only if it's heavy

pipou_tw 08/04/2023 10:02 AM

The design is empty there

pipou_tw 08/04/2023 10:02 AM

If you want less, just play with entities

snailx3 08/04/2023 10:03 AM
pipou_tw 08/04/2023 10:03 AM

We are talking about grass + squares in the back

coke1465 08/04/2023 10:09 AM

I have already said that I always do it this way and also see it as a mistake that should be corrected 😁

coke1465 08/04/2023 10:10 AM

In the map from pulsar and ravie too, he forgot the outside stones

coke1465 08/04/2023 10:16 AM

I had said that the rules should be rewritten, but this was not done properly, the old ones were more detailed.

coke1465 08/04/2023 10:16 AM

Maybe that's why we got so many bugged maps where not even the time cp's are set

pipou_tw 08/04/2023 10:50 AM

More detailed rules won't help

pipou_tw 08/04/2023 10:53 AM

Despite the very long and accurate message in

#welcome

, people still manage to do shit because they don't read it

pipou_tw 08/04/2023 10:53 AM

Also

pipou_tw 08/04/2023 10:53 AM
coke1465 08/04/2023 12:25 PM

Maybe we should only start testing maps when the basic things are done right

coke1465 08/04/2023 12:27 PM

If the basic rules are not observed, the map should be sorted out directly and only tested when the basic things are correctly done 😁

coke1465 08/04/2023 12:30 PM

Sometimes i do not know what to write about bad maps its just always repeats itself

pipou_tw 08/04/2023 2:43 PM

True

coke1465 08/13/2023 12:39 PM
@supdef

there is a cheat at cp10, and useless cp1, if u want to fix it u can still do

supdef 08/13/2023 12:41 PM

yeah there are a couple more, i'll fix the most problematic ones today

supdef 08/13/2023 1:25 PM
  • removed useless cp1
  • moved the shields in cp15 to fix a skip and made the part a bit more forgiving
  • replaced the timed wallhammer in cp4 since it was annoying imo
  • in cp6 added the tele so you can go back as long as you didn't fall all the way to the bottom, since failing that way seems pretty unsatisfying / annoying
  • in cp14 i added more unhookables so you cant hook there to make the part easier
  • i moved cp 8 so you cant partially cheat that part
  • removed a small graphical bug in cp11
supdef 08/13/2023 3:49 PM

added unhookable to that part so you cant use the hookable as speedup

coke1465 08/13/2023 4:30 PM

u know this?

supdef 08/13/2023 4:53 PM

This looks okay to me since you have to drag the upper guy first anyway, right? So that would only apply to save a fail or smth as far as I can see

coke1465 08/13/2023 4:54 PM

u can use it in the part b4

coke1465 08/13/2023 4:54 PM

we did bcs i was right side, no way back

supdef 08/14/2023 10:51 AM

still seems acceptable to me as far as i understood

supdef 08/14/2023 10:51 AM

when will the updates come into effect btw?

coke1465 08/14/2023 11:53 AM

I mean there is a need for a back tele

coke1465 08/14/2023 11:54 AM

It's dumb that u can't go back if both tees fall into tele

coke1465 08/14/2023 12:12 PM

Just wait a bit

supdef 08/14/2023 12:20 PM

i've already added the back tele in my previous update

supdef 08/14/2023 12:25 PM

though i guess you're still stuck if you fall all the way down to the bottom, do you think I should add a tele reachable from the very bottom as well?

coke1465 08/14/2023 12:46 PM

i mean this

coke1465 08/14/2023 12:47 PM

if one tee is there and both fall back ur stuck

supdef 08/14/2023 12:54 PM

yeah but you can go in the tele in the updated if you at least managed to not land on the hookthrough at the bottom. though i guess it's better to always allow the player to go back

supdef 08/14/2023 1:00 PM

actually in the current version you can already always go back since you can just hook the left hookable

coke1465 08/15/2023 10:58 AM

ok

coke1465 08/17/2023 4:06 PM

$archive_imm