Mentions:
@prosto5555Map π:
these mirrored stuff can cause some prediction(antiping) problems iirc
the bot pointed to these tiles π₯΄
upd
Cool map, will check it again
Hi cok
fps drops 10 times when I turn on the author's design...
Ignore them for now, the bot isn't updated and the map seems to use the new speeders ^^
i hate that theyre not hd, mapper pls fix
if remove them in low quality, the map will not be informative
low quality = remove stuff for better performance
- removed all animations for low graphics and added new tiles to indicate (for laser and sg)
- removed unfreeze [1085; 66]
i tested the map with
@giorno45but we were too noob so we gave up, 8/10
fix dsgn
where did the difficulties arise?

the first 2 seconds
exit spawn?
yes
it was too hard to touch the start tile
since its easier to play this map in design (imo at least), ,u should make it more playable
for example, the weap tps shouldn't animate from brown/blue to white IMO
and the background needs a bit more contrast, atm its rly hard to see where tele is
in other words, black tele on dark grey bg isnt really fun
id make bg a bit lighter
map is fun IMO
angle bind makes this a lot easier and i feel like it's almost a necessity -- i was playing with it for all the setups
otherwise its cool move
ending swing of this is too hard imo, unless i was doing smth wrong
otherwise i enjoyed it (apart from angle bind setups which i think is just an unfortunate reality of parts like this)
agreed, i think move the tele-loop down a bit
also tbf i think you should change the map name since there's no telegun in this π
- changed the name of the map
- changed the animation of teleports (laser: dark blue -> blue, sg: dark brown -> brown)
- changed the 11th part (screenshot)
- made the background a shade of gray
send a file with the old name?
ask someone to rename the map if you want to
Who should I ask?
just wait for a tester to check this channel
do you want the name "LoopRay"?
upd
Very cool map. I would remove the mandatory jump in the beginning (before startline), so speedrunning the map is more fun
reworked the spawn
its clean, nothing inportant for me to add, a bit stale for me, but you did it perfect for the design type you used.
10/10 π
- high detail (animation) for logo is disabled
- pt2 (screen 1): stoppers removed and speedup adjusted. Now speedup pushes equally upwards. Add more tp
- pt9 (screen 2): moved the wall to the right
- pt10 (screen 3): made the platform longer
- pt11 (screen 4): moved the wall to the left, now it's easier to hook after the swing. Add the tp for a laser shot. Closed skip
tested with triki
Cool map. A bit unfortunate that you kind of have to use the angle bind but fun nonetheless.
I found a few small things but should be ready after for me. :)
- Can you move the hookable a bit to the right so it's easier to get more speed? Also maybe replace the first few stoppers with unhook because sometimes you get into them too far and hit the tele.
- Is it possible to cut this corner a bit to get a clean swing?
- Tele here to get back faster if you messed up or forgot to press d?
- This is the only slow part of the map. Would be great if you can speed just that section up a bit. ^^
- Delete a bit of tele here? I sometimes touched it if I didn't get max height on the previous swing.
- The hook here feels very awkward in my opinion since you need good speed and a very late hook. Maybe you can shift it up a bit?
- Are the unhook tiles here needed? I keep swinging into them. xD
- (Found by chujozo100x) If you dj at a specific height the second shot barely doesn't make it. Moving the unfreeze or spacing them a bit more should fix that.
1-2. Changed
- Added a tp
- Added speedup
- Changed the tp
- Moved the hook higher
- Completely redesigned part
- Fixed
you need to download nightly in order to see them
Please update your client, all your speedtiles are outdated as well
Upd
- fixed
- returned the stoppers (closed blue arrow)
(Noting changed, the bot just doesn't want to upload it.)
Looks good. :)
Maybe you could add a hint at the start that the fire delay is changed for the second ready. :D
Nothing major but if you want to do it feel free.
changed and marked speedup
I would like the players to figure out the mechanics of the map on their own (without hints)
That's fine. Map is still ready to me.
my fps drops from 1400 with entities on to 90 with entities off
even with fps improvements on nightly
envelopes eat fps hard
Ouch, I didn't notice that since I have my fps hidden. Yes there are a lot of envelopes. (131)
Sad, will need to play with details off but it doesn't quite look the same. Can't just dump the effort either though.
maybe somehow can reduce the amount of it
Yo, I tested your map and I'm just listing a few things I would suggest you to change. Good map overall and I had fun playing :D
Minor issue, but I always lose all my speed here and it feels so unsmooth getting through it.
I'm clipping the corner sometimes and it would be smooth if i had enough space every time so it wouldn't happen.
background is making me dizzy
There should be info at the beginning of the map telling you the "needed" bind for this map. Probably with tune zone the easiest.
If you give the player a hint to jump, then these jump symbols should be found on all the other parts where you have to jump as well. But I think the parts are loaded with special tiles already and it takes the player a clear head to figure out what to do in a part... I don't know if that right now is the best solution.
The amount of special tiles used on this map should be heavily reduced if possible. The amount of entities confusion caused is just too much to deal with for an average playthrough. Especially (but that means not only!) pointing out the insane amount of entities instructions while already featuring this heavy amount of special tiles. There are quite some balancing issues on this map imo. I'd ask you to compare part 10 to part 11 (yes it's the last part but it's still thrice as long as the usual parts you used) for example. You might want to adjust this. Additionally I want to underline that the background is likely to cause dizzyness due to the para values it has so you might want to reduce it (or change the background entirely if the issue remains).
If so, you don't need to touch it, im right?
The amount of special tiles used on this map should be heavily reduced if possible To be clear can u plz take random part and do it clear? he will use it for reference.
cus i don't understand what u wanna clear. Maybe my eyes have already gotten used to this kind of spam and it doesn't bother me anymore.
I only find that what can be cleared without losing anything useful.
There are quite some balancing issues on this map imo. I'd ask you to compare part 10 to part 11 (yes it's the last part but it's still thrice as long as the usual parts you used) for example. You might want to adjust this.
You are comparing the part where one weapon (shotgun) is used with the part where two weapons (shotgun+laser) are used. Obviously, the two weapons part will be longer, and I don't see that as a big problem.
numbering tp not help?
king of cl_mouse_max_distance 2; +toggle inp_mousesens 1
I donβt need to. I was saying that im way slower and im not getting boosted into the corner by the speeder when I hook low.
In design you wont know. I donβt think it is important to mark tho.
The weapon is missing xd
As a hint for the player
What does missing mean? Did the player not have enough speed to reach sg?
ig its mean sg didnt hit tee.
how?
In entities you put an information for the player whether they have to use shotgun or laser on a part. You didnβt put the sg in entities there
Yes
- Changed the above mentioned parts
- Changed the parallax of the background
- Added information about the bind to tune
I didn't quite understand what kind of special tiles are used on the map, the number of which needs to be reduced.
I'm still keeping 0 of my speed, don't you wanna keep the flow going?
here too
For the gameplay purpose only weapon tele is needed
And it looks messy and confusing. Especially for players who play it for the first time and need to figure out what the markings are supposed to mean.
I would suggest to remove the arrows and Jump hint completly + the WASD keyboard sign isn't necessary as well. That would be totally okay if the players needs to figure it out, even tho it seems pretty obvious.
If he adds speed, the part will be broken.
Has to be adjusted ofc...
1st: I said for example, the mentioned part 10 is much easier in comparison to some more parts as well and this applies to some other parts too
2nd: Having 2 weapons already makes the part harder and then you decided to make it 3 times as long, I donβt see how it must obviously be longer
3rd: Thank you
@jsontwfor elaborating the entities issue

what u mean here? bad flow or part dont work cus u have 0 speed?
- deleted the special tiles
- part 6. moved the tp by 1 tile to the left, now it should unfreeze earlier
- last part. Simplified the first hook. 1 swing has been removed. The ending has been improved
I just mentioned them, in case you wanted them to connect at the middle or at the side
Also think about this again please.
Also part 10 is still way easier than other parts
I would let last part pass imo.
- changed the animations of the points (centered, etc.)
- changed the beginning of part 8 (now you can not fall on the edge)
- changed the last part
- deleted speedup in part 3 (it seems that the bug disappeared from the new version if you fall on the left wall)
upd
Optimized:
Yay, cool map. π
when release
your map has just been released, and you now have a 2-week grace period to identify and resolve any unnoticed bugs or skips. After these two weeks, only design and quality of life (QoL) fixes will be allowed, provided they don't impact the leaderboard rankings. Be aware that significant gameplay changes may impact and lead to the removal of ranks. Good luck with your map!
fixed skip:
- added option -
. Now, after the player's death, the laser also disappears.
- fixed part 2 (video)
- fixed skip part 10 (tested with J$ON). Added more forced and Max speed for speedup (skip similar to part 2).
Post-release updates need to be uploaded manually. Please reach out to an administrator.
That might have an effect on ranks
relevant for speedrun ranks
current r1 time might be legit with his old time of 2:04 but otherwise i think it can be fixed right?
I mean it might give anyone speedrunning an advantage
Removing all ranks seems disproportionate as itβs mostly about speedruns, I guess removing ranks under 3 minutes would make room for fair and new competition again?
doesn't it only matter for top5 to top10 only? some skips need more practice within a speedrun and are only really about a few seconds
i dont care, but it would reduce the work for the admin
Did anyone even use it in a speedrun?
if the map doesnt get updated within 24 hours me and freezy could look through a few demos to see if the skip was used.
your fault for applying as mod, now go to work!
the skip was used, but not in speedrunning
J$ON said that top 2.03 is skipped, but 2.04 is clean (but I personally didn't see this run)
not sure tho, i didnt see any demo. thats just what the gyungkusang guy said
None of the top ranks are skipped
cp2 gyunk skipped
mmmmm i think 02:03 is posible without the skip
Nah
Just look at the time diff
i just watch his run
i havea 02:04 and my run was bad
he said himself that he skipped the 2:03 run
and i said before the skips are about some seconds. Cp2 skip is like 1sec
I did the cp2 skip and it saved like 3 sec
im pretty sure i can do 2:03 without the skip
yea doesnt matter tho
he skipped with it xd
oh
so the time is not the problem?
sorry mb
Don't you know how to see timecp?
You're faster than the rank 1 in part 2
the skips save you some sec in a speedrun. and if he is currently r1 with a used skip which will get fixed, it will be harder or in some cases impossible to beat their rank
idk if i should tell it but there is a nother skip
did u see the fixed version?
nope
okay
maybe im talking to soon
he fixed another skip as well
those who π
imo u shouldnt really fix these skips with the 2 week period
only annoying fails or stuff like half map skips
skips that require some skill / arent too huge are fine, it lets speedrunners have more skill expression imo
if the mapper wants to remove when would he remove it outside of the 2 week period?
what i mean is u should just never remove them, just accept the fact ur map has skips
otherwise u have to worry about deleting top ranks etc. for what? just so speedruns look more perfect or smth
deleting ranks is part of the 2 week system and also those skips looks really boring and doesnt add anything to the map
meh
i dont really like when the rule is used like this
(imo this whole 2 week shit is bad af anyways)
then speedrunners might as well wait 2 weeks after any release if the mapper wants to fix skips
yep
you might want to update to the last version, we can check for ranks (that might be of competitive relevance due to giving rank points) that are affected after the update
this is more theory than anything else, the 2 week rule has been around for almost 2 years and to my knowledge there hasn't been a single incident where a skip has been kept secret for 2 weeks just so the map can't be fixed but i still think that everything should be fixed within the two weeks as long as the mapper deems it necessary
are there not scenarios where a new skip has been found after 2 weeks, not necessarily kept secret though?
i dont know about any map breaking skip since the release of the 2 week rule, only tiny stuff that wouldnt have been fixed most likely anyway (talking about the maps released from summer 2023 - now)
So is this getting fixed?
you can oneshot parts without them too
Need a lot more time to think and remember how to shoot. With them I remembered how to shoot while running without stops to think.
Uploading now
Can we go through the ranks tomorrow?
I might have some time in the evening
Great
Update should be live
So every rank got wiped?
No, only those where it has been cheated and affected rank points (so top 10 placement)
No, we only deleted yours.
Ah okay
Nuh uh i'll remove yours