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deleted unused images
its easier to just land on the unfreeze i guess, but i'm fine with this stuff ๐
for speedrunners (if you get enough speed you get rewarded for it)
is that a problem? ๐ฎ
ye i just saw damn how they do it ( sry )
mhhhhh when i looking players play this map , it became more interesting . however last part looks like realy big cut not speedrun , last section is very slow compare to all map .
alright i will think about removing cuts for those parts
can you upload it here so i can look at it? ๐
i send you because it will upload my version then
why no map logo ?
@balami.ahh i forgot
you can't access that spot? unless u use /practice, well ๐ does that matter?
its ugly otherwise imo
do i need a logo?
(reason is lazyness and idk how to make a good logo xd, i guess its fine like this)
maybe just name of the map and by welf , also could add banana/bananas in logo
nice ๐ฎ yes i like it
very cooool
Thanks! ^^
removed for the last part (i hope it works, didnt test how much easier the speedrun way got through this change) added logo + moved the banana throwing monkey, so the screen is not overloaded with monkeys + that banana throwing monkey is now jumping + the banana is now stopping for a brief moment, when it's in the "hand" of the monkey + added chairs and a table changed that entitie thing texnonik mentioned made stuff hd edit: also added a tune in tune zone 1, a small bug on the previous version nobody besides me noticed ๐
i forgot to put something HD
Include a changelog alongside your map updates (preferably with screenshots).
some design changes - oops i forgot hd again, update soon added 1 unfreeze tile (i missed unfreeze it and failed in a testrun)
Include a changelog alongside your map updates (preferably with screenshots).
Still logo_v2 without the inverted colors. If you like this more it's fine just thought you might've forgotten. ^^
oh i guess i messed up ๐
But for me it looks good. No more big empty spaces with the clouds and the gameplay was fun all along! Ready for me. :)
-new logo -replaced the colored grass_main with the default grass_main to reduce map size
ehm seems like something is messed up again
test
okay now i didnt do a mistake, but it seems like the map wont load to the test servers? there is still an old version
it seems like the bot is broken, the map i posted wont load on the servers (there is still an old version on the test servers)
Oops, fixed
fix this
someone found an unwanted skip, fixed that - it was possible to skip laser and get a better time than with laser, i added something that forces u to take laser in the last part
adjusted a part to make it slightly easier
changed it again since it was possible to get endless jumps without laser (i hope its not possible anymore) changed some corners added a 2nd monkey to throw the banana and slightly changed the banana animation
whole map is about skipping, i guess some players will have fun figuring out that you can skip those parts
Include a changelog alongside your map updates (preferably with screenshots).
The hook is good but I think the extra unfreeze a bit unnecessary? Either you should laser yourself or just jump at the unfreeze on the bottom in my opinion. :)
i can imagine rather unexperienced players not reacting in time or not grabbing dj back, the laser is hard to hit imo, but if more people agree with you i delete it
Oh do you mean while trying to get up?
yes, there is not much time for the laser nor the hook after laser
Ah okay, then it's fine I guess. I need to try it in game will update you a bit later. ^^
yeah it somewhat affects the speedrun way ._.
Hmm I feel like it takes away from the usefulness of the laser for the speedrun way. (Also looks a bit out of place I can't help it.^^)
What do you think about putting it on the left side and lowering the hookable from the left wall a bit?
usefulness of the laser for the speedrun way i thought it was faster to just shoot the ceiling/wall with sg and dj on unfreeze for speedruns putting it on the left side and lowering the hookable from the left wall a bit? most likely it will be cheatable again then (you can grab endless jumps before laser, i don't want that to work easily)
hmm your idea might work if i change the ceiling (removing unfreeze and endless jumps from the left side) otherwise you can hook + sg wall into endless jumps
Oh you reach endless jump before laser like that?
But you don't gain anything with it I think so is it a problem?
i have no idea if it affects speedruns, but if you do that to finish the map, the part to get the laser is weird xd
What if you lower the freeze bar as well?
i'm scared that might affect the speedrun way (hook + 1 groundshot into 1 wallshot for high speed upwards)
I can still get up
(It looks a bit messy) but for me it looks best something like that. My speedrun way is still possible and you can't get jumps before the laser.
i find a rank 1 skip
so many time ago
tried to figure out a good fix with catseyenebulous for the problem above, this should work
i made the ending a little easier (not the distance, but i increased the space before the end)
if this map will not released i will kill myself
what a chad
hopefully this is a fix
Include a changelog alongside your map updates (preferably with screenshots).
(design)
design again
the thing knuski mentioned still works
however
last section is still kinda cheatable (you can fall through freeze and get unfrozen similar to what i did in my video), also you can go out of the map (at the top e.g. with laser) and do a long hook to swing through the freeze wall below finish
but i guess that's okay ๐ (if they really want the finish that much, i dont want to stop them doing it in the most boring way)
honestly i would decline this map, the gameplay is boring for me or maybe its just too short idk ๐
It's only boring if you are going the slow way?!
the fast way aswell
I very enjoyed from even from start of them map !
cool speedrun map
not every map has to be 3 mins long
this part forces you to learn how to climb a wall consistently with push shotgun, i don't see a problem with it, i can do it consistently
this way looks like skip
this look like skip too
please understand the map before you post screenshots and videos, its just spam at this point
what u mean undestend map?
i finished it
if u mean 1 video is not skip so then it have bad flow.
you are wrong
if u mean second video dont skip here is bad mapped
i sure it is possible map better and i trying to help.
i will just ignore you now
lol okay
best solution, agreed
Well, if he doesn't see the problem, I'll tell to others.
if this skip exist
triki i would love to see one of you perfect maps that don't have useless hookables, that are mapped perfectly without any flaws, I don't think there are any though..
how is having a backup strategy to do a part by going the same way but slower a "skip"
https://discord.com/channels/252358080522747904/1248686496530043061/1264195944556134431 btw this part "forces you to learn" just look at the video of how these swings โteachโ.
he doesn't even use hook
Sometimes skipping doesn't just faster way, skipping means the easiest way to do it
he tried before, on video next step.(btw he trying use right wall, not left)
By saying that, you mean that it's impossible to create a good map.
ps im done with that map.
it's more consistent, but you still have to land on the platform by sging off the wall anyway, I don't see how either of the "skips" are flaws at all, unless your preference is just that the fastest route is the only route you should be allowed to take
like why do you think the part in the second clip even exists if it's a "skip"
first of all need to understand it is skip or not.It's the mapper's decision. Depending on the answer to that question, you have to rebuild the map.
considering the trick in the first clip is used in another one of the mapper's maps, I think he was aware of it, but I guess I can understand asking if it was a skip for clarification
can you post a playthrough?
i can explain the map on test, idk if a playthrough helps because it has multiple ways
(i wouldnt know which way you would want to see, so idk what to send xd)
ah sorry i meant like the 'speedrun' route if you have one
is there any particular section you are interested in or the whole map?
u mean there are many skips
here is a scuffed af demo
if you do a groundshot at 0:13 you can keep the dj ๐
at 0:28 you can go to the unfreeze with the correct speed, if i didn't ruin this strat
but well played ๐
louis just tell me if you need more information, i hope its fine that i just commented that demo
i made this some time ago, its not in the video from iku so i guess its worth posting
this run by shinoa should explain the strats
ok thats actually good gameplay
Just rls this already, we need more solos
this guy copied my strat ๐
u can just skip the whole map lazily by using infinite jump and jumping thru the freeze
once u reach this unfreeze on top, the map becomes free
but the shotgun tech u have to do before it is quite difficult in comparison
this map flow doesnt really make sense to me, u complete the first 20% with some difficult moves, then u have the option to play as a total sleeper
i think u either need to force hard way, or make an alternate route for the first 20% that is similar in difficulty to the rest of the map's alternate route
just the first wall climb has somewhat harder tech, i implemented easy ways after that
so i don't understand what the issue is
i mean the start is a bit harder, but it's a faily map, didn't want the map to be too frustrating for casuals while (somewhat) optimizing it for speedruns the map concept is about suggesting harder techniques that are more risky instead of doing the "free" parts, trying to introduce players into speedrunning
reworking stuff now would break the concepts i put into it while creating it, i can make a new map instead...
what? how does reworking the start to be less punishing break the map
the start doesnt "suggest" harder techniques, the player is required to do them
unlike the rest of the map
u don't introduce the player to speedrunning by starting with a forced speedrun strat part and then giving them sleeper parts afterwards
what is punishing about the start
where is the forced speedrun strat part
are you seriously unable to tell?
the start is punishing because if you don't have enough speed built up you fail to reach the unfreeze
there is a backup unfreeze below.....
did you miss it?
i can nerf the easy path in this, if that would help
you still need considerable speed and skill to reach even the backup speed....
so you are fine if i just make it easier to reach and maybe nerf the backup path?
also needs fixing
why
i already said that im fine with it
i'm not
and it's an easy fix
nobody else told me that its required
okay, well i'm telling you it's required
why is it required?
if u need a rule then it's rule 4: Small part skips are permitted, provided they do not undermine the intended purpose of the part.
that skip is 1. not small, and 2. undermines the intended purpose of the part
if the intended purpose of the part is to spam infinite jumps from killbox back to the map 5 times, then the part is bad and needs fixing anyways
well it's a bunch of small skips, but the punishment (waiting alot of time and jumping back up) is high
the map is about skips and alternative ways, there are some other lazy strats you can perform, if players figure that out, they learn something about skipping, because going through freeze like that is used in other maps too
and if someone really wants to finish the map that much, that they don't want to try the real parts, im fine with them grabbing the points for "free"
the whole idea of the map is to not force stuff
okay, nice that u are fine with them grabbing points for free, but unfortunately ddnet mapping rules are not fine with that
and since you are submitting your map to ddnet, it should follow the rules
doesn't matter if you're a tester, doesn't matter about your stance on the map
you're not forcing anything by fixing a lame skip, your map still has alternate routes
applying rules is always subjective, especially since they are inconsistent, but however i will let you have it
so this needs a nerf?
only thing i require personally is the ending cheese to be fixed
i still believe the beginning of the map is unbalanced and doesn't fit the theme of the rest of the map (since there's only one route compared to the rest of the map which has multiple -- which doesn't make sense if you want your map to teach people how to use alternate/faster routing -- you wouldn't start off requiring them to go one route only)
but i won't say i require it to be changed
although if i was the mapper, i'd make it slightly easier or at least add another easier way for the first few shotguns
My point about the ending cheese is that it teaches players one important skip, which is even used in rather recent insane maps (getting unfrozen through freeze), so it would be cool to have a map where it can be discovered or shared with others. It highly harmonizes with the map concept of having different routes. So i would not like to fix it. How would you fix it? Tbh i like the idea, that you don't fail if you fall down in that section (because you will get unfrozen in air). It would be a bit random if i just added some rows of freeze there. I'm not 100% happy with the unfreeze above unfreeze section (because it's quite hard to pull off compared to the fast route), but i don't know if you were talking about that when you suggested stuff. You mean the first section where you go up the wall and go right from that? It would be hard to fix now, since it's "connected" to the big jump through freeze (you are building up speed over the course of the part). Can you give me some more detailled ideas, because it's really hard to fix the map without destroying the speedrun route?
why do you feel the need to teach players 'skips', players learn skips by looking for skips. this type of move is already used in a lot of t0 maps already
there is no reason to teach a skip used in recent insane maps in a solo 2*
it allows players to finish the map in a really boring way and it's super easy compared to the first half, so it makes it unbalanced
i would fix it by adding freeze before the player reaches a point midair where they can get unfrozen
your beginning is also missing some nuance in terms of spacing and whatnot
but anyways, if i were to make it more accessible for a non speedrun route, i would do smth like:
or even add some hookthrou+hook combination in the red square. lots of options
I didn't know you were talking about going up the wall until now... If i make the first section easier and make the section after the big jump through freeze easier (making the bottom path easier with another hook or something to get through), do i still have to fix the jumping through freeze thing at the bottom? Because the map would get nerfed alot, it should be fair? I can still do all of the mentioned things if you want that.
i used to think the whole of first 20% was unbalanced, but tbf its mainly going up against this wall that noobs 'have' to do only one way
if you're going to fix anything, it has to be the bottom freeze skip
not even sure why you would want to keep that in
that part is already used in other maps, there's no justification in saying 'it will expose players to this cool skip''
That's a bad argument over all ("you can't do it because its somewhere else"). Also, because the way i mapped it will make players stumble in on accident. which is the teaching part of it.
That would add another way to skip the last section ๐ but sure looks good ๐ i can do that
Skip the last section?
Not sure if i should spoil it...
And I agree that just jumping trough the freeze pillars at the bottom is a bit too plain. I think keeping one or two is fine but not all the way. :) That way you can still skip a bit if you want to but it's not too simple.
After that I think it should be ready.
That sounds like a nice idea, i hope other testers would be fine if i did just that
Map channel has been moved to waiting mapper.
needs some antichot since you can hook on that and use a bunch of inf jumps
not like you can already do that with the first hookable though...
its a lot harder to use the first hookable though
are you fine with this?
keeping 1 or 2 still allows you to skip a large portion, depending on which ones are kept
so most likely no
don't let me stop you though, testing is subjective!
nerfed the start and the easy route of the thing after the "wall" changed the pillars and added freeze on the left to avoid some big swing "skips" fixed clouds (2 had a different color) changed time cp 4
The map is now ready to be released! Difficulty Rating: โ โ โโโ Optimized version attached. Changelog:
Unoptimized version: https://discord.com/channels/252358080522747904/1248686496530043061/1271969685277249556
ั ะฐะทะต
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changed some corners (including everything mentioned on the screens)
Optimized version attached,
@balami.. Changelog:
I can't ready it
๐
Moved channel back to TESTING.
damn there's a cool down
XD, I had this idea of reseting and readying since i can do the first ready so u do the second one....
i can't ready my own map (or at least shouldnt xD)
u should be able to, since it was already on ready
don't u think so
i don't want to cause trouble, maybe someone wouldn't like that to happen ๐ i guess i can wait for another tester to ready it again
mb
First ready set by Trial Tester. Map needs to be tested again by an official tester before fully evaluated.
i also forgot, that it has to be readied again after i upload the fix
it happens
The map is now ready to be released! Difficulty Rating: โ โ โโโ Optimized version: https://discord.com/channels/252358080522747904/1248686496530043061/1276506148366712852 Unoptimized version: https://discord.com/channels/252358080522747904/1248686496530043061/1276506100698452071
ez ๐
ty
i want to highlight this video again since the map will be released soon
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!
Map state is already set to released.
murpi fixed it already ๐
sometimes you have so much downward speed that you go trough the unfreeze
holding space does not work?
if you literally clip trough unfreeze you cannot do anything
i didnt know that you can go through unfreeze ๐ฎ
Post-release updates need to be uploaded manually. Please reach out to an administrator.
Include a changelog alongside your map updates (preferably with screenshots).
Optimized version:
can you upload the changed version? the new version is not slower than the old version ig
done
i dont think there is a point of reuploading the whole map because of one small change
when there will be found more issues with the design welf will just fix them all at once and submit