#Monochrome
"Monochrome" by Fetr1x & матвей [Moderate]
DDNet 07/16/2025 3:00 PM

Mentions:

@nightsp
DDNet 07/16/2025 3:00 PM
exosphere___endosphere 07/16/2025 4:03 PM

show the player that he needs to press against the left wall so that the left player can hit him

exosphere___endosphere 07/16/2025 4:03 PM

examples

exosphere___endosphere 07/16/2025 4:11 PM

3 tiles to the left

exosphere___endosphere 07/16/2025 4:22 PM

yo, i have nothing more to say about the map, very nice and interesting in terms of gameplay, i hope the map will be accepted❤️

nightsp 07/16/2025 4:42 PM

ty for feedback🙏

nightsp 07/16/2025 4:42 PM

fixes

essigautomat 07/18/2025 8:53 AM

visual issues i found:

essigautomat 07/18/2025 8:53 AM

I highly recommend switching/redoing that ugly grass main variant, the edges are a bit buggy

nightsp 07/18/2025 4:22 PM

design fixes

nightsp 07/18/2025 4:23 PM

imo grass looks fine, i dont have anything better that would fit in the map

vzechz 07/21/2025 5:54 PM
9egor2311 07/22/2025 2:57 PM

дай дс матвея пж

nightsp 07/22/2025 3:07 PM
@matvey2490
f0rtishka 07/22/2025 3:17 PM
  1. I think you could use regular from/to teleports for the parts because they would look cleaner than multiple rows of cps that serve same purpose
  2. You never use these tiles after this part, i would suggest tweaking it the way it doesn't need these tiles anymore
  3. Infinite hook on/off creates chat spam, i would suggest moving turn off inf hook from tele to to somewhere else (mind the cheats that it might create though)
  4. These 4 images create biggest part of filesize, you could make 1 white logo image and color it in game to have similar effect but much less filesize used Nice map, most parts are very solid and map doesn't look far from ready. Btw, as Assa stated before, you should really fix the grass tileset because it's clearly bugged, it shouldn't be too hard i think
DDNet 07/22/2025 3:18 PM
nightsp 07/24/2025 12:46 PM
DDNet 07/24/2025 12:46 PM
nightsp 07/24/2025 12:50 PM
  1. Moved swing a bit to left to make it more comfortable
  2. Added tp to prevent skip
  3. Added cp at end of 33/34 part
  4. Back sign
  5. Removed tunes and added 2 layer of blocks instead
  6. Back sign
  7. Replaced cps with regular tps
  8. Replaced blocking hook with tp
  9. Optimized logo
  10. Fixed inf chat spam
nightsp 07/25/2025 1:22 PM

design fixes

nightsp 07/26/2025 5:38 PM

design fixes

catseyenebulous 07/31/2025 7:31 PM

Hey, I've got some feedback:

  1. If you compare this part
  2. to this part there is a big gap in the skill required.
  3. Move the tele up a bit so you don't have to wait for someone to drop all the way down. And I saw this at a few parts: Why are you leaving out random blocks of unfreeze?
  4. Would be much more comfortable if you add tele below the to-tele instead of unfreeze at the bottom. (Also just a suggestion to not leave teleporters floating on their own but support them with a structure.)
  5. Most basic throw, not a good filler.
  6. Not a big fan, the top is slow and annoying to repeat and then you slam into the wall with full speed.. The map doesn't even need solo parts.
  7. Some more space to start the part here would be great.
  8. Also not a big fan of this solo, you don't see where you are going and need to dj to make it up.
  9. This part is way longer than the others. (Unbalanced.)
  10. These two sections are also not great in my opinion, I'd rework them a bit.
catseyenebulous 07/31/2025 7:41 PM
  1. You utilize laser exactly 4 times during all these parts, could make it a bit more useful. :)
  2. Also can easily keep laser here but I don't think you can gain anything with it.
  3. The drop here is uncomfortable because you often end up hitting the marked tele. Maybe move it up a bit to reduce downwards speed.
  4. Make it easier to get up here after completing the part.
  5. Move the tele up or change the part a bit, I don't want to jump up or get hooked to gain the necessary speed for every try.
  6. I don't see a point in this wall. 😸 Just remove it, the blue tele, and move the platform up a bit.
  7. Very basic. Would be nice to have both players do something more.
  8. Just get rid of the tele in the top left corner. Stopping there every time you redo the part is annoying.
  9. Maybe add a part here that requires both players to do so one of them won't just go to the finish solo.
  10. Are you making these stars on your own? The can have a big impact on performance. If you need help with how it should look like please ask. :)

The biggest issue is the inconsistency in difficulty Make sure that all the parts require similar skill levels. Especially the last one is much harder than some earlier ones.

Any questions, just ask. ^^

DDNet 07/31/2025 7:42 PM
nightsp 07/31/2025 8:09 PM

Hey, what parts exactly should i buff 😅 The first ones?

catseyenebulous 07/31/2025 8:18 PM

If you want to make the map harder pretty much all of the once of the upper half of the map. Some of course more and some less.. :P

nightsp 07/31/2025 8:28 PM

Ok 👌

nightsp 08/01/2025 5:54 PM

What should we do with solo parts?

nightsp 08/01/2025 5:54 PM

Aand with the deep one?

catseyenebulous 08/01/2025 6:29 PM

If you want to keep them make them flow better but you could also just remove them. For the deep either split the part up a bit or make the one before equal in length just so that both players can get a similar amount of playtime.

catseyenebulous 08/01/2025 6:30 PM

Oh and I forgot to mention (at 19.) why did you place unlock tiles inside the finish? ^^

nightsp 08/01/2025 6:39 PM

To make people leave their teams after finish and flex at spawn😅

nightsp 08/06/2025 2:00 PM
DDNet 08/06/2025 2:00 PM
nightsp 08/06/2025 2:00 PM
nightsp 08/06/2025 2:01 PM
nightsp 08/09/2025 1:18 PM

parts buffs (thx to

@yaccre

) & design fixes

yoor1kk 08/14/2025 2:51 PM

Перевет друк

comebackplay 08/20/2025 9:50 PM

i played with mapper this map. Has a few minor issues that I mentioned in the game.(fixes like: move this wall 1 tile down,up right and etc) Also this map have teleport transitions what i dont like, but its already too late to change it. Good map, most parts are really liked , also have some unic parts so for me its redy after small fixes.

nightsp 08/21/2025 3:17 PM

Changed some parts & design fixes

ybivawka 08/21/2025 5:58 PM

talked to mappers in game, mainly regarding the placement of teleports to make the map cleaner.

DDNet 08/21/2025 5:58 PM
comebackplay 08/21/2025 10:21 PM

which one tp u talked?(between parts or "in parts")

ybivawka 08/21/2025 10:26 PM

about those that can be made more convenient and neat visually

nightsp 08/21/2025 10:49 PM
DDNet 08/21/2025 10:49 PM
nightsp 08/22/2025 2:58 PM

some changes to logo

ybivawka 08/23/2025 12:38 PM

add unfreeze

ybivawka 08/23/2025 12:44 PM

need more space

ybivawka 08/23/2025 12:53 PM

close the skip

ybivawka 08/23/2025 12:53 PM

very high, freeze + unfreeze are useless

ybivawka 08/23/2025 12:55 PM

close the skip (thanks to чмоня for finding it)

ybivawka 08/23/2025 1:09 PM

not very convenient teleports

ybivawka 08/23/2025 1:16 PM

make the beginning of the part from below, tp from above is very inconvenient. on the left you can make the wall a little closer

ybivawka 08/23/2025 1:32 PM

this part is more difficult than the others, it should be made a little more friendly

DDNet 08/23/2025 1:32 PM
nightsp 08/24/2025 5:32 PM

Made fixes ybivawka asked + some small changes

nightsp 08/24/2025 5:32 PM
DDNet 08/24/2025 5:33 PM
pioooooo 08/27/2025 6:50 PM

The checkpoint and unfreeze design should be placed in the background imo. Also make hookthrough lighter to differentiate with hookable tiles

pioooooo 08/27/2025 6:51 PM

you cant pass if you drop next to the left wall, i suggest replace the marked tile with hookthrough

pioooooo 08/27/2025 6:58 PM
pioooooo 08/27/2025 7:05 PM

As other testers have said, I find the difficulty is quite inconsistent throughout the map. TP 27 and 38 are much more difficult than the rest of the map. Maybe consider put tp 27 part to later part of the map and/or nerf them.

nightsp 09/01/2025 12:38 PM

Did everything pio asked, expect nerfing 27 tp since it doesn't seems too difficult imho, tell me exactly what makes it hard. Also fixed skip on last part and made it a bit easier.

pioooooo 09/01/2025 12:39 PM

tp27 is hard by comparison to the parts near it

nightsp 09/01/2025 2:53 PM

Uhm i dont think so, parts near it feels quite harder than this to me

pioooooo 09/01/2025 3:17 PM

uh i mean this part

nightsp 09/01/2025 5:27 PM

Oh xD mb

nightsp 09/01/2025 5:27 PM

I thought abt 27 cp

nightsp 09/01/2025 5:27 PM

Alr i will nerf it

matvey2490 09/06/2025 12:52 PM

nerf tp27

DDNet 09/06/2025 12:52 PM
pipou_tw 09/11/2025 12:04 PM

Having different tiles for the same entity is confusing, I got baited the whole run, taking hookable tiles for unhookable

vena6080 09/11/2025 12:04 PM

I would add 1 more block because the swing is uncomfortable. the rest of the part is rly easy compare to the rest of the map, a bit unbalance.

vena6080 09/11/2025 12:06 PM

this wall break the flow, you can't go instantly in the next part

vena6080 09/11/2025 12:07 PM

it's not novice no need to put an arrow and the hookable, even more when it's obvious here

pipou_tw 09/11/2025 12:09 PM

This swing is too uncomfortable

pipou_tw 09/11/2025 12:11 PM

As VéNa said just above, you should remove those everywhere, it's high moderate so you should expect people to know how to play

vena6080 09/11/2025 12:12 PM

it's very tight in the part, you can at least give space here also very dense at the end of the part, you can simplify the structure to give more space (and still have the same coherent structure)

pipou_tw 09/11/2025 12:14 PM

That part isn't well done, hitting the roof is frustrating and releasing sooner makes it harder in comparison to the rest

pipou_tw 09/11/2025 12:15 PM

The last part is too hard compared to the other parts

vena6080 09/11/2025 12:15 PM

basic drag is already not great but it's worst if u need to fly up everytime. it's better if you start the part at the good heigth directly also no need to mentionned the hammer and this one is meh with the low swing setup, not rly interesting

vena6080 09/11/2025 12:17 PM

a real platform for the speed would be better, and the last hookable doesn't work well with the setup you have (also it's possible to not hook and pass the part)

ramirok_ 09/11/2025 12:19 PM

entities error

vena6080 09/11/2025 12:19 PM

for more details, the swing with the laser is very low, if you put the hookable upper it would probably be better, also the last swing, the HT is setup like if we would hook from up left, but the setup force to hook almost straight

pipou_tw 09/11/2025 12:20 PM

It looks bad. Also why would you have sharp and rounded corners, it doesn't really make sense. It would be simpler like on the second screenshot

ramirok_ 09/11/2025 12:21 PM

missing tiles

vena6080 09/11/2025 12:23 PM

same marking, no need it's obvious and for the part, you have a consistent high to not touch the tele/freeze but have to swing again after because you need a big speed for the part, can be change giving enough speed from a lower high.

pipou_tw 09/11/2025 12:25 PM

The way you display the unfreeze and teleport is very confusing

pipou_tw 09/11/2025 12:26 PM

Especially here

pipou_tw 09/11/2025 12:27 PM

The map difficulty ranges from mid moderate to early brutal

vena6080 09/11/2025 12:29 PM

1 : for the start the dummy falling in the tele is annoying (and if u hook directly the dummy also fall in the tele) 2 : playing with the blue tele is a good idea, but use it completly, here it's just 5 block away and doesn't use the full potential of the speed, also it's a very dense start, if you give more speed and space it will be better

pipou_tw 09/11/2025 12:29 PM

You forgot to remove a sound envelope

ramirok_ 09/11/2025 12:29 PM

white glow is very confusing

pipou_tw 09/11/2025 12:29 PM

Yep

vena6080 09/11/2025 12:35 PM

same start problem as the drag, could start the part lower because when you come instantly you can't do the part because you need the full speed.

the tele that back you up, why isn't it just the tele 33 ? and it's not even aligned

the endless hook could be with the cp like u did for the others (better for entities)

and for only 1 small part, the part could be easily adapt to not use the endlesshook

vena6080 09/11/2025 12:36 PM

hammer marking here

ramirok_ 09/11/2025 12:36 PM

undeep desing is the same?

ramirok_ 09/11/2025 12:36 PM
pipou_tw 09/11/2025 12:37 PM

The map is heavy for nothing, it must be the complete tile layers you partly use

DDNet 09/11/2025 12:37 PM

Map size breakdown :mag:

vena6080 09/11/2025 12:38 PM

in terms of balance it's a bit problamatic, it's an average hard moderate but some part are easier and some other like the first with the hammer or the last part are more brutal

vena6080 09/11/2025 12:40 PM

in design the contract between different blocks is hard to see (hook unhook HT) also having some hookable in grass and some hookable in generic that looks like unhookable

the map have a good potential but need a lot of work. we decline for now to let you take your time for the fix and the developpement of the map. gl.

DDNet 09/11/2025 12:41 PM

Mention:

@nightsp
ramirok_ 09/11/2025 12:41 PM

i think is not a cp the to but xd