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Note for this map: This map uses tuning variables from DDNet 17.2, so make sure the server you are running this is is at least in this version
Iβll test it for you soon ^^
What difficulty do you think it is
this map is a showcase of a mechanic and in my test with friends it took about 15 to 20 minutes for players to find out how to finish (in one case it took 2 hours). The map is finishable in 1 minute, so 1 or maybe 2 stars difficulty
1 or 2 stars oki
And your Client, too, since the bouncing has a working prediction since 17.2
After watching a few players play the map I would maybe increase the difficulty level xD
The design idea is nice but i think a little too much the hookables look a little strange. This doesnt need achange in my opinion i think its fine just a little weird.
personally i would just lower the detail of the entire map
part 1: the idea here is really cool i think it feels a little weird but you can easily get used to it :D
ill be honest ive no idea how part 2 is supposed to be done
i did it by bouncing here repeatedly to get height but im assuming this is wrong
if not maybe indicate this to the player better
not sure what this section is for
im assuming the idea is to conserve your speed which is pretty cool idea
for part 3 i like the idea of the sticky sections to introduce them etc but to me it feels like theres no real gameplay and that it can all be skipped by holding d
i may have been doing it wrong so if thats the case a video of completion would be really useful
here i just got height and then went up
idk if was correct
this part is inconsistent but i like it
you can completely skip all of this gameplay by just getting speed here to fin
map feels fine for a 1 star if everything i did was correct only some design changes needed
if what i did was incorrect map needs a big rework
i finished it in abt 3mins on my first att
ok i'll continue on bomf speech, for part 1 it's great and have many way, but the cheat that bomf show is to easy even if it's slower than real part, it have to be fix somehow
- a would like to see how you do every part, because i kinda feel like i was cheating some part ( i'll explain)
im assuming this is intentional i dont see another way to get up there
youre supposed to jump around?
map looks like you are supposed to go down
yea i think so
it kinda break the flow of the map, with the bounce it's better flow because it give the impression of never losing speed while racing
maybe it would be better with a tune on this wall
jump bounce of wall then left
how many parts did i do right? cuz i think i did half of the stuff incorrectly also a lot of the blocks arent used at all and only confuse you more
the wall is to close for the jump, but if the platform is upper, the jump is not possible and the real part is clean
hm
i hope the way you did the first part is correct because it looks alot cooler :D
it looks cool but you have to do a random slowdown to hit the bounce below
cant just drop as well
maybe u got too much speed xd
there is literally a swing at the start that gives massive speed, do i have to do the part worse to beat it? xD
for the first part i do the same, but at start i was jumping from left to the the platform in the middle and it work too
no
i think theres just so many ways to do it
difficult to balance
great concept but right now the map is super short, a lot of the stuff seems to be cheesable, some blocks arent used which messes with players and there is little exploration of the mechanics these blocks provide (mainly just bonk -> go fast)
i like the fact that some useless block are disturbing players, they will need to use brain. but for the exploration i'm not totally agree, i understand it's not only going fast, but some part have just a bad flow
$waiting
i think the blocker design should be changed also
it looks a little weird to me
if your puzzle needs random junk in the part to be hard to solve then its a bad puzzle
+i think it will be hard enough even without junk just cuz the execution is difficult (if i did it correctly that is)
depend how it's make, in this case i see some block that are use to fix cheat and creat fake way, that not just random place
i think it can probably be fixed :D
have faith
btw what rating do you think it is ? it can't be 1*
maybe 2*
i think 1
but it need precision on tee mouvement overall, little brain for people who don't know map, and debutant player will have hard time to understand the tunes mecanic, and in same time it's not failly and i'm not expect of solo map rating, i need more people
i think it can be either 1 or 2 maybe
short map makes me think 1 more
also sv_solo_server 1 ploz
<3
i was going to suggest but idk the command
not like this xDD
this section is a red hering, there are multiple ways the parts can be solved (which is intended)
yes, a normal player would always jump there and notice "ah, I stick to it", yes you could skip it by holding d, that's why the second bump is bouncing you up, any better suggestion for introduction of the orange sticky tiles?
depends on what you did on the previous part, if you do it right, you directly bounce on the ceiling (the ceiling under the hookable tiles)
maybe use them in an ascending way use them to stick up or so
would be cool
it isn't, you just need good speed, this is just harder
yes you can directly skip it, but this isn't faster! but finishing directly from below is the fastest way actually
you can be much faster
you did this part wrong.
i agree :D
you mean my way or the way i draw ?
show me your way
this is a skip and I know of this, it's intentional, the left part is just to make it easier for non-speedrunning players, I don't think a map needs to be linear!
Can't follow you here (like at all?). Double jump with fullspeed into the right wall
okok i don't have problem about little cheat, but the one in the first part is kinda big
the first one needs a fix for sure
you did everything correctly there xD
i was just saying i was doing shit, but it's fine
I think the fact that it's cheesable and not linear, more like a puzzle map, is fun
it's very close to the tile in the editor, what do you suggest?
this strat is valid, but slow
do I need to set this myself?
it looks too pixel too me id suggest the
these
I can upload a demo with the intended and my speedrun strat (or both), do you want it/them? Tell me which
id like both :D
okay, give me a bit xD
π
intended strat:
58.5 (managed 57.8 on testmap)
you don't want to cut out every cut, there will always be one nobody thought of
it's in the nature of bouncytiles
i like your end strat!
you are missing 2 crucial bounces where you should use the bouncy tiles but stop (and then say the map is not smooth π )
Added the solo setting
these are very similar to the arrow I used and animated
I hope you are having fun with the map β€οΈ
there is a low details button in the game and I tend to use it. I can't get rid of the roots in the ground, because they indicate bouncyness/stickyness
but I missed a few layers, thank you π
The purpose of this section is also to be able to mess around with the new tiles, this is a bit out of scope for this map. My strats don't show, that you can use this part, too, but you can use it when going to the right back as another wall you can bounce at
I don't get why the stopper is useless, the stopper indicates the exit, did you jump around the island on the right not using the stopper way? π€
- moved more tile and quad layer into the details section
it's ok, i just say the same thing to every mapper, specialy when they spam stopper/switch/speeder..
Nah thats what Vena said
I only said that some solutions feel unintentional and some blocks have no purpose (seemingly or not), smoothness/flow is very low on my priority list xD
okay sorry, I don't mean it like that π unintentional yes, that's the purpose of the map is showing how and where to use the bouncy tiles. Except for parts of the 1 tile bouncy room there is not much in the map that has no purpose at all. So how would you change the map or some parts? I already heard
- change the sticky part introduction
- change the end, so the direct strat isn't viable Any ideas how to implement these changes?
It would be hard to change the start if you wanna keep the map super small but if you are willing to extend then some very basic parts would be nice (like a part about only getting hight from a bounce, etc.) For the end you can make it so all floor bouncy blocks have blocks above them (non bouncy) so you can only use them after gaining horizontal speed (so you dont bonk)
i tend to skip the bouncy ones on the left and use the orange ones above in my speedrun^
so the only place where you don't need the ornage ones is in between the dj
I wouldn't force the unsticking, since it's a mechanik I want to showcase
Wait so you can actually clear it by sticking twice?
see here, 40 secs
I see, it's hard to see
but I promise at least sometimes I do, sometimes even thrice after the bounce
i put it back to waiting, raison -> nothing have change, we mentioned many problems on the map
$waiting
can you please summarize your problems with it? There were a few things other mentioned where I dissagree with, for example the one-way which is very close to the default one
u should finish material layer and use it on this map π
I played the map, first section feels a bit boring bcs 1000 ways to cheat it
The last jumps in second section was way harder than all other parts
I think you mean the part with the orange, yes it's harder, I didn't find 100 ways to cheat the first part
Should I increase the platform to land on on the last part? What ideas do you have to fix the first part?
go check your github btw...
oh xd
i was viewing the videos above on mobile and thought you were using some other weird tune πΉ
hmmm not sure xd
First I will update the end jump, I make the plattform 2 or 3 blocks longer (to the right), but I need some time
very unique map, I enjoyed
I would say unique idea . If there could be done somethink more interesting , than i would say that to (if there any possibility to create )
yeah that's true to an extent ig
- made the end jump 3 blocks shorter in order to make it easier and be more in line with the difficulty of the rest of the map
I like the puzzly nature of the start and don't know how to adress the "shortcut" issues, even the end is shortcuttable, but imo that's not a problem, this is a fun map not a tryhard map. You can still tryhard it, nobody came close to my time, so I challange you all.
Any more updates on this map?
can you give me a precise list of things you are missing right now? you wrote a lot in your previous answers and it's hard to keep up with all the suggestions, but here is a list of things you mentioned which I (at least) thought about:
- shortcuts: as I mentioned I don't really care, this map is a bit cryptic in nature, and the parts feel like puzzles, maybe I should just make it longer. Also the (bouncing) skip for the first part isn't that obvious nor easy
- the oneway: Yes, there is a rule about oneways and not overusing them, I used one and it's a nice addition to the gameplay there, ironically just to prevent a shortcut, that would be very anyoing
- the oneway design: it's very similar to one of the mapres you send, also similar to the entities in the editor, I don't understand your problem with it
- sticky tiles: "maybe use them in an ascending way use them to stick up or so". Unfortunately this is not how the sticky tiles work. The force which you are throwing yourself against the tiles matters for the time you stick on the ceiling. So just touching this is not enough. This is an implementation limitation, not a mapping one.
- too much details: there is a lower details option in the game and this is mapped, use it if you think the map is overdetailed. IMO a lot of ddnet maps are UNDERDETAILED which upsets me a lot, you can do so much in the editor, give details more love.
- part 3 holding d (after the ceiling): if you just want to pass this part, you can do it like this, wouldn't be any optimal, would require maybe one or two double jumps in the up-chute. You can gain much more speed there
I still appretiate your feedback, can you maybe map your changes/ideas of parts (just gametiles is enough)? That way we all could test them, maybe you see something obvious that I am missing.
Lastly I posted a playthrough of the intended and the cutted way, which you didn't react to.
It's hard to make a map with boucing/energy-convering tiles without skips, because they don't introduce a penalty. On the otherhand not bouncing can lead to huge penalties and timelosses, needing 20 seconds to regain your momentum. Also I didn't use any teleports, just deathtiles in the beginning.
(Today I found out that discord has a character limit, lol sorry)
I will do this once Iβm back at my house on Monday
Here i play first part and i like idea but its mapped so annoying and i dont wanna continue test. 1 tiny swing with no reason. why just no give player full control? 2 1 tile hole, this is not hard its annoying, better do 2 hole tile. 3 here new mechanic u need bounce on ground any new player will fail that 100% because on ground harder bounce then on air and keep speed. When u add smth new u need teach ppl how it pass. IT's mean new and hard stuff need be closer to cp or spawn. 4 here u need so much action in small area. Normal ppl have 200-300 ms to react , but here u need less and its impossible u need do it longer and less annoying. and main reason why i donβt like this place bcs i dont get satisfaction cus its boring skill required and i fell it can be mapped better
(He forgot)
Oh man ur so aggressive I donβt wanna talk with u anymore
I am so tired of teeworlds, I don't want to work on this map anymore. This was just a little showcase for a new mechanic I implemented for ddnet, but I guess other mappers have to find out
$decline
Command not found!
apologized to triki in pms
well i found it , because i was wondering how did you made it :/ i have found glitch with mehanic but i don't think it's could be good part . actually i just thinked to make novice map where you go right fall in bounce and go up right . simple part but need to make somethink more then only that
What bug did you find?
if you hook and hold hook , you touch wall you go slowly down , like speedup , but with different configuration of course
can you make a clip? You mean you slow down right?
i don't remember name witch i had / or i deleted it
- rep
$decline
sadly, was a good map