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Fixed Stoppers

nice gif ngl

bro cant wait for 4 hours

thats vrazy ngl

I believe it is just a reference to $waiting, hope you are just kidding 🙂

it is a reference to impatience

(which is directed at texnonik)

btw, the design of the map is confusing to not say ugly

Play in HD then

Guys I don't get it. This hateful behaviour is not needed here, texnonik made a gif and just posted it here. If you are not here to talk about the map and give us feedback, please go away.

Please describe your issue with the textures, by saying its ugly or confusing doesn't help much.

Noted

you get what you give

texnonik is always saying random things in other channels, etc. he sent a joke gif here so i just respond with my own joke

anyways i will stop talking in this channel then

I am not responsible for other, also your joke was so funny I can't stop laughing. Thanks


no it's reference to this map :/ i also wanted to create gif waiting for mapper

post it in my channel too pls 🤣

confusing means hard to understand 🗿

no problem

-Fixed corners -Fixed sg tune corners

Fixed- Cp 8 laserdoor softlock fix. Cp 19 missing indicator fixed. Tele 22 missleading hook removed. Cp 25 changed slightly. Cp 27 Added freeze to remove skip. added in some tiles extra shadow. added unfreeze at cp16. fixed totele 37 jump refill.

Back teleports text animations changed. Totele 36, text grammar error and text arrangement fixed. Freeze and tele color Changes. Fixed movement saving teleblocks glow color.


$waiting

-tele 24 deleted switch open 15 -CP 24 23 speed bug magic edge made speed up higher -sg tune not marked in two places fixed -background changed -changed cp 26 marking -made new unhook -new teleblocks -less color and alpha for entities -cp 34 solo changed a bit -made finish not HD -unhook more details -finish is not in HD anymore

-find other unhook tele glitches everywhere , fixed -cp 34 solo part changed again forgot that you have one 1 jump -cp 31 added freeze , changed a bit tele added stopper design , deleted tele in up stoppers

$change server Brutal

-added stopper at cto 36 and 37 -changed tune zone shotgun -unhook added in missed spot

-new hookable -new bg for every part , can't wait to change it again

-entities are now in tiles , changed opacity

-rechanged opacity of solo unsolo -missed solo unsolo stopper marking -marked all solo unsolo stopper area -added stopper at cp 17 -changed position of tune zone weapons putted in center of tune zone

I don't know what to do with that map

I like the idea, but using livefreeze is terrible

Why doesn't the last part get any tile displayed ?


It's a decline for me, I'll just wait for more opinion

$waiting


Decline vote

The use of livefreeze is what kills the map to me

you sayd jetpack before and declined with out any reason

I don't decline maps just like that without a reason


because they fall left right , then right left (it's continue when you fall )

pliz upgrade your entities pliz . it specialy that you are tester ( sorry wrong , testing lead )

I'm pretty sure we already told you the use of livefreeze was the biggest mistake,
@tatakwas there

That's very confusing but still, that doesn't explain the 2 2

That's only a preference. I won't just display that atrocity

I think the previous version of 'Paralyzed' was better. It just needed a few fixes, and then it could be fine

Don’t remember the reason of decline

I want to add that it's my taste, but my tastes don't interfere when I test (just so you aren't muddled) as I try to be the most neutral/objective as one can be

It clearly wasn't

We just disagree

But I agree about the live freeze applications

Hi
@pipou_twcould you provide us with more details about your concerns with the live freeze mechanic that was recently added to the game? We understand that it's a unique feature that we tried to incorporate into our map design, but it seems like there are some issues that need to be addressed. It would be helpful if you could share your thoughts on what specifically is causing problems and how we might be able to improve the mechanic to make it more effective and enjoyable for players. Thank you for your feedback and for your continued efforts in testing and refining our maps. The 2 2 issue is just a small mistake which will be fixed with ease.

what last part tile don't display? they only display what you + and -

because after you complete part you continue part at same place , except 4 and 6 part because you fall both at same place i can change it you want to .

fixed entities 2 with 1 where is one player. deleted in entities 3 line display now it's one tile .
i can change display for parts with player 2 1 , then all player 1 2 , 1 2 , 1 2 , 1 2 .. not like now 1 2 then , 2 1 , 2 1 , 2 1 ... Or look for other solution that you could provide for us .
@pipou_tw
$reset

Are you available ?

make finish alpha a lot less . ---------- done cto 4 decrease ------------ done change player tags once from cto 102 --------------done blocker tiles make in front game layer !----------done so try to make the design either dark background and brighter front design or bright background and dark front design end part no blockers !!!!!!!!!! -------------done

Talked to texnonik in-game

Asked him to either make the background dark and the front design bright or vice-versa

Swap player 1-2

Right now it's not possible to test the design

Asked him to move the blockers' design in front of the player (and not in the back)

make finish alpha a lot less .

In the end, I might have tested the wrong version in the first place

The livefreeze makes sense here

Even though it's not always easy to understand, it's a good puzzle

Sorry


funny that when you swap with player and play it again it feels like new map that we found while we tested map for many times


You could add a glossary of all the different tiles you use in a room accessible from the spawn

A bit like on Justice

also first version of map had jetpack parts


ill call it pipou room

Oh ok, I might have been confused between the two versions then

no better jao room

$waiting

Do you still plan on updating the map or should we decline it ?


🫵

WTF who does that anymore? Just check entities to see ah ok, thats unhookable, etc.

Have you see the map ?

It uses too many entities that overlap

There are even multiple colors for anything

It's hard to understand

It's clearer in design than in entities

(meaning it's terrible to read in entities)

i have found also small glitches

again

Such as what ?

Can't hook is under the zone (its probably because i put stopper design (with everthink higher ) except other groups +16 y and +16x

oh and also tele back for tp telegun are yellow not red as you go back not forward :/

changed colors for bg unhook hook ht , telegun blocks moved groups created info room with tiles changed cp 20 solo part for telegun finish less alpha cto 4 1 tile drop now ( instead of 2 ) changed player1 , player 2 infos when swap end part added blockers aim crosshair on cp 35 changed telegun blocks from yellow to red because you go back when you tp to them
i think maybe i missed somethink but not remember what .....

i just remember
@pipou_twidea is to decrease reload speed of telegun ( gun / pistol ) because you can spam as i did in video .

$reset

I see why you struggle to change the colors

The hookable is too dark and too similar to hookthrough

Using a white grassmain could do the job

It could be even brighter, in case

$waiting

That what potato sayd


new design ,no idea is it good or bad

$reset

brighter bg



$edit --remove-everything-unused


It's still clearly hard to see but I'd like more opinion about that

I'm not asking you to make it very bright

But look at the difference between :

(the second image is very bright on purpose)

But I think it should be brighter than it currently is, especially since you use many tiles

$waiting

+68.03kb ?
@pipou_tw

How it is possible ?

🤔

it's wrong version it's very old version

probably this version or before

It was the one on test servers

$edit --remove-everything-unused again
@pipou_tw
$optimize


- kb ?

wrong version again

$edit --remove-everything-unused



$optimize


$reset

fixed , but will comunicate with potato for other changes . $waiting

Ok

$waiting

Overall in everything color adjustments Tiles design changes Unhook and unhook dt fixed design errors Info room grammar fixes Tunzeone indicators color changes Grenade and shotgun tune zone design and color changes Totelecp 16, 19 and 20 hookable changes Everything above fixed

Kefteme

looks good 👍

so is it gonna get ready or what

No, it only looks good



Do something bro.



$optimize


Great job! You did something. 🙂

At this point id just decline it because of ur attitude

set all the to teles 1 up

and make sure u have unfreeze in it when u need it, u often forgot it

try to mark it a bit different

$waiting

made part easyer , fixed above changed colors also for BG and opacity color changed for unhook and tele


Can't see a difference

Maybe someone can play the map again and look for bugs, I did it once and it was painful enough

$waiting

(without using rcon)

played for about 2 minutes, if i had the power i would delete it, its not complicated, its just not fun, i didn't have enough patience to look at the entire map but from the looks of it from the start and the name of the map, no one will enjoy this besides paralyzed people

If u know how to it's nice

Often u dislike maps u didn't understand



CP11 Fixed pontential skip CP13 Made unfailable Freeze color adjustments Spawn freeze made visible BG adjustments All of the above fixed

Could you find people to play it ?

Nobody is willing to test it

want play ?

?

go cum yourself

potato gived many people to test the map , as you see we fixed some stuff again that people found yesterday .. and before that and before that to ...

Yes and there are always new fixes

So keep testing it



That's the problem with maps like that one

There are too many tiles and people get nauseous when they try to test it

It's too complicated and exhausting

Looking for cheats is painful

I've barely seen anyone enjoying it so far

the painful is to test over and over again same map ( with fixes ) , i can't do it , it's painfull ... Well ye this is more hard to test because of you need to go in swap mehanism to get all tiles activate and deactivate . last two swaps are short compare to others ... There shouldn't be any problems ( i think ) I don't mind waiting , i have 3 maps accepted ... No need to rush the testing , don't want to do it right now someone else will do it ( or you later ) , there is a lot maps in testing so this is not 1 in priority .

I don't know any testers willing to do it again

But yeah, it's too specific and you need the right setup to play the map

Using rcon might break the parts sometimes, if you missed a tile

I can try find people to test the map. Should I record you a demo?

Sure that's a good idea

i played the map with quix again

i used no rcon and he rly rare



thats all i guess

$waiting

brutal 2*~

fixed mentioned before .

would change yellowtp and portalglow like this

$waiting

Changed to colors mentioned above.

Did you use correct version ?


Yep, It be like dat.


-First part tp added to reduce fail -Cp 16, Switches added to reduce fail -Cp 20 Skip fix -Ending oneway removed

CTO 35 deleted unfreeze , skip :/ totelecp missing freeze in stopper

Talked to mapper

$waiting

changed entities in swap 2 1 player to 1 , 2 same as with out entities . changed color of cat , changed name group of cat to cat, cat 2


Change logs

He just copy and resend my version it seems . Channel was bugged in waiting .

It should be good now

I wonder about the rating

Is it 3*?

It's not faily, not so hard but you got to understand what to do, average length

It just takes longer the first time when you have to understand what to do

Anyway, it can be changed later

$ready 3

Its also takes time if you swap in start and it feels like new map . Because stuff that you do is different .

good map gg!😄

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!

Switch 15 conflict, was (Made a switch deactivate earlier than it should have) - Fixed but it's don't brakes the game 1st image changed ( 3rd what was before ). picture 4 changed armor , because can save rocket ( don't changes gameplay so much ) ( but if other guy could save it then it could give some issue ) picture 5 added deep undeep 1 line to don't get laser for 2nd player , added undeep for both all teles there .




Map filename must match channel name.

cp 16 added unfreeze switch_open 25 added cp 16 part switch made arround just in case . cp 19 added weap for no cheat . cp 23 ,24 start freeze cp 4 added freeze and stopper prevent to move cp 6 deleted 3 freeze blocks for speedrun stret cp 7 cto changed places for speedrun stret cp11 and cp12 slitly changed part for speedrun stret cp30 added unfreeze cp 25 changed CP25 cp 32 added freeze cp 33 stopper changed cp 40 , cp 41 added stopper prevent cheat (not marked )


the other map Borace was also never re-uploaded

Upload to where exactly? Test servers or live servers?

live servers i guess

i remember tux changed something

That's obvious then. How is the bot supposed to know if the changes done would affect the leaderboard? Map changes after release need to be manually uploaded.

Do any of your changes affect gameplay?

(Or rather, would they affect the already existing ranks in any way?)

it was b4 ready


Point me to the most up-to-date version which doesn't affect ranks then

it affect ranks now, bcs nobody was uploading

Are you talking about Borace or Paralyzed now?

borace

if a map channel state changes to MapState.READY via the ready command, and then a new map is uploaded, do you know if the MapState goes back to TESTING?

not if its instant ready again


snail said he had no time

snailx3 10/20/2023 8:06 PM im not able to upload new maps for now so it will probably be the old version well that explains why it's still on the old version

ofc

Meh, I just uploaded the new version

Guess I'll roll it back again

i hope for this map

xD

No, I re-uploaded the Borace map to the latest version found in the testlogs.

😄

it changed the gameplay

For this one I'd need to first know if it's actual gameplay changes or just bugs/skips

its a bit faster in new version no?

I don't know ^^ I didn't test the map

CC
@.potatoeater
🤷♂️

There was skips which didn't get any advantage in time, but allowed to not do some parts. There is blocks moved, but overall in my opinion gameplay did not change.

❤️

+fixed above .