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After seeing it on the test server, the map breaks because for some reason shotgun bug does not work. I updated my LAN server to the newest release, and it still works on my local server so I was wondering if sg bug is being planned to be fixed, or if puzzle maps can still use it as a mechanic
There currently are a few maps on ddnet that already use the bug, so I figured it would be okay to put it in another puzzle map
You aren't allowed to use it in maps anymore.
If you look at the new top times on Puzzle Partners you will notice the top time went from 17 mins to 9 minutes the other day. That was due to finding skips with SG bug.
you don't actually need sg bug for the skip though, I was the one who found it
it is just easier with sg bug
also the intended route for puzzle partners does use sg bug anyways
Ohhh haha yes it was you xD my bad xD
But uhm yeah i just dont think they want it used during runs. I could be wrong, i think thats what soapy said xD And yeah i know the map still uses the SG bug in the map. But im sure the decision was made after this map was released.
Where are the rules that say the mechanics I cant use for maps?
because my map is a puzzle map that is supposed to be challenging to figure out and uses a lot of unknown mechanics...
it doesnt say it anywhere (as i know) just like going trough kill tiles
and i know they dont want maps including that
my map does not include that, is sg bug actually banned though? there are a lot of maps that have it
I didn't look at the map yet
i pinged you to ask if sg is usable in maps or should be used
updated the map based on some feedback I got so its less cluttered now
Also my map uses the new shields which a lot of users don't have in their entities tilesets, so I added a note for that
re-ordered some parts into a more intuitive way after watching people play, and fixed a couple softlocks.
Added an info room, and cleaned up the map a little bit
Added most textures
I'm helping Skystrife with design! Known issues:
- border of logo is placeholder dw
- an error in the bg repeats, and is very unopimized anyways https://media.discordapp.net/attachments/979953416283512852/981046973211770890/unknown.png
also is the map supposed to be this big
No, I just made the game layer bigger than it needed to be and was going to shrink it down later
attatched
also i hope tele design isnt too cluttered
-Design finished -Cleaned up game tiles a little bit
ghost messages?
Fixed a couple missing textures and added time cps
updated design some
love the additions!
did you check if any of them interfere with gameplay?
Yeah, they make it a bit smoother imo since it feels less cluttered now
Updated deco a bit more
Added in missing stoppers from last version
fixed corners
We are not fond of part intentionally using bugs, but then, it depends on the maps (style, kind of bugs)
Skipping tiles such as kill tiles is forbidden for example
I think it's fine here if it uses a sg bug as Skystrife likes mapping puzzle maps requiring to know and to fully explore the game
The marking is still hell, it's very confusing
Wouldn't it possible to merge things maybe ? In order to have less bars everywhere
You could combine all of your texts in one single image
That question applies to every other images as well
All of your images have a size of 1000x1000
Change it to 512x512, then if it's blurry, try 1024x1024
Also be careful, the hammer marking is bugged
Tell me whenever you can show me the map in-game
$waiting
I'm not sure what you mean by this
I can take out the switches off and have them be server settings, but since it's a puzzle it helps to know which doors start out off so I opted to have that at the start. I also didn't want to stack things so the player can tell everything they go through easier
Makes sense
I use most of the different blocks in a random way from each of the tilesets I use yeah
I know it's hard to get a good visual with all those switches, but I'm still very confused with trying to play it
Not confused because it is a puzzle but because I can barely see things
Same problem as for
#💤💪cryptic$decline