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cking s 👍
i get heavy performance drops with high detail on (1200->700), can reduce the resolution of some textures if anyone else feels them
cklng s
- forgot that the
field exists
- group 11 has the correct height value now
- added credits for souly
The idea is pretty cool but because of how the ninja work, I keep flying through the switches and skipping them. Continuously have to double check if I hit it or not. - You would have to make the switches at least 2 tiles wide to fix that problem. It takes 25 seconds to go through the "checking switches". You have to find another way to check if you hit the switches. 25 seconds is way too long. The map doesn't really have a difficulty level. Seems more like a fun map than a solo imo.
Map channel has been moved to waiting mapper.
was designing the parts around how good they are to speedrun rather than difficulty, expecting it to be a 1* the switch check is just quick and dirty logic, might rework later when im less tired skipping switches is less common if you dont try to ninja trough them, but i see where the frustration comes from
I think it could be a solo map, but you would have to make the first couple parts harder. There is no freeze or kill tiles. Just hookable & switches.
first parts are there to introduce the concept, maybe add more rooms ?
talking about R1 and R2
will make R3 and R4 more difficult
Yea I feel like it is almost too easy right now. The kill tiles dosn't really belong in the map either imo.
as in they should teleport instead ?
Ye I think so!
okay
Also maybe find a way to indicate that you've hit all switches in the room before moving on
And make sure you can go back to the previous room incase you missed one
was designing the parts around how good they are to speedrun also the reason for kills xd you usually reset immediately after failing a part
will fix
You can use kill tiles for sure, but then you should use them more frequently throughout the map I think. But I would remove them because the map seems too easy for kill tiles.
at the same time the kills are pretty easy to avoid
Ye you are right, you can keep them for sure. But there is currently 6-7 rooms without freeze & kill. You should add some kill there too 🙂
- made R1, R3, R5, R6 more difficult
- changed the end teleport location of R14
- doors now have a black background, making them easier to see
- a "recap" at the end of each room/section displaying how many youve disabled
tommorow planning to:
- make R16 more enjoyable to speedrun
- make it possible to backtrack
- optimize logic
- change R4
reason being that ill change the logic first before modifying the amount of switches and teles
and im too tired rn to change logic
good map, but its not enjoyable for me and here reasons. this map for speedrunners but its painful to speedrun this. 1 start is too long. U need walk about 6-8 seconds to start run. its painfull. 2 Doors, they too small and u need really focus on this to see open it or not. i think if u do it 2x longer it will fine.
4 we talk about ends on every room, again. ppl dont know what is next and its confusing. i think u need connect rooms without tp.
And yeah, I rq because it was a good run, but I used a portal and went into the kill directly.
gl with ur map. if u have questions fell free to ask them)
cuz sometimes you have too much speed and you touch the wall behind the tele
which resets your speed
i skipped a few switches like that by accident while playing
not sure how to really fix it
maybe making them 2 tiles wide too
anyway really cool map i had fun playing it
p cool map
make the design background better contrast (make the colors closer to eachotehr)
-
blue and orange portals in R13 and R14
-
hopefully no more falling into kill immediately after entering a portal in R14
-
removed the troll in R3
-
switch hitbox now 3x3
-
changed a few tiles in R16
-
made the entire map larger for:
-
improved logic
-
2 tile teleports
- design fixes


- logic hopefully more reliable
- kept clipping trough unfreeze in R16, fixed
- background tweaks
- "tutorial" skip
- few tweaks in R16
- R16 now split into 3 sections with time checkpoints
- added missing arrows in R5
- you can now go backwards
- improved the katana part in the logo
- switches more visible
- removed tune 255
- start skip uses freeze now
for testers: its possible to make it so that if you miss x amount of switches you cant finish which can increase the difficulty, but with the ingame discussion im not sure if i should also feel like that not letting the player finish is a little unfair
Without a proper indication on how many switches you are allowed to miss at each moment, it would probably be too confusing
its impossible to keep speed between rooms while checking how many switches you hit in that room
thats why the check is at the very end
and people cant read so having it at the end is a bad idea
Doesn't sound that good. Personally I'd add some difficulty to the routes and make them more fluent which in my opinion could turn out to be a pretty fun map. If you want I can show you what I mean.
cant u just put deep freeze on switches or something
@.cammo.there are def ways to keep speed but still have door checks too
just remove ninja between rooms
thats for if you want to check every switch
not x amount
can't you just force each switch
maybe u can also put time reduction tiles instead of some switches if u want to make them optional
will decide when i get told if i should make it easier or harder
add 300 hour penalty
"finished under 2 minutes ? thats +2 years added onto your time"

can the testers give me an update on the vote to make the map harder/easier ?
to resume, many tester don't think it's fun the way it is, personally i think that the idea is good for a fun map but not rly well developed -a bit too tight -ninja could be used in a better way -the way are not well optimize for speedrun (sad for a speedrun map) so i'll decline for now, i think working on the same idea but with a whole new structure/gameplay ... would be good.
Your map submission has been declined.
The gameplay is really unintuitive not only for speedrunners, but for every player atm. and could be mapped way cleaner as well. Ninja feels out of place in this map and it is missing the concept. Also while the route and structure isn‘t fluent and intuitive, the map needs to be reworked in its gameplay completely to be less confusing and more enjoyable. I have to add, that it is hard to play with the current design as well as in entities.
fair enough
literally the best map of testing and u guys decline it
no ninja maps in this game and this is really cool
ah wait, this is not the ninja one?

it used ninja - yes
I want to add that i had issues understanding where to go. The room to room teleport was making it hard to see where to go and you had to get your orientation at every new part, which made it unpleasant for me (casual game flow). For my taste the map was also too detailled. There are alot of different times and indicators everywhere, so it's easy to get confused. I think the overall gameplay quality would improve a lot, if the map was more linear. Also deleting the kill tiles could help (less colors/indicators + more freedom). I hope this helps, otherwise you can always ask questions 🙂
Also different testers said that a rework would be possible (we have probably different opinions on what it would look like but well it is what it is)
I really enjoyed the map. Pretty original and with an astounding design (one of the only maps I would play with design). The only thing I agree with is that kill tiles seemed a bit unnecessary (maybe replacing them by big time penalties would be better for casuals). Otherwise this decision seems bs and just testers putting their own tastes above everything else.
Anyways. I hope you'll be able to release it sometime...
my opinion is that you need to get used to mapping more "normal"/standard gameplay a lil bit before taking on a project like this
@.cammo.this is one of those types of maps that could be decent with a lot of fixes, but would really shine if you mapped it with a little more experience
and the design is almost there i agree, just needs better contrast
Otherwise this decision seems bs and just testers putting their own tastes above everything else.
i mean while speedrunning I came up with my own list of problems so I get where they come from
i wanna add more detail to my previous feedback too. maybe it will help to improve your map. all talk about why this map bad, but i wanna talk which part are cool and why they cool. For me, this part is good. A small number of buttons. When you run, you don't get confused and can make decisions quickly. Kills are well placed.
i find that one to be the worst because it only has one path
alot of people complained about that one specifically
maybe first two buttons have a little issue, but last 3 buttons is perfect for me.
Please be respectful in the testing channels, thanks 🙂 I want to mention, that you didn't address any issues mentioned (besides the one where you agreed), so i can hardly understand your perspective.
Not every map needs to hold your hand while you complete it. If this part is done correctly, finding out the best and most efficient possible route is indeed very fun and has alot of replayability value. Ur critism here just boils down to "i personally dont like the part so u must delete". Testing should be about the mapper and how he can improve the parts. Give advice on how this part could be made better, instead ur just giving problems but no solutions, theres no value in that
The concept of the map is really cool and i hope you dont give up on it. A more polished version of this would be really enjoyable imo
The part mentioned above reminded me of corneum's race map E02, in that map the checkpoints are more spread out and theres a larger area. I think with ninja a similar concept might fit better where you can utilize ninja's ability to gain speed when falling and dashing. Unless you prefer the more compact space like above then i hope you find a way to make it feel less...bumpy xD
"Not every map needs to hold your hand while you complete it" I agree with you, but it's a lot harder to map like that; you need more skill for that. I like what Louis said here and agree with him too .
"Ur critism here just boils down to "i personally dont like the part so u must delete"" I didn't say it. For me, it's more like "I personally don't like the part, so you must rework it."
"Give advice on how this part could be made better, instead ur just giving problems but no solutions" This is a perfect world, and I agree that was good. But time is time. So when you say something like, do you mean it would be better not to write anything or only to write full detailed feedback?
if you are talking on how to give proper feedback, please go to
#mapping. lets get back to the map, will delete further off topic.
well now I gotta process this wall of text
Map got criticised for the use of ninja. This makes no sense, it's a ninja map duh.
Parts are too tight. They are fine. It sets a style.
Route isn't perfect. Maybe sone parts could be changed, but overall the route doesn't need to be perfect. One of the objectives of this map is being able to find the best path to speedrun, it doesn't need to be a straight line (kinda like E02).
too many things on screen it's confusing and not clear where to go. Well, a casual player can just explore a bit and find the exit in a few seconds. Someone who speedruns the map knows where to go.
I probably forgot things, but that's the overall idea. As I said the only thing I really disliked about the map is dying. That's pretty unpleasant. The rest are just minor things that come down to opinions.
The decline makes no sense. The map is original and clearly not bad. There as been no real reason for the map to be declined other than an overall feeling testers had about it. A complete restructure of the map may with more spacious parts and a better overall route may be more fun. But that's an entirely different map. Both versions could be released.
Both versions could be released
i can rework this and fix all the flaws i found and work on a 2nd map with a different style
The testing team agreed, that a rework would be better for this map. VéNa showed you a screenshot, but i want to point out that the one f3 vote for the map was from the bot (to make voting easier). No offense to the mapper here, i want to explain the decision making of the testing team. Because we humans are subjective, we testers communicate about close cases and exchange opinions, before we are communicating them in public. Your viewpoint seems to be as subjective as we are, so there is no sense in pointing out that we are subjective. Your reasoning behind attacking us doesn't make sense. If you want to change how things are at the testing team, you can apply as a tester and participate in the external and internal discussions. If you don't like the current democratic approach, where we vote on maps about release or not (and maybe prefer a less democratic approach to avoid the feelings or something), you maybe can also try to achieve that goal somehow. Saying that our decision was "bullshit" is crossing a border. Please also don't attack the testing team for having a subjective opinion, that's also not helpful and another border you should not cross.
I will delete further personal attacks from you.
maybe im missing context but his messages really werent that bad...

looking forward
I was refering to "Otherwise this decision seems bs and just testers putting their own tastes above everything else." and "The decline makes no sense. The map is original and clearly not bad. There as been no real reason for the map to be declined other than an overall feeling testers had about it."
Please, avoid using this channel for personal off-topic messages. Subjective opinions can be used to give advice, but should never be used to decline a fine map.
Anyways, map is fine and fun. I really hope you'll be able to come up with something that can please testers taste buds cammo! Gl
doesnt really seem that personal to me, hes just disagreeing with the overall decision
and i do slightly agree with him, reading everything it just seems no tester really wants to put effort into helping making the map better so rather just decline it
map is not fine. tested and approved by tester
it's more objective, i think you just lake of experience on mapping and testing to see it devinci
Yes. This says a lot about current testing team. But I wouldn't want to ruin Cammo's testing channel so this will be my last message here.
The decline makes no sense. The map is original and clearly not bad. How u decide this map not bad? just only by yourself? Here was about 4 or 5 testers who find smth bad with that map. also when i tested it on my own server without password nobody like this map. And also remember decline no mean it's over for map, i know examples where map was decline and then released after hard rework.
It's not our obligation to rework maps step by step with the mappers, if we think that a big rework would be required. If we would apply that standard, we can't decline any map.
Moderators… 🤡
the maturity levels seem to be at an all time low
i saw worst than this, it's a game for child so it make sens

🍿
Not really much more to add but that this not a behavior that should come from moderators.
I didn’t vote on this map but I was also against it so the result should be even more clear
decline isn't the end of the world, mapper can reupload map whenever it's reworked
true! and im looking forward to it as i said

Since you have used the plural form it seems you are referring to me as well, if you have any problems with my behaviour in this channel please feel free to dm me. Although I hope you understand that I am present within this channel with the intentions of a player like everyone else and not those of a moderator

sorry for the offtopic conversations, cammo goodluck on the map :D
where we vote on maps about release or not i asked for a vote on if i should make it harder or easier xd
ty
why this not a race map then
if there is anything unclear about the map you can still ask. I'm not sure about the difficulty (testing votes can eat alot of time so i don't think it's necesary here). If it's a speedrun map, a normal playthrough should be fun. You can add harder stuff in your speedrun routes (imo).
what if the speedrun route is the normal playtrough
Usually the speedrun way should be the normal playthrough way
i guess its better to have the option to not speedrun it (the map would get accessed by more players), but i can hardly imagine your implementation so i am not entirely sure
did you play this map or making a general statement? the map is quite open, so i see what you mean but it might not apply here.
i was thinking that if im going to rework a room i have to make sure it:
- has atleast 3 different routes to take
- has every route take around the same time with millisecond diferences
- has the routes be comfortable to take for both casuals and speedrunners
General statement, but might test it when im at home
i can't imagine what it would look like, so idk what to say
if you would like to keep ninja make sure to allow for the parts to actually use ninja tech (it keeps speed and can convert horizontal <-> vertical speed as mentioned before)
the less constrained and tight you allow your parts to be, the more natural speedrun routes will come
so increasing the spacing between everything will really help
since it's so tight right now, the routes are really constrained especially with ninja
and i wouldn't try to check that "every route" is within millisecond differences, it won't be that viable
because to fully check that you'd have to be one of the best movement players and spend a lot of time testing each route
rather i suggest you make sure the main intended routes flow nicely and allow people to explore optimizations themselves
i dont see a problem in the "different" speedrunning routes, but map feels super laggy for me (and i think it feels more like a fun map, but maybe this is just me)
if someone cant perform a part and wants it reworked, is it a personal attack to write ''skill issue'' 😎?
blame 1080p background
low detail makes it better
That's up to you. :) The problems were mostly in the confusing, sometimes punishing and not so fluent pathing. I could see either work so go with what you would like your map to be!
can time limits be considered extra difficulty ?
i consider time limits to be annoying 75% of the time :P
but if the map is about going as fast as possible then the time limits are there to stop you from just walking to the finish
hmm, enforcing speed also depends on the aimed difficulty for the map so i'd consider it extra difficulty.
a new player might not be comfortably building up speed espacially with ninja, thus he would be gatekept from finish even if the map is fun for him :(
there's no speed checks which means you can pass any part with any speed, its just that you need to reach the end in x seconds while deactivating an optional switch
i would need to see the initial design to really give my thoughts to this, if i understood you correctly i'd be fine with it :P
it's annoying way.
kills are also annoying
you don't need to add any of those
and the current in-progress design doesnt allow for any kills
It takes more skill in mapping to punish players well and correctly, so better avoid those. But you can come back to it in the future when you've done five maps and have more skill.
how am i supposed to do 5 maps without mapping and learning from mistakes

first u need learned basic mapping. Punishment is next level.
u have problem with spacing, flow and movement. solve this first.
already done
and adding punishments breaks the flow
On your map most of the time you punish very hard but the players don't deserve it, that's why I call it not correct here
u cant fix flow just by add more kills tiels. its wrong way to mapping.
theres nowhere to put kill tiles
and i cant add more freeze
i don't think that there is any order in which learning mapping is the best. i just don't think that a higher difficulty through faily stuff would make your map more fun. some players will just finish it to see the content and if they just want to run through and move on, that's fine. the speedrun challenge will motivate some players to try hard. if you want some kind of punishment, laser pullers in teleporters between parts would come to my mind (should be easy to implement)
laser pullers between parts ?
as in place them inbetween each room or place them in corridors and tunnels without anything interesting going on
i guess both works, probably depends on wether u stick to room to room teleport or not
thats the plan
if i were to start connecting rooms the layout would be a mess and some rooms wouldnt work
best time (that im capable of) on the new version is 1 min 30 sec, which is 16 sec faster than the old version
i dont know if its because the flow is much better or if its because the map is shorter
is the length fine or should i keep adding more ?
for reference the new version currently has 18 rooms (20, if some rooms werent joined together for better flow) while the old version has 16 rooms
Length sounds fine for a speedrun map. Up to you if you want to make it longer.
should i send it here or in
#mappingfor feedback before i start on design
In mapping. A version for here should include the design.
design should be done tommorow or the day after tomorrow
Don't rush

there's a difference between rushing and having no life
- map rebuilt from scratch
Map :lady_beetle: :
Moved channel back to TESTING.
- added cps
- lasers easier to read
- tunes say how many buttons there are in the room
- fixed start skip
- experimental change: speedup at the start of R18
will remove if bad
will polish if good
Good changes the parts have an actual flow now. :)
Some things I want to point out:
- Would be nice to have the 'introduction' skip a bit more visible. Also you get a lot more speed if you take it which will almost make you too fast for the first part.
- Maybe the switch can turn off some shields to indicate their relevancy in the gameplay? Not needed since you can also complete it without though.
- Unfreeze looks like freeze.
- Sometimes there is no ninja refresh on the switches.
- This felt like the only one that breaks your speed because it's against the wall that you want to pass.
- & 8. are suggestions to put more switches somewhere around these places. There may be more parts that feel a bit empty.
- Also could add one more switch somewhere in the part and maybe unfreeze around where I marked?
- This is a pretty deadly pit if you run out of ninja. Wouldn't like getting stuck there being so far please fix.
Good luck for the update. :)
Map channel has been moved to waiting mapper.
most are changes i already planned to make tommorow
- I ninja against it with a bit aim down or up and you keep the flow
Yeah but it's to only case which would still feel a bit off.
so in summary: 3x3 sucks for some scenarios, need larger
What would be a fast time for you on the map?
around 2 minutes
assuming its someone trying to speedrun after they slowly went trough the map and got a 5 minute time
Imo it's more than fine.
If you want to have another design for different switches ig why not. But I don't see it has a necessity... Or at least I would find other ways to make parts smoother
is the deadly pit really an issue? I don't think a few "VERY easy avoidable deaths" to be that bad. Considering otherwise this map is completely FREE if you don't speedrun it. You could just go to the next parts and get free 4 points.
Yes since you are technically not fail and can try over and over to get out. Very frustrating if it happens.
Very fair. But if the map itself has no difficulty how is it different from most fun maps. Well, there's 1 actual part which is the last one. But afaik there aren't any other solo maps that are this straightforward.
Idk it might be a good thing but I am just pointing it out.
I got 1:20 still improvable.
lets say 2 minutes for an average speedrun
not r1 speedrun
There may or may not be a skip.

which room
probably intentional
Nope definitely not intentional. xD
Sec.
You might want to put shields in the control room.
ah that kind of skip
i still dont get why this map have rooms insted of a big map
ill probably just find a better way to check
dont really like doing it like that
Yeah there are other options.
layout would be messy and impossible
and also boring in some cases with long corridors
dont doing long corridors
I don't know what you're trying to say with those screens.
connecting rooms is impossible
it is possible with extra work The question is whether it makes sense. If u ask me, Yes. but its your map
understandable enough ?
can u put a minimap in the corner actually and update it with the tee position
takes away the ability to zoom, covers a huge part of the screen, will look bad
And it's not that usefull... rooms are already pretty small
What is bottom left?
monster hunter you uneducated risu!
😔
yesterday night in an attempt to improve the bg buildings i merged all the layers together so that i could edit them at the same time, then without thinking saved the file 30 mins later
and so all the stuff that was being covered by other buildings was forever lost
this is gonna take some time to fix
You weren't able to undo? (Ctrl+z)
nah
are the particles still annoying ?
- [experimental] previews for each room*
- ending particles redone
- removed annoying freeze in some places
- tiny changes to the logo
- bg no longer distracts you
- unfreeze is obviously unfreeze now
- (hopefully clear) explanation for what buttons do at the start
- start skip more obvious
- lasers have a dark bg now like the pre-remake version
- polished the ending speedup
*only for the first few rooms, will make more and polish if the change is liked
i would've thought that's a dirt on my screen

we need a map with a random lil fly as background

will add a 2px fly to a 1920x1080px background in my next map, thank you for suggestion
Uh it just randomly annoyed me while playing the map. xD
i cant even see it fully zoomed
cant u extract the previous images from previous map files
i wanna share one my idea to mapper, what if u reduce button punisment from 30 to 1-5 so speedruners will have more freedom to ur route.
the tunes are kinda annoying when u play the map over and over again
rn if u didnt touch button it is 100% worse time, but if u reduce that he can win this time by better route.
i think you should come up with a different solution
solution could be to put a text at the start of the part somewhere telling you how many switches there are
kinda weird
other than that fun map
there already is
i just read this xd
nvm
switches shouldn't be skipped
Isnt it the bomb map?
yeah
- logo has less parallax
- bg fixes
- amount of wind particles at the end cut in half
- hopefully switch skip is fixed
- added an island at the end out of boredom
- ending platform extended a little
- ending now includes a table and chairs
- end now uses lasers instead of the void to mark the borders
- fixed some buttons not repleneshing ninja
- added bus stop + extra doodads around the map
- new teleport texture for:
- more vibrant and obvious freeze
long time i didn't check this map, i feel like it's better even if i miss the parts with switch everywhere and you need to find the best way to take all of them
i only see this part a bit weird, the switch is not rly well place (in the middle of the 2 ways u will hit the wall and can't do a good swing or can't go up in a good way + only 1 switch in a part in the middle of the map, it looks like an introduction part like the first one
Map channel has been moved to waiting mapper.
Its a bomb map part, a reference ig
ah
- no more tunes
- fully implemented map previews
- changed r8 layout
- r8 switch flipped wrong way
- explanation as to what "rxsx" means at spawn
- room completion hud looks better now
- r18 friendlier towards zoom 10 players
- refined rxsx animation
- sky now has stars
- shooting stars included
- shooting stars more common
- logo refined
could i get a demo of the best run from the people that have tried to speedrun this ? looking for ways to improve flow of all the parts
ggs nobody plays the map
abandoned
It's due to the tournament taking priority right now since we won't be releasing any other maps during December and still have to work on some of the event maps. Just be patient, enjoy the new maps and tournament and we will come back to the other maps once the event is over!
nah not talking about testers but normal players who speedrun for fun
hey
@.cammo.got something for ya
i just didnt had a good time before
so i reworked it
That's all) gl with map, first time im enjoyed when playing it wp.
if I had two teleports the speeder wouldn't work and the room would be worse
-fixed rxsx covering hud -r2 added 1 more stopper tile -r7 lowered the platform with the button by a tile -r7 made the lower path less precise -r11 better button placement -r12 less freeze at spawn -r14 moved switch a few tiles to the left -r15 made the freeze gap at the end of the proper path bigger -r16 removed freeze next to the button -r18 platform shorter
(most changes were because of this demo)
heres if the entire map looked like that
It's not a good idea to analyze the gameplay from the demo because it's more about your choices and you need to touch it.
ok i watched again and i like it. Maybe a issue with the length of the corridor. U need synchronize it with ninjalength + speedfrompreviusroom . i think best way ask speedruners where they wanna longer or shorter corridors for comfortable passing
so you didn't notice that i had to literally break a few rooms to make it usable ?
notice what? demo or corridors, what u mean
ah u mean this, i thought you only showed the first 2-4 rooms. The rest were just sketches. So u think its impossible to connect? or is work not worth it?
impossible
for me its a good connection. if u understand waht i mean.
and ye ofc u need add "navigation frezze" owerwise this place will be too empty and confusing.
that looks horrible to navigate even if there's no freeze
bro u made that u cant question mark urself 💀
if theres not enough space for a part just flip it
as for whether or not u should connect everything, it's totally up to u
personally ithink the connected verfsion has more aura
and at times the blue tele can be a little jarring to suddenly react to swing (but it matters less after you know map)
the first half looks good u can connect the rest if u like it
question mark as in how the hell am i supposed to connect them while keeping the original layout
this map will remain separated, too many layout changes
- stars have 0 y para now
- corners
- r11 layout changed slightly
i think adding "rxsx" in entities using time cps would be cool if thats possible

client doesnt let me rotate them
maybe using switches as s and unhookable tile for r
i can steal the r from "im corneum" time cp art and just use 5 as s
but idk how x would work
- rxsx in entities across the map
- smaller filesize
- fps boost (for me 1000 --> 1200)
- ambient sfx
and the corners too
- reduced filesize as much as i could
You could set
for next level tele so they stick out more (kinda inverts freeze and tele), not required change but i thought worth mentioning. I tried finding design bugs/errors but couldn't, there's few unused envelopes but i think bot delete them himself when map gets optimized. Imo gameplay got much better overtime, for me map is ready.
First ready set by Trial Tester. Map needs to be tested again by an official tester before fully evaluated.
good idea
- didnt do exactly that but the teles are a different color now
The map is now ready to be released! Difficulty Rating: ★☆☆☆☆ Unoptimized version: https://discord.com/channels/252358080522747904/1297591122243096710/1330639668705755157
Optimized version attached. Changelog:
TRIAL TESTER STRIKES AGAIN

huh empty group ?
Empty group and 50kb down?

also whoever takes screenshots for
#map-releasescould you please take a screenshot of the end instead of the start ?
that would be
@snailx3does that work for u?
yeah looks fine
ty
saturday 2pm CET?
sure
wow i hope this map will be released

finally
u happy?
not as much as you would expect but yes
if u happy me happy
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!
$decline
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watched other people play, found two issues
- people didnt realise that it was possible to skip the start tutorial
- people skipped switches without realising fixed both as seen in the screenshots
Post-release updates need to be uploaded manually. Please reach out to an administrator.
only QOL, not urgent
cool idea
cool map
gg
map is absolutely miserable to speedrun on a 1:23 pace, im surprised it got released
Almost every map is painful to speedrun if it got optimized, so it better to focus on the other 99.9% of the players
if i had changed about 10 tiles across the entire map it would be so much better
Two weeks are not over yet.
and the map
Post-release updates need to be uploaded manually. Please reach out to an administrator.
best possible time should be a few milliseconds faster than before, but the ranks havent reached that point yet
and its much less annoying to get there
also which admin do i reach out to
snail or murpi ig
could you ?
I don't really understand this one.
I also don't see an issue with how it was before here as well. Would've maybe changed something at the end there.
i only changed things i found annoying
with high speed and low zoom you couldnt properly see where you were aiming and you would clip that part
on certain paths you would hit the wall and lose all speed, thinner platform = easier to climb
Seems like you have skill issues on your own map.

correct
i blame hardware
Laptop or stationary?
laptop on a plain wood table with a 8 year old mouse with a membrane keyboard on a tiny display
not the most ideal compared to what i have at home
Sounds indeed suboptimal.
i had overheating and ping issues
so i had to use a table fan and put random books under the laptop
Have you considered setting an FPS limit?
Tell me about it..

but hey if i had skill issues with horrible hardware then it means someone else less skilled is gonna have better flow with my changes
400fps feels like 60 with screen tearing and input delays
I can see 1,2,4 & 5. The other two I mentioned don't convince me yet.
i spent 5h straight speedrunning and aside from the r4 freeze skip those were the parts i failed at the most
entire map was built with the mindset "if its bad remove it"
they didnt get in the way for me
You'll get less tearing and jitters if you limit to an exact multiple of your refresh rate
to be fair i did ask people to send in demos so i could change the map based on what was most annoying, wheter they realised it or not
and only one person did
Yup, optimizing and finding a good route takes some time which I did not have.
and route wouldve been fine
any*
didnt have to be speedrun pace
No one would've found the things you changed if they didn't optimize it.
dont place the blame on others
done
or should i have not?

whats the status on thisd
the changes catseye disagreed with were minor ones that i personally had an issue with
if they disagree then they can be easily reverted, just a few tiles
and if they disagree with all my changes then this version should be uploaded instead
ok ping me if i need to revert something then
The changes are just for the casual fast runs? I still don't fully understand if you want to have all paths be equal in the difficulty or have the faster ones be more difficult.
it wasn't about difficulty
but instead how annoying it is to play
doing a perfect run is still as hard as before but atleast now you feel like the fails are your fault not the map's
That is indeed the difficulty of a map.