Mentions:
@.cammo.Map 🐞:
Every time.. 🙂↔️
to be fair i did most of the design today and just wanted to get it uploaded
Absolutely love the design
time checkpoints placed in a way where they reveal which path someone took
oh btw nade reload is shorter and the nades are slightly faster than normal
so have fun
banger
We are eating good in 6 months
WW
Insane
i not sure but its is fine if u can skip first checkpoint and touch 2 cp? tw code fine with that(ghosting and etc)?
- fixed bg bugs
- added start line in design
- file size smaller
Yeah you can skip CP's no problem
- added whatever you would call this (an info board ig ?)
understandable
- better info symbols
- added "turn off entities" signs
- design fixes
- tweaked parts a little
- reworked a route near the end
Great map, love the gameplay and design, feels well tested imo
oh shit i forgot to fix the cobble texture
done
the editor lied to me, this time it saved properly
Why is this map solo? It's a real race, except for the speedup. It's more of a race than a solo, don't you think?
Race doesnt have some blocks this map has
Besides this difference I dont even see a point in releasing anything as race
yet to see a race map with switches
ah ye i forgot about it cus checked map 5 days ago
for even better design you could put some random details in the brown wall
since its only almost solid brown in entire map
true
E02? xd
its the only one but its also 0*
i mean like a real race that actually gives points
it's race map with switches
gameplay:
- removed the freeze unfreeze thingy near the start
- tweaked the part between timecp 1 and 3
design:
- more things are now under HD
- extended out the ending to hide zoom errors more
- like random holes and stuff in the cobble
- hookables are more visible
- bg tiles are more hidden
- design bug fixes
i added a 256x256 version of the main tileset for really low performance machines, now my old laptop gets 50 fps instead of 20
5 fsp🔥🔥
amazing what trash pcs some people have, like there is nothing demanding on this map
byfox crashed like 10x playing with design
high detail off btw
even if you can its a cool skip and im keeping it
do you posses a graphics card? are you on win 7 with opengl 1?

it also doesnt help that 19.3 broke high detail for quads
and the bg has alot of stuff

sry
This map feels like a 1 minute race map, once you figured out the path. I personally like it, but some parts are a bit unflowy and I'd adjust them
- the start feels a bit awkward with the vent and the double nade, idk if the lineup is perfect
- I'd lower the ceiling on 3.3 seconds, so you can hit the ground and I'd remove the edge where you can clip to the left there
- at 6.1 seconds I am very close to some freeze tiles, hunting this map a bit this is annoying, you are very fast and this is precise, you either hit the freeze or the hook-throughs on the left at 7 seconds
- I'd add a single row of blocks at 10 seconds to the inner part of the recess
- at second 13.0 to 14.0 you can be too fast and clip the edge. Am I supposed to go through the freeze there? It's slower
- at 22 seconds I shoot the ground twice, this place feels a bit too short for passing the above way properly, but you need to pass it in order to open the door
- the vent at 31.5 feels a bit slow (the bottom vent), idk feels a bit weird
- the part at 43.0 seconds feels off, it slows you down a lot, you can't really go to the ceiling and you're close to the freezes if you do
- the gab I need to jump at ~47 is really close, would be better if you lift up the corner behind it so you can't clip so easy
I didn't hit everything in my run properly, but these are the things I'd change in order to improve gameplay and flow for a race map
I'd put this map into the race category more than anything else, first it's a puzzle, then a race
The map contains tiles that are not allowed for race.
ah I see
at 22 seconds is just an issue with how much speed varies there, some people go fast some go slow, ill still try to change it 31.5 is supposed to be used alongside a ground grenade, itll be more than enough then and i didnt quite understand what you meant at 47
other stuff ill change
47: You see I jumped very close over the freeze tile, because I otherwise hit the wall behind it
- fixed missing tiles at spawn
- replaced a tile in the end with a stopper
- fixed help sign being behind HQ tiles
- changed the top route near spawn
- as a result timecp 2 was also changed
- changed hookables near timecp 4
- tweaked the part before timecp 5
- moved the part after timecp 6/7 closer
- tweaked swing before timecp 10
- tweaked the start of the top route after timecp 10
^ this edge kills like most of my tries, my best runs manage not to clip but instead hit the vent, it's really bad
Overall: If you "fix" the 3 latest screenshots I send this map would go up a lot for me in playability
yes but I am too fast, I hit the wall on the right, which is exactly what I am talking about 😄
guess I need to clip a fail
you are too fast and the hole you need to hit is too small. Did you hit the vent in your clip? It gives you extra speed that snowballs
I see your point but if you use a more steep angle for the grenade I think you'll easily make it. ^-^
but steep angles aren't fast
the strat from my first full run is the fastest here nevermind he changed that part, the bottom edge wasn't there before
the fastest line goes as close as possible to the corner
fixed all mentioned also moved unfreeze near end to allow for a better double nade setup
New changes good, would approve ✅
found that one last hookable/unhookable missmatch you need to fix
- design fixes
- adjusted a few places to make it less likely to hit a wall
this version is identical, it just uses new doors from #10514
bad bot
Sowwy :c
reason new doors are separate is cause the current client/server cant process it
Weird thing to mention since the fastest line is the one that works without you crashing into the wall 🤔
when release? :p
Heya, finally went more in depth on this.
Great map and design, however I do have a few suggestions.
- It's possible to hit the corner after a double at the start. Would be nice to have some more space here.
- The freeze here is in my opinion placed right where you would shoot the roof to gain downwards momentum. Maybe you could move it a bit? :)
- More space to entry here?
- Either hookable or another fan here, otherwise it's not fair. :D
- Would be nice to make it down here with the fan in my opinion.
- Suggestion to add a fan here? ¯_(ツ)_/¯
- The fan here seems pretty useless, perhaps move it to the left.
- Neither of the ways here work smooth in my opinion. I added some colorful lines as a suggestion for possible change.

- From my testing this is the fastest way but it's kind of awkward. You could make the block on the right a bit bigger so it's easier to hit a grenade on it. (And move the freeze/unfreeze next to it more to the right if it gets in the way.)
- Another useless fan. :D And the swing could use more space. (Another drawing for suggestions.)
Should be ready soon. ^^
- isnt really designed for you to go that way from the right, its instead for if you decide to come from the left
- top runs already grenade the roof there, adding a fan would make it easier for no real reason
- is just leftovers from an old version that i didnt bother removing, i might play around with it tho
- is designed to slow you down so it doesnt beat the other path by a landslide
- fan is leftovers and the room is that big so that you could double nade when going in
otherwise reasonable changes, will implement
Yeah discord has it's own mind..
fair
i could rework the part
👍 Cool. If you have any questions just ask. :D
3-5 is not even on the optimal way
7 is bait, I like bait sometimes
Yeah but should still be fair for the non speedrunners.
- can work smooth if you manage the hook (purple)
- wtf is that route

I like the puzzle aspect of the map, so extra useless routes don't feel bad imo
- you want to shoot the roof much earlier
so you argue to make the routes more equal in length/time right?
Not necessarily, but make the slower ones also fun to play.
- fixed hitting the corner at spawn
- moved top freeze at timecp4 further
- added fan near timecp8
- made it easier to go down in the part befoore timecp 9
- reworked ending intersection
I was doing roundabout at 9. during like my entire testing 😅 My pb is only 59s tho
Hey, how well did you test the end? :P The new routes didn't seem very polished to me yet.
- First path: Clearly fastest but you have to squeeze through a one tiler? :D
- Second path: Feels pretty slow with the hook being on the back and the roof just out of reach.
- Third path: Didn't seem intended/smooth either.
- I lose almost all speed here doing the zig-zag. Suggestion to cut the second one a bit short so you can keep momentum.
- Going through the highlighted section I also lose so much speed. I'd lower the marked hook and move the wall on the left a bit closer, would need to test again though to see if it works.
- Since the path on (2.) would clearly be shorter than on (3.) I suggest to bring back a door/switch here. :D
- It gets too close here trying to keep a lot of speed for the home (finish) straight. And I added an idea of including the bottom part since it's pretty useless at the moment. ^^
- This fan.

You can leave it, I'm just making fun of it.
The other changes looked good!
Hope I'm not being to nitpicky. 😅 I'd just like for everything to flow smoothly.
- I am a fan of this fan

1.1-i wanted to include an option pretty much right at the finish to risk your entire run for a massive speed gain 1.3-the intended route is actually to swing from the end of the 2nd path 5-i tested that part by nading the roof and that seemed to be fine at high speeds 6-

I am also going to test again today
bdw I like the map

if you want to make this really spicy, add some hookable at the horizontal part next to the 2 in the image, so you can skip throught the 1 tile freeze gab
gab is obviously the fastest way currently anyway xD
nah cammo this is aweful, I already see what you did there
- made timecp3 swing a little more consistent
- polished ending intersection
I went down on the last bits since rn i think its slower to go up part
can't tell from the vid, I believe the lower route you used at the beginning is slower
Yep.
Here's my run with a bad middle section. 🤷
@.cammo.I still think the other routes at the end don't work very well. And I'm not a fan of switching out the door for a switch freeze at the very end.
no intersection then ?
You can, it's a good idea but you completely change everything during the fixes instead of improving the existing one. 😅
yeah i didnt really have any ideas on how to change the old one without rebuilding the entire thing
I left you suggestions.. :P
i mean i had some issues with it myself
Oh okay.
Some of my old feedback still holds true, from what I've tested now.
- 1 / 2 / 3 still have the same issues.
Lower route will be the meta trust
I am more at the like 8s of the run because it feels odd
can you send me a screenshot of the main area zoomed out ?
ty
- polished intersection
- attempted to make intersecction paths somewhat equal in speed (2s difference -> 0.2s difference)
- removed the faster, risky finish since imo it didnt fit the style of "figuring out the paths yourself"
Way better but how did you test it? I can't make the bottom path.. :P
i did the part like 20-30 times in a row
thats usually how i test stuff
Can you show me how? I did not get it a single time with speed.
idk how you tested it but i hit it every time
Ohh you slam the wall.

i thought about freeze and unfreeze there but i removed it cause i thought it was not needed
i can add it back tho to indicate u need to hit a wall
- moved single wall a tile to the right as requested by catseye
Waiting for some small gameplay and design improvements. :)
Map looks cool
try to search on google for design inspiration all of it is ai and incomprehensible

limit time before 2023
AI companies should implement sth to make these photos easily identifiable with some invisible watermark
they are easily identifiable
bro ikr this shit pisses me off so much
same with pinterest or other platfroms like that
the images tab in google kept showing me devianart stuff
design changes:
- various fixes
- hanging signs
- pipes in walls
- barrels and carts
- spawn animation

gameplay changes:
- more intersection polishing
- made fan near timecp9 stronger
- timecp1 bottom route has fan on the roof
there some windows and balcony, something like stores, trees and a tower ahead
btw I like the design
Best change the

new ending sucks, it's way to precise
the fastes line is way too obvious
destroy this man's WR
this is not optimized or anything, but the bot will take the same path
no point to destroy wr on unfinished map tbh
also i agree with that

Will you try once more to optimize the ending?
i know the first bottom route needs work, what about the top one ?
The top ones are fine.
Any update?
working on this and #deleted-channel are like my lowest priority rn, ive got other stuff that need doing
damn you quads
Here we go again.
credits sux, i wanna rework them anyway
zoom sucks for cool paralax effects, im waiting for animation tiles
Xdxd
As already pointed out in game two minor gameplay changes to the ending would probably be nice.
- Move the hookable up a bit here.
- Extend the hookable onto the platform and ensure that you don't hit one of the bottom corners while using it.
- Couldn't you get rid of 4 layers by adjusting the color envelope?
- This quad looks useless.
- You might already be aware but the tiles don't really line up. Looks much worse on low detail.
- Same with the pipes.
- I can see an edge here, you should decrease the Tex U probably by just 1 on the right side. (Group2 < steampunk2)
- Same with the upper gear on the logo. (Bottom (left) corner)
- You have one hd image inside the LQ group just for the unfreeze stars? :D
Also a few unused layers but the bot should probably take care of those. ^^
- is cause a downscaled symbol looked really bad and because of transparency effects i could only choose one to display
- intersection area tweaks
- new credits
- new start animation
- visual fixes
i mightve forgotten some people in credits, ping me if you feel like you deserve to be there
i didnt like the filesize
Optimized version attached,
@catseyenebulous. Changelog:
Gameplay seems good now.
@.cammo.What about 3.?
im too stupid to figure that out rn
I can give it a go. :D
sure go ahead
Oh, I thought it was a cycle of two yesterday. My bad.. :P
all good
Low detail tiles still look a bit janky, did you try to adjust them? Also why don't you use the 'bgHD' for low detail as well? Do the colours not fit that well there? :D
nope havent touched LD tiles yet
and i included bgHD because normally it should get covered by all the buildings n stuff and not look bright, if i had only included that then the design wouldve looked bad
the low detail mode bg aims to replicate the darkness you get from the buildings
Okay. ^^
did delete some useless stuff from the low detail tileset
nevermind im just stupid, also changed this corner at spawn
- You only fixed the hookables in low detail not the unhook. ^^
- Also low detail if you want to make the effort you could have the hookthrough look a bit better (symmetrical).
- There are no indicators to the 'wind' in low detail which plays pretty bad. I suggest to use something like this. Also you might want to get rid of the fan animation for low detail as well, doesn't make sense in my opinion.
- It would be cool to have some more doors in the map since you only used them twice close to the start.
- You could put time cps that are placed like this on the same number and then distribute some more of them throughout the map.
i like 5 because it reveals which route the player took by having different timecps on each
I see.
- placed more timecps
- lq fan wind
- lq tileset improvements
- intersection has doors
new banger whitepine song dropped so i added it in
how is the file size with extra stuff lower than before? xd
i performed magic
the filesize must shrink
forgot to consult the filesize wizards
At this point they are sages
Discussing map together with mapper. :)
discussing more map with tester
I, uh, played around a bit.
Missing design but if you are interested here is what I came up with. ^^
looks good but ill have to play it myself
Of course. :D We just didn't get to finish last time. They are pretty similar length wise now as well (if I didn't have skill issue).
i like the changes, made a few tiny adjustments to open up the parts more, ty
- design bugs (ty PapotaV!)
- decided to replace some walls with decorative grates
- added true winner room
ngl looks weird not with flow of the map
the compression must continue
below 500 kb when?
Optimized version:
Well the bad thing about uploading an already optimized version is that you won't be able to see the magic here.
i am the one who magics
okay do i have to get it to 500kb for release

400kb and deen will send handwritten letter thanking u for saving ddnet harddrives
we need more deen letters
ez
$release
This command was not found.
$decline
This command was not found.
im looking at pixels lol
this is the price you have to pay for 330kb
images too big delete them
tyy
with what did u make the graph
im curious
oh shi
i uploaded my map change in ur channel lmao
i hope rls before 2026
before gta6
preferably before i die of old age
by the time this releases whitepine 15 would be out and the file size would be back to 1mb
(ignore this)
mustve been the wind
map is redy for me
yall eating good in 7 months
*7 years
Would any of the testers take a look at this
I would but i cant play race
hi
Isn't it ready besides that huh?
why it's staying still
cammodude is a compression freak
There is literally nothing to test anymore, I don't like this type of map tho being in solo, cuz it's race map and that's what it is. Just for using not only race tiles it makes it solo :/
the filesize must shrink
whos gonna play zoomed in like that and standing still
It's not about who is gonna care about, it's just about it being balanced between compressed and good looking tiles
the file size must rise!
It's not an issue anyways and no one will support me in my views, because almost all testers consider this an unimportant part, so nevermind I guess? Just saying what i think about it all
Anyways, are u working on this map or that's it?
thats it
its good looking for when youre going mach 5 down a tunnel
But your map is not excluding the slow way also, as u said this map is all about choosing ur own way of completing it
most are gonna be going fast
and this map along with the design is for that majority
It's not what we should argue about, this is a beautiful and unusual map, and everyone agrees with that
i mean if i kept everything at max resolution the map would be 3-4mb
As I said, I'm only argue about balancing it between, not against compression at all, of course it's not a good decision to make it max resolution, and I wasn't saying about it a word, cuz It's bad for the filesize
Yeah, so tested it twice, there is no any major design bugs, gameplay is simple and speedrunning it feels fun imo, this map in testing is ~6 months and already like every tester touched it atleast once, so Ig it's pretty much ready, so I'm gonna put 1st ready
Redline release in the first half of 2026 O:
I agree with u here... its not something i'd hard force for this map but maybe we should set guidelines/rules on pixels-to-world limits for future maps
i.e. stick to 64 pixels per tile in-game
it looks a little out-of-place in this map because the doodads are 32-pixels-per-tile, so its more pixelated than vanilla tw assets (and you can still tell when not going fast e.g. when you first load into spawn)
the 512x512 tilesets look completely fine imo
so id say 32 pixels
im on a 2880x1800 screen and i can definitely tell the difference in resolution, so can wee (idk wee setup tho)
besides we shouldnt judge this on a subjective matter but rather base it off of vanilla teeworlds assets i think
those tilesets are 1024x1024
im on regular 1920x1080
Optimized:
unoptimized version is equal to the optimized one

i meaaan you were a bit off
I'm ready for a good meal 🧐
Been kind of too busy for testing since I suggested the last changes here but here go now I guess.
your meal is ready
thanks mom
noooo i missed the meal while it was still hot i guess i'll mircowave it tomorrow
