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Ow, hm I thought the speeders would've worked. I will redesign that Edit: I mean like never happend to me
Why is this a dummy map? Its a solo map but you have to wait for dummy to open doors
Yes and no, I combined dummy with race, 1v1 dummy 🤷♂️. If u aren't faster than ur dummy then u get fu*ked. Dummy blocks ur path if he faster than u, or if he reaches end before u
it is that other "new" type of dummy genre, but it is dummy
Fot the concept I'm not agains it, but we souldn't have to wait for the dummy to finish the race, on the contrary to be able to kill him and finish the map would be better
Also I don't know if there are dummy map that finish in team at the moment
Just rocketfly has teamfinish
Ah yes yes
Sorry sorry
but they shouldn't probably
Actually now that u mentioned it, haven't thought about that double finish. I will definetly get rid of it
Here u dont actually have to wait for it at any point. More likely u gotta arrive/be faster than him to be able to finish
Ah yes, but you still need to kill dummy manually
Ah yes u are right hmm then I have to add some switches and a kill tile for dummy at the end, so if u make it u unlock team, pass through the switch and dummy goes in kill tile
Yeah I will probably fix tomorrow all the in-race changes direction
Dark, here u ment the missing freezes or that is a bit confusing?
How so? U need switch 12 open
Fixed
you just go left , or there is switch somewhere to close that door that leads up
oh ye i see
switch 12
^-^'
big brain mapper
XD
Im trying to fix this but idk
but i don't get you need to do almost everythink 1st try , to beat dummy ?
Mm nah thats why i made beginning parts so easy cause idk hooking parts are kinda basic, it all depends how fast u do first parts if u stop or not etc
Also didnt made parts that hard, laser is nothing crazy either, nade parts...once u get the hand of it pretty easy too. Only last parts are tricky
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Made speeders at the first section easier and also the last section of parts (it now has 2 force, before it was 3). Now should be easy to get a lead on the dummy so u have more tries on laser and nade parts. If testers says its too easy and u get alot of advantage on dummy then i will put back to 3
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I fixed the fail of Yto, at the nade parts
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Fixed the entity freeze and i lowered the ceileing so it doesnt match to much with the "fade design"
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Fixed Texnonik cheat on laser
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Fixed DarkOort screens about speeders affecting player (not all needed just 4 important ones)
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And i fixed ending of dummy (i hope is fine that bit)
^-^
done, fixed all and made so u dont need to wait dummy
+1 for the concept
looks like cool concept didnt rly test much gameplay tho
i feel like the hookables are kinda lost in this design? they dont really match the rest
imo smth like this would match better? idk
Yh I thought of green too when i start mapping it. Then i changed it cause i thought ppl will get confuse with bg xD 😂 but i can change it !
Could you check if this is what you meant louis? also changed it on blue and red section made it similiar to it
ah i just meant changing the unhook texture/image to match the "pixel retro" feel :p just a suggestion tho
for some reason i thought that was ur entities lmao xd i dont have that mappre (and actually yh i like those blocks more) xD
Changed the blocks, and fixed a fall speed glitch that made u teleport to end (freezed)
tele 5 goes to 5 and you stuck ( if you don't go up )
Changed Texts fonts more "retro" style.
Nerfed a laser part, last hook of beginning parts and 1 part at nade section.
Moved tele 5, 1 down
and increased the alpha of freezes of each section to be more visible
edit: and i also added a non HD bg and made some other stuff HD
fixed non-HD bugs in transition
Nerfed more parts.
added directions at the beginning of red section.
added a better turnoff position at one of the grenade parts.
Nerfed the speed of dummy more, and i tried to smooth more the parts at the end. Now map should be a bit better
really cool 😄
fixed a remaining sneaky switch ^^
Hmm there is already a hitomi map called Retro 0
Sorry ^-^
Changed slightly the part at tele 15 Added Cp's 4, 5 and 8 Edit: and changed some signs
Sorry, some extra small details ^-^
Made 2 parts less annoying
Some changes thx to DarkOort (i think its last update)
122549 invisibles or blanks removed
$ready 3
finally
♥ yai
+15% fps when I compared
nice
there is no "switch_close" setting
switch_open i[switch] Whether a switch is deactivated by default (otherwise activated)
there is?*
im gonna do the test but im sure close works too
Thanks Saavik ! ^-^
$saavik 3
Mega true, oof and thats a bit hard to fix..... hmm
should i just move the position in which the dummy gets tp to?
like before the end where it activates the block at the end
well where should the position move to in your opinion?
$ready 4/3
$ready 3
GG
lmao everyone just ignored this xDDD
As usual
its retro 0 not retro
why is sv_pausable enabled
is it? 😮
yes i fixed it
also i dm u
sry
why is deepdly enabled?
still too equal
does this mean i can call my next map Aim 0?
yes ofc!
aim assist 1.0 by aoe