#SD
"SD" by InsertKey [Dummy]
DDNet 07/15/2022 2:47 PM
@InsertKey

this is your map's testing channel! Post map updates here and remember to follow our mapper rules: https://ddnet.tw/rules

SD.map
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DDNet 07/15/2022 2:47 PM
InsertKey 07/15/2022 3:50 PM
SD.map
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InsertKey 07/15/2022 4:27 PM
SD.map
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InsertKey 07/15/2022 4:41 PM
SD.map
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InsertKey 07/15/2022 6:17 PM
SD.map
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InsertKey 07/15/2022 6:33 PM
SD.map
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Skystrife 07/15/2022 8:06 PM

Cool map with lots of fun parts imo

Epiphany 07/15/2022 10:32 PM

+rep good dummy map

n0va 07/16/2022 5:28 AM

👍

InsertKey 07/16/2022 5:37 AM

changed a filler

SD.map
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InsertKey 07/16/2022 6:28 AM

fixed a skip

SD.map
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InsertKey 07/16/2022 6:54 AM
SD.map
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InsertKey 07/16/2022 8:00 AM
SD.map
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InsertKey 07/16/2022 8:27 AM

thanks n0va for testing

SD.map
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InsertKey 07/17/2022 9:31 AM

fixed unmarked killtile

SD.map
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InsertKey 07/17/2022 9:47 AM
SD.map
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InsertKey 07/17/2022 12:56 PM
SD.map
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InsertKey 07/17/2022 2:09 PM
SD.map
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Welshi 07/17/2022 6:12 PM

cool map

Welshi 07/17/2022 6:13 PM

if I have to give opinion, there are some parts that are much harder than the others

Welshi 07/17/2022 6:16 PM

admittedly there are also a few parts I dont understand

Welshi 07/17/2022 6:17 PM

I just guessed u had to hold left here, doesn't feel super intuitive, maybe add a "hold left" sign

Welshi 07/17/2022 6:18 PM

this is just kobra jumps, you can defo make something cooler, more in theme with the map, and more challenging than this

Welshi 07/17/2022 6:19 PM

I don't really understand this part, how do u unfreeze yourself down below, do u just pray you fall edge on the kill tiles or is there a failsafe way to do it?

Welshi 07/17/2022 6:27 PM

easier unintended way

Welshi 07/17/2022 6:30 PM

since u hook dummy he goes right wall, which means that when you drop on top of it u just fall left since u're left wall. Add an arrow pushing ppl to the right wall 4/5 blocks above the dummy

Welshi 07/17/2022 6:36 PM

going up here is super annoying, I'd say make the right side one block higher so the dummy can go below u, which would make it better imo

Welshi 07/17/2022 6:37 PM

eh actually, I think it's okay like this

InsertKey 07/17/2022 7:23 PM

i don't think it's really needed?

InsertKey 07/17/2022 7:23 PM

you don't understood this part

InsertKey 07/17/2022 7:24 PM

put dummy on the sign, and jump on the bottom left 1 tile platform

Welshi 07/17/2022 10:45 PM

Maybe not, I am pretty stupid, but figured I should mention that I didn’t really understand part immediately

Welshi 07/17/2022 10:46 PM

Could you explain it so I have a bit of an idea on what you’re supposed to do? A vid is fine too if it’s too hard to explain

Skystrife 07/17/2022 11:01 PM

Use hook to get up and into the freeze but on your way up you hammer dummy so he isn’t wall

InsertKey 07/18/2022 7:03 AM
InsertKey 07/18/2022 7:04 AM
InsertKey 07/18/2022 7:04 AM
SD.map
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InsertKey 07/18/2022 7:11 AM
SD.map
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InsertKey 07/20/2022 7:29 PM

fix a unmarked stopper

SD.map
333.1 KB
InsertKey 07/26/2022 10:57 AM
SD.map
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InsertKey 08/08/2022 11:53 AM

make (puzzle?) part slightly clearer

SD.map
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InsertKey 08/08/2022 12:16 PM

thanks wauf for testing

InsertKey 08/08/2022 7:08 PM
SD.map
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Arrow 08/09/2022 8:51 AM

could u send a video of the map? very useful

InsertKey 08/10/2022 4:23 PM
  • changed speeder design
  • rework tp5 drag part so that it's less boring
SD.map
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InsertKey 08/10/2022 4:43 PM
SD.map
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peppe 08/10/2022 9:44 PM

corners

InsertKey 08/11/2022 10:17 AM

fixed

SD.map
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InsertKey 08/11/2022 3:56 PM
Arrow 08/11/2022 10:00 PM

really cool map

MTJ 08/30/2022 4:32 PM

rls pls

Arrow 09/02/2022 9:53 PM

The beginning is really bad like is weirdly done, pls change the whole thing to smth that feel well nice

Arrow 09/02/2022 9:57 PM

there is not too much space to move the dummy here, like i feel not too much freedom to do here you know

Arrow 09/02/2022 9:58 PM

this tele is really annoying

Arrow 09/02/2022 10:00 PM

this doesnt work 100% of the time, like you have to jump to an specific point not in an area, this could be fix maybe by moving the unhook 1 or 2 tiles up

Arrow 09/02/2022 10:03 PM

this throw is really tight to do, implying an stupid death if you go too much to the left, the problem is the freeze there on yellow, see what you can do

Arrow 09/02/2022 10:05 PM

this death should be fixed, you can be affect numerous thing with hook, as lag and the hook cuts

Arrow 09/02/2022 10:06 PM

the part itself is kinda weird especially the switch on the left its like too far idk xd

Arrow 09/02/2022 10:07 PM

you can shotgun the roof there and go straight to the tele on the right

Arrow 09/02/2022 10:09 PM

if u want to do this part fast occasionally you go too far

Arrow 09/02/2022 10:09 PM

dummy gets trapped the majority of the time so u have to shoot 2 lasers

Arrow 09/02/2022 10:10 PM

i would give more time here due if u fail you have to redo all the part again (is not short)

Arrow 09/02/2022 10:11 PM

move this 1 or 2 tile down

Arrow 09/02/2022 10:14 PM

this jump refill is kinda annoying due sometimes you double jump and miss the hook

Arrow 09/02/2022 10:15 PM

you can do the fall longer and add a ht bellow maybe idk

Arrow 09/02/2022 10:15 PM

sometimes you hit the wall

Arrow 09/02/2022 10:18 PM

$waiting

InsertKey 09/03/2022 3:15 AM

im already aware of and okay with it. but if you really want to see it fixed, ill fix

InsertKey 09/03/2022 3:24 AM

it isn't that tight imo. throwing like my video improves success rate in my cases

InsertKey 09/03/2022 3:27 AM

not a problem. shoot when dummy is very horizontal to 1 shot tp

InsertKey 09/03/2022 3:28 AM

why?

Arrow 09/03/2022 3:28 AM

is the same... actually sawing your video i thought on that

Arrow 09/03/2022 3:29 AM

its whatever, but ok

Arrow 09/03/2022 3:29 AM

imo you should fix it, so work every time

Arrow 09/03/2022 3:30 AM

in some point i was on the half of the freeze below

InsertKey 09/03/2022 3:33 AM

ill say won't fix on this

InsertKey 09/03/2022 3:34 AM

it was previously but was weird imo

cheeser0613 09/03/2022 4:29 AM

yes but can we avoid some stupid die by fixing the map

Arrow 09/03/2022 4:55 AM

sure but try to change the unintentional double jump with smth else

InsertKey 09/03/2022 5:19 AM

can you show me how you do the part? i dont understand

Arrow 09/03/2022 5:22 AM

The same way as you, the thing is when you keep jumping in that you double jump on it sometimes, is a “problem” of the jump refill tho, maybe if you move or change a lil the part the problem can be solved

InsertKey 09/03/2022 5:32 AM

personally i dont see problem on this. and also i just found i can do part with holding jump. it's player's role to find most consistent way of doing part

Arrow 09/03/2022 5:44 AM

how is that that you cant see the problem? xd i just explained to you

Arrow 09/03/2022 5:46 AM

well i might be the one with the problem, but i still thinking that you should move the jump to other part, like

Arrow 09/03/2022 5:48 AM

and that maybe would solve the issue that im pointing

InsertKey 09/04/2022 9:08 AM
  • initial fixes
  • new killtile design by cheeser0613
SD.map
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InsertKey 09/04/2022 9:09 AM
InsertKey 09/04/2022 9:09 AM
InsertKey 09/04/2022 9:09 AM

not fixed

InsertKey 09/04/2022 9:10 AM

not fixed

InsertKey 09/04/2022 9:10 AM

tried to fix. i can do 100% fix by placing tunezone but it's kinda messy

InsertKey 09/04/2022 9:11 AM

not fixed. my intention is to encourage players to dj but allow the other way

InsertKey 09/04/2022 9:12 AM

not fixed. it's not short but not hard

InsertKey 09/04/2022 9:12 AM

fixed

InsertKey 09/04/2022 9:15 AM

not fixed. it's the player does unintentional dj (just tap faster, or find other consistent way like i said, holding jump)

InsertKey 09/04/2022 9:15 AM

not fixed

Ninjed 09/04/2022 2:30 PM

Any sense to test it if only one screenshot fixed? Map is good, but maybe accept tester suggestion?

InsertKey 09/04/2022 2:45 PM

ok. i will think once more and try to adapt more suggestions. maybe i was bit ego

Arrow 09/04/2022 3:48 PM

why?

Arrow 09/04/2022 3:49 PM

you should reconsider every point that i made, it doesnt have to be strict the same thing that i said, you could do smth else instead meanwhile improves the issue

Arrow 09/04/2022 3:50 PM

also there are things that must be improve, for example this one

Arrow 09/04/2022 3:50 PM

$waiting

InsertKey 09/04/2022 3:54 PM

idk why i have to remove those failyness. ill consider to make hooking hookables easier

Arrow 09/04/2022 3:55 PM

you can just delete some unhook so you can use the switch puller

InsertKey 09/04/2022 3:56 PM

or just make part completely faily :p

InsertKey 09/04/2022 4:20 PM

ok. ill adapt to this suggestion first

louis 09/04/2022 4:25 PM

testers arent gonna test ur map in the future if u ignore 90% of their suggestions

InsertKey 09/04/2022 5:57 PM
SD.map
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InsertKey 09/04/2022 5:58 PM

make failyness more clear, move switch

InsertKey 09/04/2022 5:58 PM
InsertKey 09/04/2022 5:58 PM
InsertKey 09/04/2022 5:58 PM
InsertKey 09/04/2022 5:59 PM
InsertKey 09/04/2022 6:08 PM
InsertKey 09/04/2022 7:50 PM

change sg solo entrance

SD.map
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InsertKey 09/05/2022 2:10 PM
SD.map
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InsertKey 09/05/2022 2:10 PM

provide some guideline

InsertKey 09/05/2022 4:03 PM
SD.map
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InsertKey 09/09/2022 7:09 PM

minor improvements

SD.map
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InsertKey 09/11/2022 9:14 AM
SD.map
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Pipou 09/25/2022 12:12 AM

I think you should either explain it completely by showing where the other tee should stand and jump to bump against the other, or not by removing the marking

InsertKey 09/25/2022 5:52 AM

ill take the former approach

InsertKey 09/25/2022 6:18 AM
SD.map
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InsertKey 09/25/2022 6:19 AM
Pipou 09/28/2022 9:38 AM

You can extend it to the sides

Pipou 09/28/2022 9:38 AM

Transparency conflict between kill tiles and unhookable

Pipou 09/28/2022 9:39 AM

Try not using transparency and make your own tiles instead of 3 layers

Pipou 09/28/2022 9:39 AM

It's not so hard to merge or redraw

Pipou 09/28/2022 9:41 AM

That's better, but could we maybe add numbers ? and/or use DDNet's symbol for the dummy

InsertKey 09/28/2022 9:43 AM

ill remove transparency then. idk if i will merge those layers

Pipou 09/28/2022 9:44 AM
Pipou 09/28/2022 9:45 AM
InsertKey 09/28/2022 9:45 AM

it's extended to map border killtiles. should i extend more?

Pipou 09/28/2022 9:46 AM

Yes, it's pretty visible at the map borders

Pipou 09/28/2022 9:47 AM
InsertKey 09/28/2022 9:49 AM

what's ddnet's symbol for the dummy?

InsertKey 09/28/2022 9:50 AM

i dont think i'll add numbers

Pipou 09/28/2022 9:52 AM
Pipou 09/28/2022 9:53 AM
Pipou 09/28/2022 9:53 AM

tee and dummy

Pipou 09/28/2022 9:54 AM
Pipou 09/28/2022 9:54 AM

Always try to keep your design clean

Pipou 09/28/2022 9:55 AM

Circles are not needed

Pipou 09/28/2022 9:57 AM

Can't see much

Pipou 09/28/2022 9:58 AM

What are the shields for ?

InsertKey 09/28/2022 9:59 AM

to prevent cheat

InsertKey 09/28/2022 10:00 AM

i don't get the meaning of not needed switch 3. could you explain?

Pipou 09/28/2022 10:01 AM

Well ask yourself "why is it there ?"

InsertKey 09/28/2022 10:03 AM

to prevent cheat

Pipou 09/28/2022 10:05 AM

Do you mind explaining the cheat ?

Pipou 09/28/2022 10:14 AM

I meant to remove the visuel* not the tiles

Pipou 09/28/2022 10:18 AM
Pipou 09/28/2022 10:25 AM
Pipou 09/28/2022 10:44 AM
Pipou 09/28/2022 12:25 PM

$waiting

InsertKey 09/28/2022 4:57 PM

decline please. i think i don't have good time to work on the map.

Arrow 09/28/2022 4:58 PM

Buu

Arrow 09/28/2022 4:58 PM

Bring it back in some point :/

Arrow 09/28/2022 4:58 PM

$decline

InsertKey 09/28/2022 4:59 PM

ye i will resubmit when i have enough time (idk when it would be)