


Hey guys this is my take at mapping a SG Fly map. Difficulty is entirely depended on your shotgun fly skills. For me this is like a 2 star map ~10 min gameplay but it willtake you longer if u struggle with sg fly. I uploaded a playthrough video on Youtube if anyone is interested. https://www.youtube.com/watch?v=O7wwuSPrQE8

looks neat, will test later

start seems a little cramped tho

less cramped

from the video you've made, i can expect it to be categorized as a special map

shouldn't from the 3.) Background window have positive para values on both?

it makes it a little trippy to watch through without entities, but your video proves it otherwise

idk

2 star map


10min gameplay when even you needed atleast 15min

you cut at 12min and then needed 4min more


sorry 11min

well

u got me its 3 star and 15 minute map



atleast 4 star

yes i wasnt serious about 2 star. its very hard

shotgunfly is hard


It seems quite boring, i mean there is Just Rocketfly but there in my opinion its more creative. Here imo are just 2 parts where you actually just dont have to straight shotgun up. Maybe add some more parts of them (Just my opinion)


fair

i tried to make each part a little bit different, starting out with basic flying, some obstacles, changing directions mid part , freeze on the ceiling, tight flight etc until part 12 where u have to keep dj

if somebody's smart binding your mouse position to a point where you don't have to aim to shotgunfly, it would be awesome

SOMETIMES WHEN U FALL INTO CP WITH DUMMY, THE DUMMY GETS LAUNCHED RIGHT AND GOES INTO THE BACK TELE AAAA

please make it so you can't accidentially do that

otherwise i played the first few parts i think it is a nice map to introduce ppl to sgfly

yes i thought about that, didnt happen to me once in hours of testing, will fix it. i might rework some of the parts to make it less repetitive, which in turn will probably increase the difficulty. might take a little as im currently quite busy

there are some issues with cp since its perform so much skips, for ex on cp 4 you can firstly do the part solo, touch cp 5, get back with sg to the previous part without touching cp 4, throw your dummy on next part direction, fall into tele so you appear to tele 5 and you easily catch your dummy and cut the part like that, sorry if i explained that bad
@Lwai(skips found by Jesus Christ)

I mean these kind of skips only work if the part is doable solo and also doable backwards. which means it can only work for a few of the early parts. Its probably not faster to skip, so basically yeah, you can do this but if u're already too bad with sg fly to do part 4 without cp trickery skippery, you will not be able to finish the map anyways

for that we need tester opinion

barely a bug but i just found it so why not post

Hey guys i updated the map.
Changelog:
- Replaced parts 4 and 11
- more space at spawn
- design changes
- put the back tele further away to prevent dummy falling into
- slightly nerfed part 7

I dont know how to make it so that laser drags u back if both tees fall into the freeze, if anyone could help me there

Also have to add an indicator that u get DJ back after touching the switch in part 11, didnt think of a design yet

From the look of it you would need timed switches. so have pullers that are turned off in by the player moving around underneath the platforms.

the mapper hasn't responded in a while. Consider $waiting?

consider $waiting



The bot is doing weird stuff xD

how should the bot know whether soapy told him to fix something or not

We could use commands for that, but i am not sure if we need the $waiting suggestion at all. Maybe just disable this function. Well idk there are too many maps, maybe we can rather do the cleanup stuff by hand.

implement a machine-learning AI that detects whether a tester asked for fixes

guys

dont discuss this here

you started it



i just memed wtf

yes so dont complain now 🤪

I just took a look over the map without playing it, Novashock is playing it right now so maybe there will be some gameplay related stuff later, maybe not xD



feedback





According to the rules you need 5 spawn tiles (you have 4 rn)

on top left there are unwanted hookable tiles outside of the map

- fixed everything :)
- added design to part 11
let me know if:
- you can still cheat part 4 ( i think i fixed it )
- part 12 might be too hard in comparison with the rest, some feedback there would be nice

also made it so that laser drags you back if both tees end up in freeze (part 4 and 11)

at part 4 maybe also add teleport to the left of the dragger xD I hammered dummy up and touched the on switch accidently and it slingshotted dummy into tp5

xD

fixed slingshot x

nerfed part 13 and fixed some entities bugs


removed ceiling freeze part 7

don't make the background HD !!!

i told him already xD

and "snow" image can be External

background isnt HD, snow is external

ah not quite sec


lowered map size to 540 * 270

fixed some invisible tp


fixed some design

changed shotgun position and removed unnecessary switches

fun map xD would like to see this get released :D

why

because I say so

why not

because you can jump out and die too but just later

why not?

looks ugly if u zooz

well, mappers choice

so why do you comment

say something more than "why"

i didn't understand the suggestion xD

the death tiles are there for the dummy anyways

then it doesn't need to be that long

so you didn't understand the death tiles while suggesting the change?

(if so, that's why i asked "why")

you annoy me

i purposely left out the last tile so there wont be infinite kill tiles with zoom out, if u deem it necessary i can add them

I don't care if you add them or not

you told him to add them xD

X D

I suggested it and I won't force him to do it

it doesnt look like a suggestion

please stop

no

i am serious

just say "you can add death tiles here"

I won't waste time to write super long sentences

okay so i will "waste" time on explaining that it's the choice of the mapper

i prefer no kill tiles there , to be honest 1 row of kill tiles would look much cleaner and if the dummy glitches through somehow (which i doubt is possible at this height) it will still die in void

who you want to explain it to?

it doesn't need an explaination

You can do one row of kill tiles if you want ^^
the mapper needs to understand, that it's a suggestion and you don't want to force the mapper

- changed kill tiles at the end
- small changes part 3
- some design changes

Finally a Sgfly map: D creative parts, nice style. Haven't found any skips yet. The tenth deficiency would be at Cp 4-5 if you throw your dummy into the 5 but if you stay behind it is fail. At first you could understand that the part that is intended is throwing up the dummy and pulling yourself up on it: D otherwise & ready pls under 5star xd 4star would be perfect.

greetings weirdFlex

Thanks for the feedback :)

Fixed some design inconsistencies and changed some design

Regarding CP 4, I dont think its important to change anything there, you will never fail twice there and its fairly early in the map

$ready 4

cleaned my tiles a little bit and added a little flying shotgun animation at start :)

releasing?

Final version, let me know if u find any bugs or changeworthy things

woops had some very wrong tiles placed, should be fine now though

finishing touches regarding background

wrong version uploaded? uploaded version has invisible tiles at start


well if u call it final version then i assume its the final version

after the map is scheduled its your responsibility

what else could i have done instead of uploading 2 fixed maps? xD

pinging me or a tester

after i saw that "final" version i didnt check the channel again

fixed weird blocks at start and cp 11 cut

someone verify that version doesnt have any problems pls

nerfed version

testing nerfs right now sorry for spam



Alright this (latest) is the nerfed version. Tested it with some people should be a little more balanced now.

someone check this version pls

why another hole on cp12


you can just use dj for that

testing fix for sg bug



the latest version is tested
@jao
okay

wtf

am I supposed to first try the first part right now

can u not release broken untested maps?

The map was made by welf rdy, I just had a quick look at the fixes

yes this is exactly what you are supposed to do now

its a noob filter

why do you have noob filter on dummy map

did you really upload 8 new versions after release?

You can do first part without sgfly, solo jump and use sg to get dummy close

No u can't
@allocaツ
Yes u can. I will make gif tomorrrow

a part was insanely unbalanced looking at other parts

everyone got stuck at part because its very hard

welf didnt test properly it seems

it really needs a nerf its like putting insane part at a mod map

part changes are uncool after rls.. its unfair for those who already managed too finish

die map wurde nicht 50x leichter es hat sich nur ein part leicht verändert und ein anderer noch leichter, außerdem hab ich den scheiß sg glitcht in den dummy bug gefixt. omg so unfair gegenüber den 8 leuten die gefinisht haben

please no german

how fast are u wtf

sensing the german

smells german here

yes, it's unfair

map stays how it is if u have any problems dm me

as well as it's stupid enough to make faily annoying first part\

after which starts unfaily map

how is if faily

u can just press kill

oh thx

cause its the fucking first part

and then throw dummy again

and sg again

and throw dummy again

exactly

and now try to sgfly

instead of just teleport and retry

why whould you even need that start with 2 throwings

but whatever, it was ok

until you have to do it every time you fail first part

I couldn't sgfly at all when starting that map, but in 10 minutes practice I easily complete few parts first-try, but what about same new people now

first argument that atleast makes sense

if they want to practice they need to kill, take sg, jump to start, do the same using dummy, throw the dummy sg yourself to get up.... and now make another attempt

every normal player would just leave here after 3-5 attempts

deciding to play this when he learn sgfly, but when he'll learn it? never, because there is no more sgfly maps

nice gamedesign, cool fixes after release (testing***)

ok i can see where u are coming from

jao will probably not upload a third version though

probably not, but could if you'll just move "no sg others" to the next part I guess

anyway think more about gamedesign next time and people that will play ur map

what problems could they face and why would they enjoy map

very cool to see first sg-fly map ever

omg russian guy biggest trashtalker ever

yes dont change it im before finish


i just f3 but whats The topic

adrenaline 6 release

Shocktsunami rls

so no nerf?


oh nvm

btw who got stuck on cp12 still can hit hes dummy

interesting

i thought the saves wouldnt work anymore

i wouldnt play the map again if i have to restart xd



Ppl who stillhave the cp12 save also still have the sg bug, so its fair lol

logo shouldn't be HD xd