Mentions:
@fearxito
i like the map and the design but 2mb is too much?
and for speedrunning you can just laser the falling tee from above
skip
probably takes more time to do than do the part normally
should mark some of the unfreezes in design too
anyways good map, 8/10 id give it 3*
2mb is indeed too much
rest of the images can be bundled together with unused removed
Hello everyone! some changes based on the feedback
Had some trouble trying to downscale the images, don't know how to do it
i have a mixed feeling about this part, while i do like it but i feel like it doesn't work too well with normal teles so it becomes easy to fail. As seen in ss if you leave your teammate close to edge and fail your hook you get tp'd up, and makes it really hard to save for a new player, or even impossible depending on where the player left his teammate which i don't think is fair for a novice map
cool map nonetheless

could make it not a falling part if too faily
Heyo! thanks for feedback! I add some different type of decoration, don't know if its fits well. Here it is
Should I remove some freezes there? for the jump
i like the changes, the dummy part is less faily now as it's way easier.
maybe just do a checkpoint before initiating the dummy part so if tees fall he doesn't get tp'd to tele 10?
use a program like paint.net or krita, and downscale by making the resolution smaller until the image starts getting blurry ingame
imo it looks good btw
Hey
@wsikieyou reffer to the left hole where is your dummy in that screenshot?
yep
oh
Hey! Made some changes on the suggestions. On deep part I made a platform there and i add a tp there
Fixed
1-3. Skips
- This freeze ramps up the difficulty of this drag, it's possible to fall down in unfreeze but assuming there's no marking of unfreeze it only makes it confusing, you should remake this freeze/unfreeze
- The logo is pixelated, yet it's 960x960px, you better make a new logo, considering its size you can make it about 500-600x200-300 or so, it's both less map file size and better quality logo. The animation of smoke/stars isn't looped and thus every time it ends it replays rapidly. You could make color to animation that will fade out stars at the end and make different stars dissapear at different but it's not easy to make if you are new to editor, for now it might be easier to make stars go back in the ground i guess
- You might wanna add more spawn tiles
- The bg in general feels kinda static because of para values you use, i tried tweaking them and para X/Y value for
group 4, for
group 1, for
group 2 looks quite nice, you might wanna try those and change it a little to your liking
wow
also fix this if not fixed

maybe add a tp or something else
Thanks
@f0rtishka, how long it takes the map in ‘waiting’?
you can take your time, map gets automatically archieved if mapper is afk for 2 months so you have a lot of time to fix stuff
Hello there, made some changes
i'd move the undeep tile a bit further up as it may happen thay you drag your friend out and he's still deep
skip
Cool map overall, remembered me you're map "Give u the Moon"
Thanks
@wee.tw@steinchen99, question. Too tight cps matters? Can I make it with more space ?
Yo, thats sick 🙂 well done!
^ for the time cp issue mentioned above remove one of them or remove one and add one in the middle
i'd keep for speedrunning
It's pretty useless to have 2 of them basically right next to eachother it's perfect if they are spaced out evenly
They are needed so that the speedrunners can check if they are ahead or behind their best run. If they checked it 4 seconds ago there is no need for them to check it again until some more parts are done
Undeep tiles is easily skippable by mistake(actually even I did it), imagine newbie to do it and then drag him up through stoppers, gg. I saw a bunch of times newbies dragging tee in deep somewhere and try to unfreeze them by hammering. I don't think it should be skippable. Should be an easy fix.
Also, what I noticed the previous time I played your map is this exact place on this part, very questionable beginning of part imo, really ez to press d a bit more and fall in freeze for the both. Just proposing an idea on the second screenshot - so like that u force 1 of the player make slightly more moves with a few variations of making it: u can hammer another tee to right, or u can hook him from the stoppers while he is falling.
This is totally up to u, but just saying what I noticed and proposing a solution. Good fixes tho, clean gameplay, clean design.
Hello! Fixed the problems
2 unused envelopes
the map is nice, i like it very much! ^^
Yeah looks Nicer
Fixed, thanks!!
Update xD
at the top, so its easier to drag
make freeze 10% darker in design pls
otherwise looks good to me
this was submitted way in the past so this rule https://discord.com/channels/252358080522747904/1325407774519332946/1343252335777812677 won't apply, but just know it will for future novices
Hi, where should i put the hooktrough??
to the right of the unhook
one is enough
Thanks

This doesn't seem to fit the novice category. There are too many sections involving mechanics that new players wont be familiar with.
tuff times when even murpi is giving testing feedback

I agree with murpi that this map is on the upper end of novice or maybe moderate, but i want to say that some novice maps are quite tough, so it's debateable. I also think that it's not just about mechanics but there are also reasons why this map is not suited for new players or even lower moderate players, i will explain more in my screenshots:
edit: imo El Quisco is a good example of how to do novice fillers in this style, they were less boring to me than the fillers of other maps https://ddnet.org/maps/El-32-Quisco/
I like the design, it's very cute!
i think easyright 3 has it a lot harder than this
agreed with welf/murpi, waiting for balancing (either make it novice, or buff parts and make it moderate ( i suggest makign it more moderate )
ok thanks!!
no mapper?
ðŸ˜

awesome map, plz release