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1mb

Declined

u

logo is 600kb will make filesize smaller

900kb is fine

if there is all necessary

didnt watch yet

fixed. if you find more details, i am afk for a few hours. will fix afterwards, thanks Coke

im still racing

wait xd

missing freeze behind stoppers in the whole map

very nice map

did anyone mention hookable walls and freeze are HD?

missing freeze behind teles in some parts

they should be non-HD? any other elements, too?

fix, thanks Coke and Knuski

yes, walls and freeze can't be HD

The map is really cool, but tune zones feel weird for novice. Is it only me? I fear that it could confuse new players. But ofcourse i am not against a release, as i said i like the map.

made them non HD

I know, it's a bit risky of a thought. but I try to slowly introduce the concept with their different colors in easy parts. the parts later utilize them more as a part of difficulty progression. since the parts are not faily they can take their time, and it's at least 3 stars so absolute beginners should probably not play this map

logo and tune zones markings non HD too

todo for me:
- make noob filter utilize the 3 main tune zones for a clearer introduction
- reduce logo size (simpler logo and teeworlds light elements / other dimension)
- remove double black lines where hookable / unhookable / (other) meets
will do as soon as possible

did all things I said above (+ LadySaavik's suggestion)


Map is nice to play, every part easy + easy to understand. And its something unique with the tuning zones, makes fun.
@allocaツthe last part with gravity changes before finish line was the best imo. Would appreciate a moderate/brutal map with this style + parts/moves u have to make with 2 players o:

fixed

design fixes, thanks Lenah 🙂


missing black lines on tile intersections, thanks Savalic

double scanned map, found some missing corners and changed a few entities

thanks to ad for testplay, moved an unfreeze closer so people without zoom can better see where to drop player.


thanks
@FrosTribe

added an turnoffentities arrow

fixed a few design things, i hope it's ready now



- fixed one inconsistent unfreeze
- added a teleport for clearer jump direction

moved the undeep for better entities, thanks qed for testplay


reordered stopper above deepfreeze

the stones in the background should be HD, otherwise this looks ready. we did a gameplay test with novice players and they played the map and liked it, i guess novice is fine.

the tune zones weren't too confusing

OHHH and teleporters may not be HD

Unfreeze may not be HD either

fixed HD

thanks for testplay with novice players, that's very cool


added an arrow for non-zoom players at big jump tune part

added two more arrows

consider ready?


nice map, the tunes makes it funny to play and aren't hard to understand, imo the map is ready 2 or 3*

Since it has tune zones, i would prefer like 4-5*

the tune zones aren't hard to understand, the map explain how it works so good

no this is 4-5 if moyu is 5* lool

whats moyu


oh lolxd i can't see the channel map but i saw map, and yes if u rated moyu 5 this should be 4

this stuff is HD, too? xD

which? undeepfreeze + stoppers ?

so i make them not HD 😄

deepfreeze HD or not?

none of the essential markings should be HD

how do you want anybody to play your map with HD off, when they don't see the tiles? xD

oh i think i'm dumb I thought it adds some x4 antialising rendering or something if HD is on I understand now 😄


i didn't want to make you feel dumb xD i wanted to explain the function

I also assumed that, so no problem


added a hookthrough to wallhammer in case of blockers

extended the size of the background blocks

$ready 4

☺️






In order for the tee to completely stop moving it needs some calculated hooks to remove the velocity, so it should be pretty unlikely that it happens

Yeah i mentioned that it can happen if 2 tees stack on each other up there, sorry for the bad explanation.

i understand


cp29 was wrong, changed tele tiles to cp-tele tiles