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Map :lady_beetle: :
the design is a placeholder Jimmy Jazz will cook something up
+time cp's
minor fixes
looks awesome
Cp6-9 you didnt touch unfreeze/last tile at the end which left me wondering if there could be 1 more tile?
or might it be too easy then because you need less speed?
would be too easy
u can touch unfreeze on both but needs really good speed
Okay
skip
-fixed chot
you're getting away this time
wouldnt that put the map in waiting though? or what
waiting for design
design should be finished according to rules
shit rule tho makes no sense to me lol
it makes sense most of the time, maps would've lay in testing for way longer that way
fine imo as everything is marked
can be put to waiting before its getting readied
maybe some secret tp after finish
i didnt see one
i like the parts and imo last part is my most favorite one, but the ending just doesnt wanna play well for me
would wish some feedback there
its well hidden
im gonna test if bottom hook is really that bad
kk
tp to1 is the weap btw
LMAO
ye i just realized just before u said it
anyway.. xD
bottom right corner
its a bit more complicated than just getting teleported there
i dont wanna change this but im gonna look into the other ones
lets wait for other opinions on it
sick map!
uq suggested 1 tile less tele at last part (end)
Played the map and it's pretty much what Json said. Stoppers are annoying, and I would also suggest removing 1 tile at the last part.
And the last part is kinda unbalanced but I guess it's fine
The map is very unfriendly to beginners(learnings) players. Ye, if they had watched a video how to do the map. That would fix the situation. But it's a bad way fix. For example first part. 1 people are trying to save a double jump here even though they need it here to make it easier to do the part, and it takes them a lot of tries to realise that. 2 Need to add freeze because it fails if the tee is too low. Better to instantly punish players if they are doin wrong. 3 1 hole in a tile is just annoying, probably because we have a problem 6,1,2. 4 Need more reaction time to realise you've passed the hole 5 u didn't see freeze until u touch it first time. 6 u need jump?or u need just walk off? why u force players to test it? imho it's rude. like u see this is all qol stuff (signals, visual cues) but it's improve ur part a lot. Of course, I'm not forcing you to change it, but if you don't change it, be ready for beginner players rq at first part)
First part isnt great, i agree
And i got told from someone else as well
Mostly because the edge triki mentioned and because it doesnt really fit the map. should have been more creative and more fun
+part 2 edge jump as the swing is really random
the map is not meant to be played by beginner players?
the whole map is beginner unfriendly, whole map is cuz its meant to be 4* solo
its not random just hard
if i can come up with something i might change cp2 tough
When I said ‘beginners’, I didn't mean novice 1 star players. I meant players who play solo on 2-3 star maps and then play on your map. and ye , don't mix up the difficult with the "skill issue" and the difficult with the uncomfortable. when mapper polish map it's always decrease difficult, because it's becoming more comfortable
if you make a map meant for people able to do 4 solo maps, why would you ever consider making the parts for 2 - 3* players? this is exactly why we have ratings.
"why would you ever consider making the parts for 2 - 3 players?" I didn't say he needed to reduce the difficulty, I said polishing will reduce the difficult. He can polish that part and add new stuff to increase the diff if he wants to keep diff.
Gotta agree this one with triki, some parts feel unpolished and blocky, and that's one of the main reasons why the map feels 'hard'. This is well shown in part 1 and 2, which doesn't even seem to fit the map. I think you can make a better setup, like speedrun 1 which was rlly clean and had more space. The ideas are cool though
Well, so I had a quick look at this as well.
Obviously I won't be able to say much about the design as this is clearly really bad and just a placeholder. Please note that this is also violating the mapping rules (https://ddnet.org/rules/):
I'd like to share my test on this in a somewhat chronological order - starting with part 1.
- Part 1 (screenshot 1): This part doesn't have too many issues. However, it doesn't really represent the map's being too well because of its simplicity and not using any timer. Additionally I'd like to point out that it generally isn't a good thing to make parts difficult by making things overly tight and/or precise. This mostly gives the feeling of the section being unpleasant to play. This is really bad right here because you gave plenty of space beforehand in the part and all of the sudden it becomes like that. This is the case more often in the map and I will refer to this as sudden precision issue from now on.
- Part 2 (screenshot 2): First of all the sudden precision issue is existing here as well. Getting on the edge perfectly is mostly just a try-and-error-game. Holding dj should either work consistently or you should restrict its working even further. Right now it works at a probability of ~ 50 %, making it seem like it's supposed to work like that. The swing at the end is quite precise as well and the way you must swing/hook changes based on the speed you have which makes it feel a little random.
- Part 3 (video 1 + screenshot 3): The sudden precision issue lies in the time requirement. Even when it feels like you did everything right you still might not get it in the end. Please try to map as clean as possible. Take a look at the screenshot/video for further explanation.
Video 1:
I only tested the first three parts so far as you can see but as this was already a lot of stuff I'm stopping here for now. You can probably also transfer a lot of the mentioned stuff to the other parts as well.
Map channel has been moved to waiting mapper.
Skill issue.
-replaced 1st 2 parts -nerfed end +removed stoppers -minor changes
im gonna change a couple things at 1st sg part ig later
The first part is much more enjoyable to play right now than the previous one. But I have some questions about timings and mapping. Timings: I did all 4 rockets well but still not enough speed. Here is my question: Do I need 4 perfect rockets or do I need a double rocket at the end? If you need to be perfect, this precision takes the fun out of it. If you need a double, you need to do doors a lot higher.
i wanted to force a wall nade there
the stopper is only there for making it easier to get there
unhook wouldnt really fit there imo
the new parts
btw making the bottom of sg part 2 tile wide doesnt work at all
you have too much speed for that
ye this is double rocket. Its not obvious unlit u dont try this part 10 times
u also forgot sv_solo_server 1
changed the bottom of sg part and minor fixes
Hello IKU
I appreciate the changes you’ve made to parts 1-2, as they definitely feel more fitting to the map now. However, there are still some precision issues that persist throughout the map, and I wanted to share some suggestions that might help smooth out the gameplay experience.
Part 1: The timing for switch 1 is still too tight. Even when executed perfectly, the door often closes right in front of the player. For example, after firing the first rocket, the double jump needs to be timed extremely late to hit the switch, which feels unnecessarily precise and specific. This level of precision can be frustrating rather than challenging.
Also, I suggest removing the weapon teleporter for a cleaner appearance. I’m unsure about the use of stoppers (other than the first two, which improve quality of life). They seem like they could easily be bypassed with unhooks. Additionally, when using the double rocket, the position of the player—especially when they land in the stopper—feels random. Being at the wall is crucial for maximum speed, but this randomness makes it inconsistent.
Part 2: The jump through the 1-tile gap, while holding a rocket, feels quite random due to several factors:
Varying jump speeds can cause you to hit the teleporter unexpectedly. The timing of the rocket affects your speed, but it’s hard to consistently manage. Even trying different shooting angles doesn’t seem to provide a reliable solution. This part feels more based on luck than skill.
Part 3: This part feels good for me. No complaints here.
Part 4: The jump to the edge here feels completely random, and it's hard to make it work consistently. The double nade at the wall also doesn't feel reliable, whether you use or skip a double jump. It might be helpful to provide a clearer pattern to follow for this.
The unhook tiles near the door can be annoying as well. It’s difficult to comment on the switch timer, as the double nade varies in speed, and the first nade doesn’t always provide the ideal speed under the current setup.
Part 5: This part seems solid to me except that I would remove the first 3 teleporters to for convenience
Part 6: This section feels too easy compared to the other parts. It could use a bit more challenge for balance. The lower hook tile doesn’t work well while swinging, and the DJ spam combined with hook doesn't play smoothly either. A rework here could improve the flow.
Part 7: The second shotgun jump requires almost perfect timing, which makes it more frustrating than fun, as it fails more often than it succeeds. The jump through the 1-tile gap is fine, but the bottom hook tile during the swing feels awkward. It gives too much upwards movement, causing you to lose speed more often than not.
Part 8: Hitting the hook while looking in the opposite direction, then quickly landing the nade and jumping all at once feels quite uncomfortable. A rework here could make this flow better. Also, if you don’t get a perfect swing, you often have to release your hook to avoid hitting the corner of the unhook tile. I don’t think this is the intended behavior, especially since there are stoppers that seem to be placed to guide the player smoothly through the swing.
Part 9: This part works much better now, thank you!
I hope you can take a look at each section and adjust the gameplay to feel more smooth and skill-based, rather than relying on near-perfection. Thank you again for your hard work on this map, and I’m looking forward to seeing the updates!
Map channel has been moved to waiting mapper.
unhook looks not bad
part 1: changed part 1 similiar for reimu's part 2: wont be changing that if u figure out the angle its not very hard part 3:
part 4: removed a 1 unhook next to stopper so its way harder to hit unhook (cannot do anything about the edge tried to make it 1 block taller but its even worse) part 5: removed 2 teles at start part 6: the top of the bottom hook works so i wont remove the whole block but im gonna change it (i agree, its too easy) part 7: wont change (i removed 1 hookable like u suggested but its even worse?, it really depends on the speed really, im gonna add back 1 hookable) part 8: wont change it unless i get some good suggestions (imo the part works just as inteded its hard to hit the block next to stopper if u get good rocket off the wall part 9:
-changed as written on top of this (except laser part (im gonna do that later))
Thank you for the updates to the map! I wanted to share a few more thoughts based on the current version.
Part 2: I noticed that you didn’t change this part, as you mentioned that it’s not too difficult if you use the right angle. However, I think it’s still worth considering that the randomness some players feel might be frustrating. While the right angle does make it easier, the consistency of the jump and the timing can still feel off for some players.
Part 4: I understand that you didn’t change the beginning because it would make the jump to the edge worse, but I think that doesn’t fully justify keeping a setup that feels bad to play. The current setup still feels inconsistent, and making the edge jump more reliable could improve this section without compromising the overall challenge.
Part 6: The hook here is tricky to hit because you can only catch it if you're just a bit away from the wall. This can be difficult, especially if you don’t hook perfectly straight to the right every time. Maybe this part could be adjusted to make the hook easier to reach in more situations.
Also, after the second laser, it would be better if there were more space and fewer 1-tile jumps. Right now, it feels cramped and doesn’t flow as smoothly.
Part 7: The swing with the bottom block isn’t working as intended. As mentioned in my earlier message, the upward movement caused by the block makes you lose speed, which disrupts the flow. I also noticed another player struggling many times because they kept hooking only the bottom tile, which made it even more difficult. It feels awkward and doesn’t match the usual behavior of swings.
Part 8: The swing in this part isn’t working well. You have to hold the D key much longer than usual for it to work, and that doesn’t feel intuitive or smooth. Most players wouldn’t expect a swing to behave like this, as swings typically feel more fluid. The issue I mentioned earlier with the beginning of the part is still affecting the swing, making it work smoothly only in rare cases.
Additionally, I agree with Triki's suggestion from the screenshot—the double grenade would likely feel better if moved a bit further to the right.
All of these changes are intended to make the gameplay smoother and to ensure the map is well-suited for speedrunning, not to make the parts easier. The goal is to create a more fluid and enjoyable experience overall.
Thanks again for your hard work.
Map channel has been moved to waiting mapper.
replaced part 6 moved up the hookable at cp7
wont change the other parts
$decline
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$kill linear_players
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decline reason, vote between tester
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gg lost to chatgpt
Please avoid sending messages without any essence to this channel
I dont mind