#SpeedRun_2
"SpeedRun 2" by I.K.U [Solo]
DDNet 09/20/2024 10:13 PM
@omegakysiku

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

DDNet 09/20/2024 10:13 PM

Map :lady_beetle: :

omegakysiku 09/20/2024 10:13 PM

the design is a placeholder Jimmy Jazz will cook something up

omegakysiku 09/20/2024 10:15 PM
omegakysiku 09/20/2024 10:29 PM

+time cp's

omegakysiku 09/21/2024 12:09 AM

minor fixes

fljasonx 09/21/2024 12:34 AM

looks awesome

fljasonx 09/21/2024 12:35 AM

Cp6-9 you didnt touch unfreeze/last tile at the end which left me wondering if there could be 1 more tile?

fljasonx 09/21/2024 12:36 AM

or might it be too easy then because you need less speed?

omegakysiku 09/21/2024 12:37 AM

would be too easy

omegakysiku 09/21/2024 12:37 AM

u can touch unfreeze on both but needs really good speed

fljasonx 09/21/2024 12:38 AM

Okay

henry1307 09/21/2024 4:13 AM

skip

omegakysiku 09/21/2024 9:59 AM

-fixed chot

cyberfrighter 09/21/2024 7:59 PM

you're getting away this time

cyberfrighter 09/21/2024 8:00 PM

wouldnt that put the map in waiting though? or what

cyberfrighter 09/21/2024 8:00 PM

waiting for design

f0rtishka 09/21/2024 8:00 PM

design should be finished according to rules

steinchen99 09/21/2024 8:39 PM

shit rule tho makes no sense to me lol

f0rtishka 09/21/2024 8:40 PM

it makes sense most of the time, maps would've lay in testing for way longer that way

rotarite 09/21/2024 8:50 PM
fljasonx 09/21/2024 8:58 PM

fine imo as everything is marked

fljasonx 09/21/2024 8:58 PM

can be put to waiting before its getting readied

fljasonx 09/21/2024 9:01 PM

mostly im not happy with this section of the part. it would be nice to hear what others think about it and the map in general

fljasonx 09/21/2024 9:02 PM

what is this for btw

manikoo 09/21/2024 9:05 PM

maybe some secret tp after finish

fljasonx 09/21/2024 9:09 PM

i didnt see one

fljasonx 09/21/2024 9:18 PM

i dislike this spot for this type of map

fljasonx 09/21/2024 9:19 PM

as we talked ig, tile should probably be unhook as its more of decoration IMO

fljasonx 09/21/2024 9:22 PM

i dont know how you would be able to cheat it, as it has a 2sec timer also stoppers have been annoying sometimes while playing

fljasonx 09/21/2024 9:24 PM

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

omegakysiku 09/21/2024 10:33 PM

its well hidden

fljasonx 09/21/2024 10:34 PM

like this?

omegakysiku 09/21/2024 10:34 PM

im gonna test if bottom hook is really that bad

fljasonx 09/21/2024 10:34 PM

kk

omegakysiku 09/21/2024 10:35 PM

tp to1 is the weap btw

fljasonx 09/21/2024 10:35 PM

LMAO

fljasonx 09/21/2024 10:35 PM

ye i just realized just before u said it

fljasonx 09/21/2024 10:35 PM

anyway.. xD

fljasonx 09/21/2024 10:36 PM

bottom right corner

omegakysiku 09/21/2024 10:36 PM

its a bit more complicated than just getting teleported there

omegakysiku 09/21/2024 10:37 PM

i dont wanna change this but im gonna look into the other ones

fljasonx 09/21/2024 10:38 PM

lets wait for other opinions on it

baslcaly 09/24/2024 5:56 PM

sick map!

baslcaly 09/24/2024 5:57 PM
fljasonx 09/24/2024 11:43 PM

uq suggested 1 tile less tele at last part (end)

anchii_ 09/25/2024 9:33 AM

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.

anchii_ 09/25/2024 9:40 AM

And the last part is kinda unbalanced but I guess it's fine

comebackplay 09/26/2024 11:26 PM

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)

fljasonx 09/27/2024 4:10 AM

First part isnt great, i agree

fljasonx 09/27/2024 4:10 AM

And i got told from someone else as well

fljasonx 09/27/2024 4:12 AM

Mostly because the edge triki mentioned and because it doesnt really fit the map. should have been more creative and more fun

fljasonx 09/27/2024 4:13 AM

+part 2 edge jump as the swing is really random

anthonyyx 09/27/2024 6:54 AM

the map is not meant to be played by beginner players?

omegakysiku 09/27/2024 12:21 PM

the whole map is beginner unfriendly, whole map is cuz its meant to be 4* solo

omegakysiku 09/27/2024 12:24 PM

its not random just hard

omegakysiku 09/27/2024 12:24 PM

if i can come up with something i might change cp2 tough

comebackplay 09/27/2024 12:37 PM

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

anthonyyx 09/27/2024 1:03 PM

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.

comebackplay 09/27/2024 1:24 PM

"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.

anchii_ 09/27/2024 3:22 PM

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

.freezy_ 10/03/2024 9:05 PM

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.
.freezy_ 10/03/2024 9:05 PM

Screenshot 1:

.freezy_ 10/03/2024 9:05 PM

Screenshot 2:

.freezy_ 10/03/2024 9:05 PM

Screenshot 3:

.freezy_ 10/03/2024 9:05 PM

Video 1:

.freezy_ 10/03/2024 9:07 PM

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.

DDNet 10/03/2024 9:07 PM

Map channel has been moved to waiting mapper.

catseyenebulous 10/03/2024 10:35 PM

Skill issue.

omegakysiku 10/04/2024 2:11 PM

-replaced 1st 2 parts -nerfed end +removed stoppers -minor changes

omegakysiku 10/04/2024 2:12 PM

im gonna change a couple things at 1st sg part ig later

comebackplay 10/04/2024 8:48 PM

ur weapon tele doesn't work cus dont have "to"

comebackplay 10/04/2024 9:11 PM

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.

comebackplay 10/04/2024 9:17 PM

mapping: this special tiles u can easily remove. for example 1: u can just replace to unhook wall. if some one try to get top of it he lose time and door will close.

omegakysiku 10/04/2024 9:19 PM

i wanted to force a wall nade there

omegakysiku 10/04/2024 9:19 PM

the stopper is only there for making it easier to get there

omegakysiku 10/04/2024 9:20 PM

unhook wouldnt really fit there imo

omegakysiku 10/04/2024 9:23 PM
omegakysiku 10/04/2024 9:23 PM

the new parts

omegakysiku 10/04/2024 9:25 PM

btw making the bottom of sg part 2 tile wide doesnt work at all

omegakysiku 10/04/2024 9:25 PM

you have too much speed for that

comebackplay 10/04/2024 9:26 PM

ye this is double rocket. Its not obvious unlit u dont try this part 10 times

comebackplay 10/04/2024 9:37 PM

u also forgot sv_solo_server 1

omegakysiku 10/04/2024 9:48 PM

changed the bottom of sg part and minor fixes

fljasonx 10/05/2024 3:36 AM

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.

fljasonx 10/05/2024 3:36 AM

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!

DDNet 10/05/2024 3:46 AM

Map channel has been moved to waiting mapper.

yaccre 10/06/2024 12:44 AM

unhook looks not bad

omegakysiku 10/06/2024 11:20 AM

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:

omegakysiku 10/06/2024 11:24 AM

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:

omegakysiku 10/06/2024 11:26 AM

-changed as written on top of this (except laser part (im gonna do that later))

comebackplay 10/06/2024 12:00 PM

this is useless, better move whole starting room for 3 tiles >.

fljasonx 10/06/2024 12:52 PM

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.

fljasonx 10/06/2024 12:52 PM

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.

DDNet 10/06/2024 1:01 PM

Map channel has been moved to waiting mapper.

omegakysiku 10/09/2024 3:11 PM

replaced part 6 moved up the hookable at cp7

omegakysiku 10/09/2024 3:11 PM

wont change the other parts

anokys 10/19/2024 9:45 AM

$decline

DDNet 10/19/2024 9:45 AM

This command was not found.

oxyzo. 10/19/2024 6:25 PM

$kill linear_players

DDNet 10/19/2024 6:25 PM

This command was not found.

vena6080 10/22/2024 8:48 PM

decline reason, vote between tester

DDNet 10/22/2024 8:48 PM
@omegakysiku

Your map submission has been declined.

.freezy_ 10/22/2024 8:50 PM

The reasoning behind this decision was mentioned internally and throughout the history of this channel. Therefore, the mapper received all of the feedback. If you have any further objections or questions please contact us and let us know.

rootjie 10/23/2024 1:44 PM
@omegakysiku

gg lost to chatgpt

.freezy_ 10/23/2024 5:17 PM

Please avoid sending messages without any essence to this channel

omegakysiku 10/23/2024 7:38 PM

I dont mind