#Starlit_Peaks
"Starlit Peaks" by ♂S1mple♂ [Moderate]
DDNet 03/26/2023 4:51 PM
@F0rtishka

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

PopCorn181 03/26/2023 4:57 PM

Imo, I'd remove the freezes inside of the wood tiles

NeZoX 03/26/2023 5:08 PM

rework this

NeZoX 03/26/2023 5:12 PM

in my opinion, stoppers look bad

NeZoX 03/26/2023 5:12 PM

look like stars

NeZoX 03/26/2023 5:16 PM

tight

F0rtishka 03/26/2023 5:37 PM
  • Reworked 2 parts
  • Changed outline stoppers (at the start)
F0rtishka 03/27/2023 7:43 AM
  • Added more decorations (doodads and unhookable blocks)
  • Fixed 1 part
  • Added HD thing
F0rtishka 03/27/2023 7:45 AM
  • Forgor to add tp texture
F0rtishka 03/27/2023 10:53 AM
  • Fixed/added balken design
  • Fixed 1 part
Cøke 03/27/2023 11:23 AM

very bad cp placing in the whole map, here a example how to do it

F0rtishka 03/27/2023 11:24 AM

indeed, fixing it rn

Cøke 03/27/2023 11:25 AM

the cto's too

Cøke 03/27/2023 11:26 AM

place here or here

Cøke 03/27/2023 11:49 AM

too big for just 1 part, split it

Cøke 03/27/2023 11:49 AM

after the big part, i do just this

Cøke 03/27/2023 11:56 AM

why its closed?

F0rtishka 03/27/2023 11:57 AM

about that idk, just to make people go right instead of left

Cøke 03/27/2023 11:57 AM

imo u can leave it open

Cøke 03/27/2023 11:59 AM

what do u think which difficulty is this map?

Cøke 03/27/2023 11:59 AM

its very unbalanced

F0rtishka 03/27/2023 12:00 PM

for gameplay itself it's like moderate 1 star, but including length i thought that it's more like novice 5 star

Cøke 03/27/2023 12:00 PM

try to make it moderate or novice?

Cøke 03/27/2023 12:00 PM

the begin feels novice but after that its way too hard

Cøke 03/27/2023 12:01 PM

maybe try to remake the 'very easy' parts and make it moderate 1-3

F0rtishka 03/27/2023 12:01 PM

i guess it would be good decision

Cøke 03/27/2023 12:02 PM

ok

Cøke 03/27/2023 12:02 PM

$waiting

Cøke 03/27/2023 12:04 PM

rework also the time cp's, sometimes its skippable or bad placed

F0rtishka 03/30/2023 8:14 PM
  • Reworked 6-7 parts
  • Changed stars (looked goofy when zoomed in)
  • Replaced almost all CP's and CTO's
  • Replaced all time CP's
  • Opened area near spawn
  • Deleted part after finish
  • Balanced map

    Huge thanks to

and

!

F0rtishka 03/30/2023 8:16 PM

Also change server to moderate

F0rtishka 03/30/2023 8:20 PM
Cøke 03/30/2023 9:04 PM

$change server Moderate

Imperius 03/31/2023 9:59 AM

i think it would be nice to move those cto's

F0rtishka 03/31/2023 10:00 AM

if i move third one it would be a skip, but will move other thanks

Imperius 03/31/2023 10:02 AM

skip what?

Imperius 03/31/2023 10:03 AM

can u join test server rn?

F0rtishka 03/31/2023 10:03 AM

sure

F0rtishka 03/31/2023 7:06 PM
  • Fixed some skips (thanks to

)

  • Added lamps
  • Replaced some CTO's
  • Bug fixes
F0rtishka 03/31/2023 7:11 PM
F0rtishka 04/01/2023 10:24 AM
  • Fixed some visual bugs
texnonik 04/01/2023 3:10 PM

should be black color because you lose hammer

texnonik 04/01/2023 3:11 PM

should be white color because you can hit others after touching it

texnonik 04/01/2023 3:16 PM

make mountains also HD

F0rtishka 04/02/2023 10:00 AM
  • Fixed said above
  • Some gameplay fixes
Cøke 04/02/2023 1:16 PM

stars should behind the mountains

Cøke 04/02/2023 1:16 PM

part 1 was alot harder than all other parts

Cøke 04/02/2023 1:17 PM

its also not a good map beginning

Cøke 04/02/2023 1:17 PM

there will be too much traffic

F0rtishka 04/02/2023 4:14 PM

if i make so stars are blending with mountain (bc mountains transparent at the bottom), is there a way to remove blending without making mountains not transparent?

Pipou 04/03/2023 7:21 AM

Just make the moutain not transparent and place a quad over it

Pipou 04/03/2023 7:21 AM

To give the illusion of transparency

Pipou 04/03/2023 7:22 AM

Or either use clipping

Pipou 04/03/2023 7:22 AM

If the parallax allows it

Cøke 04/04/2023 5:16 PM

$waiting

F0rtishka 04/06/2023 12:52 PM
  • Reworked whole bg
  • Reworked first part
  • Little fixes
F0rtishka 04/07/2023 1:20 PM
  • Added bg in hd
  • Added some unhooks at spawn
  • Fixed some visual bugs
F0rtishka 04/12/2023 3:28 PM
  • Added more doodads
  • Fixed some corners
Pipou 04/14/2023 11:42 PM

Having to hammer with blockers is terrible

Pipou 04/14/2023 11:44 PM

You could shorten the part and replace the blockers with hookthrough tiles

Pipou 04/14/2023 11:45 PM

It's empty on the left

Pipou 04/14/2023 11:46 PM

Same problem here, if the one at the top gets stuck in the blocker

Pipou 04/14/2023 11:47 PM

Corneum's multiple height blocker could help fix it but I wouldn't recommand it

Pipou 04/14/2023 11:51 PM

$waiting

F0rtishka 04/15/2023 1:29 PM

btw how tee can stuck here if there's one blocker gap between unhook? (if you mean that tee need to jump after he unfreezes then why should this be even fixed?)

F0rtishka 04/15/2023 1:41 PM
  • Made (imo) comfort spawn
  • Get rid of blocker hit
F0rtishka 04/15/2023 2:49 PM
  • Fixed/added some doodads
PapotaV 04/16/2023 6:09 PM

ugly corners

PapotaV 04/16/2023 6:09 PM

$waiting

F0rtishka 04/16/2023 6:41 PM

wdym ugly

F0rtishka 04/16/2023 6:43 PM

papotav only likes round corners?

Welshi 04/16/2023 7:11 PM

Good corners

Welshi 04/16/2023 7:11 PM

$nowaiting

PapotaV 04/16/2023 8:21 PM

nice joke

F0rtishka 04/16/2023 8:22 PM

what wrong with them dude?

PapotaV 04/16/2023 8:22 PM

ill tell u later

PapotaV 04/16/2023 8:22 PM

im playing ddnet

Welshi 04/16/2023 11:22 PM

No joke, nice clash of clans village

F0rtishka 04/18/2023 1:52 PM
  • Little fixes (not corners

)

F0rtishka 04/19/2023 2:11 PM
  • Reworked long drag part
  • Added yellow lamps and some doodads
F0rtishka 04/21/2023 3:31 PM
PapotaV 04/21/2023 5:05 PM

soon

Pipou 04/30/2023 11:58 PM

I suggest you remove the freeze in blockers and add unfreeze

Pipou 05/01/2023 12:03 AM

Be careful, you often forget to give the new tele cp at the end of parts (just like on the previous screenshot; the tee from under can hit the teleport right before taking time cp 33)

Pipou 05/01/2023 12:04 AM

Add more ht

Pipou 05/01/2023 12:06 AM

You often added useless blockers. The one under me are useless, you also only need 1 blocker at the top

Pipou 05/01/2023 12:06 AM

Useless blockers as well

Pipou 05/01/2023 12:07 AM

That part is awkward

Pipou 05/01/2023 12:08 AM

Why not add tele cp here?

Pipou 05/01/2023 12:09 AM

Think again about the teleports (and the cps so you don't fail or fall into the previous parts)

Pipou 05/01/2023 12:10 AM

That part isn't satisfying, it doesn't reward people for going fast, it's frustrating

Pipou 05/01/2023 12:13 AM

You used freeze corners at the top but not at the bottom ? Be consistent

Pipou 05/01/2023 12:14 AM

The hookthrough and the unhookable are too similar

Pipou 05/01/2023 12:16 AM

$waiting

F0rtishka 05/01/2023 11:56 AM
@Pipou

if i delete useless things from mapreses should it lower the size of map?

Pipou 05/01/2023 11:59 AM

Yes it will

Pipou 05/01/2023 11:59 AM

Especially if the images are colored by default

Pipou 05/01/2023 11:59 AM

Grey scaled images don't really matter

F0rtishka 05/01/2023 12:29 PM
@Pipou

sorry for many questions, but if i remove all freeze from tp's it will affect on gameplay or optimization somehow?

Pipou 05/01/2023 12:34 PM

No problem. It won't affect the gameplay in a bad way. It will look better and it will be more comfortable to play. Freeze (or others tiles) in teleport is usually bad.

F0rtishka 05/01/2023 2:13 PM

I'm pretty sure that I fixed every thing written above, also

  • Deleted freeze from tp's
  • Optimized map size by deleting useless mapres Huge thanks to
F0rtishka 05/01/2023 3:19 PM
  • Fixed faily moment
Pipou 05/01/2023 3:31 PM

Since the map isn't teamlocked you should place 2 totele on each side every time, on the whole map

Pipou 05/01/2023 3:32 PM
F0rtishka 05/01/2023 4:04 PM
  • Fixed written above
  • Made all tele's in order
F0rtishka 05/01/2023 4:28 PM
  • Fixed faily moment
Pipou 05/01/2023 4:51 PM

Possible way to reduce the shield spam

Pipou 05/01/2023 4:52 PM

A description of each layer

Pipou 05/01/2023 4:52 PM

Cto 29 at the top and moved the shields to the left so it's less crowded

Pipou 05/01/2023 4:54 PM

Could also do that to remove the tele

F0rtishka 05/01/2023 4:54 PM

i kinda like tele more

Pipou 05/01/2023 4:56 PM

Up to you but then it's messy with shields and tele and weapons and blockers

Pipou 05/01/2023 4:56 PM

I find it easier to read on my screenshot

Pipou 05/01/2023 4:56 PM

You clearly understand you have to go up

Pipou 05/01/2023 4:57 PM

And the teleport is pointless if there are no shields (as you can pass through a second time)

F0rtishka 05/01/2023 4:57 PM

i mean i will take this idea

F0rtishka 05/01/2023 5:08 PM
  • Less shields
  • Minor fixes
DDNet 05/01/2023 5:36 PM
F0rtishka 05/01/2023 5:36 PM
  • Minor fixes
Pipou 05/01/2023 5:39 PM
Pipou 05/01/2023 5:39 PM

The tileset is broken

Pipou 05/01/2023 5:41 PM

Don't do anything, I'll do something when I can

Pipou 05/01/2023 5:41 PM

Flying plants

Pipou 05/01/2023 5:45 PM

The grass is cut

Pipou 05/01/2023 5:50 PM

Plant is flying

Pipou 05/01/2023 5:50 PM
Pipou 05/01/2023 10:19 PM
Pipou 05/01/2023 10:20 PM

I changed the design

Pipou 05/01/2023 10:20 PM

Changed the grass_main and the jungle_doodads which were bugged

Pipou 05/01/2023 10:20 PM

Changed the mountains

Pipou 05/01/2023 10:21 PM

Changed the freeze tiles which were also bugged

Pipou 05/01/2023 10:21 PM

I already changed the color of every lantern

Pipou 05/01/2023 10:21 PM

I saw you didn't use the envelope properly

Pipou 05/01/2023 10:22 PM

The envelope wasn't perfectly looped and the values were random

Pipou 05/01/2023 10:23 PM

If the animation duration is of 1 second (1000ms), it's pointless to have an offset >999ms

Pipou 05/01/2023 10:23 PM

You should change the offsets to 0,200,400,600,800 (I didn't do it)

Pipou 05/01/2023 10:24 PM

Or you could even chose 0,250,500,750

Pipou 05/01/2023 10:24 PM

Place the grass everywhere so it looks less empty

Pipou 05/01/2023 10:25 PM

Place the plants in a random and natural way. It shouldn't look like an art gallery where everything is aligned perfectly with the same pattern

NeZoX 05/01/2023 10:25 PM

Looks very cool

Pipou 05/01/2023 10:26 PM

You'll have to redo the freeze/unfreeze/tele since I had to change the image (which contains everything you need)

Pipou 05/01/2023 10:27 PM

Do nice corners like that and not like the one you did before (don't mind the missing freeze as I said right before)

Pipou 05/01/2023 10:29 PM

Avoid freeze in walls and in the hookthrough. As you can see on the second screenshot, there is only 1 tile (id 116) in the wall to fill the rounded grass corner

Pipou 05/01/2023 10:30 PM

I already stretched the mountains so you needn't edit it

Pipou 05/01/2023 10:30 PM

Don't change the colors as well

Pipou 05/01/2023 10:31 PM

I edited every layer (the wood, start line...) so the colors fit as a whole

Pipou 05/01/2023 10:32 PM

I remade the logo (in-game) from the original image

Pipou 05/01/2023 10:32 PM

I reorganized the layers and named the groups

Pipou 05/01/2023 10:37 PM

I removed the custom zoom

Pipou 05/01/2023 10:38 PM

Edited the parallax on every layer so it looks natural

Pipou 05/01/2023 10:40 PM

You need to add more stars to the right, there are none (click on "proof" to have a better idea what players will see in-game)

Pipou 05/01/2023 10:42 PM
Pipou 05/01/2023 10:43 PM

That image is broken but I don't have the original, if someone does. Where did you get it ? Otherwise what are the tiles you use ? I could redraw it quickly if I have the time for it

Pipou 05/01/2023 10:43 PM

$waiting

Pipou 05/01/2023 10:45 PM

Also, you needn't really use HD

Pipou 05/01/2023 10:46 PM

But uou can keep it as it is (with lanterns, light, stars and planets in HD) if you want

F0rtishka 05/02/2023 5:27 AM
F0rtishka 05/02/2023 6:49 AM

Is this really that important? Freeze in glass was design idea i thinked it looks good

Pipou 05/02/2023 7:58 AM

Then maybe make it look better, it was bad as it was

F0rtishka 05/02/2023 7:41 PM
  • Added all freeze, tele, info tiles, doodads, stars
cyberfighter 05/02/2023 8:34 PM

the 4th planet is wayyy to far to the right to be seen

Pipou 05/02/2023 8:59 PM

Move it to the left side of the map

F0rtishka 05/02/2023 9:00 PM

ig its because of new paralax

F0rtishka 05/02/2023 9:00 PM

should i post new version of map rn?

Pipou 05/02/2023 9:01 PM

We are playing it right now

F0rtishka 05/02/2023 9:03 PM
  • Written above
  • Minor fixes
Pipou 05/02/2023 9:03 PM

Freeze in blockers

F0rtishka 05/02/2023 9:04 PM
  • Written above
Pipou 05/02/2023 9:06 PM

Hammer on/off is useless

Pipou 05/02/2023 9:11 PM

You can't change the parallax like that

Pipou 05/02/2023 9:12 PM

Or was it changed ?

Pipou 05/02/2023 9:14 PM

group 3 moon should be under the planets' group

Pipou 05/02/2023 9:15 PM

I mean swap group 3 and 4

Pipou 05/02/2023 9:18 PM

The blocker's edge should be a triangle (inside the grass corner)

Pipou 05/02/2023 9:19 PM

You can remove hammer off

Nehr 05/02/2023 9:19 PM

tele is darker here

Pipou 05/02/2023 9:22 PM

Add one more planet on the left side

Nehr 05/02/2023 9:25 PM

corner is brighter than the rest at telecp 12

Nehr 05/02/2023 9:29 PM

Also I noticed you don't put grass in tele, is this intended ?

Nehr 05/02/2023 9:32 PM

random cp floating

Nehr 05/02/2023 9:33 PM

also here

Pipou 05/02/2023 9:33 PM

You could do something like that at the end with a secret room accessible with the ninja

Pipou 05/02/2023 9:37 PM

I see you didn't do that but it's only up to you

Pipou 05/02/2023 11:01 PM

$waiting

F0rtishka 05/03/2023 1:35 PM
  • Everything written above
F0rtishka 05/03/2023 2:04 PM
  • Deleted 1 tele
  • Added glow to planets
cyberfighter 05/03/2023 2:10 PM
@Pipou
F0rtishka 05/03/2023 2:16 PM
  • Added glow in HD
Pipou 05/03/2023 2:26 PM
F0rtishka 05/03/2023 2:27 PM
  • Added more freeze plants
  • Added moon glow
Pipou 05/03/2023 2:29 PM
Pipou 05/03/2023 2:32 PM

$ready 2

F0rtishka 05/03/2023 2:32 PM

$optimize?

Pipou 05/03/2023 2:32 PM

No, I hate that on good maps (I mean maps that aren't designed randomly)

Pipou 05/03/2023 2:32 PM

It might save 20KB at most

Patiga 05/03/2023 3:11 PM

what part of it in particular? I would gladly add more options or change the default behavior to improve it :)

Patiga 05/03/2023 3:12 PM

for example I think

should be good practice.

is that alongside

Pipou 05/03/2023 3:16 PM

It depends, the resize tool in particular

Pipou 05/03/2023 3:16 PM

If I chose my layers to be 500x250 I don't want them to be 498x246

Pipou 05/03/2023 3:17 PM

--remove-everything-unused is cool but I rarely use it, I want people to learn to map without it

Patiga 05/03/2023 3:18 PM

sounds sensible 👍

Pipou 05/03/2023 3:18 PM

What does optimize do already ? I never use it so I don't know :<

Pipou 05/03/2023 3:18 PM

I forgot*

Patiga 05/03/2023 3:19 PM

I personally think that maybe unused envelopes might be too tedious for mappers to deal with

Patiga 05/03/2023 3:19 PM

ah should we move to

#mapping

?

Pipou 05/03/2023 3:19 PM

That's why I defined "good maps" just above, it doesn't mean all the other maps are bad, just not as mad perfect

Pipou 05/03/2023 3:19 PM

We can 😄

texnonik 05/03/2023 3:22 PM

it's also minimize any layer that is too big example tile 10,000 x 10.000 he will make it as low as possible .saves a lot space for map

Cøke 05/03/2023 7:23 PM

u can add that the bot removes hidden tiles?

Cøke 05/03/2023 7:24 PM
@ReD

maybe u can write something about it

Patiga 05/03/2023 7:31 PM

yea

@ReD

has written that algorithm, its not implemented in twmap yet. also things like: 'replace tiles which are fully transparent in the mapres with air' would also help

ReD 05/03/2023 7:37 PM

I want to implement it in twmap, and restrospetively we can optimize all maps. just need a bit of time until I can rust it up

ReD 05/03/2023 7:39 PM

But I will do it for sure, back than it improved like 10-20% fps performance on some maps, it's very much worth it

ReD 05/03/2023 7:46 PM

In theory

@Patiga

could also do it before I find the time, basically make a 64x64 bitset array that holds transparency for each combination of "hd on / high detail flag" and "same z value". Than add all pixels of each layer in a tile into their respective category, from top to bottom, and remove tiles that don't change the number of active bits in the transparency bitset. I think this was the algorithm. Tricky thing is accounting for shifts in layers, where I used to have a bug as shown on some maps like coke's 808 map.

ReD 05/03/2023 7:50 PM

Or if you want you could call me up this weekend and show to setup twmap with me, this would help me fasten the process ^^

F0rtishka 05/03/2023 7:57 PM
  • Minor fixes (Unfreeze and moon glow)
Pipou 05/03/2023 8:00 PM

$ready 2

Patiga 05/03/2023 8:31 PM

sure thing :)

n0va 05/14/2023 2:21 AM
Scar 05/14/2023 4:06 AM

good map :)