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look like stars
- Reworked 2 parts
- Changed outline stoppers (at the start)
- Added more decorations (doodads and unhookable blocks)
- Fixed 1 part
- Added HD thing
- Forgor to add tp texture
- Fixed/added balken design
- Fixed 1 part
indeed, fixing it rn
the cto's too
about that idk, just to make people go right instead of left
imo u can leave it open
what do u think which difficulty is this map?
its very unbalanced
for gameplay itself it's like moderate 1 star, but including length i thought that it's more like novice 5 star
try to make it moderate or novice?
the begin feels novice but after that its way too hard
maybe try to remake the 'very easy' parts and make it moderate 1-3
i guess it would be good decision
ok
$waiting
rework also the time cp's, sometimes its skippable or bad placed
- 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
!
Also change server to moderate
$change server Moderate
if i move third one it would be a skip, but will move other thanks
skip what?
can u join test server rn?
sure
- Fixed some skips (thanks to
)
- Added lamps
- Replaced some CTO's
- Bug fixes
- Fixed some visual bugs
make mountains also HD
- Fixed said above
- Some gameplay fixes
stars should behind the mountains
part 1 was alot harder than all other parts
its also not a good map beginning
there will be too much traffic
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?
Just make the moutain not transparent and place a quad over it
To give the illusion of transparency
Or either use clipping
If the parallax allows it
$waiting
- Reworked whole bg
- Reworked first part
- Little fixes
- Added bg in hd
- Added some unhooks at spawn
- Fixed some visual bugs
- Added more doodads
- Fixed some corners
You could shorten the part and replace the blockers with hookthrough tiles
Corneum's multiple height blocker could help fix it but I wouldn't recommand it
$waiting
- Made (imo) comfort spawn
- Get rid of blocker hit
- Fixed/added some doodads
ugly corners
$waiting
wdym ugly
papotav only likes round corners?
Good corners
$nowaiting
nice joke
what wrong with them dude?
ill tell u later
im playing ddnet
No joke, nice clash of clans village
- Little fixes (not corners
)
- Reworked long drag part
- Added yellow lamps and some doodads
soon
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)
Think again about the teleports (and the cps so you don't fail or fall into the previous parts)
The hookthrough and the unhookable are too similar
$waiting
if i delete useless things from mapreses should it lower the size of map?
Yes it will
Especially if the images are colored by default
Grey scaled images don't really matter
sorry for many questions, but if i remove all freeze from tp's it will affect on gameplay or optimization somehow?
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.
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
- Fixed faily moment
- Fixed written above
- Made all tele's in order
- Fixed faily moment
i kinda like tele more
Up to you but then it's messy with shields and tele and weapons and blockers
I find it easier to read on my screenshot
You clearly understand you have to go up
And the teleport is pointless if there are no shields (as you can pass through a second time)
i mean i will take this idea
- Less shields
- Minor fixes
- Minor fixes
The tileset is broken
Don't do anything, I'll do something when I can
I changed the design
Changed the grass_main and the jungle_doodads which were bugged
Changed the mountains
Changed the freeze tiles which were also bugged
I already changed the color of every lantern
I saw you didn't use the envelope properly
The envelope wasn't perfectly looped and the values were random
If the animation duration is of 1 second (1000ms), it's pointless to have an offset >999ms
You should change the offsets to 0,200,400,600,800 (I didn't do it)
Or you could even chose 0,250,500,750
Place the grass everywhere so it looks less empty
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
Looks very cool
You'll have to redo the freeze/unfreeze/tele since I had to change the image (which contains everything you need)
I already stretched the mountains so you needn't edit it
Don't change the colors as well
I edited every layer (the wood, start line...) so the colors fit as a whole
I remade the logo (in-game) from the original image
I reorganized the layers and named the groups
I removed the custom zoom
Edited the parallax on every layer so it looks natural
$waiting
Also, you needn't really use HD
But uou can keep it as it is (with lanterns, light, stars and planets in HD) if you want
Is this really that important? Freeze in glass was design idea i thinked it looks good
Then maybe make it look better, it was bad as it was
- Added all freeze, tele, info tiles, doodads, stars
ig its because of new paralax
should i post new version of map rn?
We are playing it right now
- Written above
- Minor fixes
- Written above
You can't change the parallax like that
Or was it changed ?
group 3 moon should be under the planets' group
I mean swap group 3 and 4
I see you didn't do that but it's only up to you
$waiting
- Everything written above
- Deleted 1 tele
- Added glow to planets
- Added glow in HD
- Added more freeze plants
- Added moon glow
$ready 2
$optimize?
No, I hate that on good maps (I mean maps that aren't designed randomly)
It might save 20KB at most
what part of it in particular? I would gladly add more options or change the default behavior to improve it :)
for example I think
should be good practice.
is that alongside
It depends, the resize tool in particular
If I chose my layers to be 500x250 I don't want them to be 498x246
--remove-everything-unused is cool but I rarely use it, I want people to learn to map without it
sounds sensible 👍
What does optimize do already ? I never use it so I don't know :<
I forgot*
I personally think that maybe unused envelopes might be too tedious for mappers to deal with
ah should we move to
#mapping?
That's why I defined "good maps" just above, it doesn't mean all the other maps are bad, just not as mad perfect
We can 😄
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
u can add that the bot removes hidden tiles?
maybe u can write something about it
yea
@ReDhas 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
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
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
In theory
@Patigacould 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.
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 ^^
- Minor fixes (Unfreeze and moon glow)
$ready 2
sure thing :)