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made it possible to go back to cp12

u can put unhook there

dont need stoppers

Pretty nice map . ( Played before post . So no idea what changed or not )

- Minor design changes
- Optimization (-23kb)

i like this part with stoppers more because they make it look cleaner, at least for me

unhook is cleaner

stoppers can be more buggy

- easier to sightread it with unhooks imo

made it unhook

- Fixed few visual bugs
- Rearranged spawn

Fixed few visual bugs

where are the conners 😭

conners are the most important part of any map

yes, the map looks like ddmax 😠

put the conners and I would really appreciate it 😠



XD

nice map btw


what part of the map that is

conners

thx 🙂

thx 😠

Np


and do part 1 more time

I like the map, but if you use my tilesets you're not allowed to delete the credits from them (also please state changes if you made any)


planning to redesign some stuff soon

If i make tele here it wil be possible to fall in it and be on the drag already, either if i make cp only up here and you fall in tele you will be on the previous part so i will probably stick with what i have right now

If tee falls down you can always back and rescue it

- gameplay: Added stopper at the finish to help other tees if they fail Removed few unnecessary stoppers Changed noobfilter a little bit
- design: Made consistent freeze filling Added bushes Added clouds Added columns Changed color of ht

minor fixes

oh no, corners


welcome to club buddy

ye

welcome...

xD

not like i haven't had troubles with corners before



red is where it's currently appears

played this map before submission . very big improvement in design ! hopefully not big changes will have to do to be accepted (in parts ) .

unfreeze and signs are different cases

wait mb

fixed what said above

fixed corners and made minor changes to part 13

im not going to change those

but they are different

both are teles

2 corners, thanks texnonik

conners


turn off entities on logo, corners and little change to drag on cp 14

fixed hookable design, fixed undeep design, changed deep start on part 12, minor change on solo part

changed color of bushes, changed mountain placement, fixed cloud animation


skips



btw thanks for testing
@ohn0_and
@nezox1
not bad in all

I think the map can be released, of course it will take some time. Overall a good flow, not bad balanced, and overall I like it

$waiting

it's not only cp5, learn how to use teleport, when you dont need cp use tele from, need to change on all the map

also, when it's 1 player down put only 1 spawn

it's made for 2p even if it's not teamlock... or then put 32 spawn on each side because a serv is 64 tee ....

chances are even if map for 2 players some people will play 4p, 6p etc

imagine chineese servers right in release

ok so put 32 spawn

$waiting

hm?

already in waiting


completely unnecessary imo + this little block here to make flight easier

most of things you listed are fixed btw

Mb ye

But test it

Because i can't say now good it or no


Yes, normal. It's only relevant to testers.

seems weird

its pre ready after $waiting

this map was never ready


fuck why it's so big

Ah, interesting. I'll try to replicate it and fix

$reset

maybe it happen if its in waiting and mapper post a file

yes

fixed potential fail

added unfreeze and fixed dew visual bugs

fixed corners and slightly changed deep part



i could close it but it's open in case tee falls in deep and needs help

if one gone down and other fall in tele back

it looks bad without mountains on bg, rules allow to leave some decorations on hd

fixed tileset

the 7 might have some sense, but move the cp to the right

i agree that the placing of cps in this map could be done better. sometimes it feels kinda spammed at parts where you can go back

i was about to say the same thing

but as i mentioned above, use normal teles to go back when is really needed

you said it, but in game :p


$waiting

Anyways, we told you to take a look of the spam of cps, either you fix it by deleting some back cps that are not necessary at all, or you do the thing that I recommended you, Because you don’t need to have a back every time on every part

changed cps positioning in many places, changed 8cp start, changed 12cp part, added 14th cp for qol, changed colors of hookable/unhookable, deleted unnecessary deep freeze

why use cp when you can use cfrom ?

how puting 2 line of cp isn't worst

it looks cleaner now

fixed a lot of visual bugs thanks to
@prezes3333
fixed this and few corners

still need to do this

do you want to keep them like that? just felt more boring and like filling parts, but not too bad

otherwise looks fine

yeah, i will keep them as is


Include a changelog after uploading map updates (preferably with screenshots).

you shouldnt keep a whole new layer on top of the background(mountains) there.
if you want to keep something in the background then you could leave those unhook/hook generics there as written in the ss "a few cosmetic layers"

okay

i guess its fine then, my bad :D

$ready

First ready set by Trial Tester. It needs to be tested again by an official tester before fully evaluated.

but its wrong


Gg

ye, is wrong, mountains, grass and the sort of bridge there should be HD

i made a second playthrough and now it hit me, the gameplay is weirdly done, and still need fixing, is really hard to explain how to fix it those issues because are minimal, but in general you can tell that the map is not 100% well done

this is an example on how this part could be improved

ofc looks like shit too xd because is done fast, but you can imagine how this little things can improve the gameplay


in general the map is long enough ig but really generic, and not memorable at all, and imo i would not release this map in this state.
Besides idk if this map fits on the "barren style" that ravie said, and just because there are some fillers between parts it just tear apart the style

$waiting


im not in a creative mood

there are too many fillers that are not fun to do, make them more fun, add some weapon or tune zone 🤷♂️

Pls review mapping guidelines before you say it's wrong, also you obviously didn't played map bc bridges are gameplay elements

Don't get me wrong but i don't feel how this makes gameplay better, you just 3x'd space between parts and added little hook

This is not going to be a difficulty spike?

The reason why i am fine with the filler parts which werent too bad either, is that they don‘t tear apart the style because its a good mix in between parts as well and some parts even contain elements of it. I could agree on making some more space at the noobfilter as it would feel smoother.
Otherwise i dont see any other changes need to be done as parts are always individual in its way mapped and just because it doesnt fit a personal preference it doesn‘t always have to be changed

Guidelines say that it doesn‘t need to be empty and i guess if the mapper doesn‘t want to leave the design completly plain without HD then it should be fine. I asked Pipou that day and he said its fine as well. but yea on the screenshot the grass and other stuff should have been hd

Ofc I didn’t play that map on the image, but is what we used to put things in HD don’t take it so personally xd

Having space makes a difference, and don’t forget that is just a concept

Not at all, if you do the part normally by holding the hook, the dummy will swing under the tele and then you just jump and hook him again


Include a changelog after uploading map updates (preferably with screenshots).

i'm not sure of second ss change but it has more space now

$ready i am not 100% sure about cp10 to cp 9 fall , unmarked unsolo .

First ready set by Trial Tester. It needs to be tested again by an official tester before fully evaluated.

now it got better but still have some issues to be aware of


$waiting after this should be ready i guess


Include a changelog after uploading map updates (preferably with screenshots).

fix deep skip

added animations for logo, finish/start line, bushes minor changes to structure

changed part after cp 3

minor changes to some parts

added chains

chains in HD, little change to bush and chain animations

changed bush image, changed chain placement, design fixes, thanks
@texnonik
fixed 2 bushes

fixed logo and few bushes

$optimize Seems fine for me , simple map , not hard at all . Mountains are still in not HD . Will see what testers will say .


$ready

First ready set by Trial Tester. It needs to be tested again by an official tester before fully evaluated.

$ready 3

The map is now ready to be released!

GG
@f0rtishka
your map has just been released, and you now have a 2-week grace period to identify and resolve any unnoticed bugs or skips. After these two weeks, only design and quality of life (QoL) fixes will be allowed, provided they don't impact the leaderboard rankings. Be aware that significant gameplay changes may impact and lead to the removal of ranks. Good luck with your map!

if u fall in tele after the part u spawn all the way up


Ik but after that u do 2 parts again, feels just wrong how it's done