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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
@nezox1not 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
@prezes3333fixed 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
@texnonikfixed 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
@f0rtishkayour 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