#TAKE-OFF
"TAKE-OFF" by 6u6likant & XJle6uIIIeK [Dummy]
DDNet-Testing 06/09/2026 7:49 PM

Mentions:

@6u6lik11
TAKE-OFF — Testing

@Ado one love this is your map's testing channel!

⚠️ Post map updates here and remember to follow our mapper rules! ⚠️

If possible, include a playthrough of your map, so our testers have a better understanding of your idea of a map!

A full map preview can be found HERE.

Thumbnail
DDNet-Testing 06/09/2026 7:49 PM
👌 2
🆙 2
ninja25226 06/09/2026 7:50 PM

a looot of maps being uploaded recently. :D nice to see

ninja25226 06/09/2026 7:50 PM

ill try this tomorrow

ivanverba 06/09/2026 8:41 PM
  1. Delete unnecessary mapres [1 image].
  2. Add some decoration layers in HD mode.
  3. Put text below the player. And only the team start sign [2 image].
  4. From the middle of the map, the difficulty feels unbalanced.
  5. I am not sure, but Maps with bugs are not allowed. 6.Add an unlock team tile before the player has to kill their dummy so that the actual player isn't killed as well. Make sure that you can't reach the finish line with the dummy. Team ranks are not allowed.

Overall: For now it looks like a decline in my opinion. The design is pretty good and the idea is creative, but as I mentioned, making a map around a bug is not allowed. The map is enjoyable until you face parts that are much harder than the previous ones, which makes the map feel unbalanced. I advise you to look at recently released dummy maps to get a better understanding of how a map should look.

Please read and apply the mapping rules and guidelines before submitting: https://ddnet.org/rules/ https://ddnet.org/guidelines/

Thanks for the time you spent on this map. Feel free to ask any questions about mapping here🏆 : https://discordapp.com/channels/252358080522747904/746534464984973323.

ramirok_ 06/09/2026 8:43 PM

Oh

ramirok_ 06/09/2026 8:43 PM

This map was in test already?

ramirok_ 06/09/2026 8:43 PM

I rememb

6u6lik11 06/10/2026 3:49 AM

Hello This image is used on the map in the third-to-last part. I don't quite understand, could you clarify? Yes, alright. If you mean the part with the bazooka, it seems to me that the map gets fairly more difficult but doesn't go to extremes, and the difficulty remains moderate; the bazooka is just used as a new mechanic. Yeah, I'm not sure either, but when we tried to release this map about a year ago, "triki" supposedly said the idea was approved, but now it's definitely better to double-check with the senior moderation team. Fair point. It seems to me that this is a pretty interesting game mechanic that we haven't even fully developed in this part, and there are way more bugs with it than it seems (for example, after the finish line, there's a pretty interesting spot where the teleportation data is transmitted weirdly). But regarding the map being based on a bug, I don't know, and could you send the specific parts that stick out a lot?

6u6lik11 06/10/2026 3:50 AM
@blaiszephyr

I'd love to hear your opinion on the map idea.

ivanverba 06/10/2026 8:05 AM
  1. On image 1 you could see blue mapres which means they are not used on the map
ivanverba 06/10/2026 8:08 AM

I don't have exact spots where it feels buggy. Because the whole map works strange. So if this idea would be approved . I will check one more time

6u6lik11 06/10/2026 3:23 PM

I'm attaching a walkthrough of the map in case you have any questions about the gameplay

6u6lik11 06/10/2026 3:24 PM

Changelog: [-] remove same useless assets [/] refactoring groups

🆙 1
👌 1
soulyvevo 06/10/2026 3:45 PM

rip takeoff

soulyvevo 06/10/2026 3:54 PM

bugs are allowed in maps

soulyvevo 06/10/2026 3:54 PM

Cryptic is a good example https://ddnet.org/maps/Cryptic

soulyvevo 06/10/2026 3:58 PM

is this the intended way to do the start? im a bit confused

soulyvevo 06/10/2026 3:59 PM

is this start really necessary? its a dummy map with teamlock anyway

6u6lik11 06/10/2026 4:02 PM

Yeah, I talked to “triki,” and he said we need to explain the mechanics of moving into each other to new players.\

soulyvevo 06/10/2026 4:02 PM

i really like these shapes in the background but some of them are barely visible, especially if close to these brighter edges of the background quad

6u6lik11 06/10/2026 4:02 PM

yeah i think too

soulyvevo 06/10/2026 4:04 PM

you moved the text behind the players but tiles go over it making it unreadable now

6u6lik11 06/10/2026 4:05 PM

my bad

soulyvevo 06/10/2026 4:07 PM

text on the map often has a bit of purple in the bottom right but its barely visible on the map because it blends with the background

soulyvevo 06/10/2026 4:08 PM

and besides that the spawn text here is slightly blurry because the resolution is too low for its size

ivanverba 06/10/2026 4:08 PM

Ohhh, my bad sorry

soulyvevo 06/10/2026 4:15 PM

nah i still dont see much reason in the part before start, you have to stack both tees in the same spot on the first part anyway

soulyvevo 06/10/2026 4:15 PM

i tink after a few restarts it would be just annoying to repeat that thing

soulyvevo 06/10/2026 4:23 PM

its really easy to fall into this tele by accident, maybe make some other way to go back down

soulyvevo 06/10/2026 4:33 PM

the text is hidden behind the tiles in game so you cant see it

xjle6uiii3k 06/10/2026 4:35 PM

same problem I think

soulyvevo 06/10/2026 4:36 PM

its a different quad tho

xjle6uiii3k 06/10/2026 4:37 PM

this is done to teach beginners this game mechanic

soulyvevo 06/10/2026 4:39 PM

you get laser on this part but its not really used after that up until the part in the 2nd screenshot, it makes it quite easy to forget that you had this laser in the first place

soulyvevo 06/10/2026 4:40 PM

you can do that after the start line tho, this feels more like some sort of noobfilter which shouldnt really have place in dummy maps

❤️ 1
6u6lik11 06/10/2026 4:48 PM

Yes, there used to be an issue where the laser was hard to see, but we've tried to make it more visible

6u6lik11 06/10/2026 4:50 PM

This isn't a drop-off; it's part of the platform (there was just a minor issue with the checkpoints)

soulyvevo 06/10/2026 4:52 PM

so that teleport on the left is supposed to be an obstacle?

soulyvevo 06/10/2026 4:52 PM

its not about the visiblity of the laser its about it being unused for the next few parts

6u6lik11 06/10/2026 4:52 PM

yes, i think

6u6lik11 06/10/2026 4:54 PM

I agree that this is a problem; as far as I'm concerned, the laser isn't the main weapon on the map

soulyvevo 06/10/2026 4:56 PM

ah i see

soulyvevo 06/10/2026 5:06 PM

whats the intended way for this, only way i was able to do this is like that

6u6lik11 06/10/2026 5:07 PM

Yeah, there's only one passage, but look at the light that's turned off <Đ—

soulyvevo 06/10/2026 5:09 PM

which light are you talking about

soulyvevo 06/10/2026 5:10 PM

oh i think i see now

soulyvevo 06/10/2026 5:11 PM
soulyvevo 06/10/2026 5:11 PM

works with 45 angles bind

soulyvevo 06/10/2026 5:11 PM

but its rather hard to find

soulyvevo 06/10/2026 5:11 PM

maybe ad some text or icon or something to mark this better

6u6lik11 06/10/2026 5:12 PM

I didn't expect that

6u6lik11 06/10/2026 5:13 PM

I wanted to make it less obvious, but so that when players found it, they wouldn't say, “What kind of nonsense is this?” but rather, “Damn, that's a pretty cool Easter egg.”

6u6lik11 06/12/2026 10:48 AM

changelog: [/]The first part of the nade has been modified [/]The text now appears above the blocks [/]The textures on the second part of the nade have been slightly modified

🆙 4
👌 4
6u6lik11 06/13/2026 2:33 PM
@soulyvevo

Could you please comment on the current difficulty of the map?

6u6lik11 06/14/2026 10:21 AM

You mentioned that the dummy needs to be killed at the end, but there’s a map called “Just Copy Fly” where there’s no kill at the end. Can I keep that option on my map?

6u6lik11 06/14/2026 10:36 AM

changelog: [/] a big skip in the solo part [+] tune_zone 1 hammer_strength 0.001 [/] one texture that doesn't align properly

🆙 2
👌 2
6u6lik11 06/14/2026 10:38 AM

was previously shortcut

ivanverba 06/14/2026 12:28 PM

"Just Copy Fly" is really old map. So no you can't keep this in your map accordingly to mapping rules

6u6lik11 06/14/2026 12:54 PM

Is it worth changing the type level to “brutal”?

ivanverba 06/14/2026 12:56 PM

No, because GP was create for dummy map

6u6lik11 06/14/2026 12:56 PM

yeah i think too

6u6lik11 06/14/2026 12:56 PM

Okay, are there any other issues you think need to be fixed?

ivanverba 06/14/2026 12:59 PM

Yes, I make a huge feedback. tbh I think it's decline for now, because of amout of issues

ivanverba 06/14/2026 1:41 PM
ivanverba 06/14/2026 1:41 PM
ivanverba 06/14/2026 1:41 PM
ivanverba 06/14/2026 1:41 PM
  1. The player needs to know that this is a way back and not just a teleport. Also please fix this one [https://discordapp.com/channels/252358080522747904/1513993338171166782/1514304064530284634]
  2. Design bugs.
  3. Better to rework this one. Move rocket
  4. Add unfreeze here.
  5. This part is harder than previous ones.
  6. Unnecessary way, the second one is much easier. Don't put TCPs between CPs. Put all TCPs on CPs. Also the last TCP on the middle of the map.
  7. Really boring parts. Better to rework them
  8. Better to fill them with tiles, now it's looks strange.
  9. It's too complex part if compared with others. 10 As I was mentioned before, Team ranks are not allowed on dummy maps. Rework this
  10. It just one example, but on entire map there are many of unbalance place. Please make parts more balanced.
  11. Not really necessary imo.
  12. Delete unused envelopes. Overall: The map has unique idea but needs a lot of work. There are multiple design bugs, unbalanced parts across the entire map and some sections are really boring and need to be reworked. TCP/CP placement needs to be fixed, don't put TCPs between CPs. Some parts feel out of place compared to others in terms of difficulty, and the transitions between them are not smooth enough.

This map is declined due to the overall unbalanced difficulty, rough transitions between parts, team ranks not being allowed on dummy maps, and the amount of issues mentioned in the feedback above.

DDNet-Testing 06/14/2026 1:43 PM

Mention:

@6u6lik11
Submission has been declined.

@Ado one love Unfortunately, your map submission has been declined. Don't worry though—take a look at the feedback from our Testers, and consider playing our latest releases to gain more experience and better understanding what we're looking for!

The reason provided:

Kindly review the issues highlighted above

6u6lik11 06/14/2026 3:24 PM
  1. I think that to get a nade, you have to do at least something
  2. The second pass is easier but slower
ivanverba 06/14/2026 3:52 PM
  1. Maybe it would be better if you make this a part of the solo part

  2. It's true , but I don't think a little speed is worth the risk, because if you don't get the top part on the first try, the bottom one will be faster. imo you have a better chance of getting a good run through the bottom

6u6lik11 06/14/2026 4:01 PM

Maybe it would be better if you incorporated this into the solo section. I play this part quite often, and unlike the lower part, the upper part is more consistent in terms of tempo.

ivanverba 06/14/2026 4:17 PM

I agree , maybe you keep just one of them?

6u6lik11 06/14/2026 4:29 PM

What do you think about that?

ivanverba 06/14/2026 5:51 PM

Interesting idea, part looks good

xjle6uiii3k 06/14/2026 6:06 PM

Oops mistake. Actually, this isn't the right demo. This one is from 2025 and is no longer relevant

We were told at the time that this level was really hard, so we redesigned it

ivanverba 06/14/2026 6:18 PM

It's fine if map would be balanced

xjle6uiii3k 06/14/2026 6:21 PM

We are working on the balance of the map.

We have fixed most of the comments you provided. There are a couple of issues left to resolve, but we have postponed them until tomorrow.

❤️ 2
brownbear 3
6u6lik11 06/23/2026 1:49 PM

changelog: [/] The 23 "CP" part has been completely redesigned [/] The light bulb started flashing to make it more noticeable [/] The teleport on the 2 "CP" part has been significantly modified [/] The tile duo part was extended vertically by 13 "CP" [/] The bounce texture has been edited by 13 "CP" [/] 9 "CP" is slightly simplified [/] A nade has been added to the 12 "CP" so it can't be lost [/] A slight color change has been added to the texture in CP 26 (I don't want it to be very noticeable) [+] I hung most of the flying islands on chains

DDNet-Testing 06/23/2026 1:49 PM

Map Bugs found!

This map didn't pass the automatic checks. Press View Debug Output to see the details. Please address the issues, otherwise we're unable to release your map! If you're unable to resolve the bugs yourself, don't hesitate to ask!

6u6lik11 06/23/2026 1:51 PM
🆙 3
DDNet-Testing 06/23/2026 1:51 PM

@Ado one love A new version was submitted, so the map has been moved back to TESTING.

ivanverba 06/25/2026 5:34 PM

still possible skip

6u6lik11 06/25/2026 7:52 PM

Is there anything else that caught your attention?

ivanverba 06/26/2026 10:38 AM

I didn't finish the test yesterday, so not yet

ivanverba 06/30/2026 5:40 PM

Add some more CP because you can suddently skip them

ivanverba 06/30/2026 5:56 PM

still need unfreeze

ivanverba 06/30/2026 5:56 PM

personally I don't find this part interesting

ivanverba 06/30/2026 5:58 PM

you can suddently return back, not really bad but would be nice if you fix it

ivanverba 06/30/2026 6:14 PM

small skip

DDNet-Testing 06/30/2026 6:31 PM

@Ado one love Your map channel has been moved to WAITING MAPPER. Kindly review the issues highlighted by our Testers.

6u6lik11 07/02/2026 1:55 PM
🆙 2
DDNet-Testing 07/02/2026 1:56 PM

@Ado one love A new version was submitted, so the map has been moved back to TESTING.

comebackplay 08/14/2026 9:00 PM

if a player jumps and uses a bug here, the part doesn't work. so i think u need to make it possible from any place, cus u don't use this knowledge on the rest of the map.

comebackplay 08/14/2026 9:01 PM

give more time to react with the dj here, around 2.5x more than now.

comebackplay 08/14/2026 9:05 PM

1 u need a cp here OR 2 make it wider 3 make it easier

comebackplay 08/14/2026 9:08 PM

1 now u can just hold A and the part works correctly, plus u can see this unfreeze in entities. 2 add a freeze line, so now u can't skip it as easily as before. because of this, u can remove 4? 3 moved it higher, cus it was confusing and i thought there was no need to dj here.

comebackplay 08/14/2026 9:12 PM

i see the map improved a lot from my last test, i really liked the changes.

yuzekero 08/15/2026 12:21 PM
DDNet-Testing 08/28/2026 6:07 PM

@Ado one love Your map channel has been moved to WAITING MAPPER. Kindly review the issues highlighted by our Testers.

DDNet-Testing 09/12/2026 12:56 AM

@Ado one love This channel has been in WAITING MAPPER for a while. Are you still interested in continuing this map? Without a response, the channel gets archived after 7 days. Its full history stays available in the public testlog archive.