Mentions:
@6u6lik11a looot of maps being uploaded recently. :D nice to see
ill try this tomorrow
- Delete unnecessary mapres [1 image].
- Add some decoration layers in HD mode.
- Put text below the player. And only the team start sign [2 image].
- From the middle of the map, the difficulty feels unbalanced.
- 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.
Oh
This map was in test already?
I rememb
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?
I'd love to hear your opinion on the map idea.
- On image 1 you could see blue mapres which means they are not used on the map
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
I'm attaching a walkthrough of the map in case you have any questions about the gameplay
Changelog: [-] remove same useless assets [/] refactoring groups
rip takeoff
bugs are allowed in maps
Cryptic is a good example https://ddnet.org/maps/Cryptic
is this the intended way to do the start? im a bit confused
is this start really necessary? its a dummy map with teamlock anyway
Yeah, I talked to “triki,” and he said we need to explain the mechanics of moving into each other to new players.\
yeah i think too
my bad
and besides that the spawn text here is slightly blurry because the resolution is too low for its size
Ohhh, my bad sorry
i tink after a few restarts it would be just annoying to repeat that thing
same problem I think
its a different quad tho
this is done to teach beginners this game mechanic
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
Yes, there used to be an issue where the laser was hard to see, but we've tried to make it more visible
This isn't a drop-off; it's part of the platform (there was just a minor issue with the checkpoints)
so that teleport on the left is supposed to be an obstacle?
its not about the visiblity of the laser its about it being unused for the next few parts
yes, i think
I agree that this is a problem; as far as I'm concerned, the laser isn't the main weapon on the map
ah i see
whats the intended way for this, only way i was able to do this is like that
📎 TAKE-OFF_2026-06-10_17-59-32a.mp4 (29.67 MB)
Yeah, there's only one passage, but look at the light that's turned off <Đ—
which light are you talking about
oh i think i see now
works with 45 angles bind
but its rather hard to find
maybe ad some text or icon or something to mark this better
I didn't expect that
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.”
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
Could you please comment on the current difficulty of the map?
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?
changelog: [/] a big skip in the solo part [+] tune_zone 1 hammer_strength 0.001 [/] one texture that doesn't align properly
was previously shortcut
Is it worth changing the type level to “brutal”?
No, because GP was create for dummy map
yeah i think too
Okay, are there any other issues you think need to be fixed?
Yes, I make a huge feedback. tbh I think it's decline for now, because of amout of issues
- 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]
- Design bugs.
- Better to rework this one. Move rocket
- Add unfreeze here.
- This part is harder than previous ones.
- 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.
- Really boring parts. Better to rework them
- Better to fill them with tiles, now it's looks strange.
- 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
- It just one example, but on entire map there are many of unbalance place. Please make parts more balanced.
- Not really necessary imo.
- 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.
Mention:
@6u6lik11-
Maybe it would be better if you make this a part of the solo part
-
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
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.
I agree , maybe you keep just one of them?
What do you think about that?
Interesting idea, part looks good
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
It's fine if map would be balanced
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.
3
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
Map Bugs found!
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@Ado one love A new version was submitted, so the map has been moved back to TESTING.
Is there anything else that caught your attention?
I didn't finish the test yesterday, so not yet
small skip
@Ado one love Your map channel has been moved to WAITING MAPPER. Kindly review the issues highlighted by our Testers.
@Ado one love A new version was submitted, so the map has been moved back to TESTING.
i see the map improved a lot from my last test, i really liked the changes.
@Ado one love Your map channel has been moved to WAITING MAPPER. Kindly review the issues highlighted by our Testers.
@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.