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@_lowback_Map 🐞:
thank you for your map submission!
i attached a few screenshots with comments of some things i found, only managed to play ~35% because
@devinci24decided cerberus is more important, but i did look at the entire map.
i found some balancing issues while playing, some setups dont seem to be fully functional, some parts are structured weirdly or sometimes misleading, and the drag parts sprinkled in dont fit the open space of the map in my opinion. There is also a general problem of parts being skippable, please keep an eye out for these things. At first glance this looked like a hammerhit/t0 map to me, but i quickly realized this map and the parts would get messy really quick with a lot of people.
the map has potential, the parts can be reworked and or fixed to not be skippable, make the map interesting!, i'd consider 85% of the drag parts pretty self explanatory and unfitting, but i'm certain this can be improved.
thanks to
@anthonyyxand
@bencie.aswell
Map channel has been moved to waiting mapper.
"dont take my words for it though 🤓 ☝️ "
there's a single corner bug i found, but i can imagine it wouldnt matter since "official" testers are going to want a rework in best case, worst case $decline
🍈 thoughts?
i gave my thoughts, waiting for decline master some other tester to look at it, i think this map can be worked with, but will require some heavy work in it's current state
This week i haven't that much time, so i gonna think later about urs thoughts
no rush ^^
- removed upper usless shit
- remaded this part so now its more for t0 play, and little easier
- added also an unfreez left + added few block down there to make part not that deady (mouse pointed) 4.as 🍈 said i little raised the ground and bring the platform closer (2 blocks), also removed a freeze up there 5.upped the celling a bit so now its not more hookable from bottom, also added the wall to the right
- added few blocks, so now tee cant fall down
- remaded this, so now its suposed to using laser
- removed platform, added few freeze walls, to using laser not only few times
- added freez there, so now its not sippable(?) 10.added freeeze , and moved it more lefter, so now its no longer skippable(its still possible but its required to do almost ideal moves)
also made some qol things
wait for more

i cant upload 1mb file bruh
1
ill add time cps later btw
1.added time cps 2.added filler in empty-fly place
- some qol
big ahh file
this is probably not intended?
talk to mapper
high detail for bg
waa
u mean stars?
for details that are not gameplay related
the whole bg items, like grass etc.?
damn
it's only for decoration stuff only
i know what detail means xd
- raised up the platform 2.changed the whole part 3.raised up the part 4.changed the drag
there will be more screens, missclicked the enter
- remade casual part 6.added few spikes and ht blocks, so now on this part u need to drag to the corner 7.raised the gap 8.removed the spikes here 9.replaced the uh blocks, raised the hookable blocks to be able back to the platform in solo
- move the wall to the right, added the wall, so now u cant jump on the corner
- raised the gap, so now it needs more people to make tower 12.removed the filler, added the platform for t0 13.added the freeze at right wall, also added the spike on hookable blocks 14.raised the gap, move the freeze to the right
fixed some corners
lobbe
this way its more easy
lil cheats in this part
skip
map feels a bit old
some hh parts feel repetitive
i liked the gores
this skip is useless for speedrun btw, it takes more time
- added freeze
- fixed kill tiles
less faili ig
I tested map with
@__limonchik__, most parts work normally, but they feels quite generic (some parts are very similar to ones from other maps) but clean i guess? This needs more opinions. Here's stuff i found: 1-2. These flies are kinda repetitive and long.
- This part isn't developed for t0, right safe platform has little amount of space, hh is quite tight and there are tees that also do part below and above, meaning if above tees fall this will just be annoying.
- There's laser to help if tees are stuck, but generally this map lacks /spec imo, wouldn't hurt adding it for this part aswell if people stuck.
- This hook is just awkward.
- Adding more space in yellow box wouldn't hurt, Lemonchik added that you could add edge somewhere near for dj source.
- This part is easily skippable with 3 tees.
- This part is generally not too good for t0, but also if you play duo and bottom tee falls you will have to redo whole part which is little inconvenient. Next drag is quite easy but i assume it's fine.
- The hook (yellow box) isn't convenient, you might also add 1 more tile in orange box because it's awkward to hook 1 tile when you unfreeze for 0.5 secs.
- This hook is quite awkward and punishing, because if you loose it (which is quite easy considering the angle you have to do) one tee is dead.
1-2 remade this fillers 3.raised up the platform + make tunnel 1 block bigger 4.added hookables + raised the gap, so now u cant hook tee that fall down form platform
- added more space + added corner 6.added more blocks, so now u cant hit it from bottom 7.added hookables 8.added few ht block + make hookable bigger
9.added /spec +some little changes
its unreal to understand how to do this part and the part is deadly. you can hold A from 4 different walls here and its gonna be different result from each wall. i suppose it should work how i draw on the screenshot. if so, you could add "HOLD A" at the beginning. but imo it still gonna look very complicated for such little part, would be nice if u can make it less complicated since its deadly
showed more ingame to mapper
$waiting
This command was not found.

Map channel has been moved to waiting mapper.
?xd every wall works, its just a hit
aslo some design fixes
Good map
Hey, I took an in-depth testing at your map as well and have to agree with some above mentioned opinions.
Just by playing the parts, it doesn't give me the feeling of a team 0 map. They are just not designed for team 0 and they aren't good enough because they barely contain anything. The map has a lot filler parts tho, but they cant really make up for that... I see potential in some of your parts while most of them seem to be nothing special and not really developed into team 0-fitting parts.
The map starts off with a little hammerhit filler to avoid people overflowing the first part. However I can still imagine a lot of players wanting to get through the first part, which is only like 10seconds away from the start.
There should be an easier access to let them pass the part as fast as possible. The first part just seems to be too early in the map and players will already be stacked.
I don't think it is worthy to rework your map, as almost all your parts miss the concept of being friendly for t0. They might work in t0, but they aren't really playable well. The way your map is built, it should be a hammerhit map and the parts you mapped just don't fit in at all. They give me the Grandma vibe, but worse than that...
This part is not made for team 0 at all. Most likely one player will hammer through all people.
- There will be a lot players waiting to get saved and use up all space + danger for getting killed.
- The hookthrough is confusing, should it be saveable or something? Wouldn't really achieve much with that and it barely works.
- Hammerhit party after 1 guy did the drag and then with multiple people it will suck to get to the wall without colliding into other people.
You would need to design the part t0 friendly + the area on the left where people just swing into the wall should be more innovative and contain something else.
Parts should provide a challenge, but the part it self just seems like a filler to get someone through to the next section. Half of the parts in your map seem like this one and feel really uninnovative.
The hardest thing about this part, is the weird side-hook while standing there and trying to aim through a 1 tile ht. I have seen that part in your map a couple times now and you should really think about something more special and more content providing. I'm really missing the actual parts in your map.
The whole part feels like a 2p part and is missing gameplay style of a t0 map. Even after the part it is just not designed for t0.
- 2 People can just get through and fly, so you don't need any speed.
- This area is just designed to do in 2p and all players woud just wait a little bit on the platform to get hooked through the part.
Part is skippable with 3 people, or they will use it to avoid the faily catch.
guy 1: a+jump from 817.16 guy 2: a+jump from 817.19 they are above each other, guy 1 will spec. guy 3: a+jump from 817.19
Also the part itself again is only 1 hook to get the player through. The catch after shouldn't be dead-faily as your other parts weren't that punishing. It seems too random to fit the place.
It is not designed for t0 and doesn't fit your map at all. With many people either someone dies on the upper part, or in the killtile.
- If you make a gap for players to fall through, you wouldn't need to get them every time.
- Watch out for possible skips tho, you would have to rework into more space probably. Hammering the guy through the 1tile gap and just getting him down somehow with another hook+hammer. It really felt weird doing it because the setup is just not good.
- I mentioned similiar parts already, where is the gameplay? It is faily which makes it scary, but it is just 2 hooks to get him through.
This is the part I enjoyed the most. It gives the player something to do unlike most other parts where it is only 1-2hooks.
Unluckily tho it is no team 0 friendly at all.. You just hammer all tees up and there is nothing to do for them. Usually in Team 0 maps like Back in Time you can skip such parts if 1 player is through and continue with hammerhit without the opportunity to wait on the platform. The players actually have to do something meanwhile and need to wait for the other tees while hammerhitting/flying.
I don't wanna mention all of the map, but I will report some issues in other parts. Please take my feedback as an advice to come up with innovative parts and take a look at other team 0 maps to see what is different from yours.
Look at their filler parts (hammerhit/hammerfly/gores) and come up with something in that direction. To achieve that gameplay experience in your map, you would need to work with more space for your parts and fillers. This one doesn't work properly. Test it yourself again pls
I can see that you put a lot effort into your map, but apparently it just doesn't meet the standards. A Rework would need to be significant and I just can't see that happening.
If you were to start with another map and want to keep some ideas you might think are cool, then you can take them from this map and continue there. You can get inspiration by maps such as Back in Time to see how t0 parts could look like. You can also get an idea to make hammerhit/hammerfly parts more interesting and try to give your map more character.
i have never in my life seen anyone do the first picture without aled
given we had a small private testertalk i agree and want to revisit my first message in this channel:
it has been in testing for almost 5 months now and the core problems i mentioned in my first test (2p map with fillers for t0) still exist and i agree with what was said by J$on in terms of "it tries to be something it isnt".
In my opinion you could still make this work, but there has to be a clear path for your map, it currently feels like a mediocre song mashup of pop, classical and heavy metal. Each part could be unique but mashing them together like that just feels bad in the head.
also...
@anthonyyxI think we agree on declining this map, but if you wanna keep working on this map, then be sure it takes a good amount of time and you would need to look through your whole map and not just change single areas.
Mention:
@_lowback_People did do the part in the very early days 😄
In a team of 4 you'd have 2 people attempt the aled and the other 2 would do the part legitimate
bro started playing in 2024 wtf
Finally
fun fact I had to scroll for 30 seconds to get to the end of your test?! 💀
He cooked!
bro wasn't lying when he said he took an in-depth test