this is your map's testing channel! Post map updates here and remember to follow our mapper rules: https://ddnet.tw/rules
Just some background info: https://ddnet.tw/testlogs/show/umbrella
yes*
hopefully there's more patience this time
testing team hasnt changed since
We with
@egorfakeposted this map in July 2017, but the map wasn't release cuz have some troubles like design and some bad parts. Now we tried to make rework of parts and design. Some parts we left like they was before, and some was changed and added a couple new parts. We hope now the map is better and really waiting for your feedback!
we have changed
I became an Armenian, and Imperius became an Avatar or smurf
i think u guys messed up the mapper thing xd
it wont be displayed as 2 mappers
but just as "Imperius&egorfake"
we are the same person
$change mappers Imperius & egorfake
now i made it worse
ah yes my favorite mapper &
$change mappers Imperius egorfake
ahhh
now
at tp3 both can bottom if they take cp13 and b
speeder glitch bad 📉, but the bottom part of that solo is fun
some of these parts are pretty neat
cp 16 you can use the laser in the part as well instead of just to get nade
design can use some work
Thanks guys for the test -Fixed skip with cp13, added stopper when u came out from solo, now u can't reach cfrm -removed unfreeze at cp16 part(thanks for the idea
@louis), now u need to use both guns And about the speeder glitch, yeah i agree the part is random, but we tried to minimize this random, and if trying to make full rework we don't know how
Lol, actually I tried to make a rework of this map months ago xD
Fixed some parts for more comfortable playing, and fixed some signs elements
can u change design to have more teeish clouds
no hook/hammer/whatever at spawn.. why not just make it solo then
and not require both to do solo at same time
idk its just seems a little complicated
add another cp here
id put cp 10 closer < on the block
do u want to put unfreeze on ground after jumps like that?
for better flow (its up to u)
cool map, hopefully ready and release soon
Do you mean that the current clouds are not suitable and should be replaced with clouds in a different, less realistic style?
like in game default clouds or something?
yes or ones from umbrella 1
I like these clouds
It will only be worse
i already fix everything but idk what about the clouds, some people like the new and some don't
So, first of all thanks
@louisfor the test and ur recommendations Fixes: -replaced no hook/no hammer/collision to the start line, now tees can do everything what they want before the start solo idea for the first part isn't good, because the main idea of the first part is to play together, there is no need to do it perfectly together, and the part has two ways for start of playthrough(as i know) -for the second part added one more tp for more comfortable playing -cp 10 was replaced on one block left -added unfreeze on cp11 on both sides -we decided to leave the clouds as they are, but removed them from the old position and put them up to heaven -little fix main BG
there was an umbrella 1?
h
fair
+time cp
thx for the test
@I.K.Ufixed everything
thx
@ᶰ°Konͧstifor the test fixed 2 parts
great map! Couldnt find anything more than 2 small things. I would consider this map ready for release. 2 or even 3* brutal, as u have to figure out how to exactly do the parts. Not very faily on the other hand
some changes for more comfortable playing thx
@Arrowfor the test
Hi now i completed the whole map with
@DiegoBlaster21and i can see that the map has some flaws on balance, some parts are way "harder" than others
if u compare with the beginning of the map
$waiting
This part is simple, but I tried to make a simple filler to quickly move on to the next part, so I leave it as it is.
idk, this part is really easy, but i removed one block and i made two demos, that u will see that the part is easy in both ways. Little secret of this part is - hook ur mate twice.
for the first version i just wanted to place undeep somewhere and finish, but if needed of course i can make it harder, what about something like that? I removed endless jump and just add a line of freeze
i'm not sure that the part need to be fixed, cuz it looks normal, the only thing i fixed that unfreeze on the top
I can remove 1-3 blocks, but it won't change anything, if I remove more, part will be broken
no, I just moved the left wall a little to the left, this will reduce the chance that you will crash into it, the part has two options for passing
thx
@Arrowand
@DiegoBlaster21for testing
I mean to the player that is dragged not for the that one
Now imo seems annoying
The freeze I mean
I mean you could change cp positions and that would fix a lot
Mmm Then make it faster somehow like ht for example idk
Ok
the old version for the drag tee was okay, but anyway i already removed one block and it works good too
but the speeder if even necessary? you can hook him form up and left
that could work
The part is completed in 20-25 seconds, of which you spend 9 seconds in the freeze. Is it necessary to divide it into segments? This is a very casual passage, the map is brutal. I consider it unnecessary
-fixed last part a bit -added unfreezes in some places -added sv_pauseable 1
turn on your music before watching ;D
It's not even raining
^
They are too thin and intertwined... hard to see
Be consistent, it feels like there should be jump refill and unfreeze on both tiles
Also, in a multiplayer map, we tend to place 2 TO tiles if both tees share the same teleport
If you fail, your teammate will be standing at the CTO 16 right above you, it's not that hard nor long to get back to the left side
It also avoids using random unmarked teleporters
I've not seen the whole map but from what I tested, you could maybe use
` as you always give a weapon for a single part before removing it
Fix most of the teleports
$waiting
thx
@Pipoufor the test
Yes, remove it, you can't even tell what it is
It's the end of the part and it's not even hard so it's fine
Plus, you won't be jumping around the platforms because you have a teammate who can catch you and throw you to the top of the part
Imo he should let it because it’s a bit annoying to get back, and if u are in a quick run (not necessarily to get r1) the “backing” it’s very slow
You can point it with a back sign idk
i never fail in this pit, i'm not sure is this even possible, only if u got lag or something, thats why i agree with Pipou, the tp isn't needed
Just don't fail
Well it’s just a suggestion, if u don’t want 🤷🏻♂️
So, i hope i understood right all what mentioned
@Pipou. Fixes: -almost all every empty space was filled with grass_main for minimize thin things where it's possible, also generic blocks was fixed too -added more suns where needed -added more TO every where is needed -removed some shields and added sv_teleport_lose_weapons 1.
@egorfakewill fix clouds latter and add rain.
👍
Now we have to make sure that sv_teleport_lose_weapons doesn't break your map
I'll test it again later today
the bot prints a warning there because only 2 map in all of ddnet use it, so it is rare behavior for players
Oh ok, good to know
doesn't mean at all that it must not be used
only that it should be considered
Is the gameplay affected by the setting ? Checkpoint teleports don't remove weapons whereas normal teleport remove them
Anyway, let us know when you tested it again entirely and when the design is done
$waiting
i have already tested it, only normal tp without checkpoints remove weapons, gameplay is okay
fixed clouds It's not raining today, it's just cloudy
Why the umbrella then
just in case
Close it then
the umbrella is broken, sorry
🗑️
🌂
Did you play the map entirely again ?
oops missed this one, fixed
teleport 9
nope, you should lose your weapons
The testing process continued in-game with the mappers
$waiting
Well, fixes
i hope i didn't miss anything
Somebody needs to test/play the map, I already did twice
i played it before it was good
gameplay
Things changed, just to make sure it's not bugged
Have you played it entirely without super again?
I played twice too
Ok, will try tomorrow
played all the map today again. Made a couple fixes with design, also added unfreeze after some parts.
the gameplay on the entire map is working, but I would like it to be checked again so as not to miss anything
we can play it together i have time rn
i tested this half map and say it is not bad. some part can be optimazed. i mean this mapper force to do boring stuff. simple just faraway totele from a part and u need always run 2-3 sek to the part. some times it have gay fail. cus it not clean mapped. some times this map trolled to u cus ofc its not clear maped
on screen is simple if u accidentally drag on stopper from top. its gg. and ez solve just put another CFRM(tele).btw it is 40% of map.
i think need littl polish not big deal.
As i said use pause, and u won't fail there
and like i said. if u fast look at this u may choose "this is a way". Like "I see the way, I no see barriers".
well, in the future you will be more careful if you fail 🙂
then u can do more gay fails if it works for u like that)
or maybe u playing like :smorc:, cuz even didn't see what to do?
chill) i just share my view with other testers)
minor design fixes
this means that a command is wrong written or smth?
no, its a note that this map setting is only used very very rarely
in this case only in two maps out of all maps in ddnet
its not a "Please remove this setting" note, rather a "Please consider the usage of this setting"
we were forced to do it
yes then it should be used, no worries!
The laser part is hated, also, are you fine with the use of telecp11 to "cheat" the part for the second laser
$waiting
Basically the idea was to do this swing twice, first for reach the platform and the second for get speed. Now only for getting speed. It's okay if i leave it as it is or make it as it was?
Do you mean hit?
I just wanted to finish with a simple filler, so I added this part. Can I leave him too?
Yes but still, it's weird to have to go back to to the swing. Make it so it works better, you have to hook in the corner for it to work
I meant every bullet part, they can just ruin a race, it feels random to predict
Feels cheap but yeah it's ok
I really don't know how to improve it, for me it works good. You hook a specific point, not some random place, which simplifies this swing. Any ideas for improvement?
So, fixes: -removed one lair of freeze that on first screenshot;
- removed two more blocks for make it part harder as it was before on second screenshot, idk how to improve swing(any ideas appreciated); -parts with bombs fully removed; -the part which previously had to be passed twice in order to take a rifle, has been changed. Now you need just complete it once. Then you will open the door and takes rifle; -added more hookable blocks on 4th screenshot; -last filler leaved as it is; -tile layer with unfreeze markers, stoppers, etc. moved below the game layer; -the laser part was changed as suggested by
so its okay?
are you available ?
yes
Also, we should discuss the location of the button and of the cps
$waiting
fail is possible yeah, but first of all u should open the door and this button impossible to miss and if this happen u can re-play all part again
what's wrong with location? 🙂
changed the color of undeep
Whyt not use the same symbol as deep
well, probably because the snowflake as an undeep looks strange
👍
And remove the extra spawn
$waiting
add some tele to get back to the left, it's annoying to run all the way
fixed
Please test your map entirely again
and think about the tiles you use, if they have a use
$waiting
Turn off hammer for anti skip with pseudo fly. I like current totele, change the position don't have any reason.
Stoppers needed so that it was impossible to return back. Any reason to remove cp?
Still, you can pass even with hammer off
Make it so you can't pseudofly it at all and remove the hammer off.
The totele is really annoying, plus, it's only spawn you did like that so that's weird
Entity spam and it's useless, it doesn't prevent anything
Just don't run back in ? I don't know, you even added a little wall to prevent running in
It's supposed to be a 2p team lock map, nobody can block you besides your team mate
You care about going back (in some obscure ways) and still not fail, but you added a pit on the right
I don't get it
Bro just over worked
Removed turn off hammer, now you can't skip part with pseudo-fly, replaced totele with checkpoints where possible.
minor fix
So you'd rather not have people run back into a previous part (not faily) in case of lag
But what about that
If your friend lags or your dummy hold left thanks to the DD magic, it's over
removed stoppers where they do not make much sense
Furthermore, the cp4 is not obvious. People can't see it in design, and those playing with entities turned on can't tell where it leads
$waiting
Please that map is exhausting with all those useless entities
Walked visually on the map twice, removed unnecessary unfreezes and other entities. Now both players go through the second and third parts. In the part of checkpoint 18, I added a shield, because it is visually better to add a shield instead of spamming totele.
The first part is still an issue
The game design doesn't fit the rest of the map
The connection between the two parts is just weird
It has a weird flow
$waiting
Come on, all you have to do is complete this part at the same time as your partner. What could be wrong with it?
What do you mean? There are no eye-catching elements on the map that would not fit in with the rest of the design. Except yellow undeep, which i added after your suggestion.
Now better?
I said game design not graphic design
Any examples?
i like everything
added third checkpoint for better flow, removed some game stuff
Time cp and tele cp could overlap
$waiting
it's okay for me
also now both cp's overlapped where it's possible
That's much better
Also, shouldn't the unfreeze go up to the top ?
If only 1 tee takes cp 14, it's a fail
With hookable you could swing back to the left
it was marked, but I decided to remove it, and there is no need to add more unfreeze, because the current one is enough
okay, i'll fix it
$ready 3
thanks to
@Pipouand all those who helped with testing 🙂
No problem 🙂
thanks Imperus aka konepas
whats that error the bot keeps saying
^
it is a reminder that the map setting
is used in very very few DDNet maps in total (probably 1 - 5). so the usage should be well-considered
oh ok
Is it buggy or why should it be well considered? I dont think it does matter much that its being used in few maps only
well players won't know it. it will confuse players. testers need to keep that setting in mind. if it wouldn't have been used properly, it should've probably been replaced
does it do what it say? Losing weapons if u touch teleport? I think its pretty easy to understand and you could also just place an information
the player don't see the cause of the weapon removal. and if you need to place an information thingy to inform the player, the warning is sensible imo
There are a lot Maps where u dont See the cause of weapon removal either because of Double teles or something
if the testers don't want that warning I can remove it, although so far I think it is fine
with double teles you can at least see that something is happening. but it is only a warning after all, and that warning only says that the setting is unusual
Not really
People usually understand the Point of losing weapons on teles but it doesnt Matter much on this Warning
$released