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when rls?
wanna test in about 1h?
sure
hi pls tell vyx02 to stop a:buse so we can test
unbalanced 1 was good hope its the same way
648,1325 unmarked
pls add colors to design
but amazing map
difficulty is perfect
hueta
can skip first sg shot in nf by just swinging
minor gameplay changes. nf is okay for me even without sg, design will fix later
a small video, with the passage of some parts, some could not be inserted because it is problematic to do with dummy
what are those switches ?
i think u only need the switch on left and switch_open 2
moving the button will ruin the game because it's a t0 map, any player can accidentally hit the unmarked button
-added switch_open 2, will upload later
-changed the color of grass main as it was in first version, the bg still same
I never knew how to work with color and this is my biggest problem in mapping, so I would be very grateful if someone could help me choose something optimal that would fit together and not harm the eyes.
-minor design fixes
map is unbalanced
its unbalanced 3
dryg imperiusa
minor fixes of some parts
-filled all empty grass_main with hookable blocks -fixed some design bugs -made nf a bit easier
That map is too big, it's a real pain to test
I can never see it through, every time I try
I can run with a tester if they want. Just wont write much feedback.
That could be useful
You don't necessarily need to write down everything especially since the map is gigantic
But that would help have a global idea of what we do with that map
If we keep it as it is or split it in 2 or 3
I'll give my opinion throughout the map with the tester.
I think keeping it as this 1 map should be fine as unbalanced 2 was a 40 minute r1 run. And i really enjoyed that map.
Just let me know when you need me.
That map requires at least 2-3 hours to test the gameplay
I've seen too many problems with it already
I won't just spend 6 hours writing a complete feedback about everything
I'll let you know if I find anyone interested in playing it
That's the kind of map that can sleep in testing for a year
It's too stodgy
Okay that decision is up to you. I havent seen gameplay yet so i cant say. But i dont mind how long it takes to test.
Dont think giving feedback should take 6 hours tho 😛
But after all, the whole test can be divided into parts, I don’t think that this is a bad idea 🙂
Yeah don't mind me, I'm just close to the testing overdose
It's time to stop and take a break, otherwise we would not want to lose a great tester ^^
- corners
U should put some unfreeze design there
or delete that unfreeze tile
just the one in the air
My dummy is god finding corners
did papotav get banned
and he made an alt? xd
wdym... im misstrip's dummy.
Having to hammer is fine, but the shotgun is terrible
To keep sliding out of freeze
Reminder : 5*
$waiting
I have almost fixed all the remarks, except for a few, I would like to clarify the information.
Honestly, I don’t quite understand what is illegal in this ending? I decided to test this part again and 10 out of 10 times were successful, of course I like your version too, but I would prefer to leave more space for the players, instead of filling the floor with a teleporter. Or I can remove the freeze under undeep and it will make the end easier.
Why what? Why here is placed cp or freeze? Freeze for block skip, cp cuz it's a good position for it.
How can this place punish, if it's not even random, just hold the jump and left. I would agree with you if the place was too chaotic and unpredictable, but everything here is too banal and simple.
Do as you wish, it's just that it's super annoying
Why that freeze there ? It felt like just waiting another 3sec
Make it teleport then so you keep it as you wanted it without having people dying
They might not do it the way you intended it
And it's pretty far in the map, at 80%
It would be fine if it was at the beginning
I knew that these kills would have to be fixed, but deep down I hoped that no one would notice them ;D So, i fixed it
This freeze will block the small skip with the shotgun, so I added it, but now I tested this place again, I solved to remove it.
Ah. Maybe add unfreeze on the ground
So, fixes: -Moved checkpoint #28 -Fixed the ending of the part with 31 cp, now the ending is much easier. -Added more stoppers in parts with 32 cp, the fix will help avoid getting stuck in the stopper. -Added undeep around 55 cp. -Rechecked and added missing totele where needed. -Removed kill at the end of part 81 of the checkpoint. -Removed unfreeze about 25 cp, abandoned the idea to mark unfreeze, because it doesn't look very nice. -Also fixed corners which was mentioned yesterday. I hope I didn't miss anything
It seems a bit easy now but it's fine, up to you
Everything looks good now
Do you want to keep that part as it is ?
Yeah, if it's good for you, if not i can fix
Yeah it's good don't worry, it's just that it feels very easy compared to before
I can try adding teleporters to make it a little more difficult.
Ok try then
Should be good
Blurry and I played and checked the whole map a few times
I can't guaranty there isn't a missing corner somewhere since the map is very huge
We mainly looked for entity bugs and found nothing
The parts have been fixed
It seems good to go
I don't see why it would wait any longer here
Waiting another 2 months doesn't assure us to have this map tested any further
$ready 5
Thanks a lot for the test! It was pretty fast when compared to the previous version 🙂
completely forgot to change the old logo
$ready 5
is this susposed to be teamlocked or no ?
$released
nope
rerate to insane 1*
some parts harder or as hard as binary last 2 parts and the length is like bit2
with a lot of random faily parts in between
its 1:1 generic world
insane 1 is fine
I also felt like this could've been insane too
If novice map will have 100 parts or more you will also say that it felt like this could been moderate (just example)
please be careful with wrong accusations, I’m not the first one to state this opinion here However, it doesn’t only come from the length (even though it is obviously a factor) but also because it’s pretty difficult and faily at some spots which is even more significant because it all adds up together, especially because it’s so long
but doesn’t really matter too much I guess since it’s somewhere on the verge anyway