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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