this is your map's testing channel! Post map updates here and remember to follow our mapper rules: https://ddnet.org/rules
all you have to do to play this map is rename your entire appdata folder
i guess i'll never play it
had to delete a few images or else my pc would crash
thats alotta freeze
mapper really wanted to make sure nobody went outside the map
lol D:
I mean i guess i have to add this much freeze cause the map goes diagonally down
man a single spike uses a 223x321 texture
you could become an AAA game dev with this level of optimization
"build a new computer to play ddrace"
your "by nyu" image is nearly the same resolution as an entire wall of text in braintee
ok how can i fix this? Im a mapping noob, idk stuff 😄
dont make your mapres so huge
simplified reason: if a spike takes 20kb of space on the file system, you need to display it on the screen by sending the 20kb to your gpu if you need to display multiple spikes, you need to send 20*n kb (with n being the number of spikes) now if you have 10 spikes which = 200kb and your gpu only supports 100kb, the game will crash
you can see it in the error message here: "Out of VRAM. Try removing custom assets (skins, entities, etc.), especially those with high resolution"
oh okay. But the spike are the normal generic_deathtiles. How could they be this big?
no
youve got an "ud_deathspike.png"
Nice, you finally submitted!
yaaay
NYUUUUU UNTIL DAWN <3333
Vappyyy ❤️
Include a changelog alongside your map updates (preferably with screenshots).
Include a changelog alongside your map updates (preferably with screenshots).
Include a changelog alongside your map updates (preferably with screenshots).
Include a changelog alongside your map updates (preferably with screenshots).
map also crashes my client...
idk why..
Include a changelog alongside your map updates (preferably with screenshots).
im gonna work on it. to make it smaller
Do you have an idea?
Include a changelog alongside your map updates (preferably with screenshots).
The issue isn't the size of the textures, the map is just absurdly large (~6000x2000)
all those freeze tiles are the biggest issue I guess
remove all the freeze outside of map

okay i will do it
remove the hot_beverage image, you (rather savalic) took it without permission
Include a changelog alongside your map updates (preferably with screenshots).
doing it
Include a changelog alongside your map updates (preferably with screenshots).
map has a really nice flow perfect for speedruns and many unique parts
^ good map i Like

Include a changelog alongside your map updates (preferably with screenshots).
Include a changelog alongside your map updates (preferably with screenshots).
this map is amazing
best map
very good
Include a changelog alongside your map updates (preferably with screenshots).
Include a changelog alongside your map updates (preferably with screenshots).
You can reduce filesize: UD_logo_shadow is 140 kb, 120kb too much imo. Also your other logo/name files can be reduced. Cut out the parts you dont use in: fxgrass, grasdoods,amazing_freeze, ddnet_tiles.
Include a changelog alongside your map updates (preferably with screenshots).
Include a changelog alongside your map updates (preferably with screenshots).
i dont know how :((
Which programm u use for logo?
savalic did the logo for me 😄
I could do it but dunno when i have time. isnt urgent anyway
Include a changelog alongside your map updates (preferably with screenshots).
Include a changelog alongside your map updates (preferably with screenshots).
Include a changelog alongside your map updates (preferably with screenshots).
Include a changelog alongside your map updates (preferably with screenshots).
yes it is, map is ready tmr no cap
Include a changelog alongside your map updates (preferably with screenshots).
Include a changelog alongside your map updates (preferably with screenshots).
Include a changelog alongside your map updates (preferably with screenshots).
x 5272.53 y 1914.91 missing spike
Thank you!
Include a changelog alongside your map updates (preferably with screenshots).
still crashing for me
I will try to optimize the size today in the evening
Either killtiles or solo I guess.
deepfreeze tiles work too
since you can skip through kill tiles, i don't think they would be a good option (idk where your screenshot is located and if you can build up speed there)
That's why I placed blocks behind but deep sounds like a good idea. :D
but its hard to make it look good with deep
i will try now
Include a changelog alongside your map updates (preferably with screenshots).
should i make it visible when you turn off entities?
like put a design on the deep or solo
can you put a changelog on your map updates, its very confusing
doesnt matter too much imo, but some indication would be nice. if you want to keep the freeze around your map design, its okay to not mark deepfreeze imo
ahh forgot, i just fixed design fails and add 1 tile of unfreeze
I don't think its necessary. If you fall out of the map it's fail either way.
so it dosnt matter if it looks ugly if you zoom out in entities?
And
if that fixes performance issues, its worht it
okay
but the freeze design can still be on the rest of the map?
Yes
kk
its loading way faster now 😄
Include a changelog alongside your map updates (preferably with screenshots).
found another design bug
reducing freeze in design will be another massive performance increase
do you think something like that is less ugly?
thats cool actually
but takes to long to map or?
you can also just lay a quad over where the freeze should be in design for 0 performance impact
looks actually epic 😄
or fill the design with quad, and do some pattern like that in entities
i cant do that, i just placed blocks and but the mapres on it xD
its v easy, idk if u want inkscape tutorial but u can draw any pattern on ur map
*put
mhm maybe i have to watch some tutorials about this
but its actually a good idea
i like it
the wave type bg
by quad i mean like this
you can place a rectangle the same color as freeze and delete the amazing_freeze tiles
But then i still have to place the deep line in Waves type with the gametiles or?
Ahhh now i Unterstand
doesnt have to be waves also, would work for any pattern you can draw
koggers love doing this stuff
here small tutoorial:
- screenshot map
- drop into inkscape
- add new layer
- select bezier and go crazy
- select layer 1 and hide it
- export selection to map resolution
- place your image into mapres folder
- in ddnet editor, add image and select tools > add tileart
- convert tile sto gametiles
at least bumm can connect now, does anybody else still have crashes on the current version?
is there a possibility that you place the image and then automatically the image is filled with the freeze design?
How can i even make a screenshot of the whole map? xD
you want to put design tiles and transform them into entities? that works with the automapper if you want to transform entities into design, that works with the following link:
Man i cant do this.. when i want to move the background it always switches to the layer with the image
See it always switches back to the layer with the image
Ahhh nvm i could have just select the pencil and draw T.T got it now xD
I really tried it but i just dont know how. I dont succeed. If anyone can help me with this i would be really thankfull. It the size of the file still too big?
❤️
Include a changelog alongside your map updates (preferably with screenshots).
sick map
thank you 🙂
Fixed some skips of parts thanks to some help 🙂
changed the swing part. to make it more savable. im gonna send screenshot later
we just fixing skips etc
yea 😄
I think every big skip is fixed now. Tested alot 🙂
how many times did you post this message? 5?
xD
psst. lets them think its the first time
You also could just include a changelog to your map uploads, as the bot suggests
(Why do you delete your map upload messages anyway? ^^)

"changed 1 corner" "changed freeze to quads" "changed 1 corner"
very helpful
There would be so many messages 😅
Also if we are working on a fix for a skip? We just tried out some things and wanna Perfect it
yeah sometimes its useless to write all the little things, but u can test it private b4 repost
beside that, did it work ?
Include a changelog alongside your map updates (preferably with screenshots).
nah... it always moves the quadlayer when i move mouse. idk 😦
Include a changelog alongside your map updates (preferably with screenshots).
sorry, i thought this channel here is made for testing with people and change stuff
bad timing
i made the first quad for u
Map filename must match channel name.
6 day map
U gotta do something with that moon in the mid part, its annoying to see it all the time in my face
Gameplay seems fine to me
Thanks man. Weird that there are missing so many corners. We actually went through and didnt find anything 😂 But good to know, im gonna fix it later after work. I will also fix the moon issue

Fixed all the corners and stuff PapotaV told me 🙂
whats the issue
extra cp
Tomorrow im back from vaccation. Then i will go on
but imo when you are this far you will spec the parts if you have the chance to spec
and you can spec from like 20 tiles left from this hole
replaced most of the freeze tiles with quad layer
the file is even bigger with quad layer instead of freeze design... 1880 KiB
Did you use the default quads?
y
map ready
You deleted old freeze design in that places?
ye
So, idk what to do now 😦
Hug me :0
Until Dawn 1.1 and Until Dawn 1.2
Das kanns doch nicht sein.. 😄
this is fixed btw
Nice!
i think the size is fine actually
hammer doesnt make it easier tbh
considering that only 1 guy has to get dragged, it might be fine..
wouldnt let it stay like that
flex
idk about the map being open and possible to fall out of map everywhere. also im kinda missing some more parts in the map as the biggest part of the map is just hammerfly/hammerhit. there could have been mapped some more parts at least
Map channel has been moved to waiting mapper.
u can do this part with hook only, unfaily like that
most of what he said is just to make the map easier 👎
I know that it works with hook, but someone else could throw you there which isnt unlikely
its an insane map tho, noobs are not gonna be able to reach to that part, and if they do, theyre not meant to play insane maps anyway
Most people will see the part for the first time and as other tees are coming from behind, it can happen in a rush
yeah... i dont know about that
Not to make the map easier, but to make the parts work better and to keep them reasonably faily
I would only fix ss 4, 7, the swing in 14, 15 and 21
ss1: map is already loaded with killtiles and removing this one will only give you more space to fall without almost dieing in there everytime you do the part ss2: benefits all of us ss3: even if you dont catch him while he jumps, you can still fix it which is only time consuming. At this point just make the hook not annoying. ss4: doesnt need a fix, but wanted to mention it ss5: you have to fall higher to grab the hook and slightly hitting the freeze would kill u instantly. I think it will be better ss6: more space to work around with while you swing and catch. Doesnt hurt ss7: random fail which will happen naturally in a run doing that part ss8: it would just suck hitting freeze at the drag and to fall in there(randomfail) ss9: random swing(?) jump from edge doesnt work for the hook at least ss10: thats only 1 part where i would recommend having more tiles to fall on ss11: could work better without the chance of dieing imo ss12: doesnt work consistently ss13: not necessary, just a suggestion ss14: fix, and it gives the swing more space when you remove some tiles ss15: could be mapped better ss16: when i dont fall on the 3 ht tiles, i will be stuck ss17: could be mapped better ss18: not necessary to be fixed ss19: feels random honestly ss20: fine imo ss21: somehow i dont like the whole part. thats my opinion tho
yeah i understood the sss when u sent them
be respectful and give constructive criticism if you feel the need to.
excuse me?
how am i being disrespectful?
huh he wasn't being disrespectful
i agree with him too

You‘re degrading an in-depth test
huh
also thats completly false
And all you said was out of thin air without any reasoning behind it
At least give examples for why you wouldn’t change certain stuff if there’s an explanation on why you should change it
i just didnt agree on what he said, how is that disrespectul

"most of what he said is just to make the map easier"
👎🏻
??????
👍
^
well, i dont agree with that
okay
If you're not allowed to disagree with testers whats the point of this whole channel and process Just let a tester take the map, and remake it himself then 👍
did you test the map?
No one has said anything like that, don’t twist my words
ss1: the killtile is only to avoid tower. i think its easy first part 😄 ss2: I can put more unhook there but you dont actually need them. when you press full a after jump you will not hit them. but i will place them there like you said ss3: the point of the part is that the guy below has to hook the guy who is jumping. if i will place a wall there i could delete the whole part 😄 ss4: the ppl can chose if they swing down or up. its totally fine? ss5: Ok I will change it ss6: I will change it too ss7: if you swing bounce against the whole below the killtiles and press d you dont hit the killtiles. Otherwise you can just still drop down. what do you think? ss8: I will remove them ss9: You should swing against the wall, release hook so you bounce over it. you should not be able to get on edge and jump. We can test it ingame if you want 🙂 ss10: i can place more blocks them but they are still dead i guess ss11: place the kill tiles 1/2 blocks higher is ok too? ss12: 100% if you tap D button ss13: I will change it ss14: ok i wll place the whole thing 1 to the left i guess ss15: true. need to think about how to change it ss16: the blocks there are to avoid that 1 guy does the part and the rest of t0 easily just drop in the freeze and get through. ss17: I will change it ss18: Imo its totally fine. i mean they can just fly the part like its meant to. if there are noobs swinging and another noob cant catch it should be hard to get him out imo. Like i said they can just fly the part like its meant to 😄 ss19: actually 100% doable but ok. really need to change? ss20: what do you mean? 😄 ss21: any tipps to make it look not horrible anymore? xD
Können sonst auch in talk gehen, reden ist besser und auf deutsch ists auch besser 😄
update: ss2 i will place more unhooks there. your right
will look later
valo rn
alright
Papota wouldn't have missed that
ss7
not too consistent imo
💯
nobody said you're not allowed to disagree with testers. we actually take everyone's opinion into account. but when someone puts forth an opinion without any sort of backing reasoning + sarcastic or not nice comments (2) (3) that becomes less of a 'test' and more of a baseless argument
ss3: the point of the part is that the guy below has to hook the guy who is jumping. if i will place a wall there i could delete the whole part 😄
i know, but its fixable any time if you hook through edge so its never dead anyway.
ss10: you should obviously make it possible to save them from bottom as well
s11: ok
ss21: idk change part xdd
I tested every section of the map at least once, and I have to agree with J$ON’s feedback. The map features some really cool and creative elements, but it becomes overly punishing as you progress. Some areas feel unnecessarily difficult, even after practicing them multiple times. While there's nothing wrong with an insane map being extremely challenging, I would recommend making it slightly less punishing. Even without many of the kill tiles and open floors, it's still quite tough — especially considering its overall length. The way the map is designed seems to cater primarily to team 0. It would be a shame if players avoided it because of how frustrating it feels. Tweaking the difficulty to make it more accessible might encourage more people to enjoy it
To provide constructive feedback and suggest a possible solution, here's my idea: remove about 80% of the kill tiles and close off some of the open floors where a single mistake on the first attempt leads to death
Agree with
@viny_mio. The map has alot of really nice parts but the map is just too faily..
Yes
real
I think "most of what he said is just to make the map easier" its p easy to understand

I changed a lot of things. Watch what
@fljasonxwrote and take a look a the screenshots he made. I changed most of the things, some things i left untouched. I deleted a lot of killtiles in the map, placed more platforms to not fall outside the map if failed. And yea. I know i fcked up the stars in the background but Im too tired to change it right now xD I will probably do it tomorrow. But the important thing for now is the gameplay, so i didnt give a shit about the stars right now. And pls let me know if i fcked up the design at the "new" or "reworked" parts, as i said im pretty tired rn.
and again: YES I FCKED UP THE STARS, I WILL CHANGE IT
xD
good changes btw
forgot to mention, the hot_beverage image should be deleted
What do you think about the swing part?
way better isnt it?
makes it a lot easier imo
Gonna fix this
agree
Okay I fixed it. Any Idea how i can get the light and moon brightness a bit lower?
Fixed the things Welt mentioned. (Design fails). And again i removed a few killtiles and added a few extra platforms or made platforms wider.
i will have to work an the stars in the background xd
Now when you play with entities you have a nice wavy freeze+deepfreeze around the map. looks nice 😄
you can change the color of a quad if you right click onto the red corners of the moon quad, use shift click to select multiple corners at the same time and well the fastest way to do the lights is to delete all of them (delete the layer), create a new layer for it and do smaller lights (you still have to select the animation again and u are suppoesd to use aspect ratio). also you maybe used lights in the logo so you might wanna save them before you delete the layer
I made the lights smaller and the brightness from the moon lower 🙂
im gonna do the stars later this day
ok
Fixed the stars (no ufos anymore xD and para y: 2 now)
Also filled the "hole" in the last gores part
I think if there are no design bugs anymore I changed everything that was necessary 🙂
sorry for spam, found a design bug 😄
json going bananas with every part gg
Fixed design bugs and make a new killtile layer for hookthrough killtiles. They are the same colour as the hookthrough now 🙂 And fixed 2 tower-skips
And I placed a platform there again to avoid tower skips there
Placed a block to avoid a fail (look screenshot)
If i didnt changed it you couldnt hit wall first before falling into freeze
I think its ready for final test 🙂
I would appreciate it if someone can look for design bugs one last time. I didnt find one
or corners
Changed some things (J$ON and Freezestyler know what 😄 )
okidoki
it was this part
Old one was boring and is in nearly every map 😄
Forgot to upload 😄
*right one
Would be nice if someone else will test the "new" part. Imo its good/better then the old one
And if its fine I think map is ready?
Missing corner <.<
testing something
Include a changelog alongside your map updates (preferably with screenshots).
im done now
its ready for tester ig
oh tahnks) I thought you weren't going remap it.
Tested with
@fljasonxDesign is really good but because you manually placed every block, it caused a lot of graphic bugs. - Screenshot 53. Map has a lot of really good and creative parts but there's also many low effort fly parts, drags and hammerhits that are really similar. - Screenshot 78, 79. & 80. You very often stacked a lot of freeze on the ground (usually 6 to 9 tiles tall) Which is really bad for team 0. - Screenshot 81.
Map channel has been moved to waiting mapper.
look at this, this is too ez for insane players. Maybe 5 years ago I would have agreed with you, but every year the difficulty grows.
deep freeze pits generally dont punish insane players because they will never fall in
making a freeze pit 6 tiles rather than 3 tiles only affects t0 players, and the part goes from hard to harder
Ok, I was very busy past time. Gonna work on in the next days! Dont delete channel pls 😄
No worries 👍
Timer started
23 hours and 59 minutes until this channel will be deleted
scary
reminder

srfu
Srfu?
Please stop the off-topic and spam. I will delete further off topic. The JSON message was a joke to wake the mapper up, nothing more.
im working on it T.T
💣 ZZZzzzzzzzzzz...
i am, but to be honest its a bit annoying that i actually had to change everything a bit. I lost the motivation to work on in. But im doing it right now
i mean its totally fine and i thank everyone for helping/testing. But it was a bit too much for me the past weeks 😄
Include a changelog alongside your map updates (preferably with screenshots).
Thank you for testing, I really appreciate that! I fixed the design bugs and changed some parts, where i agree you. Some parts I didnt change, cause I think they are ok. Like triki said, some of them would break the idea.
sg43: its not that hard. But you can also dj
sh44: its supposed to hook the tee from the upper platform. and not hammering him down
sh38: its okay
sh31: you can go there without using dj. And you can still edge this with hook easily
sh6: it should be a deadly aled
sh35: It should NOT be possible that one goes first and the other goes after and they hammerhit on the ground. They are supposed to BOTH jump at the same time and fly up
sh21: It just looks like its a design bug. But its just because the finishline colour is different. Everything is fine there
sh25: You should NOT be able to hook the person down there
sh78: changed that part but i really dont know what to place there xD
👍
❤️
release
Stop pinging testers
was in call with him who are u to care even
use dm/voice chat's text chat/somewhere else but not here
To me it looked liked u were pressuring testers to release the map 2 days after fixes.
I am a Tester who cares about that and you shouldn't be disrespectful, thank you.
when release
2039
I dont know
Im no tester T.T
rotten channel
sad
I PUT TO MUCH WORK IN IT T.T
boohoo
could make something interesting at finish room
its kinda boring rn
Didn't have any trouble with It, are you referring to the hammer or the swing after? I'd consider that part one of the easier ones actually
i mean the hammer part
Mabe because I first tried it I didn't feel the need to remember it

anyway, i had a full playthrough with Kei for around 1h 30mins, might want to look for design bugs and fix what iku said, but in my eyes this is ready.
i vote for 4*
Map channel has been moved to waiting mapper.
its just long ahh, i think 3 is fine
ye im not sure if 3 or 4
could argue for both
Thought was 5 is extremely long and faily 🥺😱
there is just no way a hammerhit map can be 5 stars
can
I will be back from vaccation on Saturday, gonna work on in
why not?
when
hes on vacation
he said he returns on stdy, which was 3 days ago
i think he meant next saturday
nah
he sent the msg 2mo or smt ago
he didnt mention which saturday
so map release in 2027 saturday
probs the next one from then
i think his vacation extends till next saturday
map seems cool
Changed the map name to
.
could you resubmit the map under the original name "Until Dawn" when you have time / whenever you fix the tests
@bunnyrabbit417?
the testing bot got an update, and some of the old mapping channels need to be cleared out -- so that's all that this decline is for. once you resubmit, we'll just test where this channel left off. (I renamed the map so it doesn't have any saving conflicts in https://ddnet.org/testlogs)
sry for the troubles
yes
i wil
but can this channel still be here? so i can see the advices from the ppl
yes it will be here and a;lso on ddnet.org/testlogs
