#dolbilka
"dolbilka" by 0x314 [Brutal]
DDNet 03/27/2024 4:16 PM
@0x314

this is your map's testing channel! Post map updates here and remember to follow our mapper rules: https://ddnet.org/rules

texnonik 03/27/2024 4:30 PM

no bg for not HD

texnonik 03/27/2024 4:31 PM

change this to no

texnonik 03/27/2024 4:32 PM

make bg more left up and right just in case someone uses different monitors

texnonik 03/27/2024 4:35 PM

strange part both can go down .

0x314 03/27/2024 4:42 PM

https://www.youtube.com/watch?v=ZpoupUixhe8

Why would you do that if its harder and more faily than the actual part lol

(I mean just try to do it in-game)

0x314 03/27/2024 5:18 PM

fixed comments about the bg

0x314 03/27/2024 6:54 PM

small qol fix

0x314 03/27/2024 6:55 PM

^ added this arrow

joel.9524 03/27/2024 9:26 PM

sadly I am to bad so that is the only weird thing I found(I think the arrow placement is weird)

0x314 03/27/2024 9:43 PM

Thanks

I just cant find a better place there to indicate that you need to hold A there

I don't want to add an extra tileset with fonts only because of this one place

So I had to put the arrow somewhere there. Or use a quad with a text on it.

I can also use some other placement but idk where because if I move the arrow 1 tile up it may look like there is a speeder. So, to my mind, this place is not the best, but its probably โ€œfineโ€

I'm not sure what would be better to do here, I'm open for suggestions.

joel.9524 03/28/2024 7:19 PM

I thought maybe something like hold a, but that is also not the best

0x314 03/28/2024 7:20 PM

or just leave this place empty

f0rtishka 03/28/2024 8:57 PM

barely visible in design

f0rtishka 03/28/2024 9:00 PM

entity bug

0x314 03/28/2024 9:17 PM

what exactly is not visible here?

all colors can be changed (but your test is more valuable if u can suggest something when u criticize)

tbh I submitted it for the gameplay test first of all (I want to focus on design fixes after the gameplay test if it will still make sense)

0x314 03/28/2024 9:18 PM

thanks

draggory 03/28/2024 9:32 PM

The light blue for the stopper is a bit hard to see is what I think they're talking about, which I kinda agree with

draggory 03/28/2024 9:32 PM

I think either a darker blue or something to contrast like green would be ok

0x314 03/28/2024 9:49 PM

okay thanks. I tried to find some green color but idk I don't like how it looks in different places

0x314 03/28/2024 9:50 PM

so I made it a bit darker

0x314 03/28/2024 9:51 PM

color of the stoppers, entity fix

0x314 03/29/2024 2:01 AM

very minor QoL changes (added more freeze to indicate how to align properly for the hook; some other small improvements)

0x314 04/01/2024 2:22 AM

Hey Please, change status to waiting I tested it with triki and decided to fix/improve some parts of the map.

So, please, donโ€™t waste your time on testing this while work in progress. I will update it in few days.

texnonik 04/01/2024 4:12 AM

$waiting

vappy19 04/04/2024 10:45 AM
@0x314

mapper? goat

0x314 04/06/2024 12:07 AM

Many corrections were made, empty spaces removed, and some parts were improved while others were deleted and replaced with better alternatives.

0x314 04/06/2024 12:08 AM

I also changed the colors. Now they are more eye-friendly ๐Ÿ™‚

I will consider all proposals, however

tilin.insnano.777 04/10/2024 2:46 PM

maybe use other colour for death tiles, they kinda look similar to background (imo)

tilin.insnano.777 04/10/2024 2:46 PM

or maybe im colorblind or smt

0x314 04/11/2024 1:03 PM

Yeah maybe I would like to see some other opinions if it needs to be fixed and a gameplay test ๐Ÿ™‚

theinadapted 04/16/2024 8:58 AM
  • corners
theinadapted 04/16/2024 8:58 AM
theinadapted 04/16/2024 8:59 AM
  • wrong corners
theinadapted 04/16/2024 8:59 AM
  • wrong corners + corners
theinadapted 04/16/2024 9:00 AM
  • missing freeze & unhookable design
theinadapted 04/16/2024 9:00 AM
  • missing unhookable tiles
0x314 04/16/2024 3:26 PM

fixed almost everything mentioned above

(unfreeze+freeze cases are fine for me, but I fixed several such cases in other places)

0x314 04/16/2024 3:27 PM

Thanks for your work...

There were a lot of corner bugs :[

0x314 04/16/2024 9:48 PM

I've checked the map once again and made consistent design for unfreeze+freeze corners (before the update it was harder to tell what is a bug and what is intended)

texnonik 05/09/2024 8:04 PM

make solo with front spawn in game . delete solo signs

texnonik 05/09/2024 8:29 PM

here is corner everywhere else probably not have any corner

texnonik 05/09/2024 8:29 PM

different rules

texnonik 05/09/2024 8:34 PM

no idea how to complete this part , is it even possible same as this !?!

texnonik 05/09/2024 8:36 PM

good part , but i hopped you need to hook from down and throw other tee up ( from left side ) . but it's solo part ...

texnonik 05/09/2024 8:45 PM

bug

texnonik 05/09/2024 8:52 PM

some parts are a lot easier compared to other parts , some parts are impossible ( maybe there is way i just don't know how ) , some parts need to use brain to complete part , some are realy making you do very precise task some not

texnonik 05/09/2024 8:54 PM

this looks like will kill everyone almost if they don't know what to do (maybe there is easy way i have no idea ) . but for looks deadly

texnonik 05/09/2024 8:54 PM

strange speedups for some reason

texnonik 05/09/2024 8:55 PM

i told my opinion

texnonik 05/09/2024 9:00 PM

i started vote on this map , so will see how testers will vote

0x314 05/10/2024 2:10 AM

fixes

0x314 05/10/2024 2:10 AM

fixed

0x314 05/10/2024 2:11 AM

fixed

0x314 05/10/2024 2:13 AM

This is fine, its made the same way as other similar places (screenshot attached)

0x314 05/10/2024 2:14 AM
0x314 05/10/2024 2:17 AM

yeah at first I wanted to do it like you described but then someone noticed its soloable

and I decided to keep both ways here because solo way is kinda faily (u need to jump in exact last pixel)

0x314 05/10/2024 2:18 AM

its just autopart (hold d from top)

0x314 05/10/2024 2:18 AM

fixed

0x314 05/10/2024 2:20 AM

this is for t0

this drag part above can be pretty hard so I dont want it to be too deadly

0x314 05/10/2024 2:21 AM

TLDR: design fixes applied; thanks for testing

texnonik 05/10/2024 4:31 AM
@f0rtishka

noob ))

0x314 05/10/2024 8:24 PM

I forgot to answer on this The map was tested by different tees a lot of times, there are no impossible parts, if you need some help with them - ping me

anthonyyx 05/10/2024 9:35 PM

bro had to say skill issue in a non-toxic way ๐Ÿ˜น

0x314 05/11/2024 7:27 PM

I just think it would be useful to receive a test from someone who plays t0 hh ๐Ÿ™‚

(I mean every test is useful but as far as I know texnonik doesnt play such maps too often...)

texnonik 05/11/2024 8:36 PM

I almost don't play this maps , most of them i don't like at all .

0x314 05/11/2024 8:38 PM

Yeah I understand

If its not a jao-*map, then its a bad map ๐Ÿ˜„

0x314 05/13/2024 10:00 AM

We tested it again with Dozz and Lemonchik yesterday, found 2 wrong corners I also added one minor QoL change (I extended this platform so you can jump right into the hole after the drag is done)

0x314 05/13/2024 10:02 AM

Together with Dozz and Lemonchik, we made a video on how to make every part of the map.

Maybe it can help with testing ๐Ÿ™‚

https://www.youtube.com/watch?v=ZpoupUixhe8

0x314 05/13/2024 10:24 AM

We had a cool Lumpy moment btw ๐Ÿ˜„

ty4. 05/13/2024 12:18 PM

Skip part

ty4. 05/13/2024 12:19 PM
@0x314
0x314 05/13/2024 12:26 PM

yeah there are a lot of such skips on the map

tilin.insnano.777 05/13/2024 2:24 PM

is not like a big ahh skip tho

tilin.insnano.777 05/13/2024 2:25 PM

w mapper made a video and even edit it

0x314 05/13/2024 7:41 PM

Yeah. Waiting for test. Please ping me I would help with testing it.

0x314 05/18/2024 6:19 PM

I noticed a small hole that shouldn't be there; fixed.

tilin.insnano.777 05/25/2024 5:12 PM

(those first two are only deco)

i would fill the full map or delete those highlight blue zones, because they dont rly make sense for the map, i kinda like more the full whole map because makes it more clean for the eye imo. but otherwhise if u delete the blue map will seem so skiny (this is just personal no need to change)

tilin.insnano.777 05/25/2024 5:14 PM

now this is maybe too easy compared to the other parts, if you go on big team/ pros teams, this part is easy done so i would delete the hooktrought from up and add some more difficulty to the other one from down

tilin.insnano.777 05/25/2024 5:14 PM

so if any1 fails, the save is risky and not a corridor

tilin.insnano.777 05/25/2024 5:15 PM

i just saw that at the very end there is a fun play jetpack nvm it ๐Ÿ’€

tilin.insnano.777 05/25/2024 5:17 PM
  • tons of visual glitches when u put hookeable near to unhookeable
0x314 05/25/2024 7:58 PM

According to what I've seen, this part is not easier than others, its really faily if you don't know how to do it

Speaking about the corridors, I made the intentionally the way they are, currently I want to keep them as is.

Upper corridor is needed because if a tee fails the drag at the middle of the part, then that "upper" tee will stuck there, and in this case he may block the part (I marked it as green on the screenshot), so he can just move into spec and then dragged out when the part is done.

Similar thing with the lower corridor, its just needed to rescue tees that failed the part, no reason to make the rescue process difficult, because the part is between those corridors, not corridors themselves. This is needed only for rescuing tees.

0x314 05/25/2024 8:04 PM

I checked the whole map and I found only 1 visual glitch I think...

I guess you changed the map file and some glitches occured, for example

0x314 05/25/2024 8:08 PM

These fat borders are expected I guess, its just happens because automap makes borders for unhook tiles, then it makes borders for hook tiles, so as a result two borders merges into one fat border...

Imo it looks fine but we can change it of course...

0x314 05/25/2024 8:08 PM

visual glitch fix

tilin.insnano.777 05/25/2024 8:08 PM

oh dam sry i just made it fast

tilin.insnano.777 05/25/2024 8:09 PM

forgot that i was using my version xD

0x314 05/25/2024 8:10 PM

yeah ๐Ÿ˜„ thanks for your comments ๐Ÿ˜ƒ

tsin666 05/25/2024 9:12 PM

bluish background, yellowish unfreeze and bluish stoppers don't fit this map when I saw the map run on youtube the first thing that came to my head is RED. If you would like I could give you the map file =]

0x314 05/25/2024 10:28 PM

Yeah we can do that, thank you

@tsin666

I like how these new colors work together

0x314 05/26/2024 4:47 PM

recolored version ty mister Tsin

0x314 05/27/2024 1:04 PM

I changed the spawn because I was asked to do so

But now I'm wondering if a lot of tees spawn in the same time, they will probably push each other and just skip the solo tile

Can someone comment pls if I'm right or wrong here

catseyenebulous 05/27/2024 2:34 PM

Yes it can probably be skipped. (Or annoying to get bounced) That's why you see things like this on Grandma:

0x314 05/27/2024 3:28 PM

^FYI

0x314 05/27/2024 3:28 PM

Okay thanks ๐Ÿ™‚

0x314 05/27/2024 8:48 PM

spawn fix

tilin.insnano.777 05/31/2024 8:55 PM
@0x314

i think it didnt upload correctly

tilin.insnano.777 05/31/2024 8:58 PM

also maybe a lil afk zone there? sometimes its cool on brutals

0x314 05/31/2024 9:05 PM

whats wrong there?

yeah afk zone is a good idea, I'll add it later

tilin.insnano.777 05/31/2024 9:05 PM

the spawn

tilin.insnano.777 05/31/2024 9:05 PM

unless u didnt change it

0x314 05/31/2024 9:06 PM
0x314 05/31/2024 9:07 PM

this is how it was before

0x314 05/31/2024 9:07 PM

something is not good here I guess?

tilin.insnano.777 05/31/2024 9:09 PM

i mean

tilin.insnano.777 05/31/2024 9:09 PM

did u changed it?

tilin.insnano.777 05/31/2024 9:09 PM

bc u said spawn fix and didnt change it

tilin.insnano.777 05/31/2024 9:10 PM

OHHH

0x314 05/31/2024 9:10 PM

I did, look at my recent screenshot

tilin.insnano.777 05/31/2024 9:10 PM

nvmmm sryyy

tilin.insnano.777 05/31/2024 9:10 PM

missunderstanding

tilin.insnano.777 05/31/2024 9:10 PM

i touhgt u was going to do like the grandma one or sm

tilin.insnano.777 05/31/2024 9:10 PM

but nvm nvm mb

0x314 05/31/2024 9:11 PM

idk I think thats enough

0x314 05/31/2024 9:13 PM

afk zone

tilin.insnano.777 06/01/2024 12:58 PM

btw there is 2 ways to get there if u only tought of aled/fly one

0x314 06/01/2024 1:16 PM

yeah but this red way is useless because u cant get unsolo this way

tilin.insnano.777 06/01/2024 1:17 PM

tru

0x314 06/01/2024 9:00 PM

removed these two holes

0x314 06/01/2024 10:27 PM
DDNet 06/01/2024 10:27 PM

Include a changelog after uploading map updates (preferably with screenshots).

cyberfighter 06/01/2024 10:29 PM

wtf is up with the logo

0x314 06/01/2024 10:38 PM

whats wrong there

cyberfighter 06/08/2024 10:46 AM

what isnt wrong about it

0x314 06/08/2024 11:48 AM

could you please describe your issue

blaiszephyr 06/08/2024 11:53 AM

? logo looks perfectly fine

0x314 06/16/2024 7:39 PM

a lof of QoL fixes I also rebalanced few parts, I made them easier

0x314 06/16/2024 7:47 PM

During my last tests, I realized that the beginning of the map was too difficult, but overall, players enjoyed it. To improve the experience, I introduced the following changes:

  1. I revised the first section, as the previous version was somewhat blocky.
  2. I added an alternative route to the top to split the players. This also makes the section less blocky.
  3. I removed the kill tiles and added a way to rescue fallen tees.
  4. Based on feedback that a part was too difficult, I made it easier.
  5. Similarly, I adjusted the hookable area slightly to the left.

I marked all the changes on the screenshots: the old version is on top, the new version is on the bottom.

0x314 06/17/2024 7:49 PM

Hey everyone again.

If anyone tried to test the map and thought โ€œplayable with SUPERโ€ and put it aside for later, please try again, since then the map has become way easier and less faily.

spacexelonmusk 06/18/2024 9:10 AM

legend

draggory 06/25/2024 1:13 AM

This part is a bit of a pain to do, and doesn't feel as unique as the rest of the map

draggory 06/25/2024 1:17 AM

This is just personally speaking, but this looks a bit weird and random compared to the rest of the map

draggory 06/25/2024 1:22 AM

Maybe i'm doing it wrong, but the swing feels a bit too weird having to release d then press it again to not hit the freeze

draggory 06/25/2024 1:33 AM

Needs a way to get back up incase they are thrown too far back and they go too far into the freeze to be reached

draggory 06/25/2024 1:35 AM

(I did it on my first try)

draggory 06/25/2024 1:37 AM

Is this intended?

draggory 06/25/2024 1:38 AM

Hookable here would be nice if you go this way without dj

0x314 06/25/2024 1:41 AM

5:55 intended way

@draggory

The way you did seems also good for me

draggory 06/25/2024 1:44 AM

Alright

draggory 06/25/2024 1:44 AM

That's all i can think of rn, i'm tired af

draggory 06/25/2024 1:44 AM

Feels fine otherwise though

0x314 06/25/2024 1:44 AM

Thank you for your comments, tomorrow ill look into it again and will apply some fixes

0x314 06/25/2024 3:17 PM

reduced file size (I nerfed map logo quality, looks still fine imo)

1.12 -> 0.717

0x314 06/25/2024 3:20 PM

If I put a hookable there, then this right route will be significantly easier, I dont like it. But I see another problem here, if a tee without a DJ will go first, he cant do part and can just block the second tee. I added a small platform to fix the issue. Now u can also do hh throw there.

0x314 06/25/2024 3:21 PM

hookable added

0x314 06/25/2024 3:21 PM

fixed as you suggested

0x314 06/25/2024 3:23 PM

I moved it right a bit. now it feels better I think

0x314 06/25/2024 3:25 PM

It depends on how you do it

At the moment I want to keep it as is

0x314 06/25/2024 3:26 PM

Thanks for your comments Draggory ๐Ÿ™‚

0x314 06/25/2024 3:34 PM

I also might (not sure yet) change design to the very old version something like I had on the screenshot.

But it takes so much efforts, I'm not sure yet if its worth it. And I would definitely do it only if the gameplay is fine and acceptable for DDNet, so I wouldn't do the extra-not-needed-work. (This design is really VERY time-consuming). So atm we go with the current red design and these tiles.

tsin666 06/25/2024 6:08 PM

don't know how whole map would look like but judging from this last screenshot it might also look nice =] however those bluish "mountains/ground" in backgroud could be a lil bit more greyish so they wouldn't pop up so much. With more greish colors in backgroud it would be easier for players to focus on "main stage" ^^

0x314 06/25/2024 6:25 PM

For now I just wanted to let ppl know that if the current red design is too simple/bad, it can be fixed. The main thing is to check that the gameplay is ok.

Speaking about the background, you are right, I'll find something, maybe just make it blurry, that will also work...

0x314 06/25/2024 8:08 PM

time cp was placed wrong

theinadapted 07/01/2024 1:21 AM
  • corners
theinadapted 07/01/2024 1:25 AM
  • missing freeze design
0x314 07/01/2024 11:15 AM

fixed corners/freeze design

thanks The Inadapted guy

knusk1 07/01/2024 9:18 PM

would be cool if this was possible solo without dj

knusk1 07/01/2024 9:19 PM
knusk1 07/01/2024 9:21 PM

would personally make this hookable so ppl could launch themselves to the save zone

knusk1 07/01/2024 9:21 PM

would make this 1 or 2 tiles wider since its a t0 map with noobos

knusk1 07/01/2024 9:24 PM

i would prefer if u added some walking pillars here since this part is really punishing, its early into the map and really annoying to go save noobos all the times

knusk1 07/01/2024 9:24 PM

pls move the freeze down 1 or 2 tiles

knusk1 07/01/2024 9:26 PM

should also make unfreeze the way back or just delete the freeze there and add some hookable to the left there, this part is a death pit and its not good cause the swing is really clunky depending on height maybe also lower the freeze at the bottom so its easier to start hf

knusk1 07/01/2024 9:27 PM

this seems really flow breaking and t0-annoying to me

knusk1 07/01/2024 9:29 PM

its a bit uneventful to shape the hh path just using some freeze pillars

knusk1 07/01/2024 9:31 PM

rework it so it also works well with weak pls or add a strong only sign

knusk1 07/01/2024 9:38 PM

should be able to recover the dummy if failed

knusk1 07/01/2024 10:02 PM

entrance basically impossible without dj

0x314 07/01/2024 10:04 PM

but you should have it there. fine for me

should be fixed?

knusk1 07/01/2024 10:05 PM

having dj on hh map is not real. u will lose it helping someone all the time xd

knusk1 07/01/2024 10:18 PM

im really not sure if this map is in a good state to be released in the near future tbh it kinda lacks a special part structure to me. since its just 1 wide tiles everywhere the map doesnt really have a personality, but thats not that important. the biggest problem to me is that most of the map appears to feel like filler parts (some of the fillers are good tho since the stopper stuff is interesting) as there arent that many "real" parts even tho the map is quite big and most of the parts themselves arent as impressive as one might wish.

knusk1 07/01/2024 10:23 PM

1/2 red - parts i perceived as filler green - parts i perceived as "real" parts

knusk1 07/01/2024 10:27 PM

2/2

knusk1 07/01/2024 10:27 PM

in general

knusk1 07/01/2024 10:27 PM

not all filler is bad

knusk1 07/01/2024 10:27 PM

but u need to strike a good balance between filler parts and "real" parts

knusk1 07/01/2024 10:28 PM

most filler hammerhit parts on this map arent as well shaped as on other hh maps by other experienced mappers

knusk1 07/01/2024 10:29 PM

this part towards the very beginning of the map is way too tight since it has an edge, thousands will lose time and block each other here

knusk1 07/01/2024 10:30 PM

i hope u can understand my opinion that i do not think its worth to rls the map at the moment because of the filler ratio

knusk1 07/01/2024 10:30 PM

maybe a tester will think otherwise

balami. 07/01/2024 10:37 PM

if i see this correctly you can reach that place so you should also put the entities there i guess ๐Ÿ˜…

balami. 07/01/2024 10:38 PM

entities

balami. 07/01/2024 10:38 PM

i suggest (in the whole map) to do something like this, it looks better :3 (2nd is my edited version)

balami. 07/01/2024 10:42 PM

(not only where it's marked) these inconsistencies might trigger some people ๐Ÿ˜… i suggest to treat triangular tiles always the same even if it doesn't affect the gameplay

balami. 07/01/2024 10:42 PM

just an example of what you could do to your background, i thought about lava and volcanos, so i added a glowing (i can send u this, but i only edited these 2 clouds xd); white clouds don't look good on that background imo; right now the design is very simple edit: didnt see that you already suggested reworking your design

knusk1 07/01/2024 10:43 PM

theres 1 thing i want to add to this topic: since i dont want to just express negative things, i want to show you a "positive" example. my map (vacando) received lots of positive feedback by good players (dont wanna brag but its fax ๐Ÿ˜Ž) so i wanna show u my ratio of filler and "real" parts (even tho it might be biased since its mine ofc), maybe this will help in structuring ur future maps and i hope u notice a significant difference between them xd

DDNet 07/05/2024 11:57 PM
@0x314

Your map submission has been declined.

spacexelonmusk 07/06/2024 6:01 AM

)

apricotes 07/06/2024 10:28 AM

why