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I tested the map together with triki. triki help a lot with gameplay on the map, now it is differend map with same ideas, design we dosent touch. Hope u enjoy this map, a lot of work be done and hours.

new version to see all the changes

mapper said impossible.

agree

reduced the number of edges

fixed parts (tested with ban+eblan)

There's need to be done some big rework on the bg and design, the mountain is way too blurry and it might be too close to the tee. The bushes on the bg moves too fast too, and the pink leafs are way too distracting to play with entities off. For the unhooks that's alright it's nice, but the freeze imo black is waay better, the hookable doesnt really fit much i think its a bit too orange. If you make freeze black then you can distinguish between unfreezes and other stuff better.





this force u to jump

$waiting

yeah but do you need it? its much comfortable to just hold d no?

not enough speed, test both versions

true okey then

yea, cool cool


but map is cool, only needs some tweaks (specially the design)


I kinda disagree with proposed fixes about "punishing"

Map is already a way easier than it was


Maybe not the edges part I mentioned, but the one with pixel tap it's super easy to fail and annoying die there xD maybe I was doing it wrong who knows.

- updated the design
- fixed parts

no its not easier , its better mapped.

true


fixed


upd

map is kinda fun, but still needs a few fixes to make it smooth...

designwise there is improvement needed. colors dont match and are pretty hard to look at. hardest time i had with the light freeze color
gameplaywise some parts are pretty random imo, makes it feel unbalanced. because of that its pretty hard to rate this map. there are a lot of killtiles that could be deleted to make it more even - to lazy rn to screen all of them but like 80% of them could be deleted
here some screens:

all others parts are good imo


decent map

4-5*

(from the left)

since your jump height is inconsistent


block design is awful

ah i got. but not with first try. this is not "design" call. this call "map style" p.s u just dissapoint him.

what u mean? if add 3 block it’s maybe broke part

how would it break the part? xd

you literally have to walk to it anyways

oh i miiss click

i mean this

and i dont know what bug here? can u reproduse or show same on other map?

with the right amount of speed you can skip teleport and glitch out of it

could you please share a demo with this? I've never heard of that being possible o.o

need to do the part again, happened 1 time while doing it

do you have automatic demo recording on?

seemed to be the same like skipping killtiles

sadly no

that would be a major bug, teleporters should be completely unskippable

ah wait, u about all map or just part above?

I mean whole map

ah so mb i gusess i though u abput part

It doesn't work with teleport (exept with a weapon like ninja)

- changed the design
- cp 2 - lowered the platform 1 tile down, now it's easier to unfreeze in 2 seconds
- cps 2 - lowered the platform 2 tiles down
- tp 8 - removed the arrows on the edges
- tp 9 - changed the player's path
- cp 10-11 - moved a part to the right, now you don't fall into tp
- cp 12 - changed a part
- cp 15 - deleted killtiles

design looks definitly much better!

fixed dsgn

in general if u work with checkpoints, you should mark them

some checkpoints can easily be replaced with normal teles, which you should consider to do

$waiting

screen 2: what is the random of this part? screen 4-5: 2 cp's are used so that there is no random spawn of the player and dummy (for convenience) screen 6: is it necessary to mark a freeze in 2 seconds if it is used so that the player does not wait long for the freeze? screen 9: I have not seen a dummy map where such a thing was marked screen 10: map does not work without this command

upd

Seems you can get too much speed and touch the freeze on top, thanks to
@tatak0434for pointing out.

Please make sure to also add an information regarding the deepfly bind in your map. I don't really know what to say about this map, it was surely not what I expected - I absolutely love it. Other mappers can definitely learn from you, this is an ideal dummy map if you ask me and we surely need more of maps like this. I could go on and enumerate what is good about your map but I won't since the list would be pretty long and your map is overall just great.
Probably ready after you applied some of these changes (please hurry, I can't wait to see this released 🔥).

$waiting

for me its help a lot where need to use dj

its like arrow on road in race games)

or maybe add frezze under to force ppl to dj instead "arrow way".

idea of the part is to gain speed using dummy to fly to the right

- added information about DeepFly on spawn
- closed the map at the start
- corrected the part (tp 4)
- corrected the part (cp 9-10). I added CP because the player and dummy often appeared in the same Totp tile, which caused dummy (or the player) to fly up

$ready 4

First ready set by Trial Tester. It needs to be tested again by an official tester before fully evaluated.

ofc it's $ready

$ready

The map is now ready to be released!

$reset


the way you change the part is better than old part, but spamming blokers and speeders are not the best solution + the power of the speeders depend on the zone, it kinda suck to hook + my way it to do 3 hook (with little hook) and it's not smooth, if you do 2 hook you touch the freeze or can't pass the tele.


can touch here


keep this one, you make it potentially team finishable if you remove it

ah k

I said the same thing 🤷♂️ and no change

where did my messages go

$waiting

- fixed cheat unhammer
- made a new part (tp 9-10)
- improved the dragging part (cp 11-12)
- removed killtile (tp 18)

btw u didnt hook duumy that why u touched frezze but fixed

y but getting freeze for that is boring

right. i forgot about second half part where u dont need hook

$ready 4

First ready set by Trial Tester. It needs to be tested again by an official tester before fully evaluated.

$ready 4

The map is now ready to be released!

your map has just been released, and you now have a 2-week grace period to identify and resolve any unnoticed bugs or skips. After these two weeks, only design and quality of life (QoL) fixes will be allowed, provided they don't impact the leaderboard rankings. Be aware that significant gameplay changes may impact and lead to the removal of ranks. Good luck with your map!

Good map indeed, I like it alot already^^

we glad

Fixed skip and design


delete all ranks ?

Could you tell me what the skip was? I'll check the top10 manually and remove the ranks if they used the skip.

Liesus 100% skiped pryzed didnt skip 100% Cireme idk

blue is skip, and red is normal way

but how to skip it? there is/was no hammer

you can skip hammer off too and it only applies for dummy

freeze design bug


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



$optimize


Bump

(Still need to delete the ranks)