#quon
"quon" by yo bitch [Dummy]
DDNet 09/24/2023 3:53 PM
@prosto5555

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

quon.map
743.9 KB
DDNet 09/24/2023 3:53 PM
prosto5555 09/24/2023 3:55 PM

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.

prosto5555 09/24/2023 3:55 PM

new version to see all the changes

quon.map
749.99 KB
steinchen99 09/24/2023 5:26 PM

I really enjoy this part

steinchen99 09/24/2023 5:33 PM

this is really boring imo

steinchen99 09/24/2023 5:39 PM

idk if you can skip hammer but it looks very doable

comebackplay 09/26/2023 3:58 AM

mapper said impossible.

comebackplay 09/26/2023 3:59 AM

agree

prosto5555 09/26/2023 5:00 PM

reduced the number of edges

quon.map
750.09 KB
prosto5555 11/05/2023 5:40 AM

fixed parts (tested with ban+eblan)

quon.map
750.12 KB
frostribe 11/07/2023 11:38 AM

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.

frostribe 11/07/2023 11:43 AM
  • Yellow, you can remove that freeze, easier to go back up.
  • Red, if you have strong (which you would have always) if you hold hammer the dummy always goes further away, so you need to wait idk 1 or 2 second after you are unfreeze to hammer.
frostribe 11/07/2023 11:45 AM
  • This gap here is a bit annoying to reach, you can just make it straight and not having that gap, makes no difference
frostribe 11/07/2023 11:48 AM
  • Yellow, move totele on the right side, so you can just hold a and have a nice setup for the part.
  • Red, make that hook a bit nicier to hook xD
frostribe 11/07/2023 11:50 AM
  • This might be too repetitive having to do it 5 times in a row its boring
frostribe 11/07/2023 12:12 PM
  • You don't need 2 CP's here, just make 1 type at the part before this
frostribe 11/07/2023 12:13 PM
frostribe 11/07/2023 12:17 PM
  • This part is a bit annoying (idk if i do it wrong but seems to me)
frostribe 11/07/2023 12:19 PM
  • Add unfreeze down there
frostribe 11/07/2023 12:28 PM
  • This is waaay to punishing so far in the map
frostribe 11/07/2023 12:29 PM
  • Those edges is also too punishing
frostribe 11/07/2023 12:33 PM
  • You can remove this 2 freezes
comebackplay 11/07/2023 12:34 PM

this force u to jump

coke1465 11/07/2023 12:34 PM

$waiting

frostribe 11/07/2023 12:34 PM

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

comebackplay 11/07/2023 12:35 PM

not enough speed, test both versions

frostribe 11/07/2023 12:35 PM

true okey then

comebackplay 11/07/2023 12:36 PM

btw same here

frostribe 11/07/2023 12:37 PM

yea, cool cool

frostribe 11/07/2023 12:46 PM
  • This only works if you hook that left tile, maybe make it noticeable that you hook there
frostribe 11/07/2023 1:02 PM

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

tatak0434 11/08/2023 7:04 AM

I kinda disagree with proposed fixes about "punishing"

tatak0434 11/08/2023 7:06 AM

Map is already a way easier than it was

prosto5555 11/08/2023 7:20 AM

2 CP's are used so that there is no random spawn of the player and dummy, and for the convenience of starting the part, dummy is always on the left

frostribe 11/08/2023 7:24 AM

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.

prosto5555 11/11/2023 7:03 PM
  • updated the design
  • fixed parts
quon.map
718.24 KB
comebackplay 11/11/2023 7:11 PM

no its not easier , its better mapped.

tatak0434 11/11/2023 7:22 PM

true

nezox1 11/13/2023 9:12 PM
prosto5555 11/14/2023 8:23 AM

fixed

quon.map
718.22 KB
prosto5555 11/17/2023 8:59 AM
quon.map
718.25 KB
warlytoz 01/19/2024 12:04 AM

little hard

arrowastaken 01/29/2024 3:09 AM

indication not marked

arrowastaken 01/29/2024 3:13 AM

make it shorter

prosto5555 01/29/2024 3:35 PM

upd

quon.map
718.89 KB
savalic 02/06/2024 2:24 PM

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:

savalic 02/06/2024 2:24 PM
savalic 02/06/2024 2:25 PM

all others parts are good imo

omegakysiku 02/06/2024 3:37 PM

decent map

omegakysiku 02/06/2024 3:37 PM

4-5*

omegakysiku 02/06/2024 3:38 PM

you could get killed from this if you swing into stopper too hard

omegakysiku 02/06/2024 3:38 PM

(from the left)

omegakysiku 02/06/2024 3:39 PM

these stoppers pointing down is really annoying

omegakysiku 02/06/2024 3:39 PM

since your jump height is inconsistent

omegakysiku 02/06/2024 3:40 PM

just move tele under the hole so you dont have to walk into the tele yourself

omegakysiku 02/06/2024 3:40 PM

getting him out is kinda annoying (1 more hooktrough would be nice)

omegakysiku 02/06/2024 3:44 PM

block design is awful

comebackplay 02/07/2024 10:08 PM

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

comebackplay 02/07/2024 10:13 PM

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

omegakysiku 02/07/2024 10:14 PM

how would it break the part? xd

omegakysiku 02/07/2024 10:14 PM

you literally have to walk to it anyways

comebackplay 02/07/2024 10:15 PM

oh i miiss click

comebackplay 02/07/2024 10:15 PM

i mean this

comebackplay 02/07/2024 10:16 PM
comebackplay 02/07/2024 10:20 PM

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

savalic 02/07/2024 10:24 PM

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

patiga 02/07/2024 11:03 PM

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

savalic 02/07/2024 11:05 PM

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

patiga 02/07/2024 11:05 PM

do you have automatic demo recording on?

savalic 02/07/2024 11:05 PM

seemed to be the same like skipping killtiles

savalic 02/07/2024 11:05 PM

sadly no

patiga 02/07/2024 11:05 PM

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

comebackplay 02/08/2024 4:24 AM

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

omegakysiku 02/08/2024 10:03 AM

I mean whole map

comebackplay 02/08/2024 10:03 AM

ah so mb i gusess i though u abput part

vena6080 02/08/2024 12:03 PM

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

prosto5555 02/08/2024 6:10 PM
  • 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
quon.map
576.68 KB
savalic 02/08/2024 10:13 PM

design looks definitly much better!

prosto5555 02/10/2024 8:28 AM

fixed dsgn

quon.map
580.91 KB
savalic 02/11/2024 6:37 AM
savalic 02/11/2024 6:37 AM

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

savalic 02/11/2024 6:37 AM

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

savalic 02/11/2024 6:37 AM

$waiting

prosto5555 02/11/2024 2:12 PM

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

prosto5555 02/16/2024 6:47 PM

upd

quon.map
584.05 KB
.freezy_ 02/17/2024 1:26 AM
.freezy_ 02/17/2024 1:26 AM
.freezy_ 02/17/2024 1:26 AM
.freezy_ 02/17/2024 1:26 AM
.freezy_ 02/17/2024 1:26 AM
.freezy_ 02/17/2024 1:27 AM
.freezy_ 02/17/2024 1:27 AM

Seems you can get too much speed and touch the freeze on top, thanks to

@tatak0434

for pointing out.

.freezy_ 02/17/2024 1:34 AM

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 🔥).

.freezy_ 02/17/2024 1:34 AM

$waiting

comebackplay 02/17/2024 9:17 AM

for me its help a lot where need to use dj

comebackplay 02/17/2024 9:20 AM

its like arrow on road in race games)

comebackplay 02/17/2024 9:40 AM

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

prosto5555 02/17/2024 10:01 AM

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

prosto5555 02/17/2024 10:05 AM
  • 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
quon.map
590.43 KB
.freezy_ 02/17/2024 8:15 PM

$ready 4

DDNet 02/17/2024 8:15 PM

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

ninjed 02/18/2024 10:19 AM

ofc it's $ready

savalic 02/18/2024 4:39 PM

$ready

DDNet 02/18/2024 4:39 PM

The map is now ready to be released!

vena6080 02/18/2024 6:18 PM

$reset

vena6080 02/18/2024 6:36 PM

this part is horrible, they is no good setup i already said it on the 3 decline... + the unfreeze it not well placed

vena6080 02/18/2024 6:38 PM

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.

vena6080 02/18/2024 6:39 PM

can touch here

vena6080 02/18/2024 6:39 PM
vena6080 02/18/2024 6:40 PM

this one is useless

vena6080 02/18/2024 6:40 PM

can touch the kill tile

vena6080 02/18/2024 6:41 PM

can cheat this

.freezy_ 02/18/2024 6:42 PM

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

vena6080 02/18/2024 6:43 PM

ah k

frostribe 02/19/2024 4:41 AM

I said the same thing 🤷‍♂️ and no change

tatak0434 02/19/2024 11:37 AM

where did my messages go

.freezy_ 02/19/2024 2:26 PM

$waiting

prosto5555 02/20/2024 7:33 PM
  • fixed cheat unhammer
  • made a new part (tp 9-10)
  • improved the dragging part (cp 11-12)
  • removed killtile (tp 18)
quon.map
590.64 KB
comebackplay 02/20/2024 7:50 PM

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

vena6080 02/20/2024 7:51 PM

y but getting freeze for that is boring

comebackplay 02/20/2024 7:52 PM

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

comebackplay 02/20/2024 7:53 PM

$ready 4

DDNet 02/20/2024 7:53 PM

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

vena6080 02/24/2024 4:37 PM

$ready 4

DDNet 02/24/2024 4:37 PM

The map is now ready to be released!

DDNet 04/03/2024 4:04 PM
@prosto5555

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!

nidardo 04/05/2024 5:45 AM

Good map indeed, I like it alot already^^

comebackplay 04/06/2024 2:00 PM

we glad

prosto5555 04/07/2024 5:56 PM

Fixed skip and design

quon.map
590.71 KB
prosto5555 04/07/2024 5:57 PM
prosto5555 04/07/2024 5:57 PM

Record 1 needs to be deleted

1 skipped 2 not sure 3 100% without skip

texnonik 04/07/2024 6:02 PM
@murpi

delete all ranks ?

murpi 04/08/2024 1:04 AM
@prosto5555

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

comebackplay 04/08/2024 8:07 PM

Liesus 100% skiped pryzed didnt skip 100% Cireme idk

bumm. 04/08/2024 10:33 PM
bumm. 04/08/2024 10:33 PM

blue is skip, and red is normal way

nidardo 04/09/2024 10:29 AM

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

.freezy_ 04/09/2024 2:51 PM

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

ninjed 04/10/2024 12:20 PM

freeze design bug

ninjed 04/10/2024 12:25 PM
prosto5555 04/10/2024 12:26 PM
quon.map
590.7 KB
DDNet 04/10/2024 12:26 PM

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

texnonik 04/10/2024 3:07 PM
@murpi@snailx3
texnonik 04/10/2024 3:08 PM

$optimize

DDNet 04/10/2024 3:08 PM
quon.map
586.52 KB
murpi 04/12/2024 11:31 PM

Bump

murpi 04/12/2024 11:31 PM

(Still need to delete the ranks)