Mentions:
@le_cannabisMap ๐:
Fix errors
hi i think you give the permision to use your textures?
prime
i asked ๐ฅ
but u ask first
but here say novice map
and the message was 09/03/25 ๐ฅ
This edge seems rly annoying to hit, its either u falling into tp very easilly after hitting or even not hitting the edge cause u have to hit it relatively far right into tps since the ht is set up like this, u cant rly wait and go left and then edge it since the set up itself and dragged tee is then huggin the left block so the edge is I think almost impossible.
But its just my personal opinion, waiting for feedback from the others about it
or actually when i look at it, it could be tiles missing there
fix it
u can skip the whole part /\
But I can see the way they are used, especially so far into the map, u just wanna do the part safier and dj into fly between freezes, so its not like its a bad idea, just some mentions here, thats it
OKEY, I LOOKED AT IT TWICE, and im wrong, I kinda miss the part when u can catch the tee up there so he can avoid being dragged down there, okey thats actually a cool punishment, I really like the idea. Nice
just move kill tile to the wall ->
another design bug
?
tp near the arrow is darker than other tps, in your design you dont put freezes under tps but sometimes you do, and its considered a bug
I will not consider this one, as it is only an easy method, not a skip.
ah ok!
He's normal.
what, ofc not~;D
I was viewing without page up
I changed everything you asked for above. I'm too lazy to write down what I changed. Sorry.
hh map?
message me and we go play ^^
map looks fun :D
hh/aim
hh fillers
nice nice
just jump+hammer should work
I struggled with many drag parts, I would consider this to be insane
so its not only me who struggled on some, good to know
๐
Corners !
its good to spend some time on fixes and check if part works again, take your time, dont rush fixes
throw
kill tile could be actually a little bit higher to accomodate throw error
and kill tile is preventing skip from above
fuck, actually is still skippable by just swing
๐ญ
uh
good
okey, mb
no muahaha

hookable added
but i think its w/e for you because initially the throw was XD
i think this one is okay, even the previous throw shouldn't be too hard
the 2tile height freeze was indeed tight though, the change is good
Uh I mean this
ah
๐
Details
- Can fully skip this part
- if prfi is wall he is hookable from the ground
- Kinda annoying that there freeze inside the jump tiles, hard to anticipate
- This part is sooo faily especially for being at the end
Overall I felt like some parts are quite unbalanced compared to others, but overall with some fixes I think it'll be an alright map
- Just don't mess up when saving.

just remove the first edge or make it unfaily
it seems kind hard
with the floor hammer before
new parts I made other parts difficult
a
Its just an idea, all up to you, i think there is no problem with the OG part
I can see this cp was made specifically for t0, but u better off just removing it
maybe spice it up a little bit? Removing the arrow, making hole on the right bigger but now it req. swing using hookables from the left, also the hookable kelps a little bit for the last hook and make the part a little bit more interesting, u either hook and hookthrough, or just walk off and hook through.
But the throw is more deadly now, 2p doesnt matter cause its fail anyway but t0 can kill many players
Accordingly u can do other side same to keep symmetry ;D
And like somebody already mentioned, aim parts are rly unbalanced, u have some relatively easy parts and some of em are quit bullshit and way harder edges to hit
I completely agree with the statement that not everything have to be hard enough and perfectly balanced, but I think the difference between some of your main aim parts is way too big, and I'm sure im not the only one that thinks the same.
But i wanna rly hear that from other testers, maybe its just my skill issue in some areas ๐
And i swear to God, i understand that kill tiles are part of the design and overall feel of the map, but your map doesnt have that many kill tiles anyway, its not freakin grim reaper. Your map contains kill tiles placed very strategically and have a real purpose, but some placement of the kill tiles are rly questionable and driving me crazy, like this one. Like wtf?
In general my honest opinion about the map is that the map is somewhat good and have cool parts but u have to polish it, balance the aim parts, fix skips and its completely optional but u could use some of my ideas to make map more interesting since its short anyway u can pack more things here and there to make it more intense. That was my goal by creating these ideas, map is short so spice it up and lets use the space u create to add small things and make it more enjoyable.
The thing I would do with kill tiles situation is place way more kill tiles throughout the map, the purpose ones and decorative ones, or just place way less of em but with real purpose and rethink the placement of the current ones. Im not saying every kill tile is placed weirdly, but some of em are rly out of place imo.
I'll change a few things later. Trying to keep the parts balanced
And maybe design
I cant rly rate em cause i was not even able to do the parts, i tried and tested many times different aim parts, they are for me hella frustrating, tight timings, , for me they are not comfortable, thats it. Let other ppl comment on those
Do you agree?
only this?
I improved these parts
cool idea
MY NITRO
NOOOO
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Not all but it's personal opinion
nerfs parts
skip still exists
deleted skip
Spacing issue
This map has some unbalanced parts, some very easy, others difficult, and some spacing issues. I want to take some time to fix this map, but that time is not now.
Mention:
@le_cannabisBro declined his own map

to post
#๐ถsonobecause rules about 2 maps are stupid in my opinion
wasnt there a guy with like 4 maps at the same time
A cat?
where that rule
It's an unwritten rule (i am serious)
it was written at one point
not anymore ig

. I was gonna upload some maps i have but i guess ill need to wait
you can do one more technically
It's not a stupid rule, the problem is that testers are short on time, and with no time, there are no tests, and with no tests, maps are not rejected/released, which gives mappers time to make more maps, which makes them want to post the map
