Mentions:
@mtj_1234Map 🐞:
Ah yes, the noob filter on a solo map. 🫠
But for real: make the start line more accessible otherwise it will be annoying to speedrun.
this is a continuation of https://ddnet.org/maps/run-95-as-95-a-95-pro, which also has a noobfilter but i still agree
Yeah, we updated the rules not too long ago because it makes more sense.
checkpoints should probably be used instead of normal teles. in entities either you have a bunch of numbers in your face or you cant know where the goal is
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airnader

could you provide a play-through or something similar?
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1
i have no idea how
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i see
im dont have time now. i will fix everything u have mentioned and upload a playthrough later.

btw, i don't think it's a noob filter coz it's really ez for every player who has some knowledge about rocket.if a player can't do it with 100% success , im sure he/she has never touched rocket.
easy != not annoying though
🤔
Cool parts

tested with mapper
Damn that's crazy
that's actually insane
good map
Godmode noobfilter off
Anorher 5 star
map looks very cool
VERY COOL
Why this is a solo map but not a race??
why the creator decided it would be solo
because run_as_a_pro is a solo? but that's a mistake!
We don't release many maps under
anymore - race maps should land on their respective community (unique)
i have made many changes... i deleted cp4 and cp10 and made 2 new parts. modified some parts to make them feel better. here r the playthrough for the 2 parts
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2
and pls tell me if u find any possible skips, thx!

$ready
This command was not found.

where testers
Map too hard for me too test if i could id do it :c
I want to complete this if it released :0
changed the last part.
don't just press ''ok'' and ''up'', guys i really want to see useful advice, pls.

ok bro
🆙 👌

No need for any advice just wait for vena to show up
And pipou to correct your design choices
Don't worry, i've them testing it, just wait a bit, it's a lot of work from them ❤️
test
bro dont ping testers
xd
what are you gonna doa bout it'
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Don't ping bro 💔
And I think it's better to make the arrow design straight, too, because it's the only one on the map with a rounded design right now
what do u mean by making the arrow design straight?
i mean corners, idk to say this. right now they are rounded but all others blocks are not(tp, finish, start)
i got it, thx. i will make it looks better later.
done
good afternoon
good noon
good evening
good morning guys
good
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saying good morning and good evening until test. day 2
Can call vena if want a fast test🗣️🗣️🗣️
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long time no see, but good morning.
good morning!
happy evening
Hola
(ignore this)
what u do

wow
finally, someone is discussing my map.
it's a really good evening.
i will fix problems mentioned, but not now. im really busy these days
good night
im gonna sleep
happy Christmas
👴
🐣
COOL MAO
MAP
I don't think that was the kind of test he wanted.
I did what I wanted and could do. You can always try to test too.
These are errors that you can only see when you zoom in. There must be more maps with this issue, but nobody cares because they don't play with high zoom settings.
That's cuz he uses OpenGL 1.4.0 renderer, i'm pretty sure

xD
i added those stoppers coz testers thought stoppers were needed to control the height. the thing is, maybe the height is kinda uncontrollable. but i think u can do it at the correct angle and with perfect timing, rather than depending on luck. i won't change it temporarily. let's see what other testers will say.
good noon btw
Did anyone finish the whole map?
fixed a design bug
$ready
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It was 1.5.0 actually, but after changing it to 3.3.0 does not look like that anymore.
Do all the map again 😄
this is going to release next year at the earliest
maybe
i dreamed last night that my map is ready.

I'm really bad at playing this map, I would need someone to give me the verdict. 😭
call rama if u want a quick test 🗣️🗣️‼️
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nice map but hard
31 insanes
rama prime 💀
can u also run #deleted-channel and say what u think about ?
thank u for liking! as for the arrows, u can check the chatting records for the reason. anyway i think i can remove them now.
removed arrows
when ready
Really good map
omg
finally
how long does it usually take?
until another tester tests it.
good night
I'm from Brazil and I felt offended because it's not night here, so I'll postpone the tests for another 3 weeks.
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in case i dont see you, good morning, good afternoon, and good night.
Why don't you come see me? Why can't you see me every day? Another four weeks late

when release
when decline
hm
April 31st release
$release
btw really nice map, it's hard as hell imo but I was really enjoying playing it
could you do that before stepping down from tester
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🆙 👌
Optimized:

no way
gg
Dayum, congrats
@mtj_1234yesway
Congratulations!
Ggs
gg, thank you all.
GG
Sorry, this shouldn't have happened - 2 trials are not meant to ready a map on their own. Unfortunately with the underwhelming amount of testing documented in this channel it doesn't feel right to simply release it under these circumstances. Again, my apologies but we're all learning.

Another tester is free to put a ready again at any time of course.
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damn
Bruh MTJ I'm sad for you 🆙 👌
put release yourself, this map in testing more than 6 months 😴
Don't you think he would have already installed it if he had tested the map? 6 months is still a very short time.
Differnce is this had close to 0 test
The map is very difficult to play, hence the lack of interest.
So any difficult map will hardly be released?
no
I do think this maps ready There is no skips Few design errors Good gameplay
If a tester likes it a lot, he plays it.
Why even wait
If a tester likes it a lot, he plays it, lol
How does that make it a no I dont wanna be mean but the only active testers are trial which means inexperienced, playing a hard map while not only beating it but testing it aswell is a tall task
Testers need to wake up
Yes, testing is hard work. The real problem is that all testers have other responsibilities and don't have time to play DDnet, let alone test maps
testing later again since im busy
done
wow, I came to the same conclusions when I was testing this part, but I didn't send the report because I thought I was a noob So maybe I will send a report of everything I noticed and the changes I made when testing locally. Maybe you will find them useful, idk 1 removed this cus everytime touched that 2 add more wall 3 move > cus if speedy, touching tp is annoying and also fix broken swing.
i can agree to everything triki said. imo everything needs to be precise since you have to do it in the specific mapped way. there is no playroom at all.
- often u hit the tele, even after adding 2 blocks like in the previous change. thats because you get blocked at the roof by unhookables in ur face and have to shoot ur self of the roof early enough to not hit them.
- the nade is already precise to hit at these few tiles and then u have to hit the "random" dj. if you would add tiles like triki said, i think the ground should also be lowered by some tiles to create more space and avoid hitting them. 3.(green) the hook height wont be the same at any attempt because of issue number 2. which will make ur swing be different. and currently there is no playroom for that. results in issue 4. hitting the tele with a good swing or hitting the wall
i scrolled up but can't find the demo for this part
nvm found it
the airnade is just not reliable since the timing has to be done manually every time. and even after i hit that + the hook, i dont get under the blocks. i thought it might be because of not holding D long enough, but it happened multiple times. doesn't feel very good for me
i tested this part long enough now and it feels like u need to hit that one perfect nade to make it through. there is not really that one setup which makes it easier imo. at the end its just pure luck and ur demo even shows that you hit the last tele tile considering that there is like 12 tele tiles to hit, but only the last one seems reasonable. i got that far multiple times and it just seems not fair
i read following feedback in the chat: when hooking the upper hookblock, the swing will lead u into the tele tiles most of the time. please dont map hookable blocks like that if some of them dont even work. a 2x2 hook block seems fair and to keep it like that, i suggest you to do some more testing and adjust the placement of the tiles and the spacing.
same issue at this part, the top hookables dont seem to work out at all since you hit the tele
maybe the placement of the hookable tiles could be adjusted here too, to avoid having to hook a few pixels in the last possible timeframe. you didnt do that in the demo, but it might help to fix the part. currently you have to hold D long enough to find the perfect timing to get through. nade also seems to be hit perfectly and all together it seems to be too precise.
@MTJ This channel has been in WAITING MAPPER for a while. Are you still interested in continuing this map? Without a response, the channel gets archived after 7 days. Its full history stays available in the public testlog archive.