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Removed redundant and incorrect textures, added animation for lights
fixed some skip levels and made the operation of some levels easier
looks like good map
And all other issues mentioned above have been fully addressed, thank you for your suggestions
I rechecked the other parts and there should be no textures that were missed
modified the design bugs
$remove mapper Wartoz
Fixed some level-skipping issues.
i like ur logo but its kinda pixelated + u have to make sure the images are dilated
logo rework
amazing map
start is one line , finish is two lines
maybe make it closer or some way to save a tee in that first freeze block
even though its first part
make it afkable for the dragged tee
do u need livefreeze here?
why not make everything freeze except for the place where the beachball is (make that unfreeze tile)
try not to use livefreeze unless u very specifically need it for a part
cause its a confusing tile
u can cheat this by hammering the livefreezed tee
$waiting
fixed the finish line and changed 2 parts
👍
i guess you did it because is more comfortable but is a bit random
really nice map
Also is weird to have a mix between normal teles and cps
so you guys should reconsider which part should really need the use of it
imo the map is ready
after this fixes
$waiting
Error log in the attached file
$reset
$waiting
An internal error occurred
I love the logo animation and the lanterns with the bush animation, creative way to make map alive, like it.
fix
$waiting
what means?
$reset
wdym, u are a live freeze, just use a hook to go back into the spot. or i really don't remember part
y u right
Include a changelog after uploading map updates (preferably with screenshots).
Tele on left is whiter than tele on right
That's called racism
Brighter?
have modified
$optimize
$ready 4
First ready set. It needs to be tested again by a different tester before fully evaluated.
map is cool, just some few fix needed. first put 1 spawn for 1 tee, and not 2 when they are split
$waiting
i fast look map and didnt test parts. thats what i find.
how u know it needs qol if u didnt test
He clearly knows things we don't
why u bulling me
If this stopper is removed, there might be a possibility of skip, just like in the picture.
and I have fixed the question mentioned by everyone.
i dont like it
idk u will rework it or no, but remove ht and replace speedup into unhookwall
Include a changelog after uploading map updates (preferably with screenshots).
$waiting
Include a changelog after uploading map updates (preferably with screenshots).
add more alpha
idk if it is me or what
$waiting
after this is ready
Include a changelog after uploading map updates (preferably with screenshots).
$reset
First ready set by Trial Tester. It needs to be tested again by an official tester before fully evaluated.
i think map dones
$reset
i forget rule xDD
This feels kind of unbalanced in comparison to the rest of the map. I'd rate this map around 4 moderate and a similar part to this is found in Lockdown (4 Brutal). However, if it's supposed to be a short speedfly with moving and hooking by the hammerer it doesn't really change the difficulty and still feels a little bit off flow-wise and difficulty-wise.
Tested the map with
@.insanity_and we both agree that this is definitely a candidate for being released. The parts are mostly quite nice to play and flow well. Innovation is also not really missing, so good job. 👍 However, we found quite some stuff that'd require fixes and therefore there are probably a few more tests necessary. You don't really need to fix this I think but the map is giving headaches if you play it with entities 50 % and similar settings as the walls and overlays are quite messy so I would definitely recommend watching out for that in your next maps. Overall a nice and solid map though. 🔥
$waiting
Additionally the sun in the background starts to disappear already in part 1 so you might want to consider changing its parallax and position
and I also agree that the background colour doesn't really match with the rest of the design, however it might be subjective perhaps
The shape of the bushes themselves is random, so there shouldn't be any problems with cutting. Perhaps what you meant is that the leaves of these bushes don't look as good, but I don't think it's a problem. As for the alignment of the bushes, I will check it.
and other problem have been fixed
Include a changelog after uploading map updates (preferably with screenshots).
Its still possible to just solo the first drag thing at the start but i also feel its so out of place and should just be removed or replaced with smth else it doesnt feel nice to start a map like this
how do you do this part xdd
just hammer,at bottom left
The marked leaf is actually the same on each picture but you cut it off. You don't really have to fix it as this would be quite an amount to fix it but you might want to watch out for it in your next maps as it's a little more aesthetic
and fixed the animation bug above
Changed the starting part
besides, now its just going to be a pain in the ass for all players
the rest seems fine to me
$waiting
In what world is this easier to do than his way
Worked 100% of the time that i tried it
Include a changelog after uploading map updates (preferably with screenshots).
Can you show me how do you do it?
$optimize
$ready 4
First ready set. It needs to be tested again by a different tester before fully evaluated.
Probably ready other than that
Include a changelog after uploading map updates (preferably with screenshots).
$ready 4
The map is now ready to be released!
👌
$optimize
fixed
Include a changelog after uploading map updates (preferably with screenshots).
$optimize
$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!