#viscosity
"viscosity" by OneLimeyBoi [Dummy]
DDNet 03/29/2022 3:35 PM
@OneLimeyBoi

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

OneLimeyBoi 03/29/2022 4:12 PM

Minor fixes

OneLimeyBoi 03/29/2022 4:33 PM
yāccreフレシュマイボイ 03/29/2022 8:40 PM

what is switch 7

OneLimeyBoi 03/29/2022 8:58 PM

I didn't check but I belive its for deepfreeze next part

OneLimeyBoi 03/29/2022 9:00 PM

yup its for the deep

OneLimeyBoi 03/29/2022 9:00 PM

skip prevention

yāccreフレシュマイボイ 03/29/2022 9:08 PM

no

yāccreフレシュマイボイ 03/29/2022 9:08 PM

9 is deep

yāccreフレシュマイボイ 03/29/2022 9:08 PM
OneLimeyBoi 03/29/2022 9:49 PM

oh you're right I confused it with cp It might just be some leftover switch from an older version. Removed it and minor qol to prevent a fail on the same part

OneLimeyBoi 03/30/2022 11:00 AM

playthrough for anybody deciding to give it a test: https://www.youtube.com/watch?v=4LJla0JOUA8

OneLimeyBoi 04/01/2022 12:02 PM

sight visual changes to make teleport more visible and infotile adjustments

DanDan 04/07/2022 2:51 AM

Took me 1 1/2hours in one run, after fails. Nice map tho. TP3, hook to rocketfly is really short imo. Also the triple sg jump doesn't really fit that map, but all in all pretty fun and nice map. start was really tricky, but doable. gotta figure out how to.

FJP 04/07/2022 5:25 PM

Great map. The one thing I will say is that sometimes the signs make it hard to figure out parts if you are not playing with entities.

FJP 04/07/2022 5:26 PM

One major problem I had with the map was this section, though because it is unnecessarily faily

FJP 04/07/2022 5:28 PM

I think its not such a hard fix though

OneLimeyBoi 04/07/2022 8:28 PM

Been trying to figure out a colorscheme that works for the signs so they are displayed in freeze as well. That one is already in the making. I see what you mean. My train of thought was that the part itself is comparetively really easy so I kept the risk of failing. Yet if more people tell me that it is this bad I will rework it.

FJP 04/07/2022 8:30 PM

not just the color, but the signs themselves. This one for example looks kinda weird

FJP 04/07/2022 8:31 PM

and yeah I get the train of thought for the other part. i guess its alright, just seems a bit out of place maybe

OneLimeyBoi 04/07/2022 8:32 PM

In an earlier version that sign spesifically was a small box, yet that made it confusable with other signs. I'll try to figure out a more clean info look

OneLimeyBoi 04/07/2022 8:32 PM

thanks for telling will try my best

FJP 04/07/2022 8:33 PM

honestly i might jsut change that to a line of switches so its easier to make the signs look clean

FJP 04/07/2022 8:33 PM

idk up to you tho

OneLimeyBoi 04/07/2022 8:34 PM

its 4 tiles of switches two lines seemed kinda odd when I tried

FJP 04/07/2022 8:41 PM

i dont see why you couldnt do something like this, unless the switches have to be in a 2x2 for some reason

OneLimeyBoi 04/07/2022 8:41 PM

Ah I see

OneLimeyBoi 04/07/2022 8:41 PM

That would make the fly a little easier tho

OneLimeyBoi 04/07/2022 8:42 PM

but I guess its not too much of a problem

FJP 04/07/2022 8:42 PM

whatever floats your boat

OneLimeyBoi 04/07/2022 8:45 PM

actually like the idea of a dedicated shadow layer for switches I'mma use that

FJP 04/07/2022 8:45 PM

i just used ur unfreeze but yeah maybe a separate layer

FJP 04/07/2022 8:46 PM

btw your layers are a mess

OneLimeyBoi 04/07/2022 8:56 PM

They are not well sorted I know

OneLimeyBoi 04/07/2022 9:38 PM

maybe thats better

OneLimeyBoi 04/07/2022 9:47 PM

actually no

OneLimeyBoi 04/07/2022 9:47 PM

looks really weird in game

OneLimeyBoi 04/07/2022 9:48 PM

maybe thats better

OneLimeyBoi 04/07/2022 9:50 PM

unsure tbh. all feels kinda odd

OneLimeyBoi 04/09/2022 1:34 AM

Minor design adjustments and file optimization

Knuski 04/17/2022 2:59 AM
Knuski 04/17/2022 3:06 AM

should close this off imo. many people will go left first time i believe xd

Knuski 04/17/2022 3:15 AM

dont really know why u have the possibilty to disable 9 2x times. this way u can just avoid the first 9 and go further since u will disable it a second time anyway. was also quite confusing since u didnt mark in the design what the 9 is for and that it belongs to the deep switch

Knuski 04/17/2022 3:22 AM
Knuski 04/17/2022 3:23 AM

dont need to go down

Knuski 04/17/2022 3:24 AM

no unfreeze

Knuski 04/17/2022 3:28 AM

dont u think it would be more natural to just open up the thing and be able to hook the hookable directly? you dont even need that much speed for the part anyway

Knuski 04/17/2022 3:32 AM

team finish is possible

Knuski 04/17/2022 3:33 AM

none of these parts actually require shotgun even though u get it in the part before

Knuski 04/17/2022 3:36 AM

(entity bugs)

Knuski 04/17/2022 3:37 AM

whats the lonely mountain doing there =[

Knuski 04/17/2022 3:38 AM

fun map

Knuski 04/17/2022 3:38 AM

$waiting

OneLimeyBoi 04/17/2022 5:23 PM

Has been changed. Swapped switch 8 and 9 up and in bottom moved 9 to sg to prevent a fail when falling down while dummy is in the stopper on reset the deep gets activated again so I had to place another switch to turn it off in order to prevent both being deep.

OneLimeyBoi 04/17/2022 5:23 PM

don't understand fully here you mean tp is not correctly displayed in design?

OneLimeyBoi 04/17/2022 5:24 PM

has been fixed moved dj tiles down right above tuners

OneLimeyBoi 04/17/2022 5:24 PM

fixed

OneLimeyBoi 04/17/2022 5:26 PM

This part in mapping has given me a lot of trouble, the swing never was satisfying enough, in the beginning it was a hook up, then it was a slight angled hook. I went with the teleport even if it felt unnatural because the swing itself became more fluid in motion and you could just hold a instead. I'll try to figure out a more fluid way with a regular hook up, thanks.

OneLimeyBoi 04/17/2022 5:26 PM

Should be fixed, put stoppers before the edge so dummy can't be dragged back out

OneLimeyBoi 04/17/2022 5:29 PM

Yes, these parts have been intended without shotgun at first, they been all designed to work with or without shotgun. Later on I noticed that shotgun can enhance the speed and fluidity of those parts. I call it a flow enhancement technique but liked the parts so much that I thought its not too much of a problem. Thats why I forced shotgun on at least one part after. Lowkey don't want to change it because the part itself is extremely nice with shotgun in my opinion, probably my favorite.

OneLimeyBoi 04/17/2022 5:30 PM

fixed

OneLimeyBoi 04/17/2022 5:30 PM

lonely mountain has been removed

OneLimeyBoi 04/17/2022 5:31 PM

updated thanks

@Knuski

for testing

Knuski 04/18/2022 1:50 AM

yes its an entity bug

OneLimeyBoi 04/18/2022 5:46 PM

fixed

Tsin 04/22/2022 10:26 PM
OneLimeyBoi 04/22/2022 10:41 PM

fixed* (aside from the one at finish line because it would look odd in design)

Tsin 04/22/2022 10:43 PM

ive checked in web preview =]

OneLimeyBoi 04/22/2022 10:45 PM

Also tried myself multiple times on making the teleport hook at rocketfly a regular hook upwards, yet the only ways are to either extend the ground tiles further forward to make the swing more fluid or extend the wall tiles forward, yet both these solutions make the part easier than it's core idea of keeping the dj for the rocketfly startup.

@Knuski

I doubt there is a good solution that keeps the parts difficulty with removing the tele hook.

Knuski 04/23/2022 12:14 AM

alright

OneLimeyBoi 05/27/2022 9:35 PM

I know 😦

OneLimeyBoi 06/08/2022 7:39 PM

I just wanted to mention that I am currently working on fixing up some other issues of the map. Will possibly replace the small gores after you throw dummy in the teleporter and also try to include a forced shotgun part so it shows use earlier like

@Knuski

mentioned. If I get further feedback on the map I might overhaul the design and other things, depends how any other testers or players feel about it.

I.K.U 06/12/2022 3:36 PM

put turn off entities

I.K.U 06/12/2022 3:49 PM

move cto16 1 block down?

I.K.U 06/12/2022 3:57 PM

map seems very nice

I.K.U 06/12/2022 3:58 PM

but i could test all the way cuz the switches broken way too much cuz of super

OneLimeyBoi 06/13/2022 7:03 PM

I have it in the air because my ocd is telling me to do so because all others are in the air as well. xD

OneLimeyBoi 06/13/2022 7:03 PM

thanks for letting me know, will do

OneLimeyBoi 06/13/2022 7:04 PM

It isn't much longer anyways. Just the solo and two more drag parts to finish it off. I appreciate the testing

OneLimeyBoi 06/13/2022 7:07 PM

minor fixes added turn off entities

I.K.U 06/13/2022 7:21 PM

does it have the time cps?

I.K.U 06/13/2022 7:21 PM

idk if they are already added or not

OneLimeyBoi 06/13/2022 8:01 PM

yes I just added them with the latest fix

Nareem 06/25/2022 8:28 PM

Good map with creative parts

Skystrife 06/28/2022 11:45 PM

Cool map, I like the parts and it flows nicely. This part can be skipped by just going over and throwing dummy left since theres another button 9 at shotgun so theres no real point to have the dummy go down there

OneLimeyBoi 07/03/2022 5:38 PM

the reason why there is another undeep is because if you fail and fall down while dummy is at the part where you get sg deep will be reactivated, hence if you go back down and continue the part like normal, you will be deep frozen

OneLimeyBoi 07/03/2022 5:39 PM

Gotta see if I can change the arrangement to prevent fail and allow a player to fall down to continue like normal

OneLimeyBoi 07/03/2022 5:48 PM

this way you shouldn't be able to skip it unless you do a weird catch, edge and hammer. which honestly just makes the part harder and slower than it actually is.

Arrow 07/09/2022 5:14 PM

1.-the time cp its bad placed 2.- idk why is cp there 3.- delete cp6 and just use 5 for both also move it a lil to the left so you dont get pushed by the dummy

Arrow 07/09/2022 5:25 PM

1.- if u do the part as it supposed to be, after you drag the dummy so go to the next part, if u fall to the tele u will be dead since is not possible to get the dummy back and if u go wall after the fail the deep its going to be on which its kind a stupid death, pls fix it 2.- might be players that will wait to the dummy falls after touching the switch and then grab him and throw him, if u cant realise that it doesnt have to be in that orther they will be death after the sg (hope its clear)

Arrow 07/09/2022 5:53 PM

imo this should be change bcs can confuse the player

Arrow 07/09/2022 5:54 PM

after i got sg i used it here and no b4 like 5 parts before xd

Arrow 07/09/2022 5:56 PM

you have 3 different ways to mark a speeder just use 1

Arrow 07/09/2022 6:06 PM

1.- sometimes u might not reach the other point as u should be maybe close it? 2.- why the stopper there? and also you could give 1 sec more really annoying hit the dummy on the air and no get on time for that

Arrow 07/09/2022 6:08 PM

wrong marking, this is HT

Arrow 07/09/2022 6:10 PM

annoying part, maybe make it more enjoyable 😦

Arrow 07/09/2022 6:15 PM

this death also not cool better to put a platform on the left

Arrow 07/09/2022 6:25 PM

the team finished might still possible if u do this: throw the dummy up and then swing fast af to the right and left, then u grab the dummy... better fixed it i dont trust

Arrow 07/09/2022 6:25 PM

dont use this types of pullers for this map

Arrow 07/09/2022 6:26 PM

for example if u use the other ones on the left, this part could be seen cleaner

Arrow 07/09/2022 6:27 PM

in general the map is really nice, some parts are really odd kinda weird mapping but nothing that cant be fixed i think

Arrow 07/09/2022 6:32 PM

also you should seriously work on another tile set of unhook this ones are quite bad, due the name maybe on design u could use things similar to what pipuo use on his map jelly to make the vibe of viscosity

Arrow 07/09/2022 6:32 PM

$waiting

Arrow 07/12/2022 8:01 PM

the hammer strength tune isnt marked there btw

OneLimeyBoi 08/09/2022 9:35 PM
  1. Will be adjusted
  2. to throw the dummy up make it spawn down for a more consistent way to do the part. since I hook walk off and hammer the dummy for the hook, this is just to safe some time and personal preference
  3. when both fall in freeze about the same time there is a bug where you get pushed by your dummy and boost up in the freeze which costs time, hence the different cp
OneLimeyBoi 08/09/2022 9:39 PM

1.Believe I get what you mean, there is a couple of fails on this part since I want the main way to be forced. Never failed the swing in tbh but I can see some people fail it, i'll fix it

  1. not sure what you mean, if they grab the dummy after they are just back at the beginning, no fail there
OneLimeyBoi 08/09/2022 9:40 PM

Yes, I was made aware of that by knuski already, I am working on a part that includes sg earlier. I will see If I can change this part somehow to keep the flow and avoid sg fly since sg fly is pretty slow

OneLimeyBoi 08/09/2022 9:41 PM

On the tileset I used, there is no diagonal double speed tiles, I'll modify it then. the black one is a mapping error, will be fixed

OneLimeyBoi 08/09/2022 9:42 PM
  1. If I fix every fail of this map I might just make it novice, yes the fail was intended since the core part is extremely easy.
  2. The stopper is there to make the speed tiles more consistent, it stops the dummy a range of choordinates that line up so the dummy flies in the hole
OneLimeyBoi 08/09/2022 9:43 PM

had to use these so they can pull through the wall if someone misses hook and the dummy is not in view of the grapple

OneLimeyBoi 08/09/2022 9:44 PM

Maybe yea, could be possible. but no idea how i should fix that tbh maybe i add some tps

OneLimeyBoi 08/09/2022 9:45 PM

will be fixed

OneLimeyBoi 08/09/2022 9:46 PM

its a solo thats intended to be practiced. I personally never had much issues with it. The goal was to make balance out the previously easy part

OneLimeyBoi 08/09/2022 9:49 PM

same as I said on the earlier statement, If I fix every death, the map will be too easy in my opinion. Over all the map is really short, my best time was 4 minutes so I feel like a reset wouldn't be too much of an issue. The focus was to create a flow type map, that is challenging but a better introduction than maybe momentum is. Momentum for example is extremely hard to have as a introduction to flow maps, so this one is easier than momentum, not as faily but still adds a layer of challange.

OneLimeyBoi 08/09/2022 9:51 PM

Just the unhook? I made the tileset myself, it was to accompany the concept of the map, I can see why people dislike it, but its just a simple tileset that flows into each other don't really see the issue if with it if I am honest.

OneLimeyBoi 08/09/2022 9:52 PM

I will work on things you mentioned when I find the time, recently work has been stressful so I don't have much time. Thanks for testing