Mentions:
@onelimeyboiMap π:
- Fixed invisible speedup tiles
After a fair while of me being inactive in the community and not really playing much I decided to re-post this map addressing most of the issues mentioned in the logs (https://ddnet.org/testlogs/show/viscosity)
Forced players to use shotgun earlier after receiving it, over all adjusting consistency in design elements for switches and making some changes to parts while keeping it mostly the same. Important to mention one part specifically does require the outdated speedup tiles in order to work so I kept those default. I'll be more active and open to adjust parts if need be.
Few adjustments to the last portion of the logs.
- i feel like you dont have enough time to do the part you put him up but the door is closed already, small design error
- getting him out of here feel a little akward maybe have the hookable here
- you often hook him past the small cage where he is also makes it easier to hook him out of said cageyou also pull him into the tp sometimes when you pull him out of the cage, i often bumped into the plattform while doing the part maybe lower it a bit
- you cant hook the hooable so you need to dj but you need dj to pull him into the rocketfly
- you have a bit of freeze in the freeze looks a bit weird in entites
-
- for the throw to be easier you need to wait for a sec on top which is very unintuitv 2. you can just catch him hereand rocketfly 3. you dont need door 8 so you can just rocketfly throw him into the deep get sg and also go in 7 + 8. i dont understand this part so ill stop here for now all these stoppers are useless btw
I assume you haven't seen my playthrough or you're not on the right skill level for the map but I'll address your points. First off, best is you watch the playthrough of it here: https://www.youtube.com/watch?v=4LJla0JOUA8&t
-
Number one you have more than enough time, its intentionally designed hard so you have to look for a fast setup to weed out players that shouldn't even attempt the map.
-
Really not that awkward considering I never fail this and when the map was in first testing it wasn't mentioned at all.
-
Hold d after going through the teleport and time your hook, really not that hard..
-
You're not supposed to land on dummy in the first place, the way you do the part feels unnatural if you even try it.
-
Those are switches to turn off the deep freeze... really nothing I can do about this.
-
1 No need to wait, throw, rush down then time your catch. Timing it perfectly so you have to catch dummy while swining past causes you to bump into dummy for most of the time and is inconsistent.
7+8. Throw dummy up on the plattform, hook, cross over to shotgun then go back down to the platform. Shotgun up then hook to pull dummy out, then throw it into the corner to go next part.
if you want to brush off all the things i mentioned go for it im was just mentioning things ive noticed, gl on your map!
I'm not brushing them off, I'm pretty blunt with it because the first feedback from several notable players was all positive. At least you pointed out a little error that happened when I replaced the time checkpoints so you loose rocket.
- Fixed
All your issues mentioned go back to one thing: It's too hard to do it this way, doesn't feel natural. Often times, yes certain parts can feel unnatural but all these parts flow incredibly well if you do them the way they are intended, making all things easier would destroy the original difficulty I had in mind when mapping this and that simply isn't a solution.
Like I said all I can really recommend you doing is checking out the playthrough and read the old logs when I first posted that map a while ago. Votes were pretty much unanimous in people liking the map, so when you express your dissatisfaction I want to make aware that its probably not because of the map but because of the skill level you're on at the time (which isn't an insult or anything, its totally okay if not every player is on a darkspy level of dummy gameplay).
Cool map
Info tile design changes Flow adjustment
Mappers be like when testers are afk again:
hey buddy stand in line !
Six months waiting period per map required.

Expected this to be a harder map seeing the start, but I like it as is β€οΈ
Thank you for testing! Addressed all of your issues mentioned with this update and did some slight adjustments testing with other players, thank you for the kind words!
- Added three skip preventions
- Switch cleanup
missing tiles
Alright some Major changes to the sg solo. This was one of the main issues brought up by several people now, it seemed out of place, killed the flow and was relatively hard compared to the rest of the map. I've decided to change it up a little by removing the first walls ground shotgun to two ups and a single ground on the other side significantly lowering the skill gap required while still keeping the idea of people attempting to learn the original move. Since the right side is a lot more forgiving than the left, there is several heights based on the DJ timing that you can get and potentially save yourself doing the part again with another up sg on the platform.
I hope this makes the part more enjoyable to players over all. I also addressed some further skips found by other players in multiple parts.
- Missing tiles by
fixed
- Skip found in first sg part fixed
- CP skip to keep shotgun in the last two parts fixed
- Shotgun solo made siginificantly easier
Why pingπ₯
I was scared when I saw the text
Sorry about that!
- Flow adjustment of a part, fixed speeders being inconsistent with putting dummy at wall.

(ignore this)
- minor part changes
- fail preventions
remove top arrow
and put turn off entities next to bottom arrow
surely u could force beginning move better by making some ht into unhook and adding freeze like this right?
idk, maybe smnth to try testing a bit
surely u can force this move without dj refresh (its not clean tile) (im a mapping elitist)
yk, like do this notch to force mainplayer to get speed -> ^
then just dont require dj for the swing + drag at bottom
rather TP dummy to where the blue tele is and continue part naturally instead of TP mainplayer to where dummy is and make the hook really hard to line up
also what does switch 9 do here?
surely switch 8 isnt necessary either if u can somehow force this move without the door
and if switch 8 is necessary, u should move the door earlier in the part to force it during the part, not during getting sg
oh i see its for deep switch
dont arbitrary force things with switches, just require some sg move to get to the next part instead (so ur forced to get sg)
some cool parts. seems rlsable to me but needs a lot of fixes, especially removing unnecessary switches, teles, and special tiles. (overall just make it more intuitive for the player to read the parts
First of, thanks for testing. I've sat down and addressed about half of your points, the other half would require me to completely rethink the routing and some I don't really agree with. I'm gonna push the update either tomorrow or during the Christmas holidays, depends on how busy my schedule is. I'll share my input on your points made verbally real quick though.
- Removed upper arrow, was intended to make aware that there is two ways to take but I can see someone confusing it.
- Reworked the beginning part with a one tile, it still flows the same but looks rather daunting now, especially right at the beginning.
- The entirety of the part can be done without DJ and DJ could be grabbed on the edge to the left if need be. Over all I added those tiles to take away the mental pressure and offer people a back up since the noobfilter is pretty much the only faily part in the map that exists. Would raise the difficulty by a small margin but I removed them if you deem them useless.
- Don't really agree with you on that. Teleporting dummy would simplify the entirety of the part by a large margin, I can see people struggling with the hook after tp but ultimately it's only a timed hook that isn't even faily. I intentionally tested it on high ping as well to see if it gets inconsistent but over all once you have the timing down it really isn't a big roadblock. Getting the timing down requires a little work. Don't see a point in changing it to be fair.
- Spaced that part out longer on top to make people able to just run off, removed switch nine - it didn't really have purpose since you need sg in parts after. Kept switch 8 for the door down. Don't really understand why a door should be directly next to the turn off tile? There is plenty maps where a switch in the beginning turns off something later in the part. Ultimately it unlocks sg for the player and forces the throw instead of throwing the dummy from up which is the entirety of the part. Sure I could sit down and artificially inflate the part and time needed to do the part when I can make dummy open a door instead as well as completely prevent skips.
- Bottom bit of the part can be done completely without weapontp, its there to make the flow better and simplyfy the throw. I removed it but as the map stands now pretty much the entire top portion can be skipped if you just bring dummy down and hammer him through the stopper.. I might do a similar solution as I did for the beginning of the noob filter with an uphook one-tile but if I don't do that the routing of the part doesn't really allow to get rid of a door.
Appreciate the feedback but I still stand by the point I made earlier. If we artificially inflate maps to prevent skips we're limiting people to find new unique routes and setups that simply wouldn't be possible without special tiles. I understand that they can get to much and agree whole heartedly with that but at the same time I can't help but feel maps are being samey in routing when those tiles are frowned upon. Especially parts where you go through a portion of the map you just dragged dummy through often require some sort of special tile to make it possible, might it be stoppers or whatever.
Alas you'll be able to see the progress soonish and we'll go from there. πβπ©

thz for responding to everything i can look again later
also fwiw i dont mind skips and i actually like keeping in skips that allow for better time but are slightly harder than the intended part. Most of my tests here has to do with preferring simplistic looking parts that avoid special tiles while still requiring the same moves
and i'd say usually u can find a way to do any move without special tiles, just takes some thinking
but ye if u certainly cant find a way to force it then using them is fine. but in my experience its almost always possible without changing the part identity
Addressed some, not all of your suggestions. Still not done working through the parts but I guess thats a small pointer towards the update.
- Some more fixes and adjustments.
u cant just drop like this. The map needs to be completed in full so that it can be released on the live servers.
when u do it like this u move map to ready status but actually its still waiting status.
The map is completed and playable on live servers. I'm not releasing unfinished un-polished parts. I updated it to get feedback for the parts I reworked, relax.
*Fixed skip on new start
*my bad, wrong version
relax, im chill.
Still not done this is why i wrote msg above.
feedback from who? testers wont come back each time to test a single part, and if someone new played the map they would give feedback on parts you were already working on bc its supposed to be in $waiting
its harder for everyone why u trying to be different
I think neither of you have actually checked the update I pushed. I literally addressed all the points mentioned by louis aside from the ones i disagreed on. I'm not trying to be different I think people just don't understand that a mapper can still be working through parts and testing in his meantime even without oficially highlighted issues.
no u XD
i dont see what move the hookblock should force
nice map first part and cp12 rly cool
this start is so easy to skip deep
easy no but u can skip deep with athrow or a aled in rare placement
this was already mentioned that you could solo, also why is there a button off 19 ? without any 19 switch
Mention:
@onelimeyboixd Submit in teecloud
u.u
Guess thatβs one way to deal with it. Instead of giving someone time to address skips that opened up after the request to remove special tiles we can just decline the map.

TeeCloud It accepts you with open arms.
I'm good honestly. Gonna ditch the project and work on something else.
i try
What is Teecloud and by who was it made
TeeCloud is a ddrace server Which are less rigid in accepting maps By ametic
When you blame others, you give up your power to change. β Robert Anthony your map gameplay is good but mapped too massive, confusing. And some parts not work well.
if u fix it all this map will be really good.