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Minor fixes
what is switch 7
I didn't check but I belive its for deepfreeze next part
yup its for the deep
skip prevention
no
9 is deep
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
playthrough for anybody deciding to give it a test: https://www.youtube.com/watch?v=4LJla0JOUA8
sight visual changes to make teleport more visible and infotile adjustments
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.
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.
I think its not such a hard fix though
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.
and yeah I get the train of thought for the other part. i guess its alright, just seems a bit out of place maybe
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
thanks for telling will try my best
honestly i might jsut change that to a line of switches so its easier to make the signs look clean
idk up to you tho
its 4 tiles of switches two lines seemed kinda odd when I tried
Ah I see
That would make the fly a little easier tho
but I guess its not too much of a problem
whatever floats your boat
actually like the idea of a dedicated shadow layer for switches I'mma use that
i just used ur unfreeze but yeah maybe a separate layer
btw your layers are a mess
They are not well sorted I know
maybe thats better
actually no
looks really weird in game
maybe thats better
unsure tbh. all feels kinda odd
Minor design adjustments and file optimization
team finish is possible
fun map
$waiting
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.
don't understand fully here you mean tp is not correctly displayed in design?
has been fixed moved dj tiles down right above tuners
fixed
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.
Should be fixed, put stoppers before the edge so dummy can't be dragged back out
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.
fixed
lonely mountain has been removed
updated thanks
@Knuskifor testing
yes its an entity bug
fixed
fixed* (aside from the one at finish line because it would look odd in design)
ive checked in web preview =]
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.
@KnuskiI doubt there is a good solution that keeps the parts difficulty with removing the tele hook.
alright
I know 😦
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
@Knuskimentioned. 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.
map seems very nice
but i could test all the way cuz the switches broken way too much cuz of super
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
thanks for letting me know, will do
It isn't much longer anyways. Just the solo and two more drag parts to finish it off. I appreciate the testing
minor fixes added turn off entities
does it have the time cps?
idk if they are already added or not
yes I just added them with the latest fix
Good map with creative parts
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
Gotta see if I can change the arrangement to prevent fail and allow a player to fall down to continue like normal
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.
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)
imo this should be change bcs can confuse the player
in general the map is really nice, some parts are really odd kinda weird mapping but nothing that cant be fixed i think
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
$waiting
the hammer strength tune isnt marked there btw
- Will be adjusted
- 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
- 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
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
- not sure what you mean, if they grab the dummy after they are just back at the beginning, no fail there
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
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
- 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.
- 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
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
Maybe yea, could be possible. but no idea how i should fix that tbh maybe i add some tps
will be fixed
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
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.
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.
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