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👀
Hey, neat map. Some things me and Welf noticed:
- You can skip this part with a hook from here.
- Maybe add a block and a stopper here so it's more intuitive to do a swing and hook?
- Would be a bit easier to get the other player up if you adjusted the structure a bit.
- I'd put that endless hook a bit closer so it's more intuitive.
- Can you move the hooktrough up one tile? It's a bit weird having to drop a bit first before you can hook.
- Not sure how this part is meant to be played but we think it would be best to have on player hammer at the corner. (Works currently but could be improved) Filling the tube with freeze. Also make the tele at the bottom just a little wider to be more comfortable.
- As Welf has shown this is doable solo. Maybe add a small platform on the left to throw from and increase the width of the tele. You can probably also move the platform on the right a bit farther away so it's a bit harder. Might need to lower the floor a bit to make it more comfortable.
Don't forget to take a look at the other skips shown by Welf. ^^
Map channel has been moved to waiting mapper.

Okay, let's make the changes now
Some areas that can be skipped will also be modified
I didn't understand the third picture🧐
This skipping method is so cool
ye xd
Point 7, I know it's easy to die like this, but if I add a platform below, it won't be my original idea. Do you have any better suggestions?
What was the original idea?
It's a little ugly😭
It's just kicking it in the air
Include a changelog alongside your map updates (preferably with screenshots).
I have modified some issues, but some areas that can be skipped have not been changed yet
I'm already very late here. I went to bed and will continue to make changes tomorrow
what is it?🧐
Tell us what you have changed but you did that in your next message so it's fine. :P Good night!
he can hold d in original
Include a changelog alongside your map updates (preferably with screenshots).
Fixed some places that can be skipped
👀
The fix you did didn't help much. :P
Another skip, different part:
Things to note:
- Faily edge. Could extend the tele out by one.
- I think you can remove that stopper. Hooking the roof and moving into the corner should suffice.
- One more hooktrough here? The current angle needed is very hard.
- This stopper doesn't exist.
- I mentioned to lower the whole floor to make the throw comfortable. You didn't have to add a safe platform I just would've liked a clear spot to throw from. You can add freeze on top of it and extend the tele from the right.
- You didn't like that suggestion from my last notes? (Was number 2)
Include a changelog alongside your map updates (preferably with screenshots).
Fixed some areas that can be skipped, as well as some modifications to the levels
Point 6, I think the space in that place is too small, adding a stopper would make it very crowded
I want to see how your can skip level 13 now 😛
Sorry to disappoint.. 😅
They are quite harder to do now so maybe you can keep them... Up to you.
Can you explain the last part to us? We don't get how it's supposed to work.
Map channel has been moved to waiting mapper.
I still made some modifications to level 13
At first, my idea was to hold onto the tee below and use a hammer to provide speed to pass through from above, but now it seems that it's not possible anymore. Maybe I changed some places, so I'll make some changes now😭
Okay, no worries. :)
skips
1st screenshot - first hit might be hard for moderate players, especially for first part in t0 2nd screenshot - ending of this part is a little awkward (1 tile gap hook and freeze below) 3rd screenshot - we really don't know the way how to complete this part, also it doesn't look clean with huge amount of entities 4th screenshot - useless stoppers 5th screenshot - as far as i could se you don't use speedup and switch layers 6th and 7th screenshots - don't export images like that with color, rather export them white and color ingame since it saves map file size (right now it's a bit too big, so it's better to optimize)
Map channel has been moved to waiting mapper.
This is too extreme. I can't even reach my hook👀
Why can we always think of these strange skipping methods

Modified some areas that can be skipped and reduced the size of the map
Yay you can finish the map now! :D
Unfortunately the way the last part works it's skippable.. :P
i like skips tbh
Atleast the first throw is fully okay. Let the players find out, its satisfying
Yes I think some skips can be kept. Having multiple ways to do a part is usually good for entertainment. Just added it for disclosure. :D
Modified some places and changed the final level
- You didn't want to add the endless off at the way back?
- Do you want the last part to be a hookfly? Otherwise you can just remove the hammer off part would be still fine in my opinion.
I turned the end into a hookfly
Saw that this was addressed earlier as soloable in an early version then were told to bring the tiles back out so idk if it's intentional, but pretty easily soloable still.
Include a changelog alongside your map updates (preferably with screenshots).
Modified areas that can be skipped and added some textures
I feel like this image is getting harder and harder. What should I do? The final hookfly is harder than the others
Is this ok?
Can you answer the first point?
Notes:
- Can you add a bit more hooktrough there so when you hammer from the right you can also get a good hook to do it in one motion?
- Still doable solo. Maybe four more unhook tiles should prevent that.
- Make the floor unhook and add one and two tele tiles at the marked spots and the skips should be fixed.
- The marked area doesn't serve a purpose now and just looks a bit misplaced. Can you remove it? And I don't think a hookfly fits here. Just make it a normal hammerfly. If you want add a layer of freeze with unfreeze above to make it a little more difficult.
overall the map felt unbalanced, i am not really sure how to change that, so maybe more opinions would be nice, however i can say that the things that bugged me the most were the part above and the following 2 parts:
the issue of these 2 parts is, that the setup takes alot of time, so if you are at a moderate skill level, these parts can get very frustrating
Map channel has been moved to waiting mapper.
I have adopted some of the suggestions above
I forgot to add it now

Like the light behind the logo?
If that's the case, I've tried it before but the effect didn't feel very good. I saw some flying insects on the lights in the map before, how did they do this?👀
you can just open the map in the editor to see how it's done
i was talking about the lamps, not the logo
Video
[Have to Fix]to8 skip.
cool map!
Please fix ASAP.
the old method also still works (hammerrun + hook from below)
Map channel has been moved to waiting mapper.
Modified some of the issues above
we are still working on the map and the testers somewhat agreed to first look for gameplay bugs and then look for design bugs, so please keep in mind to focus on gameplay on your tests unless you think that the gameplay doesn't need improvements 🙂
Hi! I think your map has a lot of good parts, but also some parts that need reworking.
Good parts: I don't think these need much changing for now: tp 6, tp 8, tp9, tp10, tp11, tp14
Parts that need a little changing: Tp 13: It has potential, the movements are nice, but as it is now, it's a bit messy and disorganized. There is too little space for the tees to move around as they do the part, I think you need to improve the spacing here
Tp 15: Hookfly is pretty hard for this level of map, especially the way you need to set it up midair. I would probably make this easier or maybe allow them to use hammer.
Parts that need a lot of changing, or entire reworks:
Tp 1: I would move this away from the start, it is a little blocky and pretty confusing especially for the first part of the map. Also, the movement to reach unfreeze from the right section of the part is a little awkward.
Tp 2: Not a bad part, but a little plain compared to the rest of your parts, and also somewhat blocky (to fix the blockiness, add more than 3 blocks of hookthru on the right side incase 3+ tees fall into the hole)
Tp 1 and Tp 2: Both of these parts have areas where it's easier to just let the tee fall into the tele after you get one guy over -- then, the movements for the second guy are a lot easier (if this doesn't make sense let me know and I can clarify). It does feel a little odd personally, but it's not something you really need to fix. But i would recommend you fix this behavior
Tp 4: very generic compared to the rest of the parts, I felt this one was very 'filler'-like -- better just remove it if you aren't able to make it better
tp 5: This part has potential, but you definitely need to rework it. As it stands right now, the spacing seems pretty awkward and the part has poor flow + feels unsatisfying to play IMO
tp 7: The start is much much harder than the ending of this part, so it's sort of imbalanced within itself. The drag itself is also super plain and overall I think this part could use a few reworks.
I recommend you add a little more filler or some easier parts near the start just to introduce players to the map a little more gently
if anything i said doesn't make sense, please let me know and i will clarify more
Map channel has been moved to waiting mapper.
i really liked some of your parts and hope you can fix the rest and get it released ^^
Thank you very much for your feedback. I will continue to modify the map

change: Tp15:You can use a hammer to reduce difficulty, everything else remains the same Tp13:Increased the serving space on the left and jumping space on the right, but reduced the movement space in the middle to prevent one person from getting up from the middle. The method of passing remains unchanged Tp4:On the basis of maintaining the original, the method of passing the level has been changed, increasing the gameplay and some difficulty of the levels
Will continue to modify Tp2, Tp5, Tp7
i would somehow make the hammer here just a tiny bit easier
or maybe im understanding incorrectly how to do this part 😅
maybe this is better yk? like instead of stopper there just have a 1 block gap
so its faster to move off of it
sorry for the mediocre gameplay lmao, but you could also explore some idea like this (there are some ways to cheat it though so you'd have to fix those too)
its up to u, this is rly just a suggestion
waiting for things above and ur other tp fixes
Map channel has been moved to waiting mapper.
Remade Tp7 and modified the position of the infinite hook
In that case, how can the tee on the left go up🧐
It's not easy to die here, so a hammer like this shouldn't be difficult on the map at this stage, right

maybe im misunderstanding hte part, can u send a vid on intended way?
tbf its probably fine
im just owrried it might get blocked a lot in t0
Colors can be improved (specially the bg)
Remade Tp2
Do you have any suggestions for bg?👀
less green more pink yk
instead of green at top of gradient, put pink
and leave blue aT bottom
ok
Change the green color above to fans
u should also try adding a 2nd darker color of jungle_midground bush
a little more purple, a little more desaturated, in front of the current pink bush
and adding slightly more midground coverage in general, it will make ur map look a little nicer
some more space here woudl be nice
not necessarily in that shape, do how u wish
Map channel has been moved to waiting mapper.
tp 7 is kinda awkward, there's this annoying bug where u dont get dj inside stopper if ur hooking onto another tee
the idea is nice, but needs some polishing
Map channel has been moved to waiting mapper.
I know that, but why can't I refresh dj when hooking onto tee🧐
It can be done without hooking onto the tee
Added empty space to the left of Tp2 and changed the stopper of Tp7 to jump
Do you have any suggestions for Tp1 and Tp5

nope, have fun 😁
start of tp 5 is fine, just fix ur spacing and maybe add a better move for the ending
Modified some map texture errors
i came to inform you that there are some skips in your map:
only works when the partner is not 100% up into the stopper
Map channel has been moved to waiting mapper.
Fixed some places that can be skipped
I think easier with real tee

Modified some of the issues above
Is there any problem here?
yea
uh
Too detailed, isn't it
as you wish
Fixed this place
Include a changelog alongside your map updates (preferably with screenshots).
skip
Fixed this place
Is the background and decoration too monotonous? Do you have any suggestions👀
you can add some clouds, sun, mountains, or some other parallax things if you want
What is the acceptable range of map size?
Because the music at the beginning was added, the map is now quite large
1-2mb is huge
Can it be this big👀
should be fine
there are bigger maps, so don't worry about the size 😅
i'd advise to optimize map file size anyway
hm 1.16mb is pretty big for the design, i'll check later how you can reduce it
decrease quality of tiles and sounds
for example: quality of 4k bunny ears
Is there any way?
in google: "online downscale image"
free no ads and smth
i also fixed the rendering bug (you need to export images with 5-10 blank pixel border in each direction so it will render image without buggy lines)
||picresize.com/en/batch (random online converter i found)|| i think u can do multiple files here if you want
its better to do it yourself rather than have an online tool do it
Reduced the size of the map
Thank you so much
Learned it
all these new novice/moderate maps look and feel the same I don't see the purpose of them anymore, they feel like just another map you play once and never touch again
we need more maps for farming free points!

i mean, its just another era of mapping, lots of bit (the mapper) inspired / ssu inspired maps nowadays for novice+moderate and lots of t0 otherwise
u cant look at any other era of mapping and say that all the maps in that era are "unique"
lots of maps are definitely a lot more similar nowadays but i think thats because the mapper pool atm is made of a lot of new mappers and thus they look to other maps as initial inspiration
we should stop saying "look at the recently released maps" when we decline maps 😼
jokes aside, i don't think it is a fair criticism for a new mapper to tell them that their map feels too much like all the others.
@steinchen99please explain your issues with this mapping style, so we all can learn from it (especially the new mapper who created this), instead of putting it into a box 🙂
👀
what XD
That was already discussed a lot like half a year ago when super many novice were submitted which were all really similar. no big critism, but i also feel like its also caused by expectations and Id say unofficial rules by the testing. not to mix up to many styles for example, which was also a argument against adorenarine if i remember right
i dont really see the connection from adorenarine to novice maps
To not mix up different styles in a map
yeah but is there a novice map that mixes up different styles, that dont fit together?
cant look up all testing logs of the declined maps to confirm my feeling^^
okay maybe i missed those situations, my bad then 😅 i think on brutal/insane map styles are somewhat different to novice map styles
ofc its different, but well also wrong channel to discuss it^^
How long does it usually take to publish? I'm about to start school😭
usually a few weeks or years
i can tell you that it wont be released before september, you can see the scheduled releases in
#map-releasesi'd say you probably have ~5-25 more hours of testing/fixing/making new parts for this map, depending on how efficient you are with mapping
tbf u can keep some of those skips knuski mentioned if u want (some of the harder ones) because they could be neat for speedrunners

I almost forgot about the rabbit
you can add paralax if you want
for bg
static background looks a little unnatural imo
smth like that
The moon and stars move
How did it happen
👀
the further away the object, the less "para" I think
Great suggestion

Include a changelog alongside your map updates (preferably with screenshots).
Optimized some item colors
Modified some texture errors
Modified some texture errors
How to change the music to full picture
wow
I still feel that the difficulty is different, so I want to change Tp1 back to its original state and redo Tp3 because Tp3 doesn't seem to have any novelty and doesn't fit in with other levels. How about that?
Increased some difficulty
Compact map, I like it
It's been a long time without any new suggestions😭
we are doing stuff in our free time here, 3 days is not "a long time"
u still have to do some reworks i think
tp4
Can you explain the reason? Is it because it's too difficult?
oh sorry i meant tp 5 i think
Is it because the drag and drop process is boring?
i said my feedback earlier in the channel, the spacing and flow of that part is weird
I see
Remake Tp5
Modified texture error
Include a changelog alongside your map updates (preferably with screenshots).
Fixed the skipped areas in Tp5
Fixed some texture errors
Include a changelog alongside your map updates (preferably with screenshots).
Fixed texture errors
Changed the style of beginning and ending
I'm going to school, so I can't change the map immediately, but I can come back over the weekend. Just send the map issue here

amazing map
with novice players (around 20 ) was terrible to play on this map xD
i think its terrible to play a lot of maps with 20 novice players
Yes it was
Map channel has been moved to waiting mapper.
The passage in the middle is in the past, and if you want to go back, you can use the Tp on the right
If you run for the first time, it will indeed be crowded with many people, but each one is also separated by more than ten blocks, which is actually difficult to avoid👀
The first picture, I actually feel that it is too simple here. But before I asked, no one said.😭 The second picture, my initial idea was to kick people up and pull it until it thaws, and now it seems like it will be redundant, do you want to delete it?🧐 The fourth picture, is it because of the tediousness of moving left and right, or is it a bit difficult to circle the part? But in fact, it can pass very quickly

Maybe I can try to make the circled part of the fourth image a little easier👀
me zhady and ryu think the parts are somewhat unbalanced, a mix between novice (tp3), brutal (tp4) and moderate
2024-09-07 12:58:44 I chat: Ryu: is this brutal 2024-09-07 12:58:46 I chat: Zhady: wtf 2024-09-07 12:58:47 I chat: Zhady: is this 2024-09-07 12:58:50 I chat: Ryu: XD 2024-09-07 12:58:54 I chat: Ryu: is this moderate? 2024-09-07 12:58:57 I chat: Anthony: yeah 2024-09-07 12:58:59 I chat: Ryu: lmaooo
our reaction to tp4
2nd pic: I'd suggest to add unfreeze and break the part idea as it just makes you stall for no particular reason, yes 4th pic: The main issue I see in this part is the start of it and yes going left and right and stuff like this is generally bad for early parts, you might want to replace this part entirely tbh
valid, please adjust the mentioned parts by balancing it
Modified some of the questions above,Tp3 remastered
Is TP4 really that hard?
yes for moderate
In this case, you can directly hammer it up
TP3 was remade and the brick color was adjusted
Include a changelog alongside your map updates (preferably with screenshots).
remade tp3
put eyes here 👀
Fixed some texture bugs
So first of all, when stuff is mentioned in this channel then this is not to be ignored but to be taken care of. I'm saying this because you didn't fix:
- The above-mentioned issue on tp 11
- The balancing problems regarding tp 4
- The issue with part 1 (I will elaborate that later on)
So please make sure to work through this little checklist.
What is important on this map is that it doesn't feature a filter. This is what makes part 1 so problematic as it's a little complex with the forward-backward moves that it forces. It makes players stall and force blocking as it's the very beginning of the map and this is terrible. What I'd suggest is replacing the part entirely. However, if you don't want to do that you should make sure to speed up the whole process of playing the part (screenshot 1). You also have a difficulty jump from the first parts in comparison to the rest of the map - this isn't too bad here though.
You should also always keep an eye open for unfreeze placements when mapping (screenshot 2-4). Additionally, please try to avoid using special tiles and try to map as tidy and pleasant as possible, this does also include making parts intuitive and making it feel natural (screenshot 5-8).
Anyway, the endless hook parts are what gives me a headache the most. Let's talk about the first one in detail: You make it seem like there was pretty much to it because of the way you mapped it. It makes the players expect quite a lot. The problem is that there is nothing like that, in fact I still fail to understand the part idea. It's a throw and holding hook while taking speed on the tee. That's just not enough for what you made it require which makes it seem odd and also unbalanced (screenshot 9). The second one has issues as well but more of a minor nature (screenshot 10).
I'd highly suggest replacing tp 13 because of many issues (screenshot 11).
The last part of a map should never be faily like that (screenshot 12).
Map channel has been moved to waiting mapper.
Fixed all the issues above, reworked TP13
Include a changelog alongside your map updates (preferably with screenshots).
can you show how tp13 is intended? it looks very hard the way we are doing it rn
- tp 4 and tp 13 unbalanced (too difficult)
- tp 5 is inconsistent now if you don't wallhammer (which should not be intended in order to complete the part)
- don't need speed on tp 7, I don't know if that's intended or not but you could easily force that (EDIT: I just noticed that you didn't even remove endless from this part so I guess never mind lol)
- tp 8 misses a marking in design while you indicated it in entities
- seems like you nerfed tp 16 on the one hand but made it more difficult on the other hand
- the end of tp 15 is too difficult considering both players have no dj
Map channel has been moved to waiting mapper.
Sound cutting off and design could be considered to be too bright
design is fine in my personal opinion, but yeah it
be too bright for some
i like the music but i would personally like it to be locked to the start - consider playing this for an hour with a 2 minute music loop in your head - people would feel like they're calling their doctors office
some parts are a little unbalanced, it felt like jumping between novice 4-5 to moderate 3-5
Tweaked the music (just at the beginning) Remove all the tele of TP4 (maybe make it easier?) ) The drop channel of TP13 has been increased Fixed some texture bugs
TP5 can keep jumps used at the end
Changed the color and added hints
I originally thought that the difficulty was intermediate 3, can you specify the levels with different difficulties?
Fixed texture bugs, optimized some textures, and added speedup in TP13
nice map honestly
Sorted out some tiles
This was the third time that I asked for an appropriate change on tp 4 and you made it harder instead of easier (as requested). I won't look further into the map until this issue is solved.
Map channel has been moved to waiting mapper.
put the fries (decline) in the bag bro
remade tp4
You can easily fix this 1-tile tunnel issue by giving the tees more space in this part. Allowing for more freedom of movement would make it feel less restrictive and more enjoyable to play through. A wider area would reduce frustration and make the gameplay flow better while still maintaining a challenge.
You can restart from the beginning if the catch isn’t hit the first time, which I think is great. However, I find the implementation with the stopper lacking. If you map this part with more space, I’m sure you can come up with a better idea that will also play much smoother. Allowing for more freedom in movement and flow would enhance the gameplay while maintaining the intended challenge.
The two unhook tiles at the beginning can sometimes be annoying when playing the part, so it would play better without them. Also, one of the 1-tile tunnels is unnecessary, and having more space would improve the flow. You could then map unfreeze in the upper area so that the tee can start directly from there. Additionally, I would extend the hookthrough to make the hook easier to execute.
Part 2 would be easier with these changes, but I think you can implement my feedback and create more space overall in the part while still keeping the difficulty at the same level to avoid any balance issues.
I don't think the map is bad, but overall, there could always be a bit more space in some areas, mainly within the parts to make it feel smoother. Also, some part ideas don't feel fully developed, and I feel like something is missing in certain spots. You could go through it again yourself and improve the areas where the gameplay is less entertaining.
That's all from me for now, and I'd be happy to take another look at the map once you've made some changes.
Map channel has been moved to waiting mapper.
ai generated comments
- Revised the beginning
- TP1 has been remastered
- Enlarge the space for TP4, TP8, TP9
- Removed TP2 block
I think if the walls were removed here to make more space like TP2, the method of clearing the level would be changed. The space that exists in one block is needed to pass the level, so I didn't change it
Losing speed may have an effect on the speedrunner, but it's okay to go through it normally, and the speedrunner should think of a better way😀
If there is a level that may be accidental, this level is borrowed from one of my previous failed diagrams, maybe you are talking about this?
Could it be a problem with the method of passing the parlay? The upper and lower spaces can instead fix the way you pass the level👀
Looks amazing, off-topic here though
I understand what you're saying, but my feedback wasn't about speedrunning. The issue is that the part doesn't feel good to play in general, even in normal gameplay. When you approach the wall, you often lose speed, and it's hard to build enough momentum to go upwards with just a good jump. It interrupts the flow, and I think it would be better if you found a way to make it smoother for all players.
I'm not sure tbh. But might be.
More space would feel better. Using the hammer actually works worse than without it.
I'm sure this is not how you intended it to be.
Yeah that tee inside the block does look out of place. :D
So I believe I played the part correctly, but I think there should be more space here.
I was simulating a second player jumping there and trying to hook me while I was swinging haha
Map channel has been moved to waiting mapper.
Increases the space problem above
It seems to slow down like this👀
it feels way more intuitive if you can swing with only 1 hook which will basically work everytime
you will notice the difference
did you test it?...
Tested map again, posting feedback later
First of all, thanks for making changes! However, I noticed some things while testing with other players/testers and want to write down all my feedback and criticism which is going through my mind and also let you know whether the map is close to release or not.
- On my suggestion you changed the beginning and I feel like this is a good idea to start in the map. Although every player will climb up to the hookables and either find their way to the platform or they will build up speed before the startline by using the swing.
The main issue is, that most players would like to swing as it's the most comfortable option. That could be improved, by setting up the swing not above but below the spawn so you can just take it smoothly without climbing up first. That's my personal suggestion and it's up to you if you choose it or improve the spawn with another idea so you can get a clean start without too much trouble.
- Screenshot 1 - You changed this part and right now this one is very similar to part tele 14 which is also not too different from part tele 15 which I personally think fits the best too your map, also because it's the last part.
You would need to rework both of the other parts and this time you should put more effort into testing those to make sure they fit the map and play smoothly as some of your other parts also still need to be improved.
-
Screenshot 2 - This part seems kinda easy to me now... Maybe the change I suggested earlier wasn't that good, so you could change it back and I will add a screenshot of how I would suggest it to be to fix some issues. However, there is a cheat (which was already existing in a previous version) and the only way I can think of right now, is to add stoppers and add a back tele at the end if you like to fix the cheat.
-
Screenshot 3 - Unfreezing someone on edge doesn't feel comfortable at all and you should add more hookthrough or think of another way to make it more enjoyable for players. Also the jump to the wall is really unintuitive and you could definitely come up with something better if you work on the part.
- Screenshot 4 - I posted 2 videos before and if the 2nd way I showed is the intended way, then you should have a better setup for this part to make it more obvious.
- good cto spawn for the swinging guy.
- add teleport to make it unfaily
- fix the cheat/other way (by removing the stopper and the unfreeze above it)
I will post another video of how I think it should be intended.
-
Screenshot 7 - People were really confused playing this part. You should make this part work completely without endless to make it fit better to the map, also as this is the only part which is using these tiles.
-
Screenshot 11 - The speedups are the biggest issue here, as you could just change a little bit of the part to make it work without them. Special tiles aren't needed here at all so please avoid using them when they are not needed.
After seeing a rework, I would test the map again and if there will be a noticeable upgrade, then this map could probably be released soon. But right now above 50% of the parts could be improved somehow. Thanks for your effort putting into this map and I'm looking forward for the next version. I hope you are not disappointed about the feedback and criticism but see this more as a goal to improve your map again!
Map channel has been moved to waiting mapper.
🤣
I'm sorry for the wait, it was because I couldn't log in to Discord, but now I've made the following changes
TP1: This place may indeed be a bit similar to TP14, but it's not the same as the festival, a small modification TP2: Change back to the way it was TP5: Remastered, the previous level was really not very smooth, but I haven't figured out how to change it yet, so I remastered it CP5: This changes my general intentions and adopts the above pass TP16: There's a lot more space here TP10: It's been remastered here, there were too many slots before, and there was nothing new, so it was completely reworked TP13: Removed the acceleration in the middle TP15: Lengthened stooper
Some of the things mentioned above but not changed: Picture 10 12 13. The two places, 10 and 13, I think, are just transitions in the middle of the level, and you don't need to focus too much on quality. Picture 12, I don't know what the big problem is, and then because it's a bit similar to TP1, I've already mentioned it above
Modified map bugs
Include a changelog alongside your map updates (preferably with screenshots).
Hello Pinfandsj. Super cool map, really enjoyed the playthrough. Parts are really good and very creative. - I just wish the map was a little bit longer! (2-3 parts more) I have a couple suggestions:
Map channel has been moved to waiting mapper.
Nice test. On your 2nd screen you didn't write anything, did you forget it?
Looks like a suggestion of how to fix the part.
Oh now i get it xD
Fixed the above issue and added a small level
Fixed some minor issues
Include a changelog alongside your map updates (preferably with screenshots).
I would also like to see the lights have their own custom envelopes. Fikmesån has a guide on how to do them! (https://www.youtube.com/watch?v=5QSKceProSg)
Map channel has been moved to waiting mapper.
Fixed the texture error above and modified the image. Added light animations
It can be a bit hard to see some of the tiles, you should change the color to something more noticeable while fixing the bugs.
Map channel has been moved to waiting mapper.
Fixed an issue with textures
You still have many bugs that I already mentioned. Look at the pictures again and make sure to remove all the tiles & quads behind the grass.
Map channel has been moved to waiting mapper.
Fixed texture bugs for lights and grass
In picture #2 I mentioned 3x corner bugs too. You only fixed one of them
Map channel has been moved to waiting mapper.
It's also too careful

Ye I know it doesn't matter too much since it is hidden behind the grass, but would be better to have it perfect! 🙂 The corner bug is the biggest issue, if you cannot be asked to fix the other once it should be fine imo.
Oh my God, how did this find out

Problems with what's fixed
First ready set by Trial Tester. Map needs to be tested again by an official tester before fully evaluated. Suggested Difficulty Rating:★☆☆☆☆
Optimized version attached,
@aoetw. Changelog:

Fixed the issue above
Include a changelog alongside your map updates (preferably with screenshots).
Layers which have to be in HD
0 yeyou_clouds
white big circle afternight_moon
1-#4, #6, #9
5 yeyou_clouds
What should I do?👀
Fixed the issue above
I would have removed all freeze within the teleports btw.. but I guess its fine

Can I choose my own publishing time?
But the actual bg is white huh You should give it some color
yes just write here what u want
or dm me
mention timezone if ur not from europe
On the evening of November 30th at 9pm, East Eighth District

I will make the modifications tomorrow😀
kk
ready when u changed
Changed the color of the background and added some hints
🎉

<t:1732968000:F>
that?
yes
🔥
The map is now ready to be released! Difficulty Rating: ★☆☆☆☆ Unoptimized version: https://discord.com/channels/252358080522747904/1268185956066922550/1310061286113021954
Optimized version attached. Changelog:
✅
not important but:
bruh i tried to do this while testing but could never get it 😭
Grandma speedrun trick
Can I still make adjustments to the map?
done

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!
ARE U SURE THIS IS ONE STAR MODERATE MAP??????????
you mean this is 1*, right???

Its more like 3
But good mappa
still wrong ratings? xd
pls let someone rate maps who know something, its painfull to see so much mistakes
Its not near a novice atleast
yeah its not easy to notice just by pictures xd
its something between 2-4
3
can you explain why you rated it 1*?
Honestly I just took it from this message
Hmm mechanically it should be a little higher I guess :p
ohh...
i think the main problem is the difficulties jumping too much between part and parts, some are easy but some is like 3 4 star
can you explain why you rated it 1*?
yes that too, but its a part of the testing b4, to make sure its balanced etc
i guess we can rate it higher but testers need to somewhat agree first 😅
But I didn't disagree too much with 1* when I wrote ready 1 too
But now that I think more about it, it might actually be harder than 1
feels like a harder easy map 3,5*
More like 2-3
3 is fair ig?
yea
Isnt that faily
Just some mechanics are a bit harder
Map is not too long as well
ye
faily and a bit brain
3
- a bit unbalanced
agreed
3* seems fair
I figured it was an easy map, was thinking like 1-2 stars 🙂
alright i see. are you fine with rating it 3*?
i can see it being 2* too
Ye
👀
Optimized version attached,
@catseyenebulous. Changelog:
Optimized version, and can you please change the rating to 3*?
short but too much mechanic ;-;
and quite alot part
done
Post-release updates need to be uploaded manually. Please reach out to an administrator.
I would leave it for now if there are no gameplay relevant changes. Minor things like design can be combined and updated later since more might show up. :D
Okay, so is the update still posted here?
Yeah just post your fixes here. As I said if it's gameplay relevant it will get updated quickly.
Just don't want to update on every design fix since it's still within the first 24 hours of release. After a few days if more stuff shows up we can update it at once. :)
Will this map have a difficulty change?
$decline reason:map too hard for a noob like me
This command was not found.
yes
Is it not updated already?
Still a 1* when i played it like 20 minutes ago

Can you check now?
Sure lemme boot up my laptop
it's a bit buggy ._. should be fixed soon (i talked to snail about it today)
should be fixed (thanks to
@murpi)
