#weixun
"weixun" by pinfandsj [Moderate]
DDNet 07/31/2024 12:38 PM
@0526pin

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

DDNet 07/31/2024 12:38 PM
0526pin 07/31/2024 12:40 PM

👀

balami. 07/31/2024 2:13 PM
balami. 07/31/2024 2:13 PM
balami. 07/31/2024 2:13 PM
balami. 07/31/2024 2:13 PM
catseyenebulous 07/31/2024 2:35 PM

Hey, neat map. Some things me and Welf noticed:

  1. You can skip this part with a hook from here.
  2. Maybe add a block and a stopper here so it's more intuitive to do a swing and hook?
  3. Would be a bit easier to get the other player up if you adjusted the structure a bit.
  4. I'd put that endless hook a bit closer so it's more intuitive.
  5. Can you move the hooktrough up one tile? It's a bit weird having to drop a bit first before you can hook.
  6. 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.
  7. 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. ^^

DDNet 07/31/2024 2:37 PM

Map channel has been moved to waiting mapper.

0526pin 07/31/2024 2:56 PM
0526pin 07/31/2024 3:04 PM

Okay, let's make the changes now

0526pin 07/31/2024 3:05 PM

Some areas that can be skipped will also be modified

0526pin 07/31/2024 3:06 PM

I didn't understand the third picture🧐

0526pin 07/31/2024 3:07 PM

This skipping method is so cool

balami. 07/31/2024 3:14 PM

ye xd

0526pin 07/31/2024 3:18 PM

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?

catseyenebulous 07/31/2024 3:18 PM

Yeah maybe the colouring is bad. I made it in the editor:

catseyenebulous 07/31/2024 3:19 PM

What was the original idea?

0526pin 07/31/2024 3:20 PM

It's a little ugly😭

0526pin 07/31/2024 3:21 PM

It's just kicking it in the air

0526pin 07/31/2024 3:27 PM
DDNet 07/31/2024 3:27 PM

Include a changelog alongside your map updates (preferably with screenshots).

0526pin 07/31/2024 3:28 PM

I have modified some issues, but some areas that can be skipped have not been changed yet

0526pin 07/31/2024 3:29 PM

I'm already very late here. I went to bed and will continue to make changes tomorrow

0526pin 07/31/2024 3:30 PM

what is it?🧐

catseyenebulous 07/31/2024 3:33 PM

Tell us what you have changed but you did that in your next message so it's fine. :P Good night!

yaccre 07/31/2024 8:38 PM

he can hold d in original

0526pin 08/01/2024 7:06 AM
DDNet 08/01/2024 7:06 AM

Include a changelog alongside your map updates (preferably with screenshots).

0526pin 08/01/2024 7:06 AM

Fixed some places that can be skipped

0526pin 08/01/2024 10:33 AM

👀

catseyenebulous 08/01/2024 2:39 PM

The fix you did didn't help much. :P

catseyenebulous 08/01/2024 2:48 PM

Another skip, different part:

catseyenebulous 08/01/2024 3:04 PM

Things to note:

  1. Faily edge. Could extend the tele out by one.
  2. I think you can remove that stopper. Hooking the roof and moving into the corner should suffice.
  3. One more hooktrough here? The current angle needed is very hard.
  4. This stopper doesn't exist.
  5. 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.
  6. You didn't like that suggestion from my last notes? (Was number 2)
0526pin 08/01/2024 4:17 PM
DDNet 08/01/2024 4:17 PM

Include a changelog alongside your map updates (preferably with screenshots).

0526pin 08/01/2024 4:17 PM

Fixed some areas that can be skipped, as well as some modifications to the levels

0526pin 08/01/2024 4:19 PM

Point 6, I think the space in that place is too small, adding a stopper would make it very crowded

0526pin 08/01/2024 4:21 PM

I want to see how your can skip level 13 now 😛

catseyenebulous 08/01/2024 5:07 PM

Sorry to disappoint.. 😅

catseyenebulous 08/01/2024 5:08 PM

They are quite harder to do now so maybe you can keep them... Up to you.

catseyenebulous 08/01/2024 5:09 PM

You have a fake tile here:

catseyenebulous 08/01/2024 5:15 PM

The platform on the right needs to be brought back by 2 tiles. And can you extend the tele out by two more as well?

catseyenebulous 08/01/2024 5:16 PM

Can you explain the last part to us? We don't get how it's supposed to work.

DDNet 08/01/2024 6:01 PM

Map channel has been moved to waiting mapper.

0526pin 08/02/2024 7:45 AM

I still made some modifications to level 13

0526pin 08/02/2024 2:22 PM

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😭

catseyenebulous 08/02/2024 3:42 PM

Okay, no worries. :)

__limonchik__ 08/02/2024 8:28 PM

skips

__limonchik__ 08/02/2024 8:34 PM
__limonchik__ 08/02/2024 8:41 PM
f0rtishka 08/02/2024 9:01 PM

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)

DDNet 08/02/2024 9:02 PM

Map channel has been moved to waiting mapper.

0526pin 08/04/2024 5:01 AM

This is too extreme. I can't even reach my hook👀

0526pin 08/04/2024 5:02 AM

Why can we always think of these strange skipping methods

0526pin 08/04/2024 6:01 AM

Modified some areas that can be skipped and reduced the size of the map

catseyenebulous 08/04/2024 7:54 AM
catseyenebulous 08/04/2024 7:54 AM

Yay you can finish the map now! :D

catseyenebulous 08/04/2024 7:55 AM

Unfortunately the way the last part works it's skippable.. :P

itom6176 08/04/2024 7:58 AM

i like skips tbh

itom6176 08/04/2024 7:59 AM

Atleast the first throw is fully okay. Let the players find out, its satisfying

catseyenebulous 08/04/2024 8:02 AM

Notes:

  1. Maybe you want to add an endless off tile at one of these spots?
  2. S1mple meant you can remove the stoppers, they are not really needed just leave it empty.
  3. Can you move the tele closer? They feel a bit far away for the part. Last part has an unmarked freeze tile.
catseyenebulous 08/04/2024 8:04 AM

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

catseyenebulous 08/04/2024 8:07 AM

You have some hooktrough here inside the tele. ^^ Also this part is just skippable in so many ways. Either you keep it or you probably would have to rework the whole part.

catseyenebulous 08/04/2024 8:10 AM

And if you want to remove the easier dummy drag way you'd have to fill a bit more with unhook. :)

0526pin 08/04/2024 11:01 AM

Modified some places and changed the final level

catseyenebulous 08/04/2024 11:37 AM
  • 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.
0526pin 08/04/2024 11:39 AM

I turned the end into a hookfly

pisstine 08/05/2024 9:49 AM

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.

0526pin 08/05/2024 12:45 PM
DDNet 08/05/2024 12:45 PM

Include a changelog alongside your map updates (preferably with screenshots).

0526pin 08/05/2024 12:46 PM

Modified areas that can be skipped and added some textures

0526pin 08/05/2024 12:47 PM

I feel like this image is getting harder and harder. What should I do? The final hookfly is harder than the others

0526pin 08/05/2024 12:48 PM

Is this ok?

catseyenebulous 08/05/2024 5:13 PM

Can you answer the first point?

catseyenebulous 08/05/2024 5:51 PM

Notes:

  1. 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?
  2. Still doable solo. Maybe four more unhook tiles should prevent that.
  3. Make the floor unhook and add one and two tele tiles at the marked spots and the skips should be fixed.
  4. 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.
balami. 08/05/2024 5:54 PM

the section i marked can be removed too (the teleporters also dont have a purpose now)

balami. 08/05/2024 7:30 PM

this part is still a bit tough, especially since its faily, can you extend the platform by 1?

balami. 08/05/2024 7:36 PM

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:

balami. 08/05/2024 7:37 PM
balami. 08/05/2024 7:37 PM
balami. 08/05/2024 7:38 PM

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

balami. 08/05/2024 7:39 PM

also a suggestion: you can add a blinking animation to the lamps, it's easy to do and i can help you with that (you can dm me if you need help)

DDNet 08/05/2024 7:57 PM

Map channel has been moved to waiting mapper.

0526pin 08/06/2024 4:19 AM

I have adopted some of the suggestions above

0526pin 08/06/2024 4:20 AM

I forgot to add it now

0526pin 08/06/2024 4:22 AM

Like the light behind the logo?

0526pin 08/06/2024 4:24 AM

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?👀

balami. 08/06/2024 10:52 AM

you can just open the map in the editor to see how it's done

balami. 08/06/2024 7:26 PM

i was talking about the lamps, not the logo

mysteriouly 08/07/2024 12:02 AM

[Have to Fix]to10 two corners missing.

mysteriouly 08/07/2024 12:03 AM

[Suggestion]to10 Wherever you hooked in, you can't go to the gap by yourself. Instead, have to let partner hit you. Had better change. Chinese:无论你钩上面的哪里,你自己一个人总归到不了右边的口子那里去锤人,必须要让队友帮你过去,最好改一下。

mysteriouly 08/07/2024 12:04 AM

[Have to Fix]stoppers with and without unfz look the same.

mysteriouly 08/07/2024 12:04 AM

[Have to Fix]to13 skip. One tee left side, The other right side, RT get speed from LT, LT dj and RT drag LT. Chinese:左边的tee跳起来拉右边的tee加速,然后右边的tee就拉在空中的左边的tee,到下面二段就上去了,这关就投机了。

mysteriouly 08/07/2024 12:04 AM

Video

mysteriouly 08/07/2024 12:04 AM

[Have to Fix]Unused Corner.

mysteriouly 08/07/2024 12:05 AM

[Suggestion]Bush on iron unhk tiles. Chinese:草长在铁皮上。

mysteriouly 08/07/2024 12:05 AM

[Have to Fix]Left side of to6. Corner.

mysteriouly 08/07/2024 12:10 AM

[Have to Fix]to8 skip.

123123xiaohuang_16766 08/07/2024 12:11 AM

cool map!

shengyan1256 08/07/2024 12:13 AM
@0526pin

Please fix ASAP.

balami. 08/08/2024 1:07 AM

the old method also still works (hammerrun + hook from below)

DDNet 08/08/2024 1:07 AM

Map channel has been moved to waiting mapper.

0526pin 08/08/2024 12:28 PM

Modified some of the issues above

balami. 08/08/2024 1:57 PM

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 🙂

louis.place 08/10/2024 2:47 PM

Hi! I think your map has a lot of good parts, but also some parts that need reworking.

louis.place 08/10/2024 2:48 PM

Good parts: I don't think these need much changing for now: tp 6, tp 8, tp9, tp10, tp11, tp14

louis.place 08/10/2024 2:48 PM

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

louis.place 08/10/2024 2:49 PM

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.

louis.place 08/10/2024 2:49 PM

Parts that need a lot of changing, or entire reworks:

louis.place 08/10/2024 2:49 PM

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.

louis.place 08/10/2024 2:50 PM

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)

louis.place 08/10/2024 2:51 PM

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

louis.place 08/10/2024 2:52 PM

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

louis.place 08/10/2024 2:52 PM

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

louis.place 08/10/2024 2:53 PM

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.

louis.place 08/10/2024 2:54 PM

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

louis.place 08/10/2024 2:54 PM

the filler you have right now is pretty blocky and seems like it could be frustrating. it also breaks flow pretty abruptly

louis.place 08/10/2024 2:54 PM

if anything i said doesn't make sense, please let me know and i will clarify more

DDNet 08/10/2024 2:54 PM

Map channel has been moved to waiting mapper.

louis.place 08/10/2024 2:55 PM

i really liked some of your parts and hope you can fix the rest and get it released ^^

0526pin 08/11/2024 12:11 PM

Thank you very much for your feedback. I will continue to modify the map

0526pin 08/12/2024 2:59 PM

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

0526pin 08/12/2024 3:01 PM

Will continue to modify Tp2, Tp5, Tp7

louis.place 08/13/2024 8:51 AM
louis.place 08/13/2024 8:51 AM

i would somehow make the hammer here just a tiny bit easier

louis.place 08/13/2024 8:51 AM

or maybe im understanding incorrectly how to do this part 😅

louis.place 08/13/2024 8:52 AM
louis.place 08/13/2024 8:52 AM

maybe this is better yk? like instead of stopper there just have a 1 block gap

louis.place 08/13/2024 8:52 AM

so its faster to move off of it

louis.place 08/13/2024 8:59 AM
louis.place 08/13/2024 8:59 AM

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)

louis.place 08/13/2024 8:59 AM

its up to u, this is rly just a suggestion

louis.place 08/13/2024 8:59 AM

waiting for things above and ur other tp fixes

DDNet 08/13/2024 8:59 AM

Map channel has been moved to waiting mapper.

0526pin 08/14/2024 10:43 AM

Remade Tp7 and modified the position of the infinite hook

0526pin 08/14/2024 10:44 AM

In that case, how can the tee on the left go up🧐

0526pin 08/14/2024 10:48 AM

It's not easy to die here, so a hammer like this shouldn't be difficult on the map at this stage, right

louis.place 08/14/2024 10:49 AM

maybe im misunderstanding hte part, can u send a vid on intended way?

0526pin 08/14/2024 11:03 AM
louis.place 08/14/2024 11:06 AM

tbf its probably fine

louis.place 08/14/2024 11:10 AM

im just owrried it might get blocked a lot in t0

frostribe 08/14/2024 2:08 PM

Colors can be improved (specially the bg)

0526pin 08/14/2024 2:58 PM

Remade Tp2

0526pin 08/15/2024 4:23 AM

Do you have any suggestions for bg?👀

louis.place 08/15/2024 5:10 AM

less green more pink yk

louis.place 08/15/2024 5:11 AM

instead of green at top of gradient, put pink

louis.place 08/15/2024 5:11 AM

and leave blue aT bottom

0526pin 08/15/2024 6:53 AM

ok

0526pin 08/15/2024 7:10 AM

Change the green color above to fans

louis.place 08/15/2024 7:26 AM

u should also try adding a 2nd darker color of jungle_midground bush

louis.place 08/15/2024 7:26 AM

a little more purple, a little more desaturated, in front of the current pink bush

louis.place 08/15/2024 7:26 AM

and adding slightly more midground coverage in general, it will make ur map look a little nicer

louis.place 08/15/2024 8:04 AM
louis.place 08/15/2024 8:04 AM

some more space here woudl be nice

louis.place 08/15/2024 8:04 AM

not necessarily in that shape, do how u wish

DDNet 08/15/2024 8:10 AM

Map channel has been moved to waiting mapper.

louis.place 08/15/2024 8:10 AM

tp 7 is kinda awkward, there's this annoying bug where u dont get dj inside stopper if ur hooking onto another tee

louis.place 08/15/2024 8:10 AM

the idea is nice, but needs some polishing

DDNet 08/15/2024 8:11 AM

Map channel has been moved to waiting mapper.

0526pin 08/15/2024 9:27 AM

I know that, but why can't I refresh dj when hooking onto tee🧐

0526pin 08/15/2024 9:27 AM

It can be done without hooking onto the tee

0526pin 08/15/2024 9:46 AM

Added empty space to the left of Tp2 and changed the stopper of Tp7 to jump

0526pin 08/15/2024 9:48 AM

Do you have any suggestions for Tp1 and Tp5

louis.place 08/15/2024 10:07 AM

nope, have fun 😁

louis.place 08/15/2024 10:08 AM

start of tp 5 is fine, just fix ur spacing and maybe add a better move for the ending

0526pin 08/16/2024 1:14 PM

Modified some map texture errors

knusk1 08/16/2024 5:31 PM

1 tile ht drag seems a bit troll for the very first part of a moderate map. why not make it 2 tile wide so faster players can pass through it faster?

knusk1 08/16/2024 5:57 PM

maybe the freeze would look more pleasing with less alpha (less saturated)

knusk1 08/16/2024 6:00 PM

some more color variation would make the map design look more pleasing i think

knusk1 08/16/2024 6:09 PM

i came to inform you that there are some skips in your map:

knusk1 08/16/2024 6:09 PM
knusk1 08/16/2024 6:09 PM
knusk1 08/16/2024 6:09 PM

only works when the partner is not 100% up into the stopper

knusk1 08/16/2024 6:09 PM
knusk1 08/16/2024 6:09 PM
knusk1 08/16/2024 6:10 PM
knusk1 08/16/2024 6:10 PM
DDNet 08/16/2024 6:12 PM

Map channel has been moved to waiting mapper.

0526pin 08/17/2024 4:55 AM

Fixed some places that can be skipped

xewoiy 08/17/2024 3:47 PM
xewoiy 08/18/2024 2:42 AM

I think easier with real tee

0526pin 08/18/2024 4:57 AM
0526pin 08/18/2024 5:02 AM

Modified some of the issues above

xewoiy 08/18/2024 5:07 AM

oop, i forgor this (9 tele)

i think you can fix it later

0526pin 08/18/2024 7:02 AM

Is there any problem here?

xewoiy 08/18/2024 7:02 AM

yea

xewoiy 08/18/2024 7:03 AM

uh

xewoiy 08/18/2024 7:04 AM
0526pin 08/18/2024 7:04 AM

Too detailed, isn't it

xewoiy 08/18/2024 7:05 AM

as you wish

0526pin 08/18/2024 7:06 AM

Fixed this place

DDNet 08/18/2024 7:06 AM

Include a changelog alongside your map updates (preferably with screenshots).

xewoiy 08/18/2024 7:57 AM

corners

xewoiy 08/18/2024 7:57 AM

skip

xewoiy 08/18/2024 8:01 AM

i think you can do smth like that for fix 🙂

0526pin 08/18/2024 9:24 AM

Fixed this place

0526pin 08/18/2024 9:26 AM

Is the background and decoration too monotonous? Do you have any suggestions👀

xewoiy 08/18/2024 9:33 AM

you can add some clouds, sun, mountains, or some other parallax things if you want

0526pin 08/18/2024 9:40 AM

What is the acceptable range of map size?

0526pin 08/18/2024 9:41 AM

Because the music at the beginning was added, the map is now quite large

.cammo. 08/18/2024 9:42 AM

1-2mb is huge

0526pin 08/18/2024 9:43 AM

Can it be this big👀

.cammo. 08/18/2024 9:43 AM

should be fine

balami. 08/18/2024 11:14 AM

there are bigger maps, so don't worry about the size 😅

f0rtishka 08/18/2024 11:21 AM

i'd advise to optimize map file size anyway

xewoiy 08/18/2024 11:39 AM

u can cut de map like that later :DD

louis.place 08/18/2024 12:13 PM

hm 1.16mb is pretty big for the design, i'll check later how you can reduce it

xewoiy 08/18/2024 12:15 PM

decrease quality of tiles and sounds

xewoiy 08/18/2024 12:39 PM

for example: quality of 4k bunny ears

0526pin 08/18/2024 12:42 PM

Is there any way?

f0rtishka 08/18/2024 12:42 PM

I managed to lower map file size by almost 300kb by just lowering image resolutions (it is barely visible), if you want to lower file size even more you might wanna cut part out of sound but it's up to you. Also, sound cuts off kinda weird, i advise adding some fade out effect on the end of it

xewoiy 08/18/2024 12:43 PM

in google: "online downscale image"

xewoiy 08/18/2024 12:43 PM

free no ads and smth

f0rtishka 08/18/2024 12:47 PM

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)

xewoiy 08/18/2024 1:01 PM

||picresize.com/en/batch (random online converter i found)|| i think u can do multiple files here if you want

.cammo. 08/18/2024 1:02 PM

its better to do it yourself rather than have an online tool do it

0526pin 08/18/2024 1:09 PM

Reduced the size of the map

weixun.map
878.22 KB
0526pin 08/18/2024 1:09 PM

Thank you so much

0526pin 08/18/2024 1:10 PM

Learned it

steinchen99 08/18/2024 1:43 PM

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

xewoiy 08/18/2024 1:50 PM

we need more maps for farming free points!

xewoiy 08/18/2024 1:50 PM
louis.place 08/18/2024 2:30 PM

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

louis.place 08/18/2024 2:30 PM

u cant look at any other era of mapping and say that all the maps in that era are "unique"

louis.place 08/18/2024 2:34 PM

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

balami. 08/18/2024 2:42 PM

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.

@steinchen99

please 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 🙂

0526pin 08/18/2024 2:57 PM

👀

0526pin 08/18/2024 2:59 PM

Hollow Knight

Is it done like that?

balami. 08/18/2024 3:00 PM

what XD

itom6176 08/18/2024 7:57 PM

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

balami. 08/18/2024 7:58 PM

i dont really see the connection from adorenarine to novice maps

itom6176 08/18/2024 7:59 PM

To not mix up different styles in a map

balami. 08/18/2024 8:04 PM

yeah but is there a novice map that mixes up different styles, that dont fit together?

itom6176 08/18/2024 8:10 PM

cant look up all testing logs of the declined maps to confirm my feeling^^

balami. 08/18/2024 8:15 PM

okay maybe i missed those situations, my bad then 😅 i think on brutal/insane map styles are somewhat different to novice map styles

itom6176 08/18/2024 8:21 PM

ofc its different, but well also wrong channel to discuss it^^

0526pin 08/19/2024 2:34 PM

How long does it usually take to publish? I'm about to start school😭

.cammo. 08/19/2024 2:38 PM

usually a few weeks or years

balami. 08/19/2024 2:40 PM

i can tell you that it wont be released before september, you can see the scheduled releases in

#map-releases
louis.place 08/19/2024 3:06 PM
@0526pin

i'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

louis.place 08/19/2024 3:31 PM

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

0526pin 08/20/2024 6:37 AM

Added a brand new background and animation

0526pin 08/20/2024 6:37 AM
0526pin 08/20/2024 6:49 AM

I almost forgot about the rabbit

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xewoiy 08/20/2024 8:07 AM

you can add paralax if you want

xewoiy 08/20/2024 8:07 AM

for bg

xewoiy 08/20/2024 8:08 AM

static background looks a little unnatural imo

xewoiy 08/20/2024 8:14 AM

smth like that

0526pin 08/20/2024 8:18 AM

The moon and stars move

0526pin 08/20/2024 8:18 AM

How did it happen

0526pin 08/20/2024 8:18 AM

👀

xewoiy 08/20/2024 8:19 AM

add new groups and move this textures in this groups\

xewoiy 08/20/2024 8:19 AM

then change para x/y

xewoiy 08/20/2024 8:20 AM

the further away the object, the less "para" I think

0526pin 08/20/2024 8:27 AM

Great suggestion

0526pin 08/20/2024 8:37 AM
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DDNet 08/20/2024 8:37 AM

Include a changelog alongside your map updates (preferably with screenshots).

0526pin 08/20/2024 11:12 AM

Optimized some item colors

weixun.map
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0526pin 08/20/2024 11:20 AM
0526pin 08/20/2024 12:55 PM

Modified some texture errors

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0526pin 08/20/2024 12:57 PM

Modified some texture errors

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0526pin 08/20/2024 1:30 PM

How to change the music to full picture

exosphere___endosphere 08/20/2024 2:13 PM

wow

0526pin 08/21/2024 4:13 AM

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?

0526pin 08/21/2024 7:12 AM

Increased some difficulty

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xewoiy 08/21/2024 4:35 PM

Compact map, I like it

0526pin 08/23/2024 8:20 AM

It's been a long time without any new suggestions😭

balami. 08/23/2024 11:42 AM

we are doing stuff in our free time here, 3 days is not "a long time"

louis.place 08/23/2024 1:25 PM

u still have to do some reworks i think

louis.place 08/23/2024 1:26 PM

tp4

0526pin 08/23/2024 2:36 PM

Can you explain the reason? Is it because it's too difficult?

louis.place 08/23/2024 2:39 PM

oh sorry i meant tp 5 i think

0526pin 08/23/2024 2:46 PM

Is it because the drag and drop process is boring?

louis.place 08/23/2024 2:46 PM

i said my feedback earlier in the channel, the spacing and flow of that part is weird

0526pin 08/23/2024 2:47 PM

I see

0526pin 08/23/2024 3:49 PM

Remake Tp5

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0526pin 08/23/2024 3:51 PM
xewoiy 08/24/2024 1:27 AM

problem?

0526pin 08/24/2024 2:31 AM

Modified texture error

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DDNet 08/24/2024 2:31 AM

Include a changelog alongside your map updates (preferably with screenshots).

0526pin 08/27/2024 3:13 AM

Fixed the skipped areas in Tp5

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xewoiy 08/27/2024 6:39 AM

check this thing with and without entities plz

0526pin 08/27/2024 9:01 AM

Fixed some texture errors

weixun.map
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DDNet 08/27/2024 9:01 AM

Include a changelog alongside your map updates (preferably with screenshots).

0526pin 08/29/2024 3:05 AM

Fixed texture errors

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0526pin 08/29/2024 5:18 AM

Changed the style of beginning and ending

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0526pin 08/30/2024 3:02 PM

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

texnonik 09/04/2024 5:42 PM

i think here is small space to go back .

texnonik 09/04/2024 5:42 PM

amazing map

texnonik 09/04/2024 8:45 PM

with novice players (around 20 ) was terrible to play on this map xD

anthonyyx 09/06/2024 9:33 AM

i think its terrible to play a lot of maps with 20 novice players

texnonik 09/06/2024 9:42 AM

Yes it was

.freezy_ 09/06/2024 11:06 AM

Map is not really special but also not bad in my opinion. I'm not too sure about the endless hooks parts. It didn't really seem to need endless that much if mapped slightly differently. However, some more issues I found:

DDNet 09/06/2024 11:06 AM

Map channel has been moved to waiting mapper.

0526pin 09/07/2024 10:03 AM

The passage in the middle is in the past, and if you want to go back, you can use the Tp on the right

0526pin 09/07/2024 10:06 AM

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👀

0526pin 09/07/2024 10:16 AM

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👀

anthonyyx 09/07/2024 11:19 AM

me zhady and ryu think the parts are somewhat unbalanced, a mix between novice (tp3), brutal (tp4) and moderate

anthonyyx 09/07/2024 11:20 AM

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

.freezy_ 09/07/2024 11:29 AM

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

.freezy_ 09/07/2024 11:29 AM

valid, please adjust the mentioned parts by balancing it

0526pin 09/07/2024 11:41 AM

Modified some of the questions above,Tp3 remastered

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omegakysiku 09/07/2024 11:43 AM

on tp 4 i think you should remove the top freeze or make more space to hammer

0526pin 09/07/2024 11:43 AM

Is TP4 really that hard?

rootjie 09/07/2024 11:44 AM

yes for moderate

0526pin 09/07/2024 11:44 AM

In this case, you can directly hammer it up

0526pin 09/15/2024 4:14 PM

TP3 was remade and the brick color was adjusted

DDNet 09/15/2024 4:14 PM

Include a changelog alongside your map updates (preferably with screenshots).

0526pin 09/16/2024 11:50 AM

remade tp3

entity0704 09/16/2024 1:10 PM

put eyes here 👀

0526pin 09/16/2024 2:24 PM

Fixed some texture bugs

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.freezy_ 09/18/2024 1:27 AM

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).

.freezy_ 09/18/2024 1:28 AM

Screenshot 1:

.freezy_ 09/18/2024 1:28 AM

Screenshot 2-4:

.freezy_ 09/18/2024 1:28 AM

Screenshot 5-8:

.freezy_ 09/18/2024 1:28 AM

Screenshot 9:

.freezy_ 09/18/2024 1:29 AM

Screenshot 10:

.freezy_ 09/18/2024 1:29 AM

Screenshot 11:

.freezy_ 09/18/2024 1:29 AM

Screenshot 12:

DDNet 09/18/2024 1:30 AM

Map channel has been moved to waiting mapper.

0526pin 10/01/2024 2:23 PM

Fixed all the issues above, reworked TP13

weixun.map
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DDNet 10/01/2024 2:23 PM

Include a changelog alongside your map updates (preferably with screenshots).

anthonyyx 10/01/2024 2:58 PM

can you show how tp13 is intended? it looks very hard the way we are doing it rn

.freezy_ 10/01/2024 3:11 PM
  • 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
.freezy_ 10/01/2024 3:11 PM
DDNet 10/01/2024 3:11 PM

Map channel has been moved to waiting mapper.

.freezy_ 10/01/2024 3:14 PM

Sound cutting off and design could be considered to be too bright

blaiszephyr 10/01/2024 3:27 PM

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

0526pin 10/01/2024 4:35 PM

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

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0526pin 10/01/2024 4:37 PM

TP5 can keep jumps used at the end

0526pin 10/01/2024 5:13 PM

Changed the color and added hints

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0526pin 10/01/2024 5:16 PM

I originally thought that the difficulty was intermediate 3, can you specify the levels with different difficulties?

0526pin 10/02/2024 2:15 AM

Fixed texture bugs, optimized some textures, and added speedup in TP13

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baslcaly 10/02/2024 6:12 AM

nice map honestly

0526pin 10/03/2024 2:52 AM

Sorted out some tiles

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.freezy_ 10/03/2024 7:34 PM

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.

DDNet 10/03/2024 7:34 PM

Map channel has been moved to waiting mapper.

anthonyyx 10/03/2024 7:39 PM

put the fries (decline) in the bag bro

0526pin 10/04/2024 5:00 AM

remade tp4

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fljasonx 10/12/2024 12:30 PM

The current hook section feels too simple and doesn’t provide a meaningful challenge. Right now, the only thing preventing progress is the narrow 2-tile tunnel, which doesn’t add much to the gameplay experience. The part, as it is, feels out of place and should be reworked.

fljasonx 10/12/2024 12:37 PM

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.

fljasonx 10/12/2024 12:40 PM

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.

fljasonx 10/12/2024 12:48 PM

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.

fljasonx 10/12/2024 12:51 PM

You could adjust the hook here to make it flow better, so that I don't have to jump twice to get the hook and pass through.

fljasonx 10/12/2024 12:57 PM

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.

fljasonx 10/12/2024 1:03 PM

I think this part is good, but you could avoid using all these 1-tile tunnels and create more space in your parts. Please apply this to other sections as well, if applicable, to ensure smoother gameplay.

fljasonx 10/12/2024 1:06 PM

If you give this section more space downwards, it could provide an even smoother experience. Also, the 2-tile gap at the beginning could be a bit wider.

fljasonx 10/12/2024 1:07 PM

In my opinion, this section doesn't play smoothly because I often lose speed against the wall, and even using the hammer doesn't help much after that.

fljasonx 10/12/2024 1:09 PM

There should be more space at the beginning to properly play this part. Also, the gameplay with the jump into the speedups doesn't feel smooth and interrupts the flow. You should consider reworking this section as well.

fljasonx 10/12/2024 1:11 PM

I think I've seen this part before, exactly like this. Is that possible?

fljasonx 10/12/2024 1:13 PM

Some of these areas could use a bit more space downwards, just a few more tiles, but not too many.

fljasonx 10/12/2024 1:21 PM

This part doesn't play smoothly, mainly because of the limited space between the floor and the ceiling.

fljasonx 10/12/2024 1:26 PM

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.

DDNet 10/12/2024 1:39 PM

Map channel has been moved to waiting mapper.

cyberfrighter 10/12/2024 10:43 PM

ai generated comments

0526pin 10/19/2024 8:58 AM
  1. Revised the beginning
  2. TP1 has been remastered
  3. Enlarge the space for TP4, TP8, TP9
  4. Removed TP2 block
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0526pin 10/19/2024 9:02 AM

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

0526pin 10/19/2024 9:07 AM

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😀

0526pin 10/19/2024 9:09 AM

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?

0526pin 10/19/2024 9:12 AM

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👀

0526pin 10/19/2024 12:01 PM

Magical usage of the editor

.freezy_ 10/19/2024 12:18 PM

Looks amazing, off-topic here though

fljasonx 10/20/2024 1:02 PM

In my opinion, you could remove these tiles at least so that the player can directly pick up the tee from below.

fljasonx 10/20/2024 1:08 PM

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.

fljasonx 10/20/2024 1:16 PM

This way you can build more speed for the swing, for example.

fljasonx 10/20/2024 1:17 PM

I'm not sure tbh. But might be.

fljasonx 10/20/2024 1:22 PM

More space would feel better. Using the hammer actually works worse than without it.

fljasonx 10/20/2024 1:25 PM

I'm sure this is not how you intended it to be.

catseyenebulous 10/20/2024 1:26 PM

Yeah that tee inside the block does look out of place. :D

fljasonx 10/20/2024 1:26 PM

So I believe I played the part correctly, but I think there should be more space here.

fljasonx 10/20/2024 1:27 PM

I was simulating a second player jumping there and trying to hook me while I was swinging haha

DDNet 10/22/2024 8:37 PM

Map channel has been moved to waiting mapper.

0526pin 10/25/2024 3:04 PM

Increases the space problem above

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0526pin 10/25/2024 3:04 PM

It seems to slow down like this👀

jsontw 10/25/2024 7:02 PM

it feels way more intuitive if you can swing with only 1 hook which will basically work everytime

jsontw 10/25/2024 7:03 PM

you will notice the difference

jsontw 10/25/2024 7:24 PM

did you test it?...

jsontw 10/25/2024 9:06 PM

Tested map again, posting feedback later

jsontw 10/26/2024 3:17 AM
jsontw 10/26/2024 3:19 AM
jsontw 10/26/2024 3:26 AM
jsontw 10/26/2024 3:27 AM

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.

  1. 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.

  1. 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.

  1. 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.

  2. 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.

jsontw 10/26/2024 3:27 AM
  1. 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.

  1. 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.

  2. 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.

jsontw 10/26/2024 3:28 AM

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!

DDNet 10/26/2024 3:28 AM

Map channel has been moved to waiting mapper.

vappy19 10/26/2024 2:15 PM

🤣

0526pin 11/09/2024 5:14 AM

I'm sorry for the wait, it was because I couldn't log in to Discord, but now I've made the following changes

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0526pin 11/09/2024 5:23 AM

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

0526pin 11/09/2024 5:29 AM

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

0526pin 11/09/2024 6:06 AM

Modified map bugs

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DDNet 11/09/2024 6:06 AM

Include a changelog alongside your map updates (preferably with screenshots).

aoetw 11/10/2024 7:05 AM

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:

aoetw 11/10/2024 7:06 AM
aoetw 11/10/2024 7:06 AM
aoetw 11/10/2024 7:08 AM
aoetw 11/10/2024 7:08 AM
aoetw 11/10/2024 7:08 AM
aoetw 11/10/2024 7:08 AM
DDNet 11/10/2024 7:10 AM

Map channel has been moved to waiting mapper.

balami. 11/11/2024 7:33 PM

Nice test. On your 2nd screen you didn't write anything, did you forget it?

jsontw 11/11/2024 7:49 PM

Looks like a suggestion of how to fix the part.

balami. 11/11/2024 7:52 PM

Oh now i get it xD

0526pin 11/15/2024 5:55 PM

Fixed the above issue and added a small level

weixun.map
970.41 KB
0526pin 11/16/2024 1:56 PM

Fixed some minor issues

weixun.map
970.52 KB
DDNet 11/16/2024 1:56 PM

Include a changelog alongside your map updates (preferably with screenshots).

aoetw 11/16/2024 5:55 PM

Hey

@0526pin

Thanks for taking my suggestions! Here are the bugs I found:

aoetw 11/16/2024 5:55 PM
aoetw 11/16/2024 5:57 PM

I really like when the hookthrough is all connected. I think this tileset would looks really good in the map!

aoetw 11/16/2024 5:59 PM

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)

aoetw 11/16/2024 6:00 PM

You should also fix the teleport numbers. Have them go from 1-17.

DDNet 11/16/2024 6:00 PM

Map channel has been moved to waiting mapper.

0526pin 11/17/2024 2:25 AM

Fixed the texture error above and modified the image. Added light animations

weixun.map
997.83 KB
aoetw 11/22/2024 11:42 AM

Hey

@0526pin

I found a couple more bugs:

aoetw 11/22/2024 11:43 AM

You also have a lot of unnecessary freeze behind the other tiles.

aoetw 11/22/2024 11:43 AM

You should only place the tiles that are needed, right now it is very messy.

aoetw 11/22/2024 11:44 AM

I would also suggest you to put the grass to group#5 to see all the quads & tiles placed behind it. (Do the same with unhook after)

aoetw 11/22/2024 11:53 AM

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.

DDNet 11/22/2024 11:57 AM

Map channel has been moved to waiting mapper.

0526pin 11/23/2024 4:01 AM

Fixed an issue with textures

weixun.map
997.71 KB
aoetw 11/23/2024 8:55 AM

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.

DDNet 11/23/2024 8:55 AM

Map channel has been moved to waiting mapper.

0526pin 11/23/2024 1:58 PM

Fixed texture bugs for lights and grass

aoetw 11/23/2024 2:10 PM

In picture #2 I mentioned 3x corner bugs too. You only fixed one of them

aoetw 11/23/2024 2:17 PM
DDNet 11/23/2024 2:17 PM

Map channel has been moved to waiting mapper.

0526pin 11/23/2024 2:52 PM

It's also too careful

aoetw 11/23/2024 2:54 PM

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.

aoetw 11/23/2024 3:00 PM

Found one more bug

0526pin 11/23/2024 3:04 PM

Oh my God, how did this find out

0526pin 11/23/2024 3:06 PM

Problems with what's fixed

weixun.map
997.65 KB
DDNet 11/23/2024 3:13 PM

First ready set by Trial Tester. Map needs to be tested again by an official tester before fully evaluated. Suggested Difficulty Rating:★☆☆☆☆

DDNet 11/23/2024 3:13 PM

Optimized version attached,

@aoetw

. Changelog:

weixun.map
914.32 KB
jsontw 11/23/2024 3:22 PM
0526pin 11/23/2024 3:25 PM
0526pin 11/23/2024 3:25 PM

Fixed the issue above

weixun.map
997.65 KB
DDNet 11/23/2024 3:25 PM

Include a changelog alongside your map updates (preferably with screenshots).

jsontw 11/23/2024 3:35 PM

Layers which have to be in HD

0 yeyou_clouds

white big circle afternight_moon

1-#4, #6, #9

5 yeyou_clouds

0526pin 11/23/2024 3:37 PM

What should I do?👀

jsontw 11/23/2024 3:37 PM
jsontw 11/23/2024 3:40 PM

tele 3

0526pin 11/23/2024 3:41 PM

Fixed the issue above

weixun.map
997.65 KB
DDNet 11/23/2024 3:41 PM
jsontw 11/23/2024 3:42 PM

I would have removed all freeze within the teleports btw.. but I guess its fine

0526pin 11/23/2024 3:43 PM
0526pin 11/23/2024 3:45 PM

Can I choose my own publishing time?

balami. 11/23/2024 3:49 PM
@snailx3
jsontw 11/23/2024 3:59 PM

You covered your background in pink clouds xD

jsontw 11/23/2024 3:59 PM

But the actual bg is white huh You should give it some color

jsontw 11/23/2024 4:03 PM

Those should be marked in design as well whenever you mark them in entities.

snailx3 11/23/2024 4:31 PM

yes just write here what u want

snailx3 11/23/2024 4:31 PM

or dm me

snailx3 11/23/2024 4:31 PM

mention timezone if ur not from europe

0526pin 11/23/2024 4:39 PM

On the evening of November 30th at 9pm, East Eighth District

0526pin 11/23/2024 4:40 PM

I will make the modifications tomorrow😀

jsontw 11/23/2024 5:03 PM

kk

jsontw 11/23/2024 5:03 PM

ready when u changed

0526pin 11/24/2024 1:55 AM

Changed the color of the background and added some hints

weixun.map
997.67 KB
entity0704 11/24/2024 2:41 AM

🎉

0526pin 11/24/2024 3:31 AM
snailx3 11/24/2024 6:48 AM

<t:1732968000:F>

snailx3 11/24/2024 6:48 AM

that?

0526pin 11/24/2024 6:57 AM

yes

bai_bau 11/24/2024 2:23 PM

🔥

jsontw 11/24/2024 4:24 PM

These are not needed

DDNet 11/24/2024 4:27 PM

The map is now ready to be released! Difficulty Rating: ★☆☆☆☆ Unoptimized version: https://discord.com/channels/252358080522747904/1268185956066922550/1310061286113021954

DDNet 11/24/2024 4:27 PM

Optimized version attached. Changelog:

weixun.map
914.44 KB
snailx3 11/24/2024 4:37 PM

knusk1 11/29/2024 4:54 PM

not important but:

anthonyyx 11/29/2024 6:07 PM

bruh i tried to do this while testing but could never get it 😭

happymaciek 11/29/2024 11:00 PM

Grandma speedrun trick

0526pin 11/30/2024 1:39 AM

Can I still make adjustments to the map?

0526pin 11/30/2024 1:50 AM

Due to my mistake, this place has been added with two more squares, so it seems that it is not possible to go up with a hammer

0526pin 11/30/2024 2:01 AM
weixun.map
997.72 KB
knusk1 11/30/2024 7:43 AM
@snailx3
snailx3 11/30/2024 8:49 AM

done

0526pin 11/30/2024 10:41 AM
DDNet 11/30/2024 12:06 PM
@0526pin

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!

kinki9487. 11/30/2024 12:17 PM

ARE U SURE THIS IS ONE STAR MODERATE MAP??????????

kinki9487. 11/30/2024 12:22 PM

you mean this is 1*, right???

itom6176 11/30/2024 12:33 PM

Its more like 3

itom6176 11/30/2024 12:33 PM

But good mappa

coke1465 11/30/2024 12:34 PM

still wrong ratings? xd

coke1465 11/30/2024 12:34 PM

pls let someone rate maps who know something, its painfull to see so much mistakes

itom6176 11/30/2024 12:35 PM

Its not near a novice atleast

coke1465 11/30/2024 12:35 PM

yeah its not easy to notice just by pictures xd

coke1465 11/30/2024 12:49 PM

its something between 2-4

coke1465 11/30/2024 12:49 PM

3

balami. 11/30/2024 12:51 PM
@jsontw

can you explain why you rated it 1*?

jsontw 11/30/2024 12:52 PM

Honestly I just took it from this message

jsontw 11/30/2024 12:52 PM

Hmm mechanically it should be a little higher I guess :p

balami. 11/30/2024 12:53 PM

ohh...

cheeser0613 11/30/2024 12:53 PM

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

balami. 11/30/2024 12:54 PM
@aoetw

can you explain why you rated it 1*?

coke1465 11/30/2024 12:54 PM

yes that too, but its a part of the testing b4, to make sure its balanced etc

balami. 11/30/2024 12:54 PM

i guess we can rate it higher but testers need to somewhat agree first 😅

jsontw 11/30/2024 12:54 PM

But I didn't disagree too much with 1* when I wrote ready 1 too

jsontw 11/30/2024 12:54 PM

But now that I think more about it, it might actually be harder than 1

coke1465 11/30/2024 12:54 PM

feels like a harder easy map 3,5*

jsontw 11/30/2024 12:56 PM

More like 2-3

itom6176 11/30/2024 12:56 PM

3 is fair ig?

jsontw 11/30/2024 12:56 PM

yea

itom6176 11/30/2024 12:56 PM

Isnt that faily

itom6176 11/30/2024 12:56 PM

Just some mechanics are a bit harder

jsontw 11/30/2024 12:56 PM

Map is not too long as well

itom6176 11/30/2024 12:56 PM

ye

coke1465 11/30/2024 1:04 PM

faily and a bit brain

coke1465 11/30/2024 1:04 PM

3

coke1465 11/30/2024 1:04 PM
  • a bit unbalanced
thekid36 11/30/2024 1:12 PM

agreed

.freezy_ 11/30/2024 1:29 PM

3* seems fair

aoetw 11/30/2024 2:34 PM

I figured it was an easy map, was thinking like 1-2 stars 🙂

balami. 11/30/2024 2:38 PM

alright i see. are you fine with rating it 3*?

balami. 11/30/2024 2:38 PM

i can see it being 2* too

aoetw 11/30/2024 2:38 PM

Ye

0526pin 11/30/2024 3:15 PM

👀

DDNet 11/30/2024 3:18 PM

Optimized version attached,

@catseyenebulous

. Changelog:

weixun.map
914.49 KB
catseyenebulous 11/30/2024 4:20 PM
@snailx3

Optimized version, and can you please change the rating to 3*?

flyersivs 11/30/2024 5:02 PM

short but too much mechanic ;-;

flyersivs 11/30/2024 5:02 PM

and quite alot part

snailx3 11/30/2024 5:23 PM

done

0526pin 12/01/2024 12:44 AM

An obvious texture issue

DDNet 12/01/2024 12:44 AM

Post-release updates need to be uploaded manually. Please reach out to an administrator.

catseyenebulous 12/01/2024 1:00 AM

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

0526pin 12/01/2024 1:07 AM

Okay, so is the update still posted here?

catseyenebulous 12/01/2024 1:14 AM

Yeah just post your fixes here. As I said if it's gameplay relevant it will get updated quickly.

catseyenebulous 12/01/2024 1:16 AM

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. :)

happymaciek 12/02/2024 9:58 PM

Will this map have a difficulty change?

oxyzo. 12/02/2024 9:59 PM

$decline reason:map too hard for a noob like me

DDNet 12/02/2024 9:59 PM

This command was not found.

balami. 12/02/2024 10:02 PM

yes

catseyenebulous 12/02/2024 10:03 PM

Is it not updated already?

happymaciek 12/02/2024 10:03 PM

Still a 1* when i played it like 20 minutes ago

catseyenebulous 12/02/2024 10:04 PM
catseyenebulous 12/03/2024 3:19 PM

Can you check now?

happymaciek 12/03/2024 3:25 PM

Sure lemme boot up my laptop

happymaciek 12/03/2024 3:28 PM
@catseyenebulous
catseyenebulous 12/03/2024 3:36 PM

Hmm, ok looks like it needs a bit more time. If you select it on the website it shows as updated.

balami. 12/03/2024 3:41 PM

it's a bit buggy ._. should be fixed soon (i talked to snail about it today)

snailx3 12/04/2024 12:57 PM

should be fixed (thanks to

@murpi

)