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$decline

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better luck next time
@catseyenebulous
also i think you could move it up to edge

so if u land on edge u can go back faster

Nope there is freeze on it. Not sure where it comes from now I just played the map. :D

idk if its even possible cause i never did it but i thougt what if there is a way to keep sg after you fail

like hook in the corner from 3 tiles far

smh

Yes you could do that.

this skip is usseles right

i think so

I know why: I had to move the groups in front and they were behind the blocks before.

good map ^^ but too hard 4 me π¦

took 47mins to finish


you can do parts faser/more flow

was hard to get him under

good map overall π

Thanks for testing. :)

this map so cool, still dont know how some parts work and im getting epilepsy from weapons blinking but cool concept and finally some good aim map ( love aim maps)

put epilepsy warning at the start of the map

Oh I'm sorry. π

- Changed grenades mentioned by I.K.U
- Added switches that activate all previous weapons removing possible fails on some parts.

If anyone knows a way to make the blinking of deactivated weapons more pleasant I'm happy to implement it. ^^

u cant really unless you put it in the ground or something

but that wont work well

Ok


Who would play in entities?


this map is not rly playable on design tbh, too bright, colors are blending together, bg almost same color as tiles, somehow hard to see HT, bg is too bright with all those stars

I can see the blending together part, but too bright? Are we looking at the same screenshot?


okey maybe not, maybe its just the stars


good changes π

skip

that's my fault XD

another skip

No I guess I forgot to test that one. :P

π§

I know about that one but it's hard to fix without breaking the part.

- Fixed the first skip
- Fixed some design issues


Ohh nvm but it would make it somewhat impssobile now xD

That would actually work with the new unhooks.

- I think the cheat is impossible now

i tink u can clse


If the current solution isn't liked I could try that.

- Improved the ending of part 8
- Removed one tele at the start of part 9 for a more consistent start and added more tele at the end to go back faster
- Minor design fixes



idk im bad or map have issues. I've played two parts and I think the timing is broken on this map.


u can do it like this way.

and it broke flow, ye u can do it with a single hook, but it's much more difficult. So I don't see any reason for this switch to exist. 1 single hook too diff 2 double hook too ez and broke flow. My fix: I just remove the switch and the laser becomes permanently active.


maybe im too bad for this map idk.

i didnt feel anything odd with the timing on the first 2 parts,

I like mep π


u dont have to do it perfectly, its fine as it is

actually i will wait until i test it properly until i write a thing about one nade part

I know, but it's weird to me that sg has a big window and flexibility when the rocket has such perfect timing.

but its not perf timing bruh

i will play it 100 more times, maybe i will change my mind lets see

don't, I'm just stating my opinion.

i didnt wanna be mean or offensive by any means, sorry if its sounded like that

Ah sorry, I mean you don't need to play it 100 more times. we can just wait for other opinions, or just forget about it.


To me that just looks like how it's supposed to be besides that you want to rehook before moving on.



that's exactly what I'm talking about.

so your issue is, that you cant jump instantly, but have to wait for the dummy to hit the button?

Then we are not talking about the same thing?

You can just move on I don't understand why you need to drop your dummy down to do a rehook it's the exact same thing.


its have so tight timing(sry for ping)

- Fixed skips mentioned by VΓ©Na
- Added a hooktrough at the start of the first part for DeKaeL and improved the design for the edge
- Added more tele after the laser for part 3 & 4 to go back faster after a fail
- Moved the shields after the lasers at parts 5 & 8 to prevent potential skips
- Added design for the out of the map blocks
- Added a hint at the start for automatic weapon selection


Map channel has been moved to waiting mapper.


it's anti cheat (was discussed in the channel earlier)


oh i see it now

You might also want to adjust freeze/tp color to give it more contrast


for me the map is harder further u progress more than easier

Maybe that was just subjective then, thank you for giving your opinion. π Would like to have some more opinions on that

How would you do it? I only used it so you donβt have to rehook before the swing under.

vena just hates special tiles, even if they improve the gameplay


cant u just move the corner -> ?

Do exactly what louis said, that why i said you have space on the right

the start would be slower, if you move some stuff?

So you guys would rather do a weird rehook than have some tiles to make it a bit faster?

They are too similar to each other or in relation to the background?

too similar to each other

What do you mean by "Sometimes you don't get laser here"? Do you fall besides it? Does your dummy/partner miss the switch?

I mean that the timing is kind of precise and while it feels like youβre doing everything right, you still donβt get the laser

i agree with freezy, had the same problem

It's hard for me to guess what feels wrong to you. Can you explain or send a video how you do it?

I was mostly just below the laser when my dummy hit the switch I think


scary map π»

it doesnt need to be a weird rehook

for example u could move it right and make it hookthru instead, make it vertical hookthru, make a small filler move that's quick but isn't as awkward, etc

can u not also just remove both the hookblock and the corner altogether, just have dragger hook from the hookthru?

So what about the weapon reset?

if u rly wanna keep the hook block i'm sure its fine, i just think its ugly (and i guess some others)

if u need the weapon reset inside a block you could still do the corner and then make a short filler move

i can see why u want to keep it so its ur map ur choice at the end of the day, not really a necessecity but i'd recommend working around it

So a row of open shields above the first hook are less ugly than a line of hook blockers below inside the freeze? Okay.

- Changed first part to remove 'ugly' hook blockers.
- Moved shotgun two to the left on part 4 and the switch button for the laser two down so it activates earlier.
- Fixed missing shield mentioned by Freezy.
- Moved switches to activate weapons on the previous part into the tele to the next part.
- Changed freeze color.
- Changed font color.

like i said, nobody is forcing u to change those hook blockers, if you don't want to then don't

I don't even think that would work since it would keep you from picking up the shotgun.

Well tell me if you like the gameplay on that section now more or not.

fix this skip by adding hook blockers



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

what u think?

Map filename must match channel name.

In this version, you need to move both shields 4 tiles to the left to fix the skip

looks way nicer

This is better now and I'd almost say it's fine but it could still be problematic like this I guess even though you minimised it

This is still pretty rough and unintuitive imo

You might wanna put the sparky stars and comets in HD

Besides that it looks ready to me

Map channel has been moved to waiting mapper.

- Made the jump to pick up laser at part 9 a bit easier.
- Reverted the start of the first part to the original. (I didn't enjoy the changed version)
- Stars and comets are now HD.

I think there should be still some challenge to the jumps so I'm leaving part 4 as it is currently. The window in which you have to jump is big enough in my opinion.

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

ready after

Oh, how did that get there?

at least put it somewhere where it doesn't look like the whole testing team trolled

at finish or sth

if u want to keep it

Did you look at that spot in design?

no

To explain myself: That's the natural shape that came out after trying to design it like the ones before.

Oh I see but better put it where there is no gameplay because otherwise it looks very out of place

- Fixed.

XD

The map is now ready to be released! Difficulty Rating: β β β ββ Optimized version attached. Unoptimized version: https://discord.com/channels/252358080522747904/1275511899529941216/1281974086129680404

good spot

Thanks.



Thanks for testing everyone!


Your welcome! π£

- Corners.

Fixed, thanks.

cool map

i just couldnt get it somehow working fine by just going from nade directly, because the hook releases too early while im rocketjumping above

otherwise probably my favorite part of the map


Hmm interesting. I find the effort for a double more than the instant one from above. :) The double isn't breaking so I think it's fine to keep. The other part is intended like you drew - it was more obvious in a previous version but didn't work as well.

good to know, thanks. just starting above at the nade didnt let me keep the hook long enough and just felt weird. idk if its only me xd

Not sure, all I can say that it works for me but I guess I played that part a lot more as well. π

- Had a wrong version for the eyes.

Saved 2.61KB! π€

The map is now ready to be released! Difficulty Rating: β β β ββ Optimized version attached. Unoptimized version: https://discord.com/channels/252358080522747904/1275511899529941216/1282287282791125023

just dont use entities

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!

Good map
@catseyenebulous
Thanks.


fr this is a cool map

good map

good map

map is unplayable in design lol, at least it should be playable (old rules)

i did rank3 (former r2 btw) with design on

i say it's playable

skip

nah its not, background is bad

stop hating. hater.

(message deleted)

π

Yeetus deletus

isnt it your bedtime

Didnt you promise me some good music from you like 1 year ago ?

i already have 3 songs. working on my 4th. took a few months break but im back in it.



please keep your messages testing/map related.


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

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

Optimized version:

Optimized version. :)

rest is good

Felt like people were doing it a way harder way than intended. :o

sometimes if u nade jump too fast it doesnt go under

so you would get trolled some attempts on new ver

Don't go so fast.

No, got a better solution? :D

I feel like this would help people who struggle with the part more than people that are going too fast.

(Saw a lot of players confused about the part and trying the wrong thing.)

Ye its much easier but everyone was doing it this way so why not

+its only the second part if I remember

That looks like it will be a lot easier. :D But I can work with that I guess, thanks.

Didnt test for how easy it would be obv so decide for yourself


thats alot of changes... are ranks impacted at all?


Only yours.



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

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

Optimized version:

hopefully the design is playable now π

This looks like an essential part change which would affect ranks (+ where is rocket?)

It's hiding.


(Blinked off when I took the screenshot.)

I'm not familiar with the deleting rank rules but the time to complete the whole map shouldn't have changed.

Perhaps, but the whole purpose and difficulty of the part changed. This might not only affect times (due to failure) but maybe even whether someone finished or not.
While minor quality of life changes and skip preventions are completely fine without doubt, Iβd probably recommend not to make major part changes without important reasons

dw i will rebeat it for better r1

so rank 1 wont be a problem




It's not really about you but about each rank individually

Well I can clearly say that
@soulyvevodidn't finish the map because of that part.

This seemed to be the most confusing part and early in to the map.

I don't see why it would be such a big deal also it's still within the two weeks (but let's not talk about that). You really think that it matters that much having changed how the part works just a bit that all the ranks would be affected?

Isnt new way faster anyway, so why bother

I'd generally suggest to not make "unnecessary" changes after release

I see it as necessary though since it confused a lot of players early on.

This part just happens to have another solution that is much easier to see but is also very annoying to do

Would this have been better? https://discord.com/channels/252358080522747904/1275511899529941216/1296516937253126195

I'd say yes

Fixed a few design issues with tiles. Dimmed the stars a bit.


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

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

Optimized version:

Hope it's fine now. π

Referring to this.

done

Thanks. :)

objectively, many things in the background are poorly/unnaturally designed or barely playable


Many things? Like the stars, stars and the other stars?

the comets don't move in the direction they were originally meant to, which makes it look weird. background color and tile color are too similar, stars are too bright and the clouds don't look right either

the contrast between outside and inside the map should be more clearly recognizable (if u use almost the same colors)

As long as design is your biggest concern I think I can live with it.

design is definitely playable idk why everyones tweaking abt it

actually only one person is tweaking

I knew something like this would happen if I told you what is badly done, but you can't improve like this. You see it too much as an attack on your first map, the first map is never perfect..These are just the things we noticed directly

Your comments are quite personal. You could improve your feedback quality π

Well at least this time I dont think Coke said anything personal so I can respect it Its just that the issue itself seems very minor (i play in entites but I tried the map without them and honestly its fine)

"you can't improve like this" "You see it too much [...]" that message is clearly personal (assuming things about catseyenebulous)

I mean this is equally personal xD but i think both msgs are pretty chill

Isnβt feedback to the mapper always personal?β¦

last months i saw so many personal comments on him aswell and people reacted with a clown emoji on his comment in this channel which isnt really nice either. His comment now is relatively harmless. And tbh it is a valid critic. For me it could also have a bit more contrast.

(nonetheless i really like the design)

I can try change the design to have more contrast but i do feel i made it playable. But regardless, ill work on something even if it bothers one person. Coke is my boy.

