"Amnesia in Deep Space" by bit [Dummy]
DDNet 07/08/2018 12:05 PM
DDNet 07/08/2018 12:05 PM
bit 07/08/2018 12:06 PM

wow, so fast.

bit 07/08/2018 12:06 PM

good job, you are the best bot

pisun 07/08/2018 12:46 PM

$rate balance=6 flow=7 creativity=9 playability=6 fun=2 design=1 bonus=0

bit 07/08/2018 1:04 PM


bit 07/08/2018 1:04 PM

you tested so fast

pisun 07/08/2018 1:15 PM


pisun 07/08/2018 1:17 PM

I really like the map. Maybe I can't finish it, but it's really cool. πŸ˜„

bit 07/08/2018 1:23 PM

thank you !

Ravie 07/08/2018 1:44 PM

Nobody is forcing you to use high-res bitmap images, they drastically increase the file size. They also look really un-teeish.

Danie74 07/08/2018 2:16 PM

Delete at unused tiles

Danie74 07/08/2018 2:40 PM

Enitity bugs

Danie74 07/08/2018 2:43 PM

Enitity bugs

Danie74 07/08/2018 2:44 PM

$rate balance=5 flow=6 creativity=8 playability=6 fun=2 design=1 bonus=0

Danie74 07/08/2018 2:47 PM

Nice map

bit 07/08/2018 2:47 PM

thank you so much!

Danie74 07/08/2018 2:47 PM


bit 07/08/2018 2:47 PM

i will fix it now :3

Pipou 07/08/2018 2:51 PM

The background looks great even tho it's not teeish, the tiles don't fit at all and I can handly tell the difference between hookable and hookthrough, maybe you could have made it look like a space station. I think by "fog" you mean nebula. Why are there 2 waves if only 1 is moving ? Can't you make the map lighter ?

bit 07/08/2018 3:21 PM

oh, i can rework the tile to make they look more different. the wave is bug i will fix. πŸ˜… and thanks a lot for your careful testing 🌸

bit 07/08/2018 3:43 PM

yea, i have made it lighter now, a bit



bit 07/08/2018 4:14 PM
bit 07/08/2018 4:14 PM


bit 07/08/2018 4:16 PM

fixed wrong tile , lighter bg , lighter hookthrough, and other small changes for good gameplay

Brokecdx- 07/08/2018 4:24 PM

$rate balance=6 flow=6 creativity=6 playability=6 fun=3 design=3 bonus=0

jao 07/08/2018 7:33 PM

I think "map & designed by" is not good english, should probably be "map & design by" or "mapped & designed by" ?

jao 07/08/2018 7:33 PM

and "thanks to" not "thanks for"

jao 07/08/2018 7:34 PM

ah no nvm

jao 07/08/2018 7:34 PM


bit 07/09/2018 3:28 AM

lol, my English is bad, I will change itπŸ˜…

bit 07/09/2018 3:29 AM

thank you !

bit 07/09/2018 4:31 AM

fixed lanuage bug 😬

worstwish 07/10/2018 10:07 PM

$rate balance=7 flow=8 creativity=7 playability=6 fun=2 design=2 bonus=0

bit 07/11/2018 2:37 AM


Genex 07/16/2018 9:59 PM

Its a very nice map Design is on point but a bit laggy or it's just my pc idk parts are very interesting good to play

bit 07/17/2018 4:30 AM

☺ Thanks a lot for your testing! this map has some animations and complex background, it may cause the laggy in some pc. maybe turn off the 'high_detail' in setting will help.

Genex 07/17/2018 5:45 AM

Well I will try it^^

texnonik 08/11/2018 1:32 PM

i just opened map and at start you can out of here with out getting start the race ... ( but its perfect pixel movement and speed ) but its possible so its easy to finish in some seconds this map

skua 08/11/2018 1:47 PM

Do you mean skipping startline?

texnonik 08/11/2018 1:57 PM


Genex 08/11/2018 2:10 PM

$rate balance=8 flow=8 creativity=7 playability=7 fun=2 design=3

Genex 08/11/2018 2:10 PM

Realy good map like the parts and the design is awesome

bit 08/12/2018 1:25 PM

fix startline skip

Persus 08/12/2018 2:21 PM

i want a demo of you going through the kill tiles in the old version. You cant go trough vertical kill tiles afaik under any circumstances.

bit 08/12/2018 3:02 PM

I cant do that.


did it

texnonik 08/12/2018 3:44 PM

i didnt did that in your map but i remember i did special part ( to do that )

texnonik 08/12/2018 3:44 PM

with tp is a lot easyer

bit 08/13/2018 9:10 AM

oh ok, i am not very clear what you did πŸ˜… , but whatever there are no skip at startline now. πŸ˜„

bit 08/14/2018 3:31 PM

fixed a tile bug and did a bit change πŸ˜…

bit 08/16/2018 1:35 PM

a bit change about logo

Kicker 08/18/2018 10:53 AM

if u spawn and holding A u will fall down without dj, its a bit annoying

Kicker 08/18/2018 10:55 AM

Annoying to run so much everytime, try to do something with cp

Kicker 08/18/2018 12:05 PM

$rate balance=6 flow=6 creativity=7 playability=6 fun=4 design=2

bit 08/19/2018 1:54 PM
bit 08/19/2018 1:54 PM

Thank you!!!

Silex 08/23/2018 11:59 AM

bit most weird design award winner

Silex 08/23/2018 11:59 AM
Freezestyler 08/23/2018 6:10 PM

so true omg

bit 08/23/2018 6:52 PM

You finally started testing this map.πŸ˜‚

Jesus Christ 08/25/2018 2:21 PM
Jesus Christ 08/25/2018 2:21 PM
Jesus Christ 08/25/2018 2:21 PM

mark arrows

bit 08/25/2018 2:27 PM

Emmm, Kicker told me that it doesn't need make arrows, idk

Jesus Christ 08/25/2018 2:28 PM

i saw him doing the part on the second screen and he was confused why his dummy was pulled

bit 08/25/2018 2:29 PM


Jesus Christ 08/25/2018 2:29 PM

is there any problem marking these arrows?

bit 08/25/2018 2:36 PM

They told me that not evey where need the arrow mark. Anyway, OK I will mark it

bit 08/25/2018 4:41 PM

i will fix it tomorrow, now i have to sleep

bit 08/26/2018 5:09 AM
Syltoox 08/31/2018 5:44 PM

its annoying to hammer ur dummy in, without him hitting the teleporters.. there is also the way to let ur dummy hold "A", but that shouldnt be the only way to do the part in an easier way

Syltoox 08/31/2018 5:45 PM

hard to get in there :/

Syltoox 08/31/2018 5:46 PM

this part is very long and it isnt fun for me to do it over a long time without an cp

Syltoox 08/31/2018 5:53 PM

$rate balance=6 flow=5 creativity=8 playability=6 fun=3 design=2

Syltoox 08/31/2018 5:54 PM

only few parts which i liked much, map is okay.. some unbalanced parts(if u wanna know more about balance flow etc, pm me)

Kicker 09/01/2018 11:20 AM

i dont understand ur first screen "there is also the way to let ur dummy hold "A", but that shouldnt be the only way to do the part in an easier way" it was planned like this, and why it should be the only way to do the part

Syltoox 09/01/2018 1:59 PM

if it is planned like this, then i dont like the idea of switching to dummy and let him hold A. and how couldnt u understand? i think the way to hammer your dummy in the hole, then catching him is the right way and the other way is only intended. i even asked Broke to show me how to do it and he started by hammering his dummy in the hole. i just wanna say that i dont like the 2nd way + there could be more space to hammer the dummy in

bit 09/02/2018 1:58 AM

Thank you so much for your testing and detailed comments. But I am very sorry that there are some things to deal with at home in the next few days, i can't modify the map these days.


You can delay the test of this map for a while.

bit 09/07/2018 3:09 PM

im back

bit 09/07/2018 3:09 PM

i changed the first part

bit 09/07/2018 3:10 PM

no more hammer dummy now. you can just swing

bit 09/07/2018 3:11 PM

i agree syltoox that the 'hold a & hammer' is bad to flow

bit 09/07/2018 3:12 PM

now 2 tiles space to through

Syltoox 09/07/2018 3:14 PM


bit 09/07/2018 3:15 PM

the 3rd screen is long, but its not hard i think. so i decided to keep this

bit 09/07/2018 3:15 PM

i have tried the first part, its much easiernow

bit 09/07/2018 3:16 PM
bit 09/07/2018 3:18 PM

you mentioned that there are some unbalanced parts, i wanna know thatπŸ€”

bit 09/07/2018 3:19 PM

i can do some change

Syltoox 09/07/2018 3:19 PM

agree with 1st part its better now. will tell u unbalanced things

bit 09/07/2018 3:22 PM

ok, when you are free

Syltoox 09/07/2018 3:23 PM

you could remove these tele tiles for the rocketfly

bit 09/07/2018 3:24 PM


Syltoox 09/07/2018 3:25 PM


bit 09/07/2018 3:25 PM


Syltoox 09/07/2018 3:26 PM

so if u reached it once, u dont have to do it from beginning which makes less annoying

bit 09/07/2018 3:27 PM

but there is a cp

Syltoox 09/07/2018 3:28 PM

its the cp after u did the part.

Syltoox 09/07/2018 3:28 PM

isnt it?

bit 09/07/2018 3:28 PM

you can get cp63 first , then do next part

Syltoox 09/07/2018 3:29 PM

well u can get him up there. but hm

bit 09/07/2018 3:29 PM


bit 09/07/2018 3:29 PM


Syltoox 09/07/2018 3:30 PM

u have to hook him every time again in the speeders

Syltoox 09/07/2018 3:30 PM

if he falls in tele

Syltoox 09/07/2018 3:32 PM

also btw

bit 09/07/2018 3:32 PM


Syltoox 09/07/2018 3:32 PM
Syltoox 09/07/2018 3:32 PM

why does it open laserroom?

Syltoox 09/07/2018 3:34 PM

maybe i misunderstood the part

bit 09/07/2018 3:35 PM

oh, it should be the close laserroom

bit 09/07/2018 3:36 PM


bit 09/07/2018 3:38 PM

well, i dont want to change this part. i think its not tooo long and its not too faily

bit 09/07/2018 3:38 PM
Syltoox 09/07/2018 3:38 PM


Syltoox 09/07/2018 3:38 PM

changing the deactivate 7?

bit 09/07/2018 3:38 PM


bit 09/07/2018 3:38 PM

i did the change

Syltoox 09/07/2018 3:39 PM

can u join my server quick ?

Syltoox 09/07/2018 3:39 PM

name 72x

bit 09/07/2018 3:39 PM


bit 09/07/2018 3:41 PM

oh, i cant join that server, bad network

Syltoox 09/07/2018 3:41 PM

okay i try to explain

Syltoox 09/07/2018 3:52 PM

okay explained in privatechat and it is a skip πŸ˜„

bit 09/07/2018 3:56 PM
bit 09/07/2018 5:07 PM
bit 09/07/2018 5:10 PM
Syltoox 09/07/2018 5:14 PM

seems rdy for me

bit 09/14/2018 4:07 PM

fixed a little skip near the beginning

Starkiller 09/17/2018 11:53 PM

disable deepfly

Starkiller 09/18/2018 12:30 AM

$rate balance=6 flow=6 creativity=9 playability=6 fun=2 design=2

bit 09/18/2018 1:05 AM

thanks for your testing ! Do you have any advices about the balance and flow? So I can improve it.

Starkiller 09/18/2018 1:07 AM

sure. ill show u tomorrow

bit 09/18/2018 1:07 AM

Ok , thank u!☺

Starkiller 09/18/2018 12:12 PM

rated balance that bad bcuz many drag parts are very unbalanced. some parts are much longer than other but have the same difficult. also rated that low bcuz cp 10 and 20 looking a bit hard than others (idk maybe its just me but it looks like u cant balance deep drags very well) also cp 14 is a bit too long

Starkiller 09/18/2018 12:20 PM

cp 5, 10, 11, 14 dont flow very well. drag parts are breaking the flow a bit (again maybe its just me) also jetpack part breaks the flow rlly hard

RonIn 09/19/2018 4:29 AM

$rate balance=4 flow=5 creativity=8 playability=5 fun=1 design=1

RonIn 09/19/2018 4:29 AM

make rocket on cp 66

bit 09/19/2018 6:52 AM

thank you ! i have changed something in these parts you mentioned. here the preview:

bit 09/19/2018 6:53 AM

CP 14 (a bit change, i hope it can help)

bit 09/19/2018 6:53 AM

CP 20

bit 09/19/2018 6:53 AM

CP 20

bit 09/19/2018 6:54 AM

CP 5

bit 09/19/2018 6:54 AM
bit 09/19/2018 6:54 AM

CP 10

bit 09/19/2018 6:54 AM

CP 11

bit 09/19/2018 6:54 AM
bit 09/19/2018 6:57 AM

so i really hope that you can test it and rate again.thanks!

bit 09/19/2018 6:58 AM

if you have idea about improving these part, plz tell me, i need it

bit 09/19/2018 7:03 AM

hi thanks for your testing ! i have added the rocket at cp 66. I want to know your opinion about the balance , flow and playbility. i hope i can rework on it to get higher score from you

bit 09/19/2018 7:05 AM

CP 5

bit 09/19/2018 7:06 AM
Jesus Christ 09/19/2018 12:31 PM
Jesus Christ 09/19/2018 12:31 PM

add unfreeze

bit 09/19/2018 12:35 PM


Syltoox 09/19/2018 1:05 PM

i dont understand the low balancing

Syltoox 09/19/2018 1:05 PM

atm it is on 5

bit 09/20/2018 1:48 AM

do u have any reason for low balancing ?

RonIn 09/20/2018 1:49 AM


RonIn 09/20/2018 1:49 AM

Maybe you update ur map

RonIn 09/20/2018 1:49 AM

Idk if you changed something

bit 09/20/2018 1:56 AM

Y, I have updated it...

bit 09/20/2018 10:39 AM

changed gay part

Starkiller 09/20/2018 1:34 PM

as i said. disable deepfly

bit 09/20/2018 1:35 PM


bit 09/20/2018 1:35 PM

Deeply is disabled now I think

Jesus Christ 09/20/2018 2:44 PM

$rate balance=6 flow=6 creativity=9 playability=6 fun=5

bit 09/20/2018 3:39 PM

thank u ! Jesus Christ

bit 09/20/2018 3:39 PM
RonIn 09/21/2018 9:22 AM

$rate balance=6 flow=6 creativity=8 playability=6 fun=2

Syltoox 09/21/2018 9:28 AM


Syltoox 09/21/2018 9:28 AM

$rate flow=6

bit 09/21/2018 10:27 AM

thank u!

Amu~Cookie 09/23/2018 9:12 AM

$rate balance=6 flow=6 creativity=8 playability=6 fun=3

bit 09/23/2018 9:28 AM

thank U

jao 09/24/2018 3:44 PM


jao 09/26/2018 1:15 PM

switch 2 activator looks superfluous, switches are activated by default

Jesus Christ 09/26/2018 1:21 PM
Jesus Christ 09/26/2018 1:21 PM

u forgot about it

Jesus Christ 09/26/2018 1:21 PM

cp30 pls

jao 09/26/2018 1:29 PM

you shouldn't spam entities off signs for every little thing. e.g. this is ultra obvious and doesn't need any explanation

bit 09/26/2018 2:28 PM

☺ oh,i will fix it soon

bit 09/26/2018 3:54 PM
bit 10/16/2018 1:56 PM

fixed a bug

jao 10/22/2018 10:32 PM

this map is so messy in entities

jao 10/22/2018 10:32 PM

what's this

use normal tele instead lol

jao 10/22/2018 10:33 PM

generally, use normal tele everywhere you can

jao 10/22/2018 10:33 PM
jao 10/22/2018 10:35 PM

can this not be solved with 1 switch? also, is it really 11 seconds when the red pull is delayed for 13 seconds?

jao 10/22/2018 10:36 PM

something is offset here

jao 10/22/2018 10:45 PM

don't place TO-teles high above the ground please. 1 tile above it when both tees might be ported to the TO-tele, otherwise directly one the ground

jao 10/22/2018 10:52 PM

red-marked speeder doesn't really make sense + it's not marked. green-marked switches are redundant - switches are activated by default. you should probably hint the laser blockers. in general that part is not well implemented. you have to resort to switches as an anti-cheat, an extra CP to prevent stupid failing, a back-tele + entities-off-sign because of that extra CP.. could probably get rid of half of the game-tiles with a bit smarter mapping

jao 10/22/2018 10:58 PM

green-marked switches should be removed and replaced by a

server settings. red-marked switch should be moved onto the TO-teles, or even better onto the FROM-teles. blue-marked endless-off should be marked, or better removed. there is no advantage in having endless there so it effectively just spams chat. yellow-marked tele should be marked in an obvious way, then you can get red of the info text

jao 10/22/2018 11:00 PM

this is a hard map, you don't need to give instructions for obvious things (also everywhere else)

jao 10/22/2018 11:02 PM
jao 10/22/2018 11:02 PM

these switches seem redundant (switch is closed anyways)

jao 10/22/2018 11:05 PM
jao 10/22/2018 11:06 PM

please don't mimic normal tele behaviour with CP-tele.. (also everywhere else)

jao 10/22/2018 11:08 PM

use shorter door laser tiles instead so that it won't overshoot (also everywhere else)

jao 10/22/2018 11:10 PM

speeder, stopper, etc markings should be above the game-layer

bit 10/23/2018 7:31 AM

observant jao xD

bit 10/23/2018 7:38 AM

cp tele in first screen is to avoid a skip like this:

bit 10/23/2018 7:38 AM
bit 10/23/2018 7:47 AM

red and green pull is both necessary. when player hammer his dummy, the dummy may get a big speed and fly out of the pull area, the red pull is for slow down the dummy and it will open for 3 seconds. the green pull keeps dummy in the area and player can drag it out easily(if i use all red pull then play cant drag dummy out )

bit 10/23/2018 7:48 AM

the stopper is for making dummy not shake

bit 10/23/2018 7:49 AM
bit 10/23/2018 7:49 AM

i will fix others soon

bit 10/23/2018 8:55 AM
jao 10/23/2018 11:59 AM

ah I see.. CP-70 you can still map less messy by placing it on the hammer-on tiles

jao 10/23/2018 12:00 PM

have you tried placing the switch-activator-13 tiles where the laser-blocker tiles are? should still work, but requires less tiles

bit 10/23/2018 12:44 PM

good idea xd, it works

bit 10/23/2018 12:45 PM
jao 10/23/2018 3:42 PM

I would like if you apply fixes for the issues I showed with examples on the whole map

jao 10/23/2018 3:42 PM

would save me a good amount of time πŸ™‚

bit 10/24/2018 4:52 AM
bit 10/24/2018 4:52 AM
bit 10/24/2018 4:52 AM
bit 10/24/2018 4:52 AM
bit 10/24/2018 4:54 AM

tile bugs , useless instructions , switches and other small things were fixed like you said

bit 10/24/2018 4:55 AM

every TO-tele moved down

bit 10/24/2018 4:57 AM

marking things moved to the above of the game-layer

jao 10/24/2018 1:50 PM

this can be normal tele

jao 10/24/2018 1:50 PM

why do you need to keep these switches?

jao 10/24/2018 1:51 PM

weird lines

jao 10/24/2018 1:52 PM

left over entities-off-sign

jao 10/24/2018 1:53 PM

instead of having a normal marked tele with info texts, mark it it differently so that players recognize it as a blue/friendly tele

jao 10/24/2018 1:54 PM

superfluous CP

jao 10/24/2018 1:55 PM

superfluous CP

jao 10/24/2018 1:56 PM

move CP-8 to where the red marking is, so that you have the correct CP when going back

jao 10/24/2018 1:58 PM

this can be normal tele

jao 10/24/2018 1:59 PM

why the warning? since there is nothing to look out for, this just causes confusion

jao 10/24/2018 2:00 PM

superfluous entities-off-sign

jao 10/24/2018 2:05 PM

this feels unnecessary complicated. a simpler approach would be to give the dummy a CP in the red-marked area (+ CTO) and to change the blue-marked switch to a 0s-deleady switch-activator. also add a

setting. that allows you to get rid of all other switches as well as the back-tele

jao 10/24/2018 2:07 PM

you can remove the blue-marked CPs, change the red-marked tele to normal tele and move CP-67 to where the green marking is

jao 10/24/2018 2:10 PM

mismatched door; can probably be fixed by changing it to 6-long door laser tiles

jao 10/24/2018 2:15 PM

laser pull can be a non-switch one. green-marked laser blockers can be removed if you add one where the blue marking is

jao 10/24/2018 2:20 PM

superfluous switches

jao 10/24/2018 2:37 PM

no need to point out the obvious

jao 10/24/2018 2:49 PM

can replace this by a

setting (I think)

jao 10/24/2018 2:51 PM

I don't understand the intended way, can someone help? πŸ˜„

jao 10/24/2018 2:59 PM

these CPs are sufficient, no need to spam the whole thing

bit 10/24/2018 4:20 PM

omg jao

jao 10/24/2018 4:37 PM

apparently this doesn't work because of the green-marked stoppers

jao 10/24/2018 4:37 PM
bit 10/24/2018 4:42 PM

iam fixing

bit 10/24/2018 4:42 PM


bit 10/24/2018 6:24 PM
jao 10/29/2018 4:47 PM

red-marked shield seems superfluous. there should be stoppers in the blue-marked area. there should be a back-tele in the green-marked area. yellow-marked text is superfluous. pink-marked text is rather confusing. "turn off" what? just use normal switch-deactivator markings

jao 10/29/2018 4:53 PM

going back for laser at CP-9 part is way too tiresome, that should be shortened a lot

jao 10/29/2018 4:53 PM

left over entities-off sign

jao 10/29/2018 4:54 PM

superfluous entities-off sign. CP should be in the yellow-marked area and not in front of the platform

jao 10/29/2018 4:57 PM

yellow-marked switch-deactivators should be replaced by a

setting. CTO-13 should be in the red-marked area. blue-marked switch-activator should be 0s delayed. back tele is superfluous. tele-42 down right should be CP-tele.

jao 10/29/2018 4:58 PM

blue-marked speeders need to be marked

jao 10/29/2018 4:59 PM

blue-marked speeders need to be marked

jao 10/29/2018 5:01 PM

this spams chat a lot; should be replaced by a tune zone

jao 10/29/2018 5:12 PM

the directional info markings here aren't really helpful imo. there should either be a "get dj" text in the blue-marked area or no info at all

bit 10/30/2018 8:14 AM

☺ thxjaoiwillfixitsoon

bit 10/30/2018 8:40 AM


bit 10/30/2018 8:40 AM
bit 10/30/2018 8:40 AM
bit 10/30/2018 8:40 AM
bit 10/30/2018 8:40 AM
bit 10/30/2018 8:40 AM
bit 10/30/2018 8:40 AM
bit 10/30/2018 8:40 AM
bit 10/30/2018 8:40 AM
Gwendal 01/16/2019 11:19 PM

When will this thread revive ?

archimede67 01/16/2019 11:23 PM


archimede67 01/16/2019 11:23 PM

30 oct xd

texnonik 01/23/2019 3:37 PM

We need more maps released !

bit 02/24/2019 12:29 PM

heyyyyy, i am back. i was busy with some school things these months. when will this map be released?

bit 02/24/2019 12:30 PM


jao 02/24/2019 1:32 PM


jao 02/24/2019 1:32 PM

no motivation to test

archimede67 02/24/2019 1:33 PM


archimede67 02/24/2019 1:34 PM

that's a rip, but we only have 2 testers



jao 02/24/2019 1:36 PM


archimede67 02/24/2019 1:52 PM

that's tough considering the amount of maps in test rn

bit 02/24/2019 4:34 PM

add more testers !!! there are so many pro players xd

skua 02/24/2019 4:35 PM

become a tester

texnonik 02/24/2019 4:36 PM

The first part is annoying to test xD

bit 02/24/2019 4:36 PM


bit 02/24/2019 4:36 PM

i think this map was tested before

bit 02/24/2019 4:37 PM

tested by kicker starkiller and Jesus Christ, about 3 months ago

texnonik 02/24/2019 5:04 PM

oh ye i saw starkiller did it easy testing xD the map was easy for him

bit 02/24/2019 5:21 PM

xD hes insane

bit 02/25/2019 9:44 AM

this map was tested before, why not release it

archimede67 02/25/2019 11:14 AM

He needs to make sure everything is ok i guess

bit 02/25/2019 12:19 PM


Lady Saavik 02/25/2019 1:00 PM

if we released every map mappers claim that it's tested and ready and they fixed everything and we don't have to check it.... xd

Syltoox 02/25/2019 1:41 PM

scroll up

Syltoox 02/25/2019 1:41 PM
@Lady Saavik
Lady Saavik 02/25/2019 1:44 PM


Gwendal 02/25/2019 2:34 PM

he means that the map already've been checked by many players

@Lady Saavik
Gwendal 02/25/2019 2:34 PM

and even by Ravie i think

Ravie 02/25/2019 4:13 PM

Not really, annoying map to test

texnonik 06/02/2019 4:14 PM

Maybe delete 1st so that we would able to test the map and release it ?

Soapy Sandwich 06/03/2019 2:05 PM

Hard map XD Apparent from the parts i struggled it seemed good XD. Few things:

Soapy Sandwich 06/03/2019 2:06 PM

Could use a block here to make it less annoying XD

Soapy Sandwich 06/03/2019 2:07 PM

Here you need unfreeze as you put freeze in tp.

Not a fan of freeze in tp but its not a serious issue

Soapy Sandwich 06/03/2019 2:08 PM

Other than that I think maybe the nebula quad layer should be high detail?

Soapy Sandwich 06/03/2019 2:09 PM

And maybe its just me but I hate the waves that move across the screen. I find them distracting and annoying every time I see them.

Soapy Sandwich 06/03/2019 2:10 PM

Perhaps if they were more faded it would be better for me or a lot less frequent.

bit 06/03/2019 3:12 PM

thank you

@Soapy Sandwich


bit 06/03/2019 3:14 PM

added block on left of cto15

bit 06/03/2019 3:14 PM

added a unfreeze on cto 67

bit 06/03/2019 3:14 PM
bit 06/03/2019 3:14 PM

set nebula to high detail

bit 06/03/2019 3:15 PM

changed the opcity of wave from 0.8 to 0.25

bit 06/03/2019 3:16 PM

slowed down the waves

bit 06/03/2019 3:17 PM

i dont think the first part has problem

archimede67 06/03/2019 3:19 PM

no he means first map in test aka <#462934008427184138>

bit 06/03/2019 3:21 PM

oh πŸ˜‚

bit 07/11/2019 1:48 PM


jao 07/11/2019 1:52 PM