


ples no flame reverse shotgunno mappos

did ALOT of testing with ravie, welf and sorah also added logo and changed bg

Tunes


im aware that this map wont be as popular as my other maps, but ay, everyone that has played this (and finished it) said it's a pretty nice map 😄

We need hi_leute_gll back wo just says, shit map, declined


he liked this map tho xd



ofc its Creative just like he like

can't believe you made the basic CP cheat!


maybe use one CP (55) so it always works predictably

part with CP 8 and 9 is "cheatable", has unmarked stoppers and bad placed CP8 - I can show you in game all issues

sad fail

changed all of saaviks screenshots + some additional testing with her on the servers

jungle deathtiles should be external, not embedded

oopsies - changed that also soreu helped me with design, thanks!


added a small tutorial section + some other minor changes (ty to wælf)

Great map was alot of fun to test. This is definitely the kinda map I would run multiple times, that being said here are the things I didn't enjoy/my thoughts:









The ending of your map felt rather bad to me. The high speed climb just before felt epic and got me really hyped, this part however ruined the ending of the map for me. I would prefer to remember the map by the awesome climb or another similarly fun part and not have this part ruin my memory of the map.
I would recommend a fun easy ending to the map, which should leave players feeling awesome and increase the chance of them wanting to replay the map. Just my opinion XD


You could try use speeder arrows on the tele to's to slow down the tees fall in this section. That will allow you to lower the tele to's and thus not require players to zoom out to do the part.
Another option would be blue tp on the roofs with lower tele to.
Not sure how many players like zooming while running XD


Think that's all I could think of, didn't see any design bugs (other than the unnatural way your stars move XD)
This really is a great map, I had a ton of fun playing it 🙂

hey, wow thanks for your nice testing! helps me improve the map alot 😄 changed almost every screen except first one (cus im too domb to find a new way)

i kinda wanted to keep the long range pulling sg, but i made it more obvious to just go right and sg from above

also changed switch 4 deactivate position, so the switch 4 activate on totele 41 is not necessary anymore

Sweet will try give it another test later today 🙂

How about making the platform one tile lower (eventually), and extending the floating hookables under it a bit to the left so it's easier to get speed for going right?

idea based on the screenshot, haven't played it for long time

... or make the platform hookthru?

did what soreu suggested to me

Whole map felt great to me, you did a great job fixing. Map starts off flowing much nicer now too :)
I have a few extra suggestions from this playthrough but I would say that these are definitely up to you. They aren't required for release imo.




If you fix any or none of those I still say this map is good for release 🙂 great job

thanks again for your high-quality testing! will look over it as soon as im home from work 🙂

tunes

u

fun-fact: this is my 2nd map ever created (first one was caventure) after playing push it by
@Welf
the worst maps xdd



nice offtopic

still remmeber how buggy caventure was xD nice to see your huge progress

and i still remember all the help i got from imtg and your awesome animations in caventure 😄

<3

and ofc soreu, still helping me to this date


enough off-topic! 😄 changed everything
@Soapy Sandwichmentioned

A very successful map. Even if the parts are not really spectacular, you have been able to create a new playing experience with the shotgun due to the "new" technique. This makes "light" parts more interesting at first sight. I'm looking forward to playing the map on the normal dummy servers soon. And nice Tutiral an the start.





- yes and thats part of the reason i have a tutorial added
- not intentional but idc if there are 2 ways to do this part - main goal was to get enough speed to drag dummy thru and you still have to do that so all good
- added

push sg is nothing revolutionary, it's been used in some maps already - but ty for the kind words anyways^^

💟











whats this new unfreeze fetish all about

I did another play through:


this was weird: if my dummy is here and i failed the try, it was hard to do the part, because i had to lose dj in order to hook my dummy, but then the part was much harder, i guess you can add jump refill tiles or move the stopper so you don't lose dj to hook your dummy. you can also remove some hook teleporters on the unhookables below, so you don't need dj.


don't leave the bg so naked

why EVERYTHING HD?

everything that doesn't matter for the gameplay should be HD, right? turning HD off basically means that you don't care for the design xD

no, turning HD off means you have a shit pc but still wanna see the design

ppl that dont care for design turn off quads or just use entities

but it's always so big difference

fixed welfs screens except first one and hd memes



stars -> hd

So the issue about HD is, that the vanilla client of teeworlds does not have "cl_show_quads", so if i run this map on a toaster with a vanilla client, i can't do shit against the fps drops? I don't think anybody would play this map on a toaster with a vanilla client, but especially for the novice server, everything without alpha 100% should be HD

vanilla client and dummy maps lul

gl with that one

i literally copied this exact same design over to 4beginners and did red -> green

and afaik on all my other maps i had atleast a few stars not on hd

everything not necessary to gameplay should be hd

its like one step above entities

i dont mind i can do anything hd u want lol i just dont see this as an issue all of the sudden when it wasnt on 90% of my other maps

oh

changed welfs screens -on 2nd screen that was the only spot where i wrongly used that marking
also can we have a rule or something about the hd memes because as of now it seems kinda random/inconsistent what testers want, i know saavik thinks the same way as i do but guess she is the only one

fixed that by myself

$ready 3

(maybe 2, idk dummy rating is weird, push shotgun is weird at the beginning so without experience 3\ should fit)

i think 3 is fine

ty for changing unfreeze xd

holy shit big bug

For me its little but ppl are different

corners nobo

im home in 2 hrs gonna fix these corners then

are you home yet?



idk I think this skip is not that important u are not rly faster as normal way. but mb easy fix before rls.

ty

no unfreeze on 16 was my bad cus i didnt take welfs fix xd

pls take this version

really fun map, the only thing that bothered me while trying to play without (and also with) entities is that i always had to guess what each tune zone would give me

Don't use entities then


i think you misunderstood
@Pepe, you have to guess what the tune zones do either way

theres only 2 tunezones and they basically do the same thing

iirc 3 tune zones, 2 being the same

i kinda guessed that the first one will be pulling hook, but there was still uncertainty, which doesnt feel that good imo. i didnt manage to guess the second (pulling + long shot), so that also felt a bit cheap for me, since i worried about how i was supposed to get the dummy into sg range

when you enter the tune zone it literally tells you what it does

and yes there are only 2 tune zones

both are pulling shotgungs, one of them has a longer range tho

i guess the issue is, that you don't see that the shotgun will have a longer range, before entering that zone, so it's a bit confusing

But I think if you read chat, you will know that it has a longer range


you dont need to know that the shotgun has a longer range before entering that zone

i honestly meant no offense to the map. i simply wanted to point out what (imo) could be done better in maps that get inspired by it.
@Pepeyou first get that message when you enter the tune zone. when i approach a part i usually want to first understand what i am gonna do before executing it. on the part with the longer sg i was confused, since i have only learned so far that tune zones change the direction of the sg pull. i was not able to figure out how the part worked, since the range information wasnt given to me. in the end i gave up, simply went to the tune zone since i knew that i have no idea what it does. my point is that this part wasnt really satisfying for me, since it felt like guessing.

TLDR: i think it would be cool if you knew the effects of tune zones before you enter them, to be able to plan ahead

@Welfi guess the issue is, that you don't see that the shotgun will have a longer range, before entering that zone, so it's a bit confusing
i can confirm. i lost a good amount of time at that spot trying to figure it out. but you come to the conclusion that the rage HAS to be increased at that spot so i took a chance just and went there.

could still add a back tele so people feel more comfortable going there