33/48 | Balance: 6/10 • Flow: 8/10 • Creativity: 6/10 • Playability: 8/10 • Fun: 4/5 • Design: 1/3 — 3 Votes
DDNet 06/20/2018 7:59 PM
N9mkOik 06/22/2018 5:15 AM

$rate balance=7 flow=8 creativity=7 playability=7 fun=1 design=1 bonus=0

N9mkOik 06/22/2018 5:15 AM

Like this map

N9mkOik 06/22/2018 5:16 AM


N9mkOik 06/22/2018 5:16 AM

tested this map with mapper before uploaded on ddnet

Kicker 06/22/2018 11:39 AM

$rate balance=7 flow=8 creativity=7 playability=8 fun=2 design=1 bonus=2

Kicker 06/22/2018 11:39 AM

tested with mapper much time ago, rly nice map 😃

jao 06/22/2018 11:41 AM

why bonus?

Kicker 06/22/2018 11:44 AM

because i like map ?

Kicker 06/22/2018 11:44 AM

isnt bonus something like extra points if u liked map?

jao 06/22/2018 11:45 AM

bonus is if there is something really special. if you just personally like playing it that would be fun

jao 06/22/2018 11:45 AM

or if you like the design then design

Kicker 06/22/2018 11:46 AM

oh, ok

Kicker 06/22/2018 11:46 AM


Kicker 06/22/2018 11:46 AM

$rate balance=7 flow=8 creativity=7 playability=8 fun=3 design=1 bonus=0

jao 06/22/2018 11:47 AM

np, btw u don't need to repeat all criteria if you update one^^

Brokecdx- 06/27/2018 12:43 AM

Fixed freezebug, back tele at finish, and hammer sign at cp 14, final version

Amu~Cookie 06/27/2018 3:05 PM

$rate balance=6 flow-8 creativity=6 playability=7 fun=3 design=1 bonus=0

DDNet 06/27/2018 3:05 PM

` is not a valid category.

Amu~Cookie 06/27/2018 3:05 PM

$rate balance=6 flow=8 creativity=6 playability=7 fun=3 design=1 bonus=0

Amu~Cookie 06/27/2018 3:08 PM

Good map, I like the fact there is a pro way with good flow and a noob way

Ravie 07/05/2018 9:05 PM

I played through a large portion of this map. Certain mechanics repeat very often (such as holding the dummy against a stopper to get speed) and many parts strike me as quite generic. Many drag parts are made more difficult than they should be, only because they contain excessive edgehooks. The structure isn't very well mapped. Design would be acceptable if the map's overall quality was higher. I don't think this map is worth releasing, sorry.

painn 07/05/2018 9:43 PM


N9mkOik 07/06/2018 2:40 AM


Ravie 07/06/2018 12:15 PM

It's pretty obvious when edgehooks are put in place as a lazy way to make the part harder.

Brokecdx- 07/06/2018 12:26 PM

these edges are not necessarily too hard

Ravie 07/06/2018 12:29 PM

I found them rather annoying and uncreative

Jesus Christ 07/06/2018 12:30 PM

because u r moderate player u see them annoying

Jesus Christ 07/06/2018 12:30 PM

dont forget its brutal

Ravie 07/06/2018 12:33 PM

This channel is not about me, it's about this map

Jesus Christ 07/06/2018 12:34 PM

maybe let test this map for players that actually can play it

Ravie 07/06/2018 12:35 PM

I can play it and I did, and I wrote what I saw in the map 🤷

Brokecdx- 07/06/2018 12:43 PM

Mechanics repeat very often: 4 times to be exact which is lower than half of the whole map.

The structure isn't very well mapped: What do you mean?

Brokecdx- 07/06/2018 12:43 PM
Ravie 07/06/2018 12:47 PM

It's mostly just square rooms/tunnels, with occasional oddities. Some parts are awkwardly placed/connected

Brokecdx- 07/06/2018 12:48 PM

What? 😂 😂

Ravie 07/06/2018 12:48 PM

If one mechanic repeats in nearly every drag part for half of the map that's still bad

Brokecdx- 07/06/2018 12:48 PM

4 times out of 25

Brokecdx- 07/06/2018 12:49 PM

Parts are well connected, keeping a good flow for speedrunners

jao 07/06/2018 12:49 PM

switch spam + entity bugs + tele on ground

Ravie 07/06/2018 12:52 PM

The stopper thing is in all 5 first drag parts, then it occurs 2 times later in the map and then 1 more time near the end of the map.

Ravie 07/06/2018 12:53 PM

Also using a switch in the middle of a drag part to open a door occurs 4 times in the map

Brokecdx- 07/06/2018 12:53 PM

Can you provide me screenshots

Brokecdx- 07/06/2018 12:53 PM

yeah nothing bad with it

Ravie 07/06/2018 12:53 PM

give me a minute

jao 07/06/2018 12:54 PM

use timed switches instead of such constructions

jao 07/06/2018 12:56 PM

using CP tele like this is really bad practice, rather go for normal teles for such stuff

jao 07/06/2018 12:57 PM

kill tiles have have a similar color to freeze which makes them not recognizable on a glance (when they are in freeze)

painn 07/06/2018 12:58 PM

using timed switches wouldnt really work well on that part

jao 07/06/2018 12:58 PM


painn 07/06/2018 12:58 PM

did you play it yet

jao 07/06/2018 12:58 PM

use timed switch with delay 0, then it's only active when u stand in it

jao 07/06/2018 12:59 PM

that's what you try to achieve with the construction or no?

painn 07/06/2018 12:59 PM

so why does it matter

painn 07/06/2018 12:59 PM

i dont get it

jao 07/06/2018 12:59 PM

more clean entities and generally better mapping practice

jao 07/06/2018 1:00 PM

makes it more convenient to understand the part in entities basicly

jao 07/06/2018 1:00 PM

it's spammed with special tiles already

painn 07/06/2018 1:00 PM


painn 07/06/2018 1:00 PM

i guess i looked at it the wrong way in my head rn

jao 07/06/2018 1:02 PM

repeating unhook tiles at the map borders are ugly af

painn 07/06/2018 1:02 PM

yea sure but were more into gameplay then design

jao 07/06/2018 1:02 PM

entities off sign (probably in other places to where you added info in design)

Brokecdx- 07/06/2018 1:03 PM

CTO works for FROM ?

jao 07/06/2018 1:03 PM

I like the design in general, just the borders are ugly 😄

jao 07/06/2018 1:03 PM

normal TO tele

Brokecdx- 07/06/2018 1:03 PM


painn 07/06/2018 1:04 PM

yea no arguing there

painn 07/06/2018 1:05 PM

but optics dont really matter imo

jao 07/06/2018 1:06 PM

depends, if the map looks appealing, more people might be playing it

jao 07/06/2018 1:07 PM

as opposed to really ugly maps where people might not want to play it 😄

painn 07/06/2018 1:07 PM

well i cant really speak for that since i play in entities only

painn 07/06/2018 1:08 PM

i get it if the map is like bright pink i wouldnt play it but other than that id judge by parts

Ravie 07/06/2018 1:08 PM
Brokecdx- 07/06/2018 1:09 PM

3rd screen is not even necessary

Brokecdx- 07/06/2018 1:09 PM

But 6 out of 25

Brokecdx- 07/06/2018 1:09 PM

isnt too much i guess 😄

painn 07/06/2018 1:10 PM

uncreative by using stoppers

Ravie 07/06/2018 1:10 PM

Uncreative by using the same kind of stopper trick in more than half of the drag parts on the map, idk where you got the 25 from

painn 07/06/2018 1:10 PM

yea it is prolly

Ravie 07/06/2018 1:11 PM

3/4 of all drag parts use the same 2 simple tricks without a whole lot of variation

painn 07/06/2018 1:12 PM

how is that not variation

painn 07/06/2018 1:12 PM

i wouldnt call 1 part in this map similar to another

Brokecdx- 07/06/2018 1:12 PM

Thats like saying purple panic using hook in every part..

Ravie 07/06/2018 1:13 PM

Purple panic is ddmax, there is no way it would get released by today's standards

Brokecdx- 07/06/2018 1:13 PM

just an example we can take every map lol

painn 07/06/2018 1:14 PM

you forgot that hard edge part i think its 16 or 18 idk

painn 07/06/2018 1:14 PM

there are stoppers too

Ravie 07/06/2018 1:15 PM

yes but they arent used in this exact same way

Brokecdx- 07/06/2018 1:15 PM

to get speed yes

painn 07/06/2018 1:15 PM

bad for a map called road to rank 1

painn 07/06/2018 1:16 PM

speed would be misplaced in this map i think

Ravie 07/06/2018 1:17 PM

If you want a speedrun map there are better ways to achieve good flow than putting stoppers on an otherwise poorly mapped map

jao 07/06/2018 1:18 PM

he's kinda true that it's always the same mechanic. from the screens it looks also like it's always in the same direction, so not even variation there

painn 07/06/2018 1:19 PM

and that makes it a "poorly mapped map"

painn 07/06/2018 1:19 PM

aight then

jao 07/06/2018 1:19 PM


Ravie 07/06/2018 1:20 PM

I haven't speedran it, so I don't know for sure, but it looks quite poorly mapped, most maps that are mapped from mainly straight tunnels/rooms have poor flow though

painn 07/06/2018 1:21 PM

what would be your guess at time?

painn 07/06/2018 1:21 PM

from a good sr

Ravie 07/06/2018 1:21 PM

not sure since I played it with dummy

Brokecdx- 07/06/2018 1:21 PM

this map can't be completed with dummy

Ravie 07/06/2018 1:22 PM

a map of this length with good flow would take about 2 minutes I'd say

Brokecdx- 07/06/2018 1:22 PM


Brokecdx- 07/06/2018 1:22 PM


jao 07/06/2018 1:22 PM


painn 07/06/2018 1:22 PM


Brokecdx- 07/06/2018 1:22 PM

no look on the floor

jao 07/06/2018 1:22 PM

thought so xd

painn 07/06/2018 1:23 PM

im kinda losing interest to talk to you since that "2min" idk

Ravie 07/06/2018 1:26 PM

that's plausible since you can pretty much do any drag part fast with enough training, and besides drag parts there are a lot of hammerfly/hammerhit parts etc that go by quite fast

painn 07/06/2018 1:27 PM

you think this sized map would take 2min im starting to doubt that you played this map idk

Jesus Christ 07/06/2018 1:28 PM

hes probably trashtalking as always

Jesus Christ 07/06/2018 1:28 PM

not worth to listen to him

Ravie 07/06/2018 1:28 PM

how long does it take you in a speedrun then?

painn 07/06/2018 1:28 PM

im open for anything

painn 07/06/2018 1:28 PM

we havent done a perfect yet

painn 07/06/2018 1:28 PM

but id say about 11mins

jao 07/06/2018 1:29 PM

how is the speedrun time related to using a same mechanic multiple times

Brokecdx- 07/06/2018 1:29 PM

I just ran through with super and skipping parts and need 3 min already

Ravie 07/06/2018 1:29 PM

This map really isn't very long, there are maps of simillar length that take 2-3 minutes

Brokecdx- 07/06/2018 1:29 PM

then play it

Brokecdx- 07/06/2018 1:29 PM


painn 07/06/2018 1:30 PM

im starting to doubt that you played this map idk

Ravie 07/06/2018 1:30 PM

I did, and I had a close look at all the parts

Jesus Christ 07/06/2018 1:30 PM

i think ravie is a troll

Jesus Christ 07/06/2018 1:30 PM

very good troll btw

painn 07/06/2018 1:30 PM

seems like it

Ravie 07/06/2018 1:31 PM

Doesn't say our map is good = troll

painn 07/06/2018 1:31 PM

bro you are saying it takes 2mins to complete this map

painn 07/06/2018 1:31 PM

thats pretty troll

Brokecdx- 07/06/2018 1:31 PM


Brokecdx- 07/06/2018 1:31 PM

Maybe add map is too short

Ravie 07/06/2018 1:32 PM

I'm not saying this map takes 2 minutes to complete, I'm saying a map of about this length, but with perfect flow would take about 2 minutes in a perfect run

jao 07/06/2018 1:33 PM


painn 07/06/2018 1:33 PM

25parts in 2minutes

painn 07/06/2018 1:33 PM

id love to see that on any map

jao 07/06/2018 1:33 PM

maps have different styles, you can't make a general statement like that lol

painn 07/06/2018 1:33 PM

that shit would go viral

Ravie 07/06/2018 1:35 PM

I have no idea how you counted 25 parts on this map (unless you count every tiny filler part)

Brokecdx- 07/06/2018 1:35 PM

if you count a map by drag parts

Brokecdx- 07/06/2018 1:35 PM

then back in time has 6

Brokecdx- 07/06/2018 1:35 PM


painn 07/06/2018 1:35 PM

=20sec finish

Brokecdx- 07/06/2018 1:35 PM


painn 07/06/2018 1:35 PM

r1 real quick?

Brokecdx- 07/06/2018 1:36 PM

Brutal Server (10/309 maps finished)

Brokecdx- 07/06/2018 1:37 PM

best rank 18

Ravie 07/06/2018 1:37 PM

No, because maps like Back in Time consist of mostly what is considered filler parts in most maps

painn 07/06/2018 1:37 PM

we'll accept your criticism on that stopper thing the rest is questionable but feel free to rate the map

Brokecdx- 07/06/2018 1:37 PM

i agree

Ravie 07/06/2018 1:38 PM

What do my ranks have to do with anything?

Jesus Christ 07/06/2018 1:38 PM

its like a novice player rate insane maps

Jesus Christ 07/06/2018 1:38 PM


Ravie 07/06/2018 1:38 PM

No, it's not

Jesus Christ 07/06/2018 1:39 PM

kinda is

Ravie 07/06/2018 1:40 PM

This is more about mapping than skill

Jesus Christ 07/06/2018 1:40 PM

dont think so, but its ur opinion 😄

Brokecdx- 07/06/2018 1:40 PM

Well only maps i saw you release was 2 solo maps and 1 dummy *1

Ravie 07/06/2018 1:41 PM

Good players aren't necessarily good mappers, and vice versa

Ravie 07/06/2018 1:41 PM

I've been mapping a lot more than what you see released on DDNet

Brokecdx- 07/06/2018 1:41 PM
jao 07/06/2018 1:42 PM

why do you judge the person and not what he reports to you

jao 07/06/2018 1:42 PM

helps no one

Ravie 07/06/2018 1:42 PM

Maybe if I had 20000 points but no experience about mapping at all they would take me seriously 🤔

Brokecdx- 07/06/2018 1:43 PM

i cant take his other critizism serious im not gonna chat with you lol

jao 07/06/2018 1:43 PM

bad attitude

Brokecdx- 07/06/2018 1:43 PM

but worth for this person

Ravie 07/06/2018 1:46 PM

You have the right to be angry, but you flaming me won't change anything about this map

Jesus Christ 07/06/2018 1:46 PM

they dont wanna listen to ur opinions anymore, u can leave this topic 😃

Ravie 07/06/2018 1:47 PM

You should leave the topic instead, since so far you have said nothing of any value

jao 07/06/2018 1:47 PM

can u not tell others what to do

@Jesus Christ


Jesus Christ 07/06/2018 1:47 PM

u can, not u have to

Jesus Christ 07/06/2018 1:47 PM


jao 07/06/2018 1:48 PM

same thing

Jesus Christ 07/06/2018 1:48 PM

can u not tell others what to do

@Jesus Christ@Ravie


Jesus Christ 07/06/2018 1:48 PM

i edited it for u

Ravie 07/06/2018 1:48 PM

I said should

Jesus Christ 07/06/2018 1:48 PM

same thing

|UroboroS| Rockus.~ 07/06/2018 11:37 PM

$rate balance=5 flow=4 creativity=4 playability=7 fun=0 design=0 bonus=0

painn 07/07/2018 6:36 AM

LUL rickus still mad

texnonik 07/07/2018 1:28 PM
Brokecdx- 07/07/2018 4:30 PM

any possibly way to fix this? with keeping it endless going?

jao 07/07/2018 4:30 PM


jao 07/07/2018 4:31 PM

I guess the only fix is to make more space between border and gameplay

Ravie 07/07/2018 4:59 PM

You can add a new group and add an identical unhookable layer and then offset the layer by some amount of tiles and make it go far enough that you can't spec the end

Jesus Christ 07/08/2018 9:14 AM

btw on 'Flux' map that trick with stoppers and speed is on every/almost on every drag part and it doesnt make the map boring or bad

Ravie 07/08/2018 1:42 PM

Flux is an overall better made, more creative map so there's no reason to compare it

snail 07/08/2018 1:43 PM

u are so biased xd

snail 07/08/2018 1:43 PM
snail 07/08/2018 1:43 PM

this is LITERALLY what flux does, why doesnt it apply to it?

Ravie 07/08/2018 1:46 PM

Flux also has a lot of creative, intricate drags and new ideas so it's forgiveable

snail 07/23/2018 9:18 AM

$rate balance=6 flow=7 creativity=5 playability=8 fun=4 design=1 bonus=0

snail 07/23/2018 9:19 AM

u rly should make these 2 harder

snail 07/23/2018 9:19 AM

they're like random mod 1 transition parts in the middle of brutal parts

Brokecdx- 07/31/2018 8:47 PM
Brokecdx- 07/31/2018 8:48 PM

Changed design, fixed 2 parts (screens from snail)

Brokecdx- 08/08/2018 1:11 PM
Brokecdx- 08/08/2018 1:11 PM

Fixed out of map design

jao 08/08/2018 2:08 PM
  • 800mb just for that? sounds like something is messed up
jao 08/08/2018 2:14 PM

sending the map file again should fix uploading

Syltoox 08/08/2018 2:56 PM


Syltoox 08/08/2018 2:56 PM

not mb

Syltoox 08/08/2018 2:56 PM


Syltoox 08/08/2018 2:56 PM

its 800kb

jao 08/08/2018 3:03 PM


painn 08/08/2018 4:50 PM

is it important how big the file is

jao 08/08/2018 6:26 PM


jao 08/08/2018 6:26 PM

you embedded vanilla mapres in the previous version btw

jao 08/08/2018 6:27 PM

maps should only be > 1mb if the design features a lot special graphics, animations and such stuff

jao 08/08/2018 6:27 PM

but it's not hard to keep the filesize small, thus "sounds like something is messed up"

Brokecdx- 08/08/2018 6:31 PM

it contains animations and alot of design, but also out of map design which i think makes the map so big

jao 08/08/2018 6:32 PM

it's a rather simple design, similar ones are way smaller

jao 08/08/2018 6:32 PM

what kind of animations do you have?

jao 08/08/2018 6:32 PM

the out of map stuff might be the reason, but +800kb is still a lot

Brokecdx- 08/08/2018 6:33 PM

Lightning on lamps, ye

jao 08/08/2018 6:34 PM

that's not a 'special animation' xd

Brokecdx- 08/08/2018 6:34 PM

idk what you consider to be special it's an animation after all

jao 08/08/2018 6:35 PM

well, it's a 10s envelope

jao 08/08/2018 6:35 PM

sounds pretty basic to me

Brokecdx- 08/08/2018 6:36 PM

Still makes the map file bigger if placed at least 30 times?

jao 08/08/2018 6:36 PM

not visibly

Brokecdx- 08/08/2018 6:36 PM

oh well then idk

Brokecdx- 08/08/2018 6:37 PM

Which layers should be external?

jao 08/08/2018 6:40 PM


jao 08/08/2018 6:41 PM

ok it seems the amount of unhooks causes the huge filesize

Brokecdx- 08/08/2018 6:41 PM


jao 08/08/2018 6:41 PM

would be nice if you could reduce that to a minimum

jao 08/08/2018 6:43 PM

most of it you actually never see while you are playing

jao 08/08/2018 6:44 PM

maybe having repeating instead of randomized tiles in areas you never see will help

jao 08/08/2018 6:45 PM

or don't allow players to go so far out of the map

Brokecdx- 08/08/2018 6:48 PM

1,5 mb is ok?

jao 08/08/2018 6:48 PM

I uploaded the map manually, not sure why exactly it fails

jao 08/08/2018 6:48 PM

yea better

Brokecdx- 08/08/2018 6:49 PM

just looks super weird if you zoom out

Brokecdx- 08/08/2018 6:49 PM

but w/e

Brokecdx- 08/08/2018 6:52 PM
jao 08/08/2018 6:52 PM


Brokecdx- 08/08/2018 6:52 PM

maybe file was too big

jao 08/08/2018 6:52 PM

ye lol

Ravie 08/08/2018 6:56 PM

I can't imagine how many unhooks you would need to blow a map up to 2+mb, something is definitely not right

jao 08/08/2018 6:57 PM

any guess? mapres size combined is 650kb

Brokecdx- 08/08/2018 7:04 PM

before out of map design it was ~1,4mb

Brokecdx- 08/08/2018 7:04 PM

so idk

Ravie 08/08/2018 7:09 PM

With all mapres removed it's about 950kb but the tilesets have a lot of unused stuff (mainly fonts and grass doodads) it's probably possible to get it down to 1.2mb though

Ravie 08/08/2018 7:16 PM

A 1000x1000 map filled with randomized unhooks is 900kb (without mapres) so it's probably the reason, if you remove unused tiles from mapres it will be okay then.

jao 08/13/2018 6:36 PM

what I meant about bad tele mapping practice: you can simply use normal FROM-5 tele for the blue marked ones, and normal FROM-6 tele for the green marked ones. then you don't need weird constructions where you have a full cp line in front of a tele line (the "back" tele)

jao 08/13/2018 6:36 PM

(just an example)

jao 08/13/2018 6:37 PM

the laser blockers inside of unhook are useless; the pull doesn't hook through tiles anyways

jao 08/13/2018 6:40 PM

I still think you should change kill color to something more different to unhook. e.g. here, they blend in a lot and while playing you can't really recognize them unless you spectated that spot before

jao 08/13/2018 6:41 PM

having 2 TO-teles doesn't mean you can place both directly on the ground; teleporting is random and it can still happen that both are ported to the same one

jao 08/13/2018 6:44 PM

for consistency, you should add a little "2" here

jao 08/13/2018 6:45 PM

should be 0sec timed activator 13 switches

jao 08/13/2018 6:48 PM

why don't you use the same marking style for endless-off that you used for endless-on?

jao 08/13/2018 6:50 PM

I think some more stuff should be in HD (e.g. stars)

jao 08/13/2018 6:55 PM

looks like only the red marked switches are relevant, the rest is redundant (unless I missed something)

Bumm 08/13/2018 6:57 PM

It should say "Hund" here

Bumm 08/13/2018 6:58 PM
painn 08/13/2018 7:14 PM

who are u again

jao 08/13/2018 7:15 PM

missing teles

jao 08/13/2018 7:16 PM

missing freeze entity

Brokecdx- 08/13/2018 7:16 PM

I dont tihnk any other colour will fit for deathtiles then the actual unhook colour

jao 08/13/2018 7:18 PM

I think the same color but lighter would work

jao 08/13/2018 7:21 PM

missing design corner

jao 08/13/2018 7:25 PM

(second part)

jao 08/13/2018 7:39 PM

these switches should probably be swapped (the part doesn't work well currently)

Brokecdx- 08/14/2018 1:17 PM
Ravie 08/14/2018 4:49 PM
Ravie 08/14/2018 4:49 PM
Ravie 08/14/2018 4:49 PM
Ravie 08/14/2018 4:49 PM
Ravie 08/14/2018 4:49 PM
Ravie 08/14/2018 4:49 PM

-Very annoying to have to go back up if your partner falls down in the first part. -CP 2 is useless -Some parts flow pretty poorly, but no parts flow particularly well -Many things repeat much too often (stopper hooks, edgehooks, doors, speedfly) -Filler parts are very boring and basic -(Nearly) every drag part has an edgehook. Edgehooks are not a way to go in a (supposed) speedrun map -Why are there 'Team - Unlock' tiles? You will have to rejoin team if you wanna replay the map which kills the idea of this being a speedrun map even further. -The whole map is mapped very poorly (Messy switches, laser stopper tiles, checkpoints, etc. everywhere), very poor structure. -Ugly, messy design I still think this map is not releasable/worth releasing, but what can I argue against the all-powerful MRS's decision...

jao 08/14/2018 5:00 PM

how is it a "supposed speedrun map"? besides the filter there is nothing speedrun-ish to it

Ravie 08/14/2018 5:01 PM

The name, there are some (not very good) speedrun ways

jao 08/14/2018 5:03 PM

well ok, but I still wouldn't call it a speedrun map. you can have parts with multiple ways (especially when its fillers) in normal maps too

Ravie 08/14/2018 5:04 PM

Even if it's not a speedrun map (which to me looks like it's trying really hard) it's still not a very good map imo, just remove my points about flow

jao 08/14/2018 5:05 PM

I agree to poorly mapped, which I am trying to help them improve (see above). rest is okay to me

Ravie 08/14/2018 5:06 PM

You can't improve a structure like this without remapping the whole map from ground up

jao 08/14/2018 5:06 PM

strucutre is good enough for me

Ravie 08/14/2018 5:07 PM

It's just squares and sometimes random bits sticking out awkwardly, or at the last part just a jagged tunnel out of place

Ravie 08/14/2018 5:08 PM

Also the parts aren't connected to each other nicely at all

painn 08/14/2018 5:44 PM

m8 did you even play the map

painn 08/14/2018 5:44 PM

seems like you just looked at it

Brokecdx- 08/14/2018 9:34 PM

"excuse for speedfly" is just possible with shotgun shitfly, i dont see any kind of speedfly there

Brokecdx- 08/28/2018 3:32 PM
jao 08/28/2018 3:32 PM

rdy 3*

jao 08/31/2018 12:29 PM

I did minor fixes (moved a TO-tele up, start cleaner tele, removed spammy laser-blockers)

jao 08/31/2018 12:30 PM

I also noticed that you have a

setting, which is the default. do you want to disable it? in that case set it to 0, not 1

Brokecdx- 08/31/2018 12:58 PM

i think it doesnt matter anymore gonna remove it