"Skyventure" by archimede67 [Dummy]
DDNet 01/09/2019 7:23 PM
Jesus Christ 01/09/2019 7:30 PM

good map

archimede67 01/09/2019 7:34 PM


jao 01/09/2019 7:50 PM

did you read the mapper rules?

archimede67 01/09/2019 9:14 PM

sum up is:

  • less gay shit
  • make parts more understandable without texts
jao 01/09/2019 9:15 PM
  • apply mapper rules
archimede67 01/09/2019 9:15 PM

ah yea

archimede67 01/09/2019 10:21 PM

is this ok now for first part?

archimede67 01/09/2019 10:21 PM
Silex 01/09/2019 10:45 PM
jao 01/09/2019 10:55 PM

if you aim for "ok", then yea

jao 01/09/2019 10:55 PM

if you aim for "good", then no

ChillerDragon 01/10/2019 7:14 AM

Imo first parts should be spacy easy and handle much tees so there is no Chaos in Team 0

ChillerDragon 01/10/2019 7:15 AM

Or is it a teamgorce nobo map?

Genex 01/10/2019 7:25 AM

Its dummy xD

archimede67 01/10/2019 9:17 AM

its dummy yeah xd

archimede67 01/10/2019 9:51 AM

new version

archimede67 01/10/2019 9:51 AM
archimede67 01/10/2019 9:56 AM

ofc i didn't put the freeze down

archimede67 01/10/2019 10:09 AM

does it seems good to you?

Ravie 01/10/2019 10:11 AM

looks messy mapped

Ravie 01/10/2019 10:12 AM

but its okay

archimede67 01/10/2019 10:18 AM

messy mapped?

archimede67 01/10/2019 11:24 AM

what do you think ? πŸ˜„

jao 01/10/2019 11:26 AM

idk it’s a very basic part

archimede67 01/10/2019 11:27 AM


archimede67 01/10/2019 11:27 AM

like that everyone can do it right?

archimede67 01/10/2019 11:27 AM

so nobody won't give up instantly

archimede67 01/10/2019 11:27 AM

but my question is : is it better than the other one?

jao 01/10/2019 11:29 AM


archimede67 01/10/2019 11:31 AM

ok good thanks πŸ˜„

archimede67 01/10/2019 12:52 PM

I think i've fixed the problems

archimede67 01/10/2019 12:53 PM

Update 1 - Changed parts and applied mappers rules

archimede67 01/10/2019 1:49 PM
texnonik 01/10/2019 10:29 PM

Is second part is possible ? Map looks good ! fix cp

archimede67 01/10/2019 10:30 PM

What do y mean by second part ? ^^

archimede67 01/10/2019 10:31 PM
texnonik 01/10/2019 10:33 PM

nevermind , i was afraid to go more left :/

archimede67 01/10/2019 10:33 PM

Ah okay ^^

texnonik 01/10/2019 10:33 PM

and cp44 part looks like part from tee swap xD (simular)

archimede67 01/10/2019 10:34 PM

Is it?

archimede67 01/10/2019 10:35 PM

Whats CP 44 already?

archimede67 01/10/2019 10:35 PM


archimede67 01/10/2019 10:35 PM


archimede67 01/10/2019 10:35 PM

I didnt know there was somethin like that in teeswap ^^

texnonik 01/10/2019 10:36 PM

i failed

archimede67 01/10/2019 10:37 PM


texnonik 01/10/2019 10:39 PM

dummy teleported i fall down before getting cp

texnonik 01/10/2019 10:39 PM

in word and , letter N is weird ( with zoom out)

archimede67 01/10/2019 10:45 PM

Ahh shit fail xd

archimede67 01/10/2019 10:45 PM

Yeah some lettres are weird idk why

texnonik 01/11/2019 10:17 AM

why you need drug dummy down if you can do it up to ?

texnonik 01/11/2019 10:19 AM

dummy is teleporting :/ from this teles up :/

texnonik 01/11/2019 10:31 AM

you can go just teleport after you get shootgun

texnonik 01/11/2019 10:36 AM

flying .... delete speed ups

texnonik 01/11/2019 10:38 AM

teleported my dummy back

texnonik 01/11/2019 10:39 AM

how to get back ?

texnonik 01/11/2019 10:39 AM
texnonik 01/11/2019 10:41 AM

how they need to know to hook go left or tele down ?

texnonik 01/11/2019 10:41 AM
texnonik 01/11/2019 10:45 AM
texnonik 01/11/2019 10:51 AM
texnonik 01/11/2019 10:55 AM

tele with blocks

texnonik 01/11/2019 11:00 AM

bug i teleported here with teleport gun ( not your problem but client /server problem ) but fix it . I just found that i can teleport any blocks :/ only not tiles 98 :/ glitch ?

archimede67 01/11/2019 12:03 PM

Wow thank you for having testing that much :D

archimede67 01/11/2019 12:03 PM

Ok so i didnt get ur second screen

archimede67 01/11/2019 12:04 PM

And the last one i cannot do anything

archimede67 01/11/2019 12:04 PM

I dont have this prob

archimede67 01/11/2019 12:05 PM

And I bet on the official DDNet server there isnt this problem

archimede67 01/11/2019 12:06 PM

And where you are "flying" you can just sg down

archimede67 01/11/2019 12:40 PM

But thank you


for the other bugs, it helps a lot ! πŸ˜„

archimede67 01/11/2019 2:19 PM

Ok, new update, fixed things


told me (except some)

archimede67 01/11/2019 2:20 PM
texnonik 01/11/2019 5:21 PM

after that teleport gun glitch ( maybe becuase i used super ) i dont wanted to test :/ it confused me

archimede67 01/11/2019 5:22 PM


archimede67 01/11/2019 5:22 PM


archimede67 01/11/2019 5:55 PM

didn't understand

texnonik 01/11/2019 6:20 PM

i used F2 super and unsuper maybe thats why i get glitched teleport gun

archimede67 01/11/2019 6:31 PM

yeah probably

archimede67 01/12/2019 2:21 PM


archimede67 01/12/2019 2:21 PM

New update

archimede67 01/12/2019 2:21 PM

fixed things that have been discobered in Open Test yesterday and changed a part that was skippable

archimede67 01/12/2019 2:21 PM
archimede67 01/12/2019 2:29 PM

Sould i put doodas ?

archimede67 01/12/2019 2:35 PM

Tiles fix

archimede67 01/12/2019 5:04 PM
Ravie 01/12/2019 5:43 PM


archimede67 01/12/2019 5:57 PM

just to make sure u see ^^

archimede67 01/12/2019 6:12 PM

Fixed a useless thing

jao 01/14/2019 1:19 PM

don't embed vanilla tilesets

jao 01/14/2019 1:20 PM

and remove unused ones

jao 01/14/2019 1:21 PM

instead of such constructions, use timed switches

jao 01/14/2019 1:23 PM

such markings are really pointless.. literally the only way to go... useless markings + entities off signs aren't a good idea, otherwise people won't actually care for the important ones

jao 01/14/2019 1:26 PM

what's the point in playing parts if you explain every single step? this isn't a novice tutorial map.. let people use their brain to pass parts. that's part of the fun too

jao 01/14/2019 1:28 PM

invisible telegun marking

jao 01/14/2019 1:31 PM

you should probably mark the stoppers in case someone is stupid enough to not see the finish and tries to go <<<

jao 01/14/2019 1:31 PM

(which is technically possible)

jao 01/14/2019 1:34 PM

btw design and structure is really messy. it doesn't necessarily make the gameplay worse but it makes the map less attractive to play

jao 01/14/2019 1:35 PM

you can skip first part (and thus hammer-off for dummy, you can use

to disable deepfly)

jao 01/14/2019 1:38 PM

I think you have parts that require switching to dummy; should be avoided if possible

archimede67 01/14/2019 1:39 PM

thank you so much


for testing

archimede67 01/14/2019 1:39 PM


archimede67 01/14/2019 1:40 PM

i don't have good graphics to show that the wall is teleport wall

archimede67 01/14/2019 1:40 PM

i tried to create them but i'm not a good graphist xd but i'll look arround how I can fix the fact that we don't see them (mayb put them white?)

jao 01/14/2019 1:41 PM

on pure telegun maps using a different colored unhook/hook seems to be the way to go

archimede67 01/14/2019 1:41 PM

i don't think there's any part where you need to switch to dummy; i changed every part that required dummy to press any key

jao 01/14/2019 1:41 PM

if you only use it in single parts, that might be confusing tho

archimede67 01/14/2019 1:41 PM

ok i'll do that then

archimede67 01/14/2019 1:42 PM

ah yea

jao 01/14/2019 1:42 PM

not sure what's best

archimede67 01/14/2019 1:42 PM

and thanks for the


jao 01/14/2019 1:42 PM

maybe put a glow effect on top of the unhooks

archimede67 01/14/2019 1:42 PM

oh yea thats a good idea ^^

archimede67 01/14/2019 1:43 PM

but i don't get what do you mean by "design and structure is really messy"

archimede67 01/14/2019 1:46 PM
jao 01/14/2019 1:52 PM

dunno, haven't played it

jao 01/14/2019 1:52 PM

if it's something that you can't figure out yourself, then yes

jao 01/14/2019 1:52 PM

btw this part is only an example

archimede67 01/14/2019 1:54 PM


archimede67 01/14/2019 1:54 PM

you can figure out by yourself, you just need brain to know where to shoot xd

archimede67 01/14/2019 2:43 PM

i did that, is it better? ^^

jao 01/14/2019 2:43 PM

I think the "TO" is reduntant

jao 01/14/2019 2:43 PM

and I would give it a flashier color

jao 01/14/2019 2:44 PM

but not a bad idea

archimede67 01/14/2019 2:44 PM

flashier color to the text, the back or both?

jao 01/14/2019 2:44 PM

to the shadow

archimede67 01/14/2019 2:45 PM


archimede67 01/14/2019 2:45 PM


archimede67 01/14/2019 2:59 PM

Does this looks better?

archimede67 01/14/2019 2:59 PM
archimede67 01/14/2019 3:02 PM

or with more space

jao 01/14/2019 3:03 PM

I think the "TO" is redundant and not intuitive

jao 01/14/2019 3:03 PM

color is not my thing but works

archimede67 01/14/2019 3:03 PM

ah but how to make it more intuitive than "TO" ?

archimede67 01/14/2019 3:04 PM

maybe TP ?

jao 01/14/2019 3:04 PM

not sure if you need to make it more clear

archimede67 01/14/2019 3:06 PM

and what if i remove it?

jao 01/14/2019 3:07 PM

it's ok for me

jao 01/14/2019 3:08 PM

someone should make a nice telegun marking

archimede67 01/14/2019 3:08 PM

yeah, someone good at design πŸ˜‚

archimede67 01/14/2019 3:09 PM

ok good for that, now does it really matter if the first part is skippable ? Because since now i'm using

I don't think its a big deal, furthermore its not that simple to skip cauz you need to put dummy right wall and go left wall

archimede67 01/14/2019 4:10 PM



i still don't get "design and structure is really messy"

jao 01/14/2019 4:23 PM

you didn't follow a clear design philosophy, shapes aren't natural, generic unhook is just spammed weirdly, tight spots containing a lot stuff

archimede67 01/14/2019 4:23 PM


archimede67 01/14/2019 4:24 PM

so i should make more organic shapes with more space?

jao 01/14/2019 4:24 PM

you should look at other maps to get an idea of whats good

archimede67 01/14/2019 4:24 PM

i thought I made enough space

jao 01/14/2019 4:24 PM

I think aurora is similar style

archimede67 01/14/2019 4:25 PM


archimede67 01/14/2019 4:25 PM

oh ok i see

Rixi 01/14/2019 7:42 PM

didnt read what others wrote so maybe i got the same as them

i'd add the speeder on the upper wall, because it feels weird hooking your dummy out from the speeder down.

Rixi 01/14/2019 7:42 PM

add timed switchers everywhere u did something like this

Rixi 01/14/2019 7:43 PM

this feels really hard, i'd suggest to lower the teles a little bit

Rixi 01/14/2019 7:43 PM

i'd move totelecp 37 a little bit to the right so it's not annoying to do the run back there

Rixi 01/14/2019 7:43 PM

tele in wall

Rixi 01/14/2019 7:44 PM

you can hit the shield and loose your grenade but not hitting the switcher resulting in a stupid situation

Rixi 01/14/2019 7:45 PM

entities off (basically every care sign)

Rixi 01/14/2019 7:45 PM

freeze in unhook ( looks stupid with entities )

Rixi 01/14/2019 7:46 PM

you sure you wanna do a faily edge jump part like this - in an otherwise not so faily map?

Rixi 01/14/2019 7:46 PM

there are many cases like this where you put freeze on teles, either you put freeze on every tele or remove every freeze on every tele

Rixi 01/14/2019 7:47 PM

again entities off, also this part feels really caustrophobic, it's also kinda hard to hammer dummy in that place, i'd suggest you remove the unhooks above the hooktrough

Rixi 01/14/2019 7:48 PM

when you land on the cptele you land in china, i'd suggest you add a seperate cp here and replace the tele50 with cps aswell

Rixi 01/14/2019 7:48 PM

you can remove the right layer of endless hook i guess

Rixi 01/14/2019 7:49 PM

dont need endless on in tele (keep endless off tho)

Rixi 01/14/2019 7:49 PM

stupid fail if you land in freeze since the wall is kinda small chances are high you land in the freeze

Rixi 01/14/2019 7:50 PM

remove stoppers from teles, also this part is kinda annoying and hard to compared to the rest of the map

Rixi 01/14/2019 7:50 PM

unmarked endless jump and a little bit to the left unmarked stoppers

Rixi 01/14/2019 7:51 PM

pretty sure there are some more points than that, i just briefly looked over the map

some really great parts, but also some kinda annoying parts, all in all with a little bit of rework it could be a great dummy map, good job :P

archimede67 01/14/2019 7:55 PM

ok so first of all thank you so much



archimede67 01/14/2019 7:57 PM



said that if you are at this state there's no need to put an entities off sign since you should know that its faily

archimede67 01/14/2019 8:00 PM

but for the rest I pretty much agree πŸ˜„

archimede67 01/15/2019 12:18 PM



i don't get ur first screen ^^

archimede67 01/15/2019 3:33 PM

Ok, so

archimede67 01/15/2019 4:01 PM

Almost everything that


said is fixed Fixed everything that


said Changed the shapes to be more organic and added doodads Added a logo + mapper name

archimede67 01/15/2019 4:01 PM
Rixi 01/15/2019 4:11 PM

what i meant was you can move this speeder here to the upper wall, because it feels weird/clunky hooking your dummy out of that speeder

Rixi 01/15/2019 4:12 PM

to this place

Rixi 01/15/2019 4:13 PM

just a minor thing tho^^

archimede67 01/15/2019 4:31 PM

Ooh ok thanks ^^

archimede67 01/15/2019 4:54 PM


archimede67 01/16/2019 11:21 AM

Oops, forget to add the secret way at the end

archimede67 01/16/2019 1:51 PM

Should be fixed

archimede67 01/16/2019 1:52 PM
archimede67 01/17/2019 12:16 PM

small fix

archimede67 01/17/2019 12:16 PM
archimede67 01/20/2019 10:13 AM

fixed bugs at last part and changed it a bit

texnonik 01/23/2019 3:15 PM

release ? xD

texnonik 01/23/2019 3:15 PM

want to play it released

archimede67 01/23/2019 3:32 PM


archimede67 01/23/2019 3:32 PM

still waiting ^^

texnonik 01/23/2019 10:33 PM

release faster i want to play new maps ! Release my maps too !

archimede67 01/24/2019 6:18 AM


archimede67 02/01/2019 11:41 PM


archimede67 02/01/2019 11:41 PM
archimede67 02/17/2019 12:31 PM

Any updates?

The 02/17/2019 12:45 PM

|| zero ||

archimede67 02/17/2019 1:22 PM

Nice πŸ˜‚

archimede67 02/20/2019 4:58 PM

update incoming

archimede67 02/20/2019 5:31 PM

new stuff

archimede67 02/20/2019 7:26 PM

( many fixes thanks to



archimede67 02/20/2019 8:14 PM

fixed graphics

archimede67 02/20/2019 9:14 PM

some fixes again

archimede67 02/20/2019 9:14 PM
OneLimeyBoi 02/24/2019 3:02 PM

good map I would say..

texnonik 02/24/2019 3:58 PM

did you used super ?

texnonik 02/24/2019 3:59 PM

Oh i see problem xD

archimede67 02/24/2019 4:52 PM

This is no more in updated version ^^

archimede67 02/24/2019 4:52 PM

but thanks



OneLimeyBoi 02/24/2019 6:22 PM

i did before but the jumping in and stuff was not with super, my dummy fell in and touched the switches so i got dragged weirdly

archimede67 03/10/2019 5:21 PM

Can it be put on TEST Server pls? πŸ˜„

archimede67 03/16/2019 10:08 PM
jao 03/16/2019 10:09 PM

should be up

archimede67 03/17/2019 8:03 AM

thanks πŸ˜ƒ

Im 'corneum 03/17/2019 11:07 AM

pretty cool map. maybe it needs some more balancing but i already told archimede what i dont like. rls when

archimede67 03/17/2019 1:42 PM

Ok, so new update:

  • some fixes thanks to
@Im 'corneum
  • changed bits of parts
archimede67 03/17/2019 9:27 PM

so basically i need to recreate the map, but better mapped, shorter and smaller?

jao 03/17/2019 9:29 PM

you don't need to

jao 03/17/2019 9:30 PM

but if you redo it with a clear structure and everything, it would improve the map a lot

archimede67 03/17/2019 9:37 PM

Yea but if I need to redo it then its recreating it

archimede67 03/17/2019 9:37 PM

But i'll make it shorter and everything

Gwendal 03/17/2019 9:52 PM

tu dois fix tout ce que je t'ai montrΓ© aussi eh

Gwendal 03/17/2019 9:52 PM

Btw i played the map with the mapper and I liked it , even if balance is kinda bad as corneum said

Gwendal 03/17/2019 9:53 PM

3* would be ok i think

archimede67 03/23/2019 4:17 PM

just a question, where can I find the tune zone parameters ? Like hammer strength etc?

jao 03/23/2019 4:22 PM
archimede67 03/23/2019 4:28 PM


archimede67 03/30/2019 4:40 PM

new version incoming

archimede67 03/30/2019 4:41 PM

new everything

  • new parts
  • clear structure
  • clear design
  • better mapped i guess?
  • not that long
archimede67 03/30/2019 4:54 PM

and a big thanks to

DarkOort 04/01/2019 8:48 PM

Very good map, much better than the old version imo i found some mistakes i think

DarkOort 04/01/2019 8:49 PM

remove tele

DarkOort 04/01/2019 8:49 PM

up this cp

DarkOort 04/01/2019 8:50 PM

we can just swing dummy in and let him fall down

DarkOort 04/01/2019 8:50 PM

up these cp

DarkOort 04/01/2019 8:51 PM

and maybe put these switch upper cuz we can fail if dummy is dead

DarkOort 04/01/2019 8:52 PM

i hope my english is understandable >.>

DarkOort 04/01/2019 8:57 PM

and maybe put turn entities off here

archimede67 04/02/2019 3:25 PM




archimede67 04/02/2019 3:26 PM

Your advices are good ones, thanks a lot πŸ˜€

archimede67 04/02/2019 5:10 PM

fixed bugs


said + some others πŸ˜„

jao 04/04/2019 1:28 PM

stoppers next to start are skippable with enough speed

jao 04/04/2019 1:29 PM

logo isn't dilated

jao 04/04/2019 1:31 PM

why grass_main_0.7? you can't really see much of it anyways

jao 04/04/2019 1:32 PM

you can probably just use 1 section of the unhook tileset, make it white and then get rid of the other 2

archimede67 04/04/2019 1:52 PM


archimede67 04/04/2019 1:53 PM

what is the pb with grass_main_0.7? Unused tiles or something?

archimede67 04/04/2019 1:53 PM

And what is a logo dilated?

archimede67 04/04/2019 1:56 PM

I agree for the unhook, i didnt think of that :)

archimede67 04/04/2019 2:08 PM

I'll see for the stoppers

jao 04/04/2019 2:11 PM

grass_main_0.7 adds size because you have to embed it

jao 04/04/2019 2:11 PM

to dilate the logo drag and drop the image on dilate.exe (in ddnet folder)

jao 04/04/2019 2:12 PM

rework is a lot more clean, but still has quite some problems

archimede67 04/04/2019 2:14 PM

Oh yea i forgot about it

archimede67 04/04/2019 2:14 PM


archimede67 04/04/2019 2:14 PM

And i'll try to use the default grass ^^

archimede67 04/04/2019 2:16 PM

In fact, what are the skippable stoppers ?πŸ˜…

jao 04/04/2019 2:16 PM

next to spawn on the left

jao 04/04/2019 2:17 PM

horizontal ones

archimede67 04/04/2019 2:17 PM


archimede67 04/04/2019 2:17 PM


jao 04/04/2019 2:22 PM

you need to use a distinct marking for hook tele

jao 04/04/2019 2:23 PM
jao 04/04/2019 2:25 PM

wrong color

jao 04/04/2019 2:28 PM
archimede67 04/04/2019 3:17 PM

what does this color mean?

jao 04/04/2019 3:19 PM

unused + selected

archimede67 04/04/2019 3:20 PM

ohh πŸ˜‚

archimede67 04/04/2019 3:20 PM

thanks xd

archimede67 04/04/2019 3:36 PM

did u notice other bugs?

jao 04/04/2019 3:37 PM

didn't look for bugs

archimede67 04/04/2019 3:38 PM

i fixed the ones u told me

jao 04/04/2019 3:39 PM

upload fixed version then

archimede67 04/04/2019 3:40 PM

fixed stuff πŸ˜ƒ

texnonik 04/05/2019 4:48 PM

bad tele

archimede67 04/05/2019 5:08 PM


texnonik 04/05/2019 5:33 PM

nice map !

archimede67 04/05/2019 5:45 PM
archimede67 04/06/2019 8:57 AM

working on some fixes

archimede67 04/06/2019 9:40 AM
  • reduced file size a bit
  • fixed telegun off skip
  • changed unhook color to be a bit brighter
  • fixed some other bugs
archimede67 04/06/2019 1:18 PM

fixed 2 little bugs

archimede67 04/11/2019 3:32 PM
  • fixed infinite corner design bug
  • fixed another design bug
jao 04/12/2019 1:22 PM

part should end here

jao 04/12/2019 1:50 PM

cp 33 is too long

jao 04/12/2019 1:51 PM

would remove shield on cto 37

jao 04/12/2019 1:51 PM

what are all these stoppers for also, you can use 1/2s freeze to make waiting less annoying

jao 04/12/2019 1:52 PM

laser is easy to keep here since you can align on the ceiling

jao 04/12/2019 1:52 PM

nvm there is a shield below

jao 04/12/2019 1:53 PM

which means the shields below cp 43 are superfluous

jao 04/12/2019 1:53 PM

unfreeze in both game and freeze layer

jao 04/12/2019 1:55 PM

no way to know you have to go left first; and if you don't do it, you're dead

jao 04/12/2019 1:57 PM

don't mark good to teles

jao 04/12/2019 1:58 PM

use blue arrow instead of entities off

Im 'corneum 04/12/2019 2:00 PM

pretty cool map and part ideas. but as jao already said some parts are a bit too long

jao 04/12/2019 2:24 PM

map it like this and hint the tune zone somehow

jao 04/12/2019 2:32 PM

actually better use hookthrough instead of stopper

archimede67 04/12/2019 2:32 PM

Hellooooo! Thanks for having tested :)

archimede67 04/12/2019 2:33 PM

The only thing i do not understand really is the "laser easy to keep"?

archimede67 04/12/2019 2:34 PM

But for the other things I pretty much agree and will fix them this evening πŸ˜€

jao 04/12/2019 2:34 PM

ignore the laser thing

archimede67 04/12/2019 2:34 PM

Okay ^^

archimede67 04/12/2019 4:05 PM

"all these stoppers" are to force the player to use laser when he needs to drag the dummy up (right part)

archimede67 04/12/2019 4:09 PM

and what's "don't mark good to teles" for?

jao 04/12/2019 4:14 PM

why would they be marked

archimede67 04/12/2019 4:18 PM

which one?

archimede67 04/12/2019 4:18 PM

can you show me an example ? :x

jao 04/12/2019 4:19 PM

before finish

archimede67 04/12/2019 4:20 PM

ah yea ok

archimede67 04/12/2019 4:21 PM

but i think its the only one?

archimede67 04/12/2019 4:28 PM

ah no

archimede67 04/12/2019 4:28 PM

there's another

archimede67 04/12/2019 5:04 PM
  • fixed jao's screens
archimede67 04/14/2019 10:51 AM

(except the stoppers thing)

archimede67 04/17/2019 9:25 AM
  • fixed design bug
  • added some tele's
archimede67 04/20/2019 4:10 PM
  • fixed the stuff

told me

  • should be ready πŸ˜„
archimede67 04/25/2019 4:48 PM



, i'm free from today until this weekend, tell me when you wanna test to see if there's still some things to fix πŸ˜„

archimede67 04/27/2019 6:18 PM
  • changed normal freeze in laser part to 1s freeze
  • fixed the freeze inside the "no shoot area" in telegun part
archimede67 05/01/2019 1:41 PM

pls dont delete

Ravie 05/02/2019 8:48 PM

Nice map, I liked playing it. I only spotted a few little things that should be fixed: checkpoint #17 should not be skippable, "back" teles should be made with normal tele and not checkpoints

Ravie 05/02/2019 8:49 PM

if your dummy falls into this spot the save system doesn't work and it's the most likely place to fail

Ravie 05/02/2019 8:50 PM

move marked ground up or down 1 tile, it's in such a place that if you drop dummy it's possible to save but very hard

Ravie 05/02/2019 8:54 PM

missing endless hook tile

archimede67 05/03/2019 10:05 AM

Thank you a lot


πŸ˜„ I'll work on these fixes as soon as possible ^^

archimede67 05/03/2019 12:00 PM

i need to put the back tele with CP's because if he falls into the tele of the previous part he needs to go back again so its a bit boring no?

Ravie 05/03/2019 1:23 PM

No, it's just a bit weird if you get checkpoint without touching cfrm and then go touch another cfrm somewhere else

archimede67 05/03/2019 1:37 PM

oh ok

archimede67 05/03/2019 1:37 PM

its all fixed then

archimede67 05/03/2019 1:38 PM
  • fixed bugs that Ravie find out
Ravie 05/03/2019 2:52 PM

if you could just fix entity bugs in this part, map should be ready

archimede67 05/03/2019 3:02 PM

oh yes of course i didn't see them xd

archimede67 05/03/2019 3:05 PM
  • fixed entity bugs
Ravie 05/03/2019 3:34 PM

$ready 3

archimede67 05/05/2019 4:28 PM

fuuck there's a bug

archimede67 05/05/2019 4:28 PM

this is not working 😦

archimede67 05/05/2019 4:28 PM
archimede67 05/05/2019 4:31 PM
  • fixed freeze (sorry about that 😦 )
Bacon 05/05/2019 5:40 PM


Bacon 05/05/2019 5:40 PM

When does that happen

Bacon 05/05/2019 5:40 PM

And why

jao 05/05/2019 7:43 PM
Bumm 05/05/2019 7:48 PM


archimede67 05/05/2019 7:49 PM


archimede67 05/05/2019 7:51 PM
  • fixed this lil bug
archimede67 05/05/2019 7:52 PM



normally the telegun makes you tp on the tee so you bumb up

Bacon 05/05/2019 7:52 PM


Bacon 05/05/2019 7:52 PM

I did exactly that

Bacon 05/05/2019 7:52 PM

Yet it failed me like that 1/3 times

The 05/05/2019 7:53 PM

you have to do it while the dummy is mid air?

Bacon 05/05/2019 7:53 PM

It wasn't midair

Bacon 05/05/2019 7:53 PM

But the 2 times it worked it wasn't midair either

Bacon 05/05/2019 7:55 PM

I actually did manage to replicate it on test

Bacon 05/05/2019 7:56 PM

For example if you dj before your gun hits

Bacon 05/05/2019 7:56 PM

But on my screenshot I still had dj

archimede67 05/05/2019 7:57 PM

this is strange

archimede67 05/05/2019 7:57 PM

i guess you really need to do it carefully

Bacon 05/05/2019 7:57 PM

Also if you fall down and shoot the feet

Bacon 05/05/2019 7:57 PM

You bounce off to the right

jao 05/05/2019 7:58 PM


jao 05/05/2019 7:59 PM

sounds more like a telegun bug than a bug with the map

Bacon 05/05/2019 7:59 PM


Bacon 05/05/2019 7:59 PM

Tried like over 200 times on test could only get the same fail once

jao 05/05/2019 8:01 PM

you can send the demo if you have it

archimede67 05/05/2019 8:38 PM
  • fixed a stupid failable thing
jao 05/05/2019 8:40 PM

which is?

bit 05/06/2019 12:26 PM

these '4 FROM' tiles looks wrong

Dareka 05/06/2019 7:19 PM

y map not well tested xd

archimede67 05/06/2019 9:36 PM

map very well tested

archimede67 05/06/2019 9:36 PM

u crazy

Gwendal 05/06/2019 9:47 PM

i tested it once

Gwendal 05/06/2019 9:47 PM

so yeah it is very well tested

archimede67 05/07/2019 9:11 AM
  • fixed '4 FROM' tele and replaced them by stoppers
archimede67 05/08/2019 10:07 AM

dang it - we cannot see everything

  • fixed an entities mistake
archimede67 05/08/2019 10:08 AM

this was hookable xd

jao 05/08/2019 11:27 AM

did you take the live ver?

jao 05/08/2019 12:05 PM

looks like no

jao 05/08/2019 12:05 PM

please fix it in the version on the servers

archimede67 05/08/2019 12:09 PM

Okay, just why is it different ?

archimede67 05/08/2019 12:09 PM

Or how?

jao 05/08/2019 12:10 PM

I fixed something too

archimede67 05/08/2019 12:11 PM

Oh ok, what was it,? ^^

jao 05/08/2019 12:14 PM

a missing cp

archimede67 05/08/2019 12:19 PM

Oh ok

archimede67 05/08/2019 12:49 PM
  • fixed from live version
Lady Saavik 05/09/2019 4:58 AM

wtf is happening here

DarkOort 05/09/2019 5:37 AM

Skyventure has been released a little bit fast>.>

archimede67 05/09/2019 7:10 AM

There's just little bugs that we do not necessarily see right away

texnonik 05/11/2019 3:07 PM

amm ok

archimede67 05/11/2019 3:08 PM


Gwendal 05/11/2019 3:08 PM

what is the point of this screen ?

Im 'corneum 05/11/2019 3:08 PM

i cant see a ll tees on the picture. distance matters

archimede67 05/11/2019 3:08 PM


texnonik 05/11/2019 3:08 PM

my dummy is too far

archimede67 05/11/2019 3:08 PM

why you jumped in tele lol

Gwendal 05/11/2019 3:08 PM

where is ur dummy ??

archimede67 05/11/2019 3:08 PM

if you are here that means that you wanted it

archimede67 05/11/2019 3:10 PM

there's no other way to get to this situation, unless it's a bug then you need to tell me

texnonik 05/11/2019 3:12 PM


texnonik 05/11/2019 3:13 PM

what about switch ?

archimede67 05/11/2019 3:14 PM

just look when its open or not?

texnonik 05/11/2019 3:27 PM

waited too long :/

Gwendal 05/11/2019 3:35 PM

that's ur fault

Gwendal 05/11/2019 3:35 PM

not map's fault

texnonik 05/18/2019 11:56 AM

bad cp 49 i always tp 33

Gwendal 05/18/2019 12:44 PM

u dumb then