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Map :lady_beetle: :

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



Is this how you intended the part?

Mini skip

Big skip

You can jump back without the speed

Map channel has been moved to waiting mapper.

this gap confusing like this too


Ok now i wanna talk about traps on this map and there's a lot of them. Let me give you an example of what I mean:

1 u need move this freeze higer or lower for clarity. 2 ppl will do the standard jump over the tee, fall down and hook. AND ITS A TRAP cus u will touch freeze and die. so if u put it higher like +10 tiles it will be better cus ppl are 100% sure you will touch the frieze and then force dj. and this map is full of traps where you think one thing, but in reality it's another.


No need to double mention things.

sorry didnt see

This map have some too faily places. And ye i like this map)

im swiping right

hes offline or doesnt want to fix

fixed all corners, skips, cp5 part easier, changed start of tp1 part, added some tele in cp9 part, added some suggestions.


also u can skip hammer if u just hook him right

kinda annoying u have to get up every try

doesnt add to the difficulty just kills u if you get too much speed


some cuts


feels better

same with cto6

and cto9

i like the gameplay tough

nice map

can you show it 😃

he alredy fixed it

added unfreezes, design marks fixed, only fixed start and cp5 cuts, the other is super slow, removed the freeze and added +1 hookable in the solo rocket part

crazy 🔥

Hey, pretty good map. :) I still found some things I'd like to point out.
- I would move both platforms to the same height or add an additional hooktrough for a simple QoL change.
- The place is a bit tight and I usually ended up being too high for the edge. I would move the right wall a bit and have the edge either higher or being able to stand in the center. (Yellow or Orange)
- If you could lower the ceiling (1 tile?) so it's not as tedious to keep the dj it would be great. (Kill tile on the left and hooktrough on the right included.) And adding one more hooktrough on the outer wall on the right would make for a better angle. :)
- It felt a bit repetitive doing the same trick three times in a row. I think it's okay to keep just wanted to point that out. Also it might be a good idea to add a "hold hammer" sign or similar below. Might get frustrating if you don't know and then you are stuck.
- You can change the right stopper to a hooktrough. Would make getting the laser more intuitive as well I believe. (I put dummy on the edge until I watched the video)
- Lowering the veiling by one and the left platform as well would make for a better hook after the laser.
- You can just remove that and save the tp. (Or move the two blocks one to the right if you want to block the right side off)
- Some more tele here please. Dummy gets flung into the air before falling. Also unmarked kill tile.
- Three edges in a row felt a bit repetitive again. I would just allow the dummy to be hooked out from the box on the left without using double jump.
- There should be checkpoints here, this is by far the longest part.


- I would add another jump refill since it is bit annoying to get the perfect height. Also maybe add a wall to hook the dummy against? Would be nice to have the drop line up to something.
- Can you find a way to make the tee stop bouncing? Otherwise I would remove one row of freeze above the grenade.
- Jumped below the stoppers and didn't get jump back. Force an earlier jump with more freeze?
- Getting the dummy far enough left here is the only boring and slow section in the map. Maybe you can think of something faster? (Maybe stoppers)


Skips
Could be fine to keep - up to you. Only one I would fix either way is CP 1.

Fails
It feels wrong to fail while doing everything correct. Please fix this.

Map channel has been moved to waiting mapper.

Applied points 1,2,3, 4 (added new move after 2nd one), 5,6,7,8, 11 (only jump refill, i like more freedom than setup) 12, 13, 14. About point 9: I like how the part is and I like the edges in general. About point 10: Yes kinda long part but if I add cp then the first section will be super short, its literally 3-4 hooks part. Fixed laser part skip and tp3 skip (now is tp2), the others are not worth imo. Fixed fails.

👍 Good changes. I found some more things.
- The next edge is very close now maybe you can move it up as suggested?
- One more hookable above and missing unfreeze at either position.
- Can you make these two blocks tele? Would make it a lot more simple getting the dummy back.
- Is this stopper needed?
- I still jumped past the stoppers on some runs, maybe more freeze below?
- Does this server a specific purpose? It's a bit uncomfortable being so close when you hook the dummy above to the left and fall back down for a rehook.


Map channel has been moved to waiting mapper.

applied everything

A few more things, mainly '5.'.
- You can go below with the hookable instead of hooking your dummy. Also I would move the spawn up, would be more convenient.
- One more hooktrough here so you don't have to walk up all the way against the wall?
- Unfreeze here?
- Unfreeze here as well?
- My biggest issues with this section are that combined it's an unusually long part for the map and if you miss the first hooks below you get teleported all the way up and have to walk through the whole part again to get back. I would:
- either make the section above a bit more simple but faily and move the tele down.
- or make the top section longer/more complex and add an additional tele for below.
Any questions, just ask. :)


Map channel has been moved to waiting mapper.


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

https://cdn.discordapp.com/attachments/1147738856662249483/1292994853294051328/parteee.mp4?ex=6705c2cb&is=6704714b&hm=0ca42f8f44400a9e5edbe6d4ab026fcf65ef096aded118edf4924faa3095e26c& applied everything and now part looks like this:

I like


I like u

Hey, the part didn't work that well for me and someone else trying it on the server. Also feels like it breaks the flow a bit by having the dummy wait on the block and you going for a set up.

I'll add a suggestion. It's not perfect but I think the flow is better. If you really want to keep the current version we can wait for more opinions.


feel free to leak my name


The ‘someone else’ is right here. ^




changed part

Hey, cool part. :) A few more things then gameplay would be ready to me.
- This section is a bit slow compared to the rest of the part. Not necessary but you could improve it.
- Annoying to save on the edge. Maybe one more hooktrough?
- These two lasers are a bit tight and not great to get trough. Maybe some more space would help.
- Was brought up by J$ON and I see a point. Why is it curving left? :D Doesn't affect gameplay much, up to you if you want to change it.
- I mentioned it before - think leaving it so that it's saveable but annoying is not a good solution. Either make it a clear fail or easier saveable. (If you want it to be saveable you could make it possible to hook the dummy left and out from below so it's slower than the intended way.)


Map channel has been moved to waiting mapper.

fixed screens 2 and 5, the others I like how they are


- Should fix the possible weird deep swap above. Also make the switch a 0 second delay on one and remove the off ones.
- Weird position to be in if you drop the dummy while being on the right. You can reach the tele but it's very hard and annoying. I'd add another tele somewhere.
General: Please make the hookables stand out a bit more they are pretty similar to the unhooks.
Rest are just corner bugs. :D
Thanks to VéNa for pointing out some of the issues.


Map channel has been moved to waiting mapper.

(2. having the same issue as 5. https://discord.com/channels/252358080522747904/1290045106979864716/1296487660243648543 mentioned here.)

i would swipe right on colo-colo

APPLIED EVERYTHING



MISSED STH


Map channel has been moved to waiting mapper.

(Map is getting a design update)

cool map!

new design, thanks to souly!!

use stoppers

also put 2 more spawns

its quite easy to block spawn if there are so few (nvm its not a thing anymore)

(block as in you cant spawn down since tees are on top of the tile)

oh that's probably my fault


fixed and added spawns



other than that map is $ready imo

fixed!!

ig this chot is possible

u can use dj for safer way

idk if worth fixing

fixed corners, some other design stuff, and now last swing have more space

you didnt place the teles INSIDE the blocks


im not even sure if its necessary tough (to have kill tiles there)

at 2nd hooktrough part



and going top might even be harder

fixed every design stuff except killtiles



singular corner bug fixed

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






Cool design
@soulyvevo
close this

pretty sure u can skip it

7 quadrillion grenades

why does that look like xpanic nades

skipuis

fixed

Nice parts, refreshing variety, good flow, great map. :)

The map is now ready to be released! Difficulty Rating: ★★★★☆ Unoptimized version: https://discord.com/channels/252358080522747904/1290045106979864716/1324920981135032330

Optimized version attached.





Map Announcement wrong? 4 or 5 stard

Just saw the same, I count 5 stars in the announcement. :D

genius

oh sorry, will fix

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!

i hope this map will be released


❓



literally the msg above yours xD

thats the joke smh
