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tested with Ama, 2 some gameplay adjustments

Cool map 🙂



Both are fine for me. Especially the 1st one wont affect speedruns. There are more intentional skips in this map. Thanks.

I tested this maps many times .

Its a special Dummy Map that plays like a Solo Map

Would rate it 1 Star Dummy

As its easy once you got the timing on point

and its not faily at all

removed invisible unhook tiles at cp 5, maybe i will rework cp 7 later thanks to louis

i will rework part 11 too, it's too cheatable rn 😦

Good map, release pls

reworked part 7 and 11, i feel like i fucked something up while doing the changes, please tell me what you think about the gameplay. especially please help me about speedrunning, the transitions are hard to test.

fixed a crucial thing (i added a fail possibility), made tele a bit darker and some smaller graphic fixes

Bad map! Ok not really bad but I'm salty that you beat me to it haha.

The short backstory: Soapy also had the idea about the concept. Now he is kinda sad that my map is finished earlier so people think i invented it first. Teary Sandwich 😦

Haha. You won fair and square, great map buddy!

you both lose, I've seen this idea on an unfinished secret map in 2017

Pssh unfinished means did not win the race XD

switched doors at tp 9 for more fluid speedruns, lowered first door at cp 12 to make that part easier (it felt a bit random/close)

I find the map is fun But two things that could be improved :
- You could add some kind of tempo music for alternating doors
- A distinction should be made between blocker doors and freeze doors

I don't want to add music, you can't synchronize it with the doors as far as i know. Yeah i will add another door end circle color for freeze doors

lol music at start of map is ez

you simply create a music file for each note you wanna play

and create envelopes that turn the volume of the notes up for when they should play

the music wont start with the time, but it will be synchronized with the server time?

and synchronize the envelopes to the map start

i don't get it?

so

your music has notes

each note is its own music file

which you include in the map

each a continuous note

so lets say note a should play at second 1 for 1/2 sec

so you add the note to the map, assign a volume enveloep

that envelope in synchronized

but its still isnt synchonized with the doors

and is at 0 till second 1, and then goes up for half a second, then down again

eh i already explained welf how that would work

i don't get it at all xD

the start would need to be triggered by the dummy entering its loop

as doors are diffrent for everyone because dummy controls it

so you throw the dummy in, it hits the startline, therefore enabling the synchronization

wtf

you live in the year 2018

lmao i live in 2050

it was changed to be tied to server time

nono

not race time

you can check the box "Synchronized"

to sync it to race time

in an envelope

it doesnt work i tried it

with bonus tiles

and penalty tiles

show me how to do that stuff in a small test map and i can think about it?

okay on a serious note, my music-sync idea is wayyy overkill. not really feasible

it was changed in like version 10.8

no it was changed in ddnet 10 ye

its not overkill patiga,

headshot made a cool geometry dash map that syncs music to your jumps

he kill you tho at the start, no?

if music to race time existed i would rush to make some cool stuff too


no

apparently u can put a race time add that adds 255 and it restarts for some reason

i forgot how it worked

hmm, what is "Synchronized" for then?

i meant that my idea on how to achieve music synchronization is overkill

it syncs to server time now

if u dont have synchronize, music and envelopes will start at a unique time for each player, the animation is started once player joins

but if u have synchronize on, all animations start at the same time when the server starts and it will be same for all players

ah, interesting

then the help text in the editor should be changed tho o.o

Some smaller design fixes, changed the color of the circles around freezing doors, switched the doors at part 2 for faster speedruns, added unhookables at part 8 for faster speedruns, added some teleporters at part 11 so you don't accidentally fall down too early and miss the 2nd door. Thanks to all the testers.

added time cps

cp 6 is easily very cheatable

u dont have to use doors at all

great map

but idk how u supposed to get in winner room

cuz dummy die and all doors closed

that cp 6 cheat is intentional, for me that cheat was pretty hard, do you think i should fix it, i somehow want to keep it like this. also cheating some parts is kinda the idea of the map xD
you can enter winner room because you are in t0 after finish and at there are switches in the fun room

oh ok

i liked the sligtly falling down into the winner room somehow, that's why i made it in this way xD (and you can try to climb up for fun)

I made 1 part easier for speedruns (part 8) and reduced the waiting time at another parts (part 16), so speedruns will be faster.

Fixed tele color, should be ready now

- good map, nice idea

Good map

$ready 1



(

Lmao

Got whole channel deleted

We aren't able to chat there

Now


new logo, tele alpha now 180

thanks

can u make demo?



Release date 2021