#Beyti
"Beyti" by YK [Brutal]
DDNet-Testing 01/04/2026 10:22 PM

Mentions:

@delikled
Beyti — Testing

@YK this is your map's testing channel!

⚠️ Post map updates here and remember to follow our mapper rules! ⚠️

If possible, include a playthrough of your map, so our testers have a better understanding of your idea of a map!

ERRORS

⚠️ Your map contains errors, please fix them as soon as possible. ⚠️ Your map has been automatically moved to WAITING Mapper in the meantime.

A full map preview can be found HERE.

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DDNet-Testing 01/04/2026 10:22 PM
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DDNet-Testing 01/04/2026 10:22 PM

Map 🐞:

delikled 01/05/2026 6:04 AM

Added Time cps

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delikled 01/05/2026 6:40 AM

removed tune 1 tile and changed the order of logo

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comebackplay 01/05/2026 12:51 PM
  • map structure is square, its not bad but its harder to map, good mappers avoid square.
  • specials tiles without reasoning. for example doors in first 2 parts. u can force players do what u want without thoose doors. Good mappers try to use as few special entities as possible. cus most of ur ideas possible with satandart tiles(Hookable, kills, uhookable, glass(ht=hook through), freeze, unfreeze.) -spacing sometimes is to tight with no reason.

+i really like ur ideas

so this map decline for me cus too much special tiles without reasoning and a little bit spacing issue.

comebackplay 01/05/2026 12:57 PM

what to do first:

  • u need think about every special tiles and try to remove them.
  • u need rework first 3 parts.
  • also this look useless u need remove them and create better swaping mechanic. for example u have laser already. use it for split players. fix this three issue) and we will see
delikled 01/05/2026 12:58 PM

👍

delikled 01/05/2026 7:27 PM

Reworked the beginning of map, changed some of the parts that used jump refill and walljump, removed speeder in a part (9th cp), fixed background in some parts, removed wrong tiles, removed timers but made one of the parts harder

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delikled 01/05/2026 7:53 PM

moved nojetpack above and fixed unreachable edge

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delikled 01/05/2026 8:04 PM

missing tiles

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delikled 01/05/2026 8:17 PM

Added missing unhookable, removed unnecessary tiles swapped unnecessary one sided hookthrough added more background props (pipes and cameras)

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suicidiomorte 01/05/2026 8:38 PM

more later i test your map

cookies_and_cream09315 01/06/2026 5:55 AM

Combine all your minor updates into one major so you dont spam as much

wee.tw 01/06/2026 1:53 PM

ig he is just rechecking and finding new errors, which is common thing, he even spamming not as much as Kaniosek

ililja 01/06/2026 2:06 PM

id say an update every 30 min is a bit too much

ililja 01/06/2026 2:07 PM

he should like at the end of the day upload all changes at once

delikled 01/06/2026 2:35 PM
l._ouis 01/06/2026 2:39 PM

Ye it's not a big deal but try uploading updated map at the end of each mapping session, not during 😃 , helps ppl read test history better

👍 2
dombul 01/07/2026 9:21 AM
FF 7
AA 7
TT 7
scdnh33 01/08/2026 10:07 PM

BEST MAP

scdnh33 01/08/2026 10:08 PM

!fatpick 10

pioooooo 01/10/2026 7:15 PM

always put two toteles above ground when it's not solo

pioooooo 01/10/2026 7:21 PM
delikled 01/10/2026 8:51 PM

Will do first, in second one I think I will either move freeze right or add stopper

delikled 01/18/2026 12:35 PM

Small changes to some parts (mostly replacing some stoppers with hookthrough and unhookable) , fixed some skips, fixed design mistakes

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delikled 02/16/2026 9:31 PM

Removed jetpack at 4th part (no going back from button now) and 15th part (added hookables to make it possible), made changes to 16th and 4th part

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.paxtell 02/19/2026 8:28 PM

Put all spawn tiles & teles 1 block above the ground

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.paxtell 02/19/2026 8:28 PM

I'd suggest adding multiple toteles to the same part too

__limonchik__ 03/17/2026 3:31 PM

Is that how it was supposed to be?

__limonchik__ 03/17/2026 4:06 PM

You can go back here and do a double rocket it'll be easier that way

__limonchik__ 03/17/2026 4:06 PM

This swing is really hard make it easier

__limonchik__ 03/17/2026 4:41 PM

This partner is very weak and isn't suitable for this map

__limonchik__ 03/17/2026 4:43 PM

In this case, both can go along the bottom

__limonchik__ 03/17/2026 4:44 PM
__limonchik__ 03/17/2026 4:46 PM

again skip

__limonchik__ 03/17/2026 4:47 PM
__limonchik__ 03/17/2026 4:48 PM

You can get hit by the laser here if you both go up

__limonchik__ 03/17/2026 4:50 PM

Both of them can go there

__limonchik__ 03/17/2026 4:53 PM

Maybe we should add some indicators, because both of them could end up there and die

__limonchik__ 03/17/2026 5:00 PM

Here, you can fly through, get the checkpoint, then do a part and teleport back

.potatoeater 03/17/2026 5:29 PM

Tunezone and weaps are used only once in whole map in one place.

.potatoeater 03/17/2026 5:29 PM

Also rocket

__limonchik__ 03/17/2026 5:31 PM

The map looks cool, but you need to fix everything listed above

DDNet-Testing 03/17/2026 5:31 PM

@YK Your map channel has been moved to WAITING MAPPER. Kindly review the issues highlighted by our Testers.

delikled 03/17/2026 7:10 PM

Thanks for the feedback

delikled 03/17/2026 7:32 PM
fp.mp4
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__limonchik__ 03/17/2026 7:34 PM

good idea

.potatoeater 03/17/2026 8:06 PM

You don't need to change this one, but the rocket one is just for 2 shots and you dont need it anymore

delikled 04/20/2026 8:27 PM

made 1st part freeze thicker, replaced gores part with a new part, reworked the part after solo to prevent laser skips, made significant changes to the cp14 part

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delikled 04/21/2026 1:07 PM

fixed design mistakes and weapon save at cp10

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soulyvevo 04/30/2026 11:09 PM

stars look very blurry/low resolution

soulyvevo 04/30/2026 11:10 PM

i dont think these stars match the rest of the map anyway

soulyvevo 04/30/2026 11:11 PM

because most of the map is pixel art and these dont look very pixel

soulyvevo 04/30/2026 11:12 PM

also this parallax value of 50 makes them look very flat in game

soulyvevo 04/30/2026 11:16 PM

its also usually not a good idea to put all stars in a single image like that, it mostly just lowers fps and increases filesize a lot compared to just placing separate stars by hand

soulyvevo 04/30/2026 11:18 PM

background doesnt really make all that much sense when it comes to parallax depth, one layer changes both values so it makes the image move both on x and y axis while another layer only makes the image move on x axis

soulyvevo 04/30/2026 11:21 PM

this image is very unnecessary

soulyvevo 04/30/2026 11:27 PM

instead of that you can just stack 2 imageless quads like this and change their colors to match that image

soulyvevo 04/30/2026 11:35 PM

map has a big issue with consistency of pixel size

soulyvevo 04/30/2026 11:41 PM

sometimes 1 pixel is 4x4, sometimes 3x3 and sometimes 2x2

soulyvevo 04/30/2026 11:44 PM

besides those pixel inconsistencies map has a lot of non pixel art elements like those different markers/icons for entities or rounder freeze corners and edges

soulyvevo 04/30/2026 11:45 PM

mixing different pixel sizes and different asset types like that really worsens the look of the map

delikled 05/10/2026 10:07 PM

a lot of design changes (mostly addressed to defatulyoda hater feedback) and fixed some wrongly placed tiles

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comebackplay 05/28/2026 11:47 AM

i think the first part is too complex. 1 this move is hard to read without context, so u need to add some. create 2-3 parts before without lasers to teach players this move. 2 i think u can somehow remove these stoppers 3 if u move it here it will instantly show where each player needs to go 4 looks like the top player needs to drop the bottom one into the tp, which is wrong

comebackplay 05/28/2026 12:00 PM

i can reach this point without hooking from the top, i think its bad also i always touched this

delikled 05/28/2026 4:55 PM

I disagree with first part being complex, anyone who can finish this map can also easily figure it out imo and I prefer livefreeze where it is, it should be pretty obvious since livefrozen cant go up already; also maybe they can touch it accidently idk

delikled 05/28/2026 4:56 PM

I should rework 4 a bit

comebackplay 05/31/2026 12:53 PM

by complex i dont mean hard to do. by complex i mean it's hard to understand how to do it. this msg confirms my point. otherwise it wouldnt exist

delikled 05/31/2026 4:51 PM

I guess 2 stoppers should be enough to give people the correct idea without changing the part or adding anything prior to it

ililja 06/01/2026 5:29 AM

Uh if i didnt know how its done it would only confuse me more

ililja 06/01/2026 5:30 AM

Cus all ways id see by looking at part wouldnt include the stoppers

delikled 06/01/2026 9:28 AM

but what other conclusion can you get when you think what stoppers there are for

delikled 06/01/2026 9:29 AM

I still think the part needs no change as my friends who tested the part had no issues there more than 4 minutes and were able to figure it out (excluding gores players), with stoppers should be more obvious what to do

ililja 06/03/2026 5:06 AM

So i got my friend to try it and he always took the wrong way

ililja 06/03/2026 5:06 AM

Like i let him try as he wished and told him if he did it as intended

ililja 06/03/2026 5:07 AM

On the 4th idea he got it

ililja 06/03/2026 5:07 AM

You leave too many ways open

delikled 06/03/2026 5:15 AM

True, there are 4 different ways I have seen people do it xD

delikled 06/03/2026 5:16 AM

I will see what I can do later

delikled 06/03/2026 11:00 AM

made minor changes to 1st part, 3rd part; major change to 12th part; made it impossible to fail 14th part

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delikled 06/03/2026 11:00 AM

also design fixes and changes

delikled 06/14/2026 4:55 PM

Made the part before cp5 harder, moved the freeze tiles away from tp12 to prevent skip, made the part before cp11 more comfortable

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scdnh33 06/14/2026 11:19 PM

delete ninja part sisko

f4 1
balami. 06/21/2026 10:06 PM

I tested the map with bananebulous i am sorry to inform you that this map in its current state is not good enough to be released on DDNet. I highly appreciate that you made some creative parts and made things your own way instead of copying too much from other maps, it was really refreshing to play the map, but compared to other maps this one lacks some fun. I highly recommend checking out 2 To Tango for comparison, since it's a well made map that is somewhat similar to yours. 2 To Tango has creative ideas but also on many parts both tees have something to do, some room to experiment, so you can gradually understand how the parts are supposed to be played and the parts don't feel too boring when you are stuck. On your map i felt like my movement was very limited and forced. I couldn't experiment much how the parts would work and sometimes i felt like i was stuck on doing very basic moves i have done in so many maps before. So all in all this map didn't feel too satisfying. A good example was cp 5 for me. It starts with a rather basic drag section, then it turns into an interesting walljump + hooking section with another synchronized "laser your friend" section. The walljump section is fun, but not when i have to do a drag before every try (experimenting here is hard because of the drag part before the interesting section) and then there is no cp but another part connected, which would make me ragequit the map if i failed there a few times. The next part also has a weird thing, i mean the weapon tp 9 shot, where it rather feels like i have to guess where my partner jumps instead of aiming properly. In other parts i didn't like how some parts had a basic hammerfly at the end, it was unsatisfying to fail that after doing a not too special part. I hope this decision doesn't demotivate you and please ask questions, if something is unclear. You have the option to reupload, but please make a meaningful change before you do so.

catseyenebulous 06/21/2026 10:08 PM

Hey there, sorry that you had to wait so long. Some maps are hard to judge/rate and yours also requires two players playing simultaneously which makes it hard to test alone.

I played this map with Freezestyler as well and we share a similar sentiment. You have some creative and interesting parts - however pretty much all of them lack good flow and feel pretty rough, which is the reason for the decline as explained in the message above.

But also from me I hope that it doesn't demotivate you since you have some pretty creative ideas and feel free to ask any question you might have! :)

DDNet-Testing 06/21/2026 10:09 PM

❌ Submission has been declined.

@YK Unfortunately, your map submission has been declined. Don't worry though -- take a look at the feedback from our Testers, and consider playing our latest releases to gain more experience.

delikled 06/21/2026 10:16 PM
feelsbadman 13
soulyvevo 06/22/2026 1:17 PM

yeah please dont give up i liked your part ideas im sure you can make some really great maps

❤️ 2
vappy19 06/22/2026 2:07 PM

Stupid decision

vappy19 06/22/2026 2:07 PM

And then they accept a Jetpack solo map made in 30 mins

vappy19 06/22/2026 2:07 PM

Simply amazing

vappy19 06/22/2026 2:09 PM

We dont have 1 map per week since 2022, many mappers/players lost motivation about absurd rules

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vappy19 06/22/2026 2:09 PM

This map has much potential, maybe some parts are "weird" or just inusual, but arent bad, its pretty creative

ililja 06/22/2026 3:33 PM

i also aggree even though i also think this map is not releasable in its current state i see more potential in this then that solo jetpack map

ninja25226 06/22/2026 5:10 PM

tho that solo jetpack was just good, even if simple it was fun and cool

ililja 06/22/2026 5:44 PM

well the gameplay was well rounded but it wasnt anything special id prefer if a map with the creativity of these parts gets released than a basic jetpack map with not a lot of special things to it

ninja25226 06/22/2026 5:44 PM

ig

ililja 06/22/2026 5:44 PM

this map just needed some playability improvements

❤️ 2
ninja25226 06/22/2026 5:44 PM

or both, simple maps like that are welcome for me

ililja 06/22/2026 5:44 PM

and it would be a good map gameplay wise

ninja25226 06/22/2026 5:44 PM

ye

ninja25226 06/22/2026 5:44 PM

didnt try it far but ig