#GoesOnlyDown
"GoesOnlyDown" by веселуhа [Solo]
DDNet-Testing 03/03/2026 3:05 PM

Mentions:

@veseluhazzz
GoesOnlyDown — Testing

@veseluha this is your map's testing channel!

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DDNet-Testing 03/03/2026 3:05 PM
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veseluhazzz 03/03/2026 9:08 PM

-73kb

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ramirok_ 03/04/2026 2:43 AM
@.cammo.

omggg

.cammo. 03/04/2026 6:08 AM

why is xxxsky 400kb

justatest 1
veseluhazzz 03/04/2026 9:55 AM

Really? I didnt notice that, i fix it later

veseluhazzz 03/04/2026 9:56 AM

I wondering why it was 600kb xd

veseluhazzz 03/04/2026 10:12 AM

-366kb

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markus777777 03/04/2026 3:37 PM

mini skip

markus777777 03/04/2026 3:39 PM

I think these hooks are too narrow and unfair, I would like them to be easier to hit

veseluhazzz 03/04/2026 3:47 PM

hooks now easier

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markus777777 03/04/2026 3:49 PM

Sometimes there isn't enough speed to get off the platform

markus777777 03/04/2026 4:18 PM

This edge feels like you're being knocked out of the flow; you're first flying left at high speed, and then you're landing on a right edge For me, it's better to do a left edge

markus777777 03/04/2026 4:20 PM

miniskip

markus777777 03/04/2026 4:23 PM

This edge feels bad because of the weird timing, you need to press 2 quick jumps otherwise you'll get into a freeze, which is bad for me

markus777777 03/04/2026 4:26 PM

Overall, the map is decent, it has an idea, but it's still repetitive and short. It would be better if the map had more mechanics than just hook, edge, and laser I think

veseluhazzz 03/04/2026 6:32 PM
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veseluhazzz 03/04/2026 6:33 PM
Deleted User 03/04/2026 6:35 PM

hmmm

wee.tw 03/05/2026 7:18 PM

still possible btw

wee.tw 03/05/2026 7:21 PM

almost identical moves 1 by 1

wee.tw 03/05/2026 7:29 PM

maybe u can make tp2 part with better flow? I tried to do some example

wee.tw 03/05/2026 7:30 PM

i just don't really like the fact that u have to stop immediately after u "spawned" on the part just to make a hook

wee.tw 03/05/2026 7:31 PM

btw this 2 parts also simillar and goes 1 by 1

wee.tw 03/05/2026 7:32 PM
wee.tw 03/05/2026 7:39 PM

maybe add 1 unhook here also, but im not sure, it might make part a lil bit easier

wee.tw 03/05/2026 7:40 PM

you can skip laser and just go like that

wee.tw 03/05/2026 7:41 PM

or u can also skip part like this

wee.tw 03/05/2026 7:42 PM

repetative, skips, flow breakers

wee.tw 03/05/2026 7:42 PM

other than that map is fun to play

DDNet-Testing 03/05/2026 7:42 PM

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

veseluhazzz 03/05/2026 8:13 PM

сan i just add switch doors? for fix skips like this

wee.tw 03/05/2026 8:15 PM

I'm not sure that is the best decision. Only to close skips - no. Make it a part of the map's mechanics - yes.

wee.tw 03/05/2026 8:16 PM

But reconstruct your map to fit new mechanic just to close skips idk

wee.tw 03/05/2026 8:21 PM

I kinda feel Edge Jump Pro vibes on this map, but I'm not sure if u should make it harder by making some switch-doors-things. If you can make this map more speedrun-flow-like map without actual focus on some hard edge moves IMO it promises good future for the map.

veseluhazzz 03/05/2026 9:04 PM
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veseluhazzz 03/05/2026 9:06 PM

In last part there is blue tp, idk how i can change this part

l._ouis 03/09/2026 5:08 AM

some good ideas here but the spacing on your parts is really frustrating sometimes

l._ouis 03/09/2026 5:09 AM

also your parts are unbalanced. you can also just order them differently so it gets easier to harder

Deleted User 03/09/2026 6:48 PM

I would try to leave only the top part visible, to show which part should be hooked. Sometimes people hook only the bottom part and don't understand why it doesn't fit.

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Deleted User 03/09/2026 6:54 PM

cool map

Deleted User 03/09/2026 6:54 PM

but

Deleted User 03/09/2026 6:55 PM

There are difficult parts that are behind us, and other easy parts that are ahead of us, so it's a bit unbalanced.

Deleted User 03/09/2026 6:55 PM

and this too

__limonchik__ 03/10/2026 10:43 PM

Skip

__limonchik__ 03/21/2026 12:43 PM

This place is not needed

__limonchik__ 03/21/2026 12:48 PM

Little skip

DDNet-Testing 03/31/2026 10:48 AM

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

gorp_tw 04/04/2026 7:27 AM

moving holding A from tele doesnt go in the hole, just put a tile to make it easier to go in

gorp_tw 04/04/2026 7:35 AM

cool map, i think 10 and 15 are the loosest, kinda multiple ways/confusing

gorp_tw 04/04/2026 7:36 AM

i didnt really experience the spacing issue louis said but i think the first part is like really annoying to get run speed cus tpto is too close

gorp_tw 04/04/2026 7:36 AM

just make top tele wall here align with the bottom one and extend the unhook left 1 tile too

gorp_tw 04/04/2026 7:36 AM

then u can just start holding A

gorp_tw 04/04/2026 7:37 AM

for me i always had to have run speed to get a good swing

gorp_tw 04/04/2026 7:38 AM

i feel like there's a better way to force this bottom edge landing rather than just making it 1 tile too low, because it feels a bit troll to someone playing the first time

gorp_tw 04/04/2026 7:38 AM

if you make it 2 tiles too low, its more clear there's way too little space to jump, and then you can remove some of the middle tele, keeping the precision.

gorp_tw 04/04/2026 7:39 AM

for me, i didnt notice the ground jump would be too high, maybe others didnt experience this but i didnt feel like "haha you got me" i just felt kinda annoyed

gorp_tw 04/04/2026 7:39 AM

if the map is more balanced towards being generally as hard as the hardest parts, then this doesnt really matter

gorp_tw 04/04/2026 7:40 AM

i also think the map has more flow if you force a lower jump, because you dont have to press A as much to land here

gorp_tw 04/04/2026 7:42 AM

only part i didnt really get for the spacing was this. it feels like i have to dodge the lower part of the wall in order to get enough height

gorp_tw 04/04/2026 7:42 AM

idk if that's intended but it feels harder than the others

gorp_tw 04/04/2026 7:43 AM

after practicing it more it doesnt feel as hard but i would make it more obvious that you should jump since the way its mapped kinda feels flow-ish to just walk off

gorp_tw 04/04/2026 7:44 AM

and i think conveying that "corners are good" for the ends of the parts is non-intuitive if the intended method is to dodge the first corner here.

gorp_tw 04/04/2026 7:44 AM

if you put tele in that corner, make it so you have to jump, all problems with this part go away for me

gorp_tw 04/04/2026 8:38 AM

i also dont like the ending (doesnt align with a wall like the others) but u could change it like this (removing all that blue stuff and putting the drop with speed right)

gorp_tw 04/04/2026 8:39 AM

or, if u want to keep this way, just remove this pointless stuff anyway and put a corner here

doshikey 04/04/2026 8:40 AM

good map, the usage of blue tele is unreasonable on a single part, i suggest to change part by moving the hole to left

doshikey 04/04/2026 8:43 AM

also i don't like the decision of stealing bg from ravillion, please change that

doshikey 04/04/2026 8:45 AM

design bug (corners)

gorp_tw 04/04/2026 8:45 AM

or a third way, if you want to keep this pointless platform, you can force them to go there by putting tele covering the hole, then use dj to the left

veseluhazzz 04/04/2026 9:10 AM

?

gorp_tw 04/04/2026 9:23 AM

yeah i guess that's fine

veseluhazzz 04/04/2026 9:45 AM
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veseluhazzz 04/04/2026 1:42 PM

forgot to delete unused entities

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veseluhazzz 04/04/2026 4:11 PM

can i change mapper name?

__limonchik__ 04/04/2026 4:28 PM

Yes

veseluhazzz 04/04/2026 4:41 PM

how

markus777777 04/04/2026 4:42 PM

testers can change it, just tell me what you want to change it to and what exactly

veseluhazzz 04/04/2026 4:44 PM

веселуhа

DDNet-Testing 04/04/2026 4:47 PM

@veseluha Changed the mapper(s) to веселуhа.

❤️ 2
veseluhazzz 04/04/2026 4:52 PM

ty

markus777777 04/04/2026 6:54 PM

miniskip

markus777777 04/04/2026 6:58 PM

You can also skip another edge if you don't skip the first one

markus777777 04/04/2026 6:58 PM

you can skip the edge

markus777777 04/04/2026 7:00 PM

This downward ledge stands out quite strongly and doesn't fit into the overall style of the map, in my opinion. You can move the entire ceiling by 1 block so that it is level with the ledge (if this interferes with the gameplay, don't do this, but I tested it and it doesn't seem to matter)

markus777777 04/04/2026 7:02 PM

It's better to raise the ceiling here by 1 block, in my opinion, because sometimes I flew into tp

markus777777 04/04/2026 7:04 PM

You can easily skip a laser shot when you're flying to the right

markus777777 04/04/2026 7:06 PM

I think it's better to raise the edge 2 blocks up here, so you don't have to wait until you fall, but rather stand on it right away

markus777777 04/04/2026 7:07 PM

You can skip this area

markus777777 04/04/2026 7:08 PM

The map is pretty short right now, it's better to make more parts with this teleport mechanic at the end, otherwise adding it to just one part is weird

markus777777 04/04/2026 7:10 PM

I also don't understand why you need deep on the transitions between parts, but if you want to keep it, add unfreeze on the spawn

markus777777 04/04/2026 7:16 PM

you can skip 2 edges at once

markus777777 04/04/2026 7:34 PM

And the map will be very unpleasant for speedrunning, on almost all parts you can skip 1-2 jumps and end up in a hole without a wall, which is very unpleasant, but saves a lot of time, as for me, the parts needs to be worked on so that it can be completed only as intended by the author

markus777777 04/04/2026 7:35 PM

and you can skip edge

markus777777 04/04/2026 7:39 PM

I also don't particularly like the very long transitions between parts. While you don't really feel them when you're going through them, when you speedrun, the entire tempo is lost, which is bad for me

markus777777 04/04/2026 7:57 PM

Overall, I liked the map. It still feels short, but the problem with the variety of parts has become less noticeable, which is good

DDNet-Testing 04/04/2026 7:57 PM

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

gorp_tw 04/04/2026 9:17 PM

yeah this has like 5 ways to do it, i think all edges should be forced or they should be removed

gorp_tw 04/04/2026 9:19 PM

i told him to change this, i think a better way would be a 1/2 tile tele wall instead of dropping the ceiling down

gorp_tw 04/05/2026 7:47 PM

kinda troll suggestion but, i think it's better english to write "OnlyGoesDown" or "GoesDownOnly", rather than "GoesOnlyDown", and i would say that order is from most to least natural sounding

retsot 04/05/2026 7:54 PM

OnlyDownGoes

Deleted User 04/05/2026 11:42 PM

Nixus

banhammer 2
yaccre 04/10/2026 8:09 PM

Bright Descent

yaccre 04/10/2026 8:09 PM

themix name for themix design

veseluhazzz 04/11/2026 4:39 AM

If you want, i can completely redesign map

ililja 04/11/2026 6:24 AM

its fine

yaccre 04/13/2026 3:15 PM

i like design it looks good and cloud mapres doesnt directly make it a copy of other designs

veseluhazzz 04/13/2026 8:09 PM

i fixed everything

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ohn0_ 04/17/2026 2:14 PM

this hook requires too precise hook from the player compare to all

l._ouis 04/20/2026 7:27 PM

agreed ^

l._ouis 04/20/2026 7:27 PM

also that move is kinda tight, i cheated it by using dj before i did legit

l._ouis 04/20/2026 7:30 PM

tp 8 is slightly too tight / spacing is kinda weird

ivanverba 05/05/2026 4:49 PM

some corners

ivanverba 05/05/2026 4:49 PM

cool map btw

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vappy19 05/06/2026 2:04 AM

make more parts with blue tele mechanic :D

.freezy_ 05/19/2026 10:24 AM

Above-mentioned hook on cp 4 is fine imo Please adjust the start/finish line design to be more obvious

.freezy_ 05/19/2026 10:25 AM

Cool map!

.freezy_ 05/19/2026 10:25 AM

2*?

3
DDNet-Testing 05/19/2026 11:07 AM

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

Deleted User 05/20/2026 2:48 AM

Ye

ramirok_ 06/16/2026 8:45 PM

neutral map

ramirok_ 06/16/2026 8:45 PM

(I didn't played map)

ivanverba 06/16/2026 9:32 PM

Why? Maybe a bit of feedback would be nice to improve map

lotok_14 06/16/2026 9:35 PM

oh I meant to type that into the search bar to see what makes a map bad sorry 💀 discord moment

veseluhazzz 07/03/2026 1:50 PM

made more space and some changes in some parts.

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DDNet-Testing 07/03/2026 1:50 PM

@veseluha A new version was submitted, so the map has been moved back to TESTING.

ivanverba 07/13/2026 10:27 AM

Some corners

ivanverba 07/13/2026 10:31 AM

I think it would look better to relocate them to the place I marked. But it's just my thoughts about it

ivanverba 07/13/2026 10:38 AM

I passed this part without using that hook tile. Not sure if it's really necessary there.

ivanverba 07/13/2026 10:47 AM

I really like the map. There are some simple but interesting parts, and the map is balanced imo (for me it's 2*)

DDNet-Testing 07/13/2026 10:47 AM

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

axel628 07/13/2026 11:51 AM

I played through your map and for me its not much to change. the flow was nice and it felt interesting to play whole way through.

axel628 07/13/2026 11:51 AM

the only thing I want to add is this jump

axel628 07/13/2026 11:51 AM

is very tight and unpleasent to play atleast for me

axel628 07/13/2026 11:53 AM

this part is also super interesting but misses some flow. the laser is super low so its hard to aim

axel628 07/13/2026 11:53 AM

and I gain alot of speed and hit this thing

axel628 07/13/2026 11:54 AM

but this is just small nitpicks. very cool map

soulyvevo 07/13/2026 11:54 AM

why are there 2 hookables in this part, i ended up only using the one on the right

soulyvevo 07/13/2026 11:54 AM

fire map btw i didnt really notice any gameplay issues

3
axel628 07/13/2026 11:54 AM

already adressed as what I can see

zweitleben 07/13/2026 12:02 PM

Could improve that swing on CP9. The Cut-Off Point feels not that good and could be improved imo. Maybe Put the Platform on the right one tile more to the right (so the hook gets a little longer)

.freezy_ 07/13/2026 12:09 PM

Good tests,

@veseluhazzz

please make sure to acknowledge any matter pointed out and add a changelog that includes details on what you didn't fix and why

1
DDNet-Testing 08/03/2026 5:35 AM

✅ veseluha confirmed the map is still being worked on.

odditionary 08/10/2026 2:52 PM

https://discord.com/channels/252358080522747904/1478407898181664870/1526175964986609754 , https://discord.com/channels/252358080522747904/1478407898181664870/1526195097228804258 i don't actually feel like the 5th part needs any changes, the first two hookables work well for the beginning, since the left one uses a swing down to gain more speed, and the right one helps you go up using with the speed gained from the left hookable

odditionary 08/10/2026 2:54 PM

having two hookables here would be more comfy for nobos, since the map is a 2* and mostly relies on swings

odditionary 08/10/2026 3:03 PM

this part has quite a big difficulty spike compared to other ones, the green swing felt a bit "abrupt" to me, so even if i hooked it and swinged, most of the time i'd get stuck in the red thingys

odditionary 08/10/2026 3:03 PM

might just be a skill issue

odditionary 08/10/2026 3:06 PM

this part felt a bit cramped in comparison to others

odditionary 08/10/2026 3:25 PM

would be nice having the "cloud bg" layer marked as HD since there's another layer that serves as a bg as well

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odditionary 08/10/2026 3:28 PM

please add back credits to ravie's tileset

2
odditionary 08/10/2026 3:28 PM

nice solo map, i couldn't really notice anything else