Mentions:
@ninja25226Map 🐞:
had this becasuse i forgot something
ill add time cps later when i can
ik bot
time cps
hey some tester know when are test servers updated?? when is this gonna be in test server?
or is it manual?
Might already be there, just not on the map options rn
Try changing to another map first idk
Otherwise wait a couple hours
this setup isnt 100%
very hard to reach
i did it 100% of times I'll check it
where exactly? dont understand this screenshot
rocket to the platform
it's too close?
i saw that earlier I'm gonna change it
Hi, I tested your map and this is what I found
- You can save the laser here.
- Here you can go up with sg and skip the whole map
- It's the same here but with the help of a rocket
- Skip
- You can skip the start, pick up the weapons and return to the start with the weapons
- There's an inconvenient setup for shotguns here, you can make them more convenient.
- skip laser
- skip
- skip
- where finish in design?
- design bug
- where start line in design
- Are you also overusing using arrow I think the map has potential and I hope you will fix everything and the map will be ready for release.
dayum
\:D
gonna check later but start and finish line was added here no??
here sry
ah rly?
ok sry
I downloaded the first version of the map
my bad
there are many map escape or skips, maybe find on your own and fix it
maybe its not updated OR i gott asay sry cuz i didnt do ctrl+s before sending, maybe im an idiot, anyways ill check it :D
dw
I've been testing this on my server
well if they arent fixed is cuz i didnt find them ...
try to find skip in your own map xD you can test yours
👆
play your map also alot and move stuff around to improve the flow
and it will be a solid map :D
fixed the spacing after the grenade. all the skips mentioned above im now pretty sure are impossible. covered with freeze all potential places to skip fixed the setup (i gave it a looot of trys now and always works. before only worked if you were in wall early, if not it could not work) made the shotgun more comfortable. and rest of stuff mentioned. i hope im not missing anything
nice :). now play the map 100 times
im pretty sure i did more than 100 runs
segmented tho, only some full runs
super will try the map later :D
;3
IDK, maybe I do somethingwrong. I can't do this part
You have to keep up the speed when you hit yourself with the laser
That is, to go through this part without stopping
Ohhh, thanks, this map is so confusing . Maybe author should put some markers or something
I'm pretty sure that it's not needed to mark those but i could and also add a marker to keep speed at shotgun part
it's not intended to be confusing but intended to make u learn the parts, since it's a speedrun map
so yeah maybe a couple markers it's ok
to much downspeed
you have improved alot since last playtest nice job

enjoyed playing this
making it longer means u can jump late . that distance it's actually setting u up so u can do the shotguns with some space to breathe.
make it longer and add a arrow where you should jump
1
just feelt like you had 0 time to do it
i mean i deleted a lot to make sure u couldn't fuck up but i should be able to add a couple blocks without fuckin up, i left margin
i feel it good idk
maybe just me :D
i would like to see a clip of it not working so i can see what's the problem i don't understand why it won't work sometimes :(
ill send clip tmrw
sometime you have less downspeed idk
I think it depends on downspeed
so if you move it down 1 tile ig its 100%
but downspeed is set upped by the ceiling
yeah but Ig its a chance it succeed with same downspeed then.
i made the last swing like that bc it felt weird to go from some complex gameplay to a finish line so its like a transition. if no one feels it like that as well I'll change it, it just was the first sense i had
prob u doing last part so good u get too much speed 😜
I'll check it as well
- Added markers for the arrows
(Pro gaming's suggestions vv)
- added a marker to keep speed and expanded the platform
- Made this 5 blocks or so bigger to give more space
- now it should be 100% (please be

)
- removed blocks in plat to give more space to sg
- moved unfreeze up and removed some hooks to make it more comfortable
(Nova's vv)
- cant keep grenade anymore
- moved 1 block
- cant refill jump anymore
- indicated suggested places
Will try later👍
tweaks
thought you needed to hold D there
cus the arrow
except that map feelt smoother
still think that rocket jump it to short. you hit the wall and loose momentum wich and break flow
it is pointing left tho?
didnt change. can you send a clip of how you do it?
sometimes the rocket gives you lil speed sometimes a lot. i tried to fit a mid point
you send clip
it gives the same no?
well maybe it's my skill issue. I'll space it more
alr make the hookable less then cus if you hook to high its not possible
wdym not possible
idk can try again then

hooking high actually gives you the opportunity to laser top or bottom, you choose :D
imma reduce from the bottom tho, if you hook late you touch freeze
ohhhh looks like i was hooking too high

moved the grenade shoot away, and moved the hooks so you need to hook lower https://discordapp.com/channels/252358080522747904/1512433421358469301/1512965647762456576 SCREENSHOT 2 deleted some hooks at the bottom https://discordapp.com/channels/252358080522747904/1512433421358469301/1512965399661117580 fixed a skip at start (there wasnt freeze there for some reason) SCREENSHOT 1
made end harder other small fixes
i think its alredy impossible to stand where you are and even more impossible to reach that second block.
where second block?
same thing
i don't think u can reach
I've been testing it and it's possible
xDDDD
sure? wow
2-3 sg
need
ahh sg makes sense
i didn't have that in mind haha
okey
where are you hooking?
bind
m
should work then.... weird
you miss it passing below it?
ye
i think i can move it down 1 booboo
block
xd
I'm trying to go through your map without practice, and maybe I'll figure out the flaws xD
hard map, once you learn it its still challenging but worth to keep speedrunning it :D (imo)
Good map
Flow looks nice
nice run! only failed 1 shotgun almost perfect :P
im glad u liked it
well i tried with and without bind and i always take it... i just removed the bottom hook since it may make you not take it. so you should hook a bit higher
^ + added a time cp i missed and added a flag in all time cps
probably not ready but i would love it in 22 june (its my bd :D)
4
but i guess its too early
3
apart from some skips, is it ready? like gameplay-wise?
yet? damn
You mean 2027?
no, that's why i said too early
i mean if it takes so long (i hope not) it could be 22 june 2027
-# cant wait to use a
@patigaon patica
1
2
cant wait to see this released on 21 june
1
^
@Pablo Your map channel has been moved to WAITING MAPPER. Kindly review the issues highlighted by our Testers.
- sure, if it makes it clearer its better since a lot of people get confused here
- its meant but yeah it looks a bit weird ill change it
^^
@Pablo A new version was submitted, so the map has been moved back to TESTING.
and map is filled with those structures
i dont think these are needed at all
the background itself has a lot of color banding on it, you might not be able to completely get rid of it due to how quads work but you can always reduce it a lot
it doesnt look like a smooth gradient but rather a bunch of rectangles
and that fog animation in the background is also really odd
it doesnt look very "natural"
its clearly visible that its a big quad that spins in weird directions
2
maybe if you added a bunch of smaller ones like that and put them on different delays that could help
but i dont know if animation like that would work at all, you would have to experiment a bit
and in general gameplay wise besides being unintuitive i dont see much reason for this to be so faily
newgenflowslop
1
thats why you have a sign telling you where to go -.-
i like it
yeah but i didnt spot it at first its not that easy to see when you are going fast and doing the part for the first time
unhook you mean
?
yeah unhooks
then if you tell me to make them not as white you wont notice
howww okey ill expand but wow
arrows arent the only way to point players towards the correct direction/solution
you can do so with a proper map layout
i really like the unorganized structure
i thought of a map you would need to read carefully first and then play it in a run as a speedrun
its not AS unintuitive, all is practicly closed with freeze
not as long as to make it with teles, if it had checkpoints, they will be like 3 in the whole map since you need to do almost everything in 1 flow
and about deco, its just a nightly winter
sounds fine imo, i think it would make the map more approachable
but those exact structures are what make the map harder to read while not providing any gameplay benefit
design benefit is also small if any in this case
ill think of it
i also didnt want the tee falling to the void if failed
thats other reason i did it
mmmm idk, too easy then
the tiles have a rather metallic and smooth look and there arent any "nature" type decorations besides these when it comes to foreground
it all really seems out of place
but the parts are the same its just that you dont have to restart
i dont see how it makes the map too easy
you can prevent that in other ways without adding these big structures, some of them are still quite far from the "main gameplay area" so the tee may still fall for quite a while
if its the blocks i can change them ig
mmm okey
mmm i guess ur right
ill try to fix it and in the worse case ill just redo deco
- made arrows a bit gray (img 1)
- removed a lot of useless structures
- removed most of the doodads
- changed the tileset to a stone one so all blends in better (img 2)
- (I have no idea on how to fix the color banding, i need help with that)
- fixed the fog animation
- added checkpoints. flags now mark where they are (img 3)
- fixed https://discordapp.com/channels/252358080522747904/1512433421358469301/1518652254956159007
Now with cp's it probably goes to a solo 2*
optimized ^
kinda fixed color banding
some gameplay improvements optimization
🐙
🦑
🪼
🤠
🦐
🦞
🦉

🐟
there are still confusing structures everywhere, and also you removed too many structures so you added a skip at the end. i don't really see a benefit in having all these platforms that don't indicate anything everywhere, sometimes it takes some time to find the path because there are a lot of random things. also making it this confusing might add some cheats that are hard to find.
also i agree with souly that this map shouldn't be that faily, but please plan this ahead. now the map is a bit messy with some random fails. even with the tp's the map doesn't look that accessible, because it's so messy. i guess a simpler mapping style would help a lot to make this gameplay more popular.
other than what i mentioned, i suggest to change the following issues:
besides that u also deleted the credits of the assets, please add them back.
$waiting
oh forgot to mention, hiding things inbetween the teleporters is not a good style, but yeah ig i understood how it became like this
for me the setup at the beginning and the setup at the beginning of cp 5 were rather boring, it's not really a form of skill expression so it's not rewarding to do these moves
Hey! thanks for the test :)
i removed the useless structures because i was told to... but at the same time you are saying that there are uselessa structures so i dont know what the conclussion on that is. about cheats, apart from the one you showed i dont think there cant be that much i mean, if you go through a not desired path, theres always freeze or something. (the one you found was one that was alredy pointed out and i solved it adding a structure but i deleted it in last update thats why).
Now its not really faily, if you follow the path it wont. it will be in some unfortunate places but now its not faily in the main parts. i would like to know where the map isnt accesible because i think i covered most of the failable freezes.
The "messy" style is intentional, i just wanted to make something different, while at the same time it keeps a ordered style i dont think thats an issue.
Also, whats the issue in the last picture? i dont understand
CHANGES
- solved the issues mentioned in the screenshots
- took back credits (twmap took them out).
- removed freeze inside teleport
Ill continue the changes once i understand the issues mentioned above
it's not ordered, it's messy and confusing, everywhere there are structures that don't indicate gameplay relevant parts, many contrasts for the eyes that don't matter at all and u cant even solve the issue with entities. if it takes significantly more time to understand the part just because it was meant to be messy, i don't see the advantage. it might be a form of creativity, but in my opinion (and some others on the server agreed) the map would be much better if it was clean. try to be creative in a way that improves the gameplay instead of making it confusing for no reason
arguing that there can't be "that much" is bad, because you can hardly be sure if there is something with such a messy style and one skip can be gamebreaking already
please fix this properly, maybe it's still possible to fall through, you can skip death tiles so make a box of unhookables around them or something (for it's okay if everything is invisible). it would be a lot of work to test this and making sure it's not cheatable like this (or just put the box anywhere else)
or - if you find a way - just remove the box entirely so the teleports are just inside the map (cleaner/better mapping style)
Yeah there is no point for that tele box.
how should i then give dj back, remove or give weaps?
mmmm okay... i guess. i really liked it tho but if no one agrees its better to change it :(. Ill try to keep the style while removing structures and making the existing ones connect so its a more closed strucuture. would that be okay?
okay i understand now
just inside the map on the to tp's should work right?
would look bad to have a random shield when in a perfect run the gun would have been removed alr for example
or worse a second grenade when you alredy have it
thats why i made it like that
- Removed most of the useless structures and formations.
- Connected some structures so its more clear and map is more closed https://discord.com/channels/252358080522747904/1512433421358469301/1525218136331386981
- Put unhook and killtile on top to make sure its not skipable https://discord.com/channels/252358080522747904/1512433421358469301/1525221025686491256
the file size is crazyy
also crazy is how the map went from being dogshit to playable by just adding teles
:(
tele version is in christimas event
oke thx :)
you could also move the kill box to the top right corner of the map, then it's unreachable and you can even remove kills around it
I'd like it as far away from the map as possible
@Pablo Your map channel has been moved to WAITING MAPPER. Kindly review the issues highlighted by our Testers.
i didnt do it because that would make speedup layer big asf
if it's mostly empty it doesn't really matter
compression will turn it into nothing
this seems to only be a problem if u do a corner shotgun, so I guess you could just make it impossible
i never tried to do it with corner shotgun because its hard for me but id prefer to make both work or force the corner one idk. ill check it out
imo wall is better, corner is basically just aiming at the right angle, which is quite boring from gameplay perspective
i literally did that before seeing message xdd
added title. fixed issues mentioned above. closed some skips and places mentioned in server.
(sorry for not having screenshots, windows trolling)
@Pablo A new version was submitted, so the map has been moved back to TESTING.
+can you please change map name to "Patica" with uppercase instead of "patica"? ty ;3
@Pablo The map name has been changed to Patica.
(just the map again because we dont have it on test rn)
This map is identical to the current version. Did you save your changes?
This map is identical to the current version. Did you save your changes?
added funky invisible tile so the bot stops trolling me
@Pablo Your map channel has been moved to WAITING MAPPER. Kindly review the issues highlighted by our Testers.
oopsie
⚠️ The original submission was deleted.
^^
@Pablo A new version was submitted, so the map has been moved back to TESTING.
wall shotgun is now too precise with this additional freeze, it wasn't there before
and i realized i "fixed" this by moving away the blocks without realizing i have to shotgun it to do the part

😭.
okay, now (i think

)
can you also get rid of the tele box completely? I feel like it's not needed and it's annoying that it's flashing on your screen every time you teleport, you could just place shields and weapons inside tubes
and I think that's all
1
@Pablo Your map channel has been moved to WAITING MAPPER. Kindly review the issues highlighted by our Testers.
i did but looked weird... I'll try again
yeah so it happens that you can move for 1 tick before you get freezed in the teleport. that with the box didnt happen but now it can lead to weird behaviours
thats another of the reasons i had the boxes, to freeze the tee
wouldn't this be solvable with some invisible speeder?
you can also jump in that tick but i think you cant do anything with that
if you put there a weak speeder pointing at the wall that should work?
imma go eat ill fix later
ye but may look weird ill see later gtg
okay
@ocosarremoved all boxes and added speedups to funel tps.
Put in HD all deco but logo
And fixed the corner

@Pablo A new version was submitted, so the map has been moved back to TESTING.
sry bot i generated a entity bug xd
sry bot x2
.
bot give me the ok pls
aaaaa
test!
removed 3rd shotgun
⭐ Channel state set to Release Candidate!
First ready set. The map needs to be tested again by a different tester before fully evaluated.
Suggested rating: Rating: ★★☆☆☆
last upd
cmon bot its the last one :D
-.-
"deen is doing some major restructuring in the background, so the website can be down from time to time"
yuh
im giving it some mins
pls bot :D
good bot?

bad bot
Sowwy :c
!!
web loaded
you can bot
YES
its for cp 1
but the left side u cant reach
from cp 1
but it would look weird
so why not
i guess
i dont think it would but ur choice
we waited for 30 mins to upload this version so ill keep it lol
okay
because you arent supposed to be there

some freeze
@Pablo Your map channel has been moved back to TESTING.
⭐ Channel state set to Release Candidate!
First ready set by Trial Tester. The map needs to be tested again by an official tester before fully evaluated.
Suggested rating: Rating: ★★☆☆☆
⭐ Patica is now ready to be released!
Rating: ★★☆☆☆
Optimized version attached. Unoptimized version: https://discord.com/channels/252358080522747904/1512433421358469301/1530222377223327895
yayy
<t:1786802400:F> does that work for you or do you want it later?
Could I do <t:1786719600:F>? I don't know if Ill be online the 15th and wanna be in the release.
If it has to be later, lets do then <t:1788361200:F>.
(I know it's a big gap but from 16 to 31 i will be pretty offline :/)
ty
k
thanks :)
Good mapper once again
1
^^
@Pablo A new version was submitted, so the map has been moved back to RC.
why does it increase so much in size bro
ou shi
it moved to release candidate again :c
idk if i should @ you or snail
⭐ Patica is now ready to be released!
Rating: ★★☆☆☆
Optimized version attached. Unoptimized version: https://discord.com/channels/252358080522747904/1512433421358469301/1533762164614234183
nice
updates have been made, last version is the correct one
thx, updated
2 estrellas?
@ninja25226me parecia 3 cuando lo jugaba
tiene cps
Cooked pork
Yo soy nub igual xd
si lo practicas puedes
🎉 Map Released!
@Pablo your map has just been released!
You now have a grace period of 14 days to identify and resolve any unnoticed bugs or skips. After this period, only design and quality of life fixes will be allowed, provided they do not affect leaderboard rankings.
⚠️ Significant gameplay changes may result in rank removals.
Good luck with your map!
Grace Period Ends <t:1787929850:F>
Make sure to review your map thoroughly before the grace period ends!
1
:3
When is the MEC scholarship opening up again?
go see if raul knows, he knows the admins
Good map good mapper approved
Beca MEC :0
Good map

it is broken, my theory is that this is because you're hitting wall at high speed and at an angle. Collision gets detected and then the game needs to put you back on the wall, and this interpolation probably has a slight inaccuracy, which affects where you unfreeze. This is fixable with deep, but then deep jump affects the next unfreeze and makes the wall shotgun pretty much impossible. I'll try to find some working setup and if nothing works I have a backup idea
ok deep jump affected next unfreeze because I was stacking undeep and unfreeze
that sounds good. Tho im not able now. Could you upload it??
part fix, doesn't affect tas ranks, no idea how to optimize it now
idk why i didnt come up with separating them but thats perfect
"consistency" fix
"doesnt affect tas ranks"

tas wouldnt be reachable by normal players if it vreaks the tas
done
or should be
Vreaks
Edited map from
@catseyenebulous(
):
/twmap-edit options:--remove-everything-unused --shrink-tiles-layers
You can use also use --help to view all the available commands but to optimize a map it's usually just these two. :)
$english
Hi! Most of us communicate in English. If you're having trouble with English, use https://www.deepl.com/en/translator to help you out.
-.-
yeah you were right
i dont recall that happening in testing though, did the map just randomly break or smth
I guess no one was speedrunning in testing and it went undetected, it only happened with early jump at high speed
nah, it happened when going extremly fast, and we didnt try that cuz it was a setup but apparently it can add to it
@Pablo The grace period for Patica ends <t:1787929850:R>. If you have any final fixes, submit them before the channel gets archived.
The grace period for Patica has ended. The channel will be archived automatically in a few days.