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#ninja map submissions
Railysse
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1591203480000
    • Railysse#0095
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#1
  16

https://i.imgur.com/ZfjmNXv.png
Created by Extremq#0000 and Railysse#0000


What is #ninja?!
In this module, the goal is to become the fastest ninja in the room by using abilities like dashes, double jumps and rewind to get over obstacles!
For more information about the module and abilities, please refer to this thread.

What kind of maps are we looking for?
When we make our maps, we have two things in mind: fun gameplay and aesthetics.

There are two kinds of maps you can make:
  • Standard maps: Normal difficulty, fast-paced, accessible to all players.
  • Hardcore maps: Very hard, complex, require a lot of skill to finish (kind of like bootcamp).

The idea is that after every 5 standars maps, there will be a hardcore one.
These are the rules you should follow:

Gameplay
  • It's important that the maps feel smooth and fun to play.
  • Mice shouldn't wait for their cooldowns. (ex: too many double jumps in a row)
  • The fastest time in which a mouse should finish the map is around 20 seconds or more, with some exceptions.
  • The maps should utilize the ninja abilities as much as possible. Try to reduce the number of obstacles that can be passed without them (ex: wall-jumping).
  • There should be no shortcuts that greatly reduce the time taken to finish the map.
  • Combine multiple types of obstacles that require the players to be creative with their skills.

Recommendations
Test your maps as much as possible while making them to make sure they play out as intended. You can do that by going to room #ninja00editor (or any room of the type #ninjaNUMBEReditor). Set a password with the command !pw password, and load a map with the command !m mapcode


Aesthetics and design
  • The size of the maps should generally be 1600x800 (or bigger).
  • The maps should have no background.
  • There must be a clear path mice should take. You can achieve that either through the layout of the terrains or by drawing guiding arrows.
  • Make sure there are no useless terrains, as they might create confusion. Every terrain should have a clear purpose.
  • There should not be too many elements that distract the player from the gameplay.


Recommendations
When designing the map, it's often good to choose two main types of terrain and stick to them, for visual integrity.

To make the map easier to read, try not to use oversized terrains. Ideally, most of the horizontal terrains should have a height between 35-45 while the vertical ones should have a width between 27-35.

Don't limit your creativity, though! These are only guidelines and should be treated accordingly.

Important things to know

Before starting making your maps, it is essential to know the game mechanics and abilities very well and be comfortable using them. Otherwise you might underestimate the power of the abilities and make a map that is easier than intended, with a lot of unwanted shortcuts.

Take the following example, where the cheese seems unreachable at first, but with a few clever tricks you can get to it.

Unwanted shortcut

https://i.imgur.com/XkSQFdk.gif

Shortcuts aside, please note that players should be able to finish the maps without using the rewind ability.



Common types of obstacles
There are a few common types of obstacles you can include in your map. Keep in mind that the following examples are shown only to help you, and are not necessary to use.

Common obstacles

https://i.imgur.com/MTqxKZW.gif


https://i.imgur.com/OMq8Msx.gif


https://i.imgur.com/ngQ7Vsh.gif


https://i.imgur.com/yj2NTe8.gif



You are allowed to use defilante elements such as Speed Boost, Death and Spring. They can be very useful but should not be overused if not needed.
Maps in rotation

Standard maps.......................................................

Difficulty 1/5


@7726015
@7048028
Difficulty 2/5

@7726744
@7732486
@7731641
Difficulty 3/5

@7725753
@7730637
@6784223
@7735771
Difficulty 4/5

@7728063
Difficulty 5/5

None yet. :(

..........
Hardcore maps.......................................................

@7733773
@7733777
@7734451


Other notes
It's recommended to use an external editor such as this one, as the in-game editor is a little bit limited.

The maps will be checked by:


http://avatars.atelier801.com/1479/20561479.jpg?1591156820706

...

http://avatars.atelier801.com/142/11760142.jpg?1591156820706

Railysse#0000

...

Extremq#0000



Good luck!

https://i.imgur.com/ZfjmNXv.png
Créé par Extremq#0000 et Railysse#0000


Qu'est-ce que #ninja?!
Dans ce module, le but est de devenir le ninja le plus rapide dans le salon en utilisant des abilités tels que les boosts, les double-sauts et le retour pour franchir les obstacles!
Pour plus d'informations à propos des abilités et du module, merci de se référer à ce sujet.

Quel genre de cartes cherchons-nous?
Quand nous faisons des cartes, nous avons deux idées en tête: une expérience de jeu amusante et de l'esthétique.

Voici les règles que vous devez appliquer:

Expérience de jeu
  • C'est important que la carte semble agréable et amusante à jouer.
  • Les souris ne devraient pas attendre le temps de chargement. (ex: Trop de sauts en continu)
  • Le temps le plus rapide dans lequel une souris devrait finir la carte devrait être 20 secondes ou plus, sauf quelques exceptions.
  • Les cartes doivent utiliser les abilités de ninja le plus possible. Essayez de réduire le nombre d'obstacles qui peuvent être franchis sans celles-ci (ex: grimpage).
  • Il ne doit pas avoir de raccourcis qui réduisent grandement le temps pour finir la carte.
  • Combinez plusieurs types d'obstacles qui obligeront le joueur à utiliser ses abilités créativement.

Recommendations
Testez vos cartes le plus possible en êtant sure qu'elles sont jouées de la façon qu'elles devraient l'être. Vous pouvez faire ça en créant un salon #ninja privé, instaurer un mot de passe avec la commande !pw mot de passe, et charger une carte avec la commande !m code de la map


Esthétique et Design
  • La taille de la carte doit généralement être 1600x800 (ou plus grand).
  • Les cartes ne doivent pas avoir de fond.
  • Il faut qu'il y est un chemin clair que les souris doivent prendre. Vous pouvez faire ça soit à travers la disposition des terrains ou par des flèches.
  • Faites en sorte qu'il n'y est pas de terrains inutiles, car ils pourraient créer la confusion. Chaque terrain devrait avoir un but précis.
  • Il ne devrait pas y avoir trop d'éléments qui pourraient distraire le joueur du jeu.


Recommendations
Quand le design de la carte est réalisé, c'est souvent mieux de choisir deux types de terrains principaux et les utiliser, pour une intégralité visuel.

Pour rendre la carte plus facile à défigurer, essayez de ne pas utiliser d'énormes terrains. Idéalement, la majorité des terrains horizontaux devraient avoir une largeur entre 35-45 alors que les terrains verticaux devraient avoir une hauteur de 27-35.

Malgré ça, ne limitez pas votre créativité ! Ceci est seulement un guide et doit être traité correctement.

Information importantes

Avant de commencer à réaliser votre carte, c'est essentiel d'être confortable avec les abilités et de bien connaître les mécaniques du jeu. Ou sinon vous pourriez sous-estimer la puissance des abilités et créer une carte qui peut être faite non comme voulu, avec des raccourcis.

Prenez l'exemple suivant, où le fromage semble ne pas pouvoir être atteint, qu'on peut au final atteindre avec une manipulation.

Raccourcis non-voulus

https://i.imgur.com/XkSQFdk.gif

Or raccourcis, notez que les joueurs devraient pouvoirs finir la carte sans l'abilité "retour".



Type d'obstacles communs
Il y a quelques obstacles communs que vous pouvez intégrer à votre carte. Gardez en tête que les exemples suivants sont là pour vous aider, vous ne devez pas nécessairement les utiliser.

Obstacles communs

https://i.imgur.com/MTqxKZW.gif


https://i.imgur.com/OMq8Msx.gif


https://i.imgur.com/ngQ7Vsh.gif


https://i.imgur.com/yj2NTe8.gif



Vous êtes autorisés à utiliser des éléments de défilante come le boost de rapidité, la mort and le ressort. Ils peuvent être utile et ne doivent pas être trop surutilisés si ils sont inutiles.
Cartes en rotation

Cartes standards.......................................................

Difficulty 1/5


@7726015
@7048028
Difficulté 2/5

@7726744
@7732486
@7731641
Difficulté 3/5

@7725753
@7730637
@6784223
@7735771
Difficulté 4/5

@7728063
Difficulté 5/5

Il n'y en a pas encore. :(

..........
Cartes compliquées.......................................................

@7733773
@7733777
@7734451



Autres conseils
Il est conseillé d'utiliser d'autre éditeurs comme celui-ci, comme celui inclut dans le jeu est un peu limité.

Les cartes seront vérifiées par:


http://avatars.atelier801.com/1479/20561479.jpg?1591156820706

...

http://avatars.atelier801.com/142/11760142.jpg?1591156820706

Railysse#0000

...

Extremq#0000



Bonne chance!



Translated by Jaker#9310

https://i.imgur.com/ZfjmNXv.png
Tarafından yaratıldı Extremq#0000 ve Railysse#0000


#Ninja nedir?!
Bu modüldeki amaç odadaki en hızlı ninja olmaktır. engelleri aşmak için tire , çift sıçrama ve geri sarma gibi yetenekleri kullanarak!
Modül ve yetenekler hakkında daha fazla bilgi için lütfen bu konuya bakın.

Ne tür haritalar arıyoruz?
Haritalarımızı oluştururken aklımızda iki şey var: eğlenceli oyun ve estetik.

Yapabileceğiniz iki tür harita vardır:
  • Standart haritalar: Normal zorluk, hızlı tempolu, tüm oyuncular için erişilebilir.
  • Zor haritalar: Çok zor, karmaşık, bitirmek için çok fazla beceri gerektiriyor (bootcamp gibi).

Fikir şu kiher 5 standart haritadan sonra, sert bir tane olacak.
Takip etmeniz gereken kurallar şunlardır:

Oynanış
  • Haritaların oynatılması için yumuşak ve eğlenceli hissetmesi önemlidir.
  • Fareler bekleme sürelerini beklememeliler. (ör: arka arkaya çok fazla çift atlama)
  • Bir farenin haritayı bitirmesi için en hızlı zaman 20 saniye veya daha fazla, bazı istisnalar dışında..
  • Haritalar ninja yeteneklerini kullanmalı mümkün olduğunca. Onlarsız geçilebilecek engellerin sayısını azaltmaya çalışın (ör: duvara atlama).
  • Harita bitirmek için harcanan zamanı büyük ölçüde azaltan kısayol yok olmalı.
  • Birleştirin oyuncuların yetenekleriyle yaratıcı olmalarını gerektiren çeşitli engel türleri.

Öneriler
Haritalarınızı mümkün olduğunca oynadıklarından emin olmak için mümkün olduğunca test edin. Bunu özel bir #ninja odası yaparak !Pw password komutuyla bir şifre belirleyin ve komutuyla bir harita yükleyin !M eşleme kodu


Estetik ve tasarım
  • Haritaların boyutu genellikle 1600x800 (veya daha büyük).
  • Haritaların arka planı olmamalıdır..
  • Açık bir yol olmalı! fareler almalı. Bunu, arazilerin düzeni veya kılavuz oklar çizerek elde edebilirsiniz.
  • Var olduğundan emin olun işe yaramaz arazi yok , çünkü kafa karışıklığı yaratabilirler. Her arazinin açık bir amacı olmalıdır.
  • Oynatıcıyı oyundan uzaklaştıran çok fazla öğe olmamalıdır.


Öneriler
Haritayı tasarlarken, seçmek için genellikle iyidir Iki ana arazi türü ve görsel bütünlük için onlara sadık kalın.

Haritayı okumayı kolaylaştırmak için büyük boyutlu araziler kullanmamayı deneyin. Ideal olarak, yatay alanların çoğunun 35-45 arasında bir yüksekliğe sahip olması gerekirken, dikey alanların 27-35 arasında bir genişliğe sahip olması gerekir.


Yine de yaratıcılığınızı sınırlamayın! Bunlar sadece rehber niteliğindedir ve uygun şekilde ele alınmalıdır.

Bilmeniz gereken önemli şeyler

Haritalarınızı yapmaya başlamadan önce, gerekli oyun mekaniğini ve yeteneklerini bilmek çok önemlidir ve bunları kullanarak rahat olun. Aksi takdirde, birçok istenmeyen kısayol ile yeteneklerin gücünü hafife alabilir ve amaçlanandan daha kolay bir harita yapabilirsiniz.

Peynirin başlangıçta ulaşılamaz göründüğü aşağıdaki örneği alın, ancak birkaç akıllı hile ile ona ulaşabilirsiniz.

Istenmeyen kısayol

https://i.imgur.com/XkSQFdk.gif

Kısayollar bir yana, oyuncuların geri sarma yeteneğini kullanmadan haritaları bitirebilmeleri gerektiğini lütfen unutmayın.



Sık karşılaşılan engel türleri
Haritanıza eklenebilecek birkaç yaygın engel türü vardır. Bazı örnekler yalnızca boyut olarak yardımcı olması için gösterilmiştir ve kullanılması gerekmez.

Ortak engeller

https://i.imgur.com/MTqxKZW.gif


https://i.imgur.com/OMq8Msx.gif


https://i.imgur.com/ngQ7Vsh.gif


https://i.imgur.com/yj2NTe8.gif



Defilante elementlerini kullanma izniniz var gibi Hız Arttırma, Ölüm ve bahar. Çok faydalı olabilirler, ancak gerekmediklerinde aşırı kullanılmamalıdırlar.
Dönen haritalar

Standart haritalar.......................................................

Zorluk 1/5


@7726015
@7048028
Zorluk 2/5

@7726744
@7732486
@7731641
Zorluk 3/5

@7725753
@7730637
@6784223
@7735771
Zorluk 4/5

@7728063
Zorluk 5/5

Henüz yok. :(

..........
Hardcore haritalar.......................................................

@7733773
@7733777
@7734451


Diğer notlar
Oyun içi editör biraz sınırlı olduğundan, bu gibi , bir harici editör kullanılması tavsiye edilir.

Haritalar kontrol edilecek:


http://avatars.atelier801.com/1479/20561479.jpg?1591156820706

...

http://avatars.atelier801.com/142/11760142.jpg?1591156820706

Railysse#0000

...

Extremq#0000



Iyi şanslar!



Translated by Osmanyksk123#5925



Dernière modification le 1596569100000
Alarobzein
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1591206120000
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#2
  5
Good luck, that's look so fuuun :D
Alex
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#3
  5
Good luck! Amazing module, can't wait to see new maps added to it.
Camelia
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#4
  5
Good luck !!!
Commandantso
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#5
  4
Good luck! o/

nin nin !
Bhvana
« Censeur »
1591214340000
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#6
  3
@7733532
Good luck to everyone!
Favelada
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#7
  4
boa sorte, amores
Thefourthone
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#8
[Modéré par Etyla, raison : Spam]
Elmattjuan
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#9
  3
@7733773
@7733777

Dernière modification le 1591253100000
Comen
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#10
  3
good luck ^.^
Uhuge
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#11
  3
@6154636
@7048028
good luck!(*´ω`*)

Dernière modification le 1591362060000
Jaker
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#12
  3
@7734131

Dernière modification le 1591385700000
Urook
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#13
  3
There's a lot to do with these mechanics, good luck!
@7733726
@7734451
Railysse
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#14
  7
Hello, guys!
We want to let you know that we have checked all the submissions we've received so far. We're very excited about most maps we've seen and tomorrow we'll post a message here with all the details and conclusions we've come to! (most of them only require minor changes)

P.S. all the maps that will be submitted before we make the post will be included in it, so you still have time to add your maps until tomorrow if you want a fast feedback!
Mavibalina10
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#15
  2
@7734655 very hard

Dernière modification le 1591391640000
Commandantso
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#16
  2
@7733505
Ceapasy
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#17
  2
Good Luck!!!
Railysse
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#18
  7

Reviewing your maps (06.06.2020)


Hello!
As promised, here's the post with the details about your maps.

But before we begin, I want to say that we've very surprised by how creative most maps are and the direction you took while making them! It was inspiring to see how many interesting obstacles you can create with the #ninja mechanincs and that made us really excited for the future of the module.
Hardcore maps
A pretty significant percentage of the maps we've received clearly stand out from the rest because of how difficult they are in comparison (ex: both of Elmattjuan's maps and Urook's @7734451), while being very well made at the same time.
As they don't fit in the current map rotation, we've decided to make some changes to the rotation itself by introducing the concept of hardcore maps to accomodate for the higher difficulty.
The idea is as follows: After every 5 normal maps, there will be one hardcore map.

Players will have a separate stat on their profile that tracks how many hardcore maps they've finished.

We feel that this is the best way to make this kind of maps justice, while keeping the module accessible for the average player!

Note
The hardcore maps system will not be implemented just yet, as we need more hardcore maps before making it official. The main post will be updated soon with the new details.


Submissions

Elmattjuan #0000

@7733773 - Needs adjustments
Very good map! This was the first one that showed us how different maps can be from the ones we already have. We think it has a lot of potential (it is one of my favorites out of all submissions), but needs some work on a few parts in order to be added to the hardcore maps rotation. (that's why the review of this map will be a little bit more comprehensive)
First of all, there are some elements that have no apparent purpose (as they're not essential for the gameplay or they don't server as obstacles) and can be removed, like the following:

https://i.imgur.com/ZBdOgy3.png


https://i.imgur.com/DPtSiHe.png


https://i.imgur.com/obH1BfA.png


Here, the intended path is slower (and harder to execute) than just dashing like this:

https://i.imgur.com/SV6Zqr0.gif


This part has two ways of doing it. The first one (probably the intended one) is A LOT harder to do than the second, while the second one is very easy, but not intuitive. We recommend to make it so that there's only one way to do it (and mark it with arrows). Easier than the first, harder than the second.


First path:


https://i.imgur.com/NdlKgPg.gif



Second path:



https://i.imgur.com/Ygl8uRz.gif


Overall, you just need to narrow down the options players have when doing the map and indicate it with arrows.


@7733777 - Needs adjustments
This map is also really good for our new hardcore category. Needs some small improvements that are very easy to do!
50% of the times, the maps are flipped. When it is flipped this way, the ability indicators overlap with the lava. It's easy to fix: just make the map width larger than 1600 and move everything a little bit towards the center. I recommend this editor for that, as you can select everything all at once.

https://i.imgur.com/Fys5s8f.png


The intended path is slower than doing this:

https://i.imgur.com/RiwU9Qk.gif


You can't see the spring because of the UI. You need to rise the whole thing up so that the spring is in view.

https://i.imgur.com/7fpQoIH.png


There needs to be a terrain above, to prevent the player from doing this. Also, I think this part should be a little easier to do, because it's vey easy to die there. Maybe give the trampoline some more friction so that players can reset their jump when touching it.

https://i.imgur.com/qKQfm1s.gif




Bhvana#0543

@7733532 - Rejected
Unfortunately, the map is too repetitive and not complex enough to be added. Also, it takes way too long to do it.


Uhuge#0000

@6154636 - Good, but could be better
This is the map that I have mixed feelings about! On one hand, the aesthetics and overall design fits very well with the maps we already have, which is a big plus! The problem is that we managed to finish it in 15 seconds, which means it is one of the shortest maps we've seen. That, combined with the fact that there are almost no ways to die, makes it the easiest map we've played.
We could add it as it is, but I just want to give you the chance to work on it more, because it has a lot of potential and could be so much more interesting if you would give the player more obstacles and ways to die! (I have to mention that I love the idea with the lava, by the way)
Just one small thing I'd change. I would remove that fake hole there because it looks pretty random.


https://i.imgur.com/q8rvVKe.png




@7048028 - Needs some minor adjustments
This map is my personal favorite! It has the perfect style, ideas and difficulty for the normal maps rotation! It only needs some subtle adjustments to make it have a better flow.
I think this trampoline should have a higher restitution, to give the player enough speed to get back to the hole. Maybe change the angle of the terrains a little bit too?

Also, make it easier to go back up for those who fail the combo (which is a very high percentage of the players who won't dash while falling), otherwise they would have to just walk and wall-jump, and that's not too exciting!

https://i.imgur.com/2CEtzUU.png


Maybe make this ground steeper so that you get more speed when you fall from above.

https://i.imgur.com/aX6hyJ0.png


This arrow should not be cut by terrain. Either remove it (as it is already pretty clear where you should go), or make it smaller and put if before or after the vertical line.

https://i.imgur.com/waFaMLb.png


Here, I would make it less "crowded" by either removing that shop stand or by making the arrow more subtle.

https://i.imgur.com/poT2O1a.png





Jaker#9310

@7734131 - Needs adjustments
The map is very fun to play and dynamic, but needs a major visual update to make it look better. There are also some small problems with the gameplay itself, but could be easily fixed by reducing the restitution of some trampolines and lava


Urook#1131

@7733726 - Rejected
Very cool style! The problem is that other than the first jump, it doesn't have any obstacles or challenges at all. It's impossible to die and most of the map can be done just by walking and wall-jumping.


@7734451 - Almost accepted
This is one of the most creative maps we got so far and is perfect for our hardcore maps rotation!

There's nothing that I would change, with one exception. The aie setting that kills the players every time you touch the lava doesn't work as intended. It also kills you when you dash into a solid ground, or when you fall too hard (still on a solid ground) and that's pretty annoying.

There's a very easy fix, though.
  • Start by deactivating the aie setting.
  • Change the restitution for ALL lava grounds to 9999.
  • Make sure that all parallel grounds have a slightly different angle.

As it is now, they all have a 10 degree angle. Make sure that for the parallel grounds, one of them has 10 degrees and the other one has 9 or 11 for example. We've tested it and it worked perfectly.


Mavibalina10#0000

@7734655 - Rejected
The gameplay is very confusing, there are a lot of shortcuts, useless grounds, and visually it has a bad design overall.

Other notes

Unfortunately, it took a little longer than intended to write this post, so I didn't have time to check Commandantso#0000's map and I'm sorry for that. We'll come back with an answer in a few days.

  • For all the submissions that weren't rejected, I wanted to let you know that you can contact us at any time (be it in-game or on forum) to talk about your maps and even review them together on a *#ninja map and get instant feedback!
Elmattjuan
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#19
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@7733773 - Edit
@7733777 - Edit
@7734262 - New
Stovedove
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#20
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@7735744
:D
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