What to look for

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deen
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What to look for

Post by deen »

So you're making a map or testing one. Here's some common problems to look out for (mostly by Saavik):
Mapper Rules
Gameplay
  1. Every part has to work!
  2. Create multiple spawn points so that they can not be blocked. Don't place spawns directly on the ground for the same reason.
  3. Don't place teleporter destination (TO) tiles on the ground, as they can make players bounce away unexpectedly. Better lift them up by one tile and set more than one tile.
  4. Make sure automapper works as you think. Don't turn small freeze corners into freeze tiles and make sure your walls don't have holes.
  5. Parts should have enough space for multiple tees. Often tees don't play in groups of two!
  6. Sometimes it makes sense to have unfreezes when you get teleported back, especially in parts where you need many tries.
  7. Avoid using checkpoints, because it's more difficult and easier to cheat.
  8. Triangle tiles can be an entity or not, but do one or the other consistently.
Layers and Images
  1. Make your images as small as possible.
  2. If your images have weird borders ingame you probably have to dilate them.
  3. Embed all images (even ddnet-tiles, ddnet-walls, round-tiles, fadeout) that are not included in the regular Teeworlds Client.
  4. Make your layers as small as possible. This makes your map faster to load for clients and use less resources on the server. Note that all game layers have the same size.
It's usually faster to check your map yourself, ideally with a friend, for all bugs before submitting it to DDNet. Otherwise the testers will be frustrated with a lot of simple bugs and you will have to fix bugs every few days until none remain.
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Broken
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Re: What to look for

Post by Broken »

Could you make like a 4 point system for rejected maps:

1. Beyond repair, will never be accepted.
2. Heavy modifications needed to be accepted.
3. Light changes needed.
4. Only graphical fixes needed.
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deen
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Re: What to look for

Post by deen »

Broken wrote:Could you make like a 4 point system for rejected maps:

1. Beyond repair, will never be accepted.
2. Heavy modifications needed to be accepted.
3. Light changes needed.
4. Only graphical fixes needed.
The first two points are the same. With extremely heavy modifications it's a new map. These points are what means "rejected". Points 3 and 4 are told by the testers.
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imp
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Post by imp »

I think with heavy modifications he doesn't mean a "new map". Because parts itself usually aren't the problem, but rather the graphical issues which make them hard to play or just sucking. Furthermore people often miss enities or use it at the wrong place, but also don't notice that some parts are cheatable/skipable
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Re: What to look for

Post by Broken »

A creative and fun map, which I put hours into both graphics and gameplay, was rejected by testers with

"it's not our style."

What am I suppose to do with that? Is that a beyond repair this map will never be accepted?
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deen
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Re: What to look for

Post by deen »

Broken wrote:A creative and fun map, which I put hours into both graphics and gameplay, was rejected by testers with

"it's not our style."

What am I suppose to do with that? Is that a beyond repair this map will never be accepted?
You can try resubmitting the map. Maybe people now have a different opinion. Unfortunately that's how it always is when a map is not accepted. It always hurts to reject a map, because a mapper put so much work into it. Still we can't take every map. That's one of the reasons I think there should be more servers than just DDraceNetwork. So mappers have more than 1 chance.
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Re: What to look for

Post by Broken »

deen wrote:
Broken wrote:A creative and fun map, which I put hours into both graphics and gameplay, was rejected by testers with

"it's not our style."

What am I suppose to do with that? Is that a beyond repair this map will never be accepted?
You can try resubmitting the map. Maybe people now have a different opinion. Unfortunately that's how it always is when a map is not accepted. It always hurts to reject a map, because a mapper put so much work into it. Still we can't take every map. That's one of the reasons I think there should be more servers than just DDraceNetwork. So mappers have more than 1 chance.
It doesn't hurt if I feel it's a just decision. But thanks for the thought.
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