26

Re: [Discussion] New Maps in 0.6.0

chilly,

that would be great but you can't make it offizial in 0.7? Or is there any chance of you doing that?

27

Re: [Discussion] New Maps in 0.6.0

I don't like the thing, that there are more than 5 ctf maps now - ctf8 etc.
If you ask anybody, what ctf maps he usually plays, he'd say ctf4. And the fact that there are ctf8 maps - isn't good at all!

28

Re: [Discussion] New Maps in 0.6.0

Well in my opinion for now i dont like ctf4 either but the old one just sucked even more . If i get used to the movement it will maybe turn out ot a great map .

The reason it wasn´t named ctf8 or whatever is most likely plain names( ctf1 , ctf2  ... )  belong to vanilla and the devs are free to remove / replace them as they like. I dont see any problem as there was even an issue about handing down ctf4 to the community and replace it @ chi1s git which is the official map developer.

As for graphics in my opinion they are great and the graphics add a lot to gameplay feeling. The comic style became even better. Next thing should be more effects ( animations ) within the maps like water falls, curling bushes, ..

But if you have a closer look and compare ctf1 with ctf7 it seems like ctf 7 is a symmetrical reworked version of ctf1 so there might be another replace soon.

Only thing i dislike about the maps is that there are no changes to ctf5 which should be reworked next.

29

Re: [Discussion] New Maps in 0.6.0

exalkun: ctf5 is on my todo-list. smile

thepro: the old ctf4 is an instagib map and as such will not be included in future vanilla releases, no.

Aurolon: We currently have 13 official maps in Teeworlds:
DM maps:

  • dm1 - First included in 0.2.0

  • dm2 - First included in 0.2.0, updated in 0.4.0.

  • dm6 - First included in 0.2.0, updated several times, most recently in 0.6.0.

  • dm7 - First included in 0.5.0

  • dm8 - First included in 0.5.0, updated in 0.6.0

  • dm9 - First included in 0.5.0

dm3-5 has never been included in a public release.

CTF maps:

  • ctf1 - First included in 0.3.0

  • ctf2 - First included in 0.3.0, minor updates in 0.4.0 and 0.6.0

  • ctf3 - First included in 0.5.0

  • ctf4 - First included in 0.5.0, replaced in 0.6.0

  • ctf5 - First included in 0.5.0

  • ctf6 - First included in 0.6.0

  • ctf7 - First included in 0.6.0

Also, most maps have gotten graphical overhauls several times.

As you can see, there are several map updates in every major release, so this is nothing new or unusual.

Official Teeworlds map developer and community moderator
Administrator for the Teeworlds community Teesites

30

Re: [Discussion] New Maps in 0.6.0

exalkun wrote:

Only thing i dislike about the maps is that there are no changes to ctf5 which should be reworked next.

There is a minor change -- the hearts and shields under each base were removed. Would be curious as to why that was done.

31

Re: [Discussion] New Maps in 0.6.0

Small review on the changed dm maps:

dm6: The new look (doodad placement, maintile thingies) is  awesome. Nothing much to say. But the gameplay changes aren't really noticeable ingame. It's just like something new. Nothing bad but not really needed. Some of you may think else but I never really used this platform.

dm8: Look is amazing as usual. The gameplay change is nice. I really love it. You have much more space to move around down there and it's now like the new main-fightning-zone.

I'm somehow disappointed about the new unhookables. They look so nice but aren't used anywhere.
Now I'm waiting for ctf5 to get changed smile

32

Re: [Discussion] New Maps in 0.6.0

I love the new tileset but ctf2 was perfect and why change a perfect map?

33

Re: [Discussion] New Maps in 0.6.0

ctf 6 cool new fresh map good alternative to ctf2  4/ 5

ctf4 kinda lame slow not used to it yet maybe it becomes cool  2.5 /5

ctf7 balanced symmetrical vers of ctf1 not much to say about it 3.5 / 5

dm maps not tested yet sicne there is no dm community out there .

Graphics cool but the maps lack animations .

greets Marik

34

Re: [Discussion] New Maps in 0.6.0

thepro wrote:

I love the new tileset but ctf2 was perfect and why change a perfect map?

it was not symmetrical --> not perfect
the ninja powerup was not in the middle --> not perfect

Antoine de Saint Exupéry: It seems that perfection is reached not when there is nothing left to add, but when there is nothing left to take away.
Besides -  I am the gfx guy!

35

Re: [Discussion] New Maps in 0.6.0

ctf1 isn't balenced

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Re: [Discussion] New Maps in 0.6.0

thepro wrote:

ctf1 isn't balenced

Ctf7 is the balanced version of ctf1 and it was planned to remove ctf1 in 0.7.

Antoine de Saint Exupéry: It seems that perfection is reached not when there is nothing left to add, but when there is nothing left to take away.
Besides -  I am the gfx guy!

37 (edited by Var [TNB] 2011-04-10 17:43:51)

Re: [Discussion] New Maps in 0.6.0

Landil wrote:

Ctf7 is the balanced version of ctf1 and it was planned to remove ctf1 in 0.7.

Why not right now?

And yeah, i'm agree ctf5 needs some rework, as well as dm9
dm8 became epic 1v1 map, i really like it
dm6 is pretty unusual so far, but as i'm not playing dm much i won't complain about if it's good or not.
ctf4 is pretty nice map, as far as i know the first version was done by Szyker and had the name 'ctf_aztec'. So i can say that even aztec was epic, but chi1 reworked actually what i didn't like in it, and right now it's exactly what i wanted to see.
ctf6. Simply epic, that was a hard task to create a map that is as good as ctf2, but chi1 and Steph succeed, what can't frustrate.

I like the fact that we have 1 map for each number of players:
2v2 - ctf7
3v3 - ctf3
4v4 - ctf4
5v5 - ctf2
6v6 - ctf6
And i hope more custom maps will get official in the future releases (please, make those releases at least twice a year).

Stay wild big_smile

38

Re: [Discussion] New Maps in 0.6.0

Var [TNB] wrote:
Landil wrote:

Ctf7 is the balanced version of ctf1 and it was planned to remove ctf1 in 0.7.

Why not right now?

Because some of us (e.g. me) are not totally convinced of the rework. We will which map the community prefers and then decide what to do.

Antoine de Saint Exupéry: It seems that perfection is reached not when there is nothing left to add, but when there is nothing left to take away.
Besides -  I am the gfx guy!

39 (edited by Bee 2011-04-11 01:34:31)

Re: [Discussion] New Maps in 0.6.0

ctf2: I actually didn't notice the moment of the ground, so I have no comment on that. I absolutely love the background (very nice job Landil wink) and I like the overall changes to the winter graphics. It is more in your face than before but I don't think that's necessarily a bad thing. But one thing I'm not fond of is the scratches. Displacing them father apart would be a good idea since they are too bunched together.

ctf3: I like the overall graphic changes to the desert graphics. So good job there. smile However, I don't like how the desert_main tile set was used. The sand-ish part looks randomly placed. It's kinda an eye catcher and not in a good way. Making it, more or less, smoother look would be nice.

ctf4: I like the overall remake-design of the map. *thumbs up* However, like in ctf6 (but more pronounced) there are many places that are just too far apart. Many times I would try to hook something and miss which inherently means I'd fall and that's very bad when four savage reds are on my tail. Also, I'd like to see just a tad more overall weapons. I found myself sparing with only a hammer and gun far too often. But most of all, I don't like the hearts' and shields' layout. Not enough are bunched together. Heavily health holding places I will often go to for a quick fuel-up when I'm carrying the flag and fleeing for my life. And yes, ideally, having a different looking b.g. from ctf6 would be a plus.

ctf6: I'm not sure if it was purposeful but the ground seems somewhat far spaced apart.
The background layer, (layer 4, sub-section 2) there are many parts that just seem jagged. There are parts where it appears as if it's trying to go vertical when it should be going, more or less, boxy and in chucks. (I'm not sure if I explained it well but I can make an edit and email to it Landil to show how it'd be better)

ctf7: I'm not sure how I feel about it yet... I thought ctf1_reworked (ctf7) would be replacing ctf1. I like how the current ctf1 is because it's unique, so by no means do I want it replaces, but ctf7 is way to simular to ctf1. Either one of them has to go or one of them has to be changed to something less like the other.

And I don't have enough of an opinion to criticize any of the other maps, yet. ;D

Give others the respect you wish to be respected with. In the mean time, enjoy the website!

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Re: [Discussion] New Maps in 0.6.0

ctf8?

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Re: [Discussion] New Maps in 0.6.0

typo tongue

Give others the respect you wish to be respected with. In the mean time, enjoy the website!

42

Re: [Discussion] New Maps in 0.6.0

Well, ctf4 and 6 are pretty meh. They remind me of a dozen older maps that never caught on. Ctf7 beats the pants off of ctf1 so I don't know why that dull uneven ultra tight map is still in this game. As for the DM maps, just as I was starting to love the simplicity of dm6 the update overloads it with dark layers in particular the top section but also the underground parts. I will say though that the new winter maps are lovely, especially dm8.

With such nice graphics to work with, it is kind of disappointing to see it plastered all over the official maps ruining the original conceptual ideas behind them. Oh well.

43

Re: [Discussion] New Maps in 0.6.0

Nilaya wrote:

With such nice graphics to work with, it is kind of disappointing to see it plastered all over the official maps ruining the original conceptual ideas behind them. Oh well.

Please explain this to me.

Antoine de Saint Exupéry: It seems that perfection is reached not when there is nothing left to add, but when there is nothing left to take away.
Besides -  I am the gfx guy!

44 (edited by bash 2011-04-11 15:23:33)

Re: [Discussion] New Maps in 0.6.0

ctf2: New graphics are awesome, minor changes to make map perfectly mirrored are welcome as well. However must agree about making those scratches further apart a bit, it would look better but other than that it is great.

ctf3: I agree with Bee on this one, I can't put my finger on it but something is awkward about the sand part. Graphic are pretty nonetheless.

ctf4: Old ctf4 was pretty meh map for vanilla, too clustered this one looks more promising. The switch was a good decision, this map plays a lot better than the old one. I hope more servers with this map will come up and new jungle tileset is soooo great.

ctf6: Well I haven't really played much on it yet, but damn this thing is huge. I think it might need a bit work or maybe I need practice, but movement feels not really smooth in some places. Looks like quality map however, hope it will get some competitive play.

ctf7: It's epic, I would make entrances to bases slightly different, maybe even make 2 ways to enter for each base, other than that it is perfect and imo it is ready to replace ctf1.

dm6: I think it changed for the better, still dm is not really popular mode

dm8: This one is more interesting because as Var said it is quite nice 1v1 map now, I'm not sure how I feel about death tiles at the bottom yet, still great changes and awesome look.

Honorable mention ctf5: YES YES I absolutely love the removal of hp and armor on islands under both bases. No more annoying camping there. If only top was now a bit restructured...

my 2 cents