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		<title><![CDATA[Teeworlds Forum — [MAPPING] Qualities of a good map]]></title>
		<link>https://www.teeworlds.com/forum/viewtopic.php?id=6140</link>
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		<description><![CDATA[The most recent posts in [MAPPING] Qualities of a good map.]]></description>
		<lastBuildDate>Sun, 31 Mar 2013 16:39:21 +0000</lastBuildDate>
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			<title><![CDATA[Re: [MAPPING] Qualities of a good map]]></title>
			<link>https://www.teeworlds.com/forum/viewtopic.php?pid=105482#p105482</link>
			<description><![CDATA[<p>Noobs tend to camp at places, would an anti camper be useful in that situation, or would you make just a flat map? <img src="https://www.teeworlds.com/forum/img/smilies/smile.png" alt="smile" /></p>]]></description>
			<author><![CDATA[null@example.com (Teetee17)]]></author>
			<pubDate>Sun, 31 Mar 2013 16:39:21 +0000</pubDate>
			<guid>https://www.teeworlds.com/forum/viewtopic.php?pid=105482#p105482</guid>
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			<title><![CDATA[Re: [MAPPING] Qualities of a good map]]></title>
			<link>https://www.teeworlds.com/forum/viewtopic.php?pid=103937#p103937</link>
			<description><![CDATA[<p>From where?</p>]]></description>
			<author><![CDATA[null@example.com (Dune)]]></author>
			<pubDate>Mon, 21 Jan 2013 20:59:15 +0000</pubDate>
			<guid>https://www.teeworlds.com/forum/viewtopic.php?pid=103937#p103937</guid>
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			<title><![CDATA[Re: [MAPPING] Qualities of a good map]]></title>
			<link>https://www.teeworlds.com/forum/viewtopic.php?pid=103936#p103936</link>
			<description><![CDATA[<p>I need to know how to delete a map</p>]]></description>
			<author><![CDATA[null@example.com (koala leader)]]></author>
			<pubDate>Mon, 21 Jan 2013 20:54:29 +0000</pubDate>
			<guid>https://www.teeworlds.com/forum/viewtopic.php?pid=103936#p103936</guid>
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			<title><![CDATA[Re: [MAPPING] Qualities of a good map]]></title>
			<link>https://www.teeworlds.com/forum/viewtopic.php?pid=103783#p103783</link>
			<description><![CDATA[<div class="quotebox"><cite>Lachn007 wrote:</cite><blockquote><p>I am very new to this game and haven&#039;t made a map.<br />What if i made a map with ninja swords everywhere?<br />Would that be a good map or not?<br />Just asking.</p><p>Lachn007</p></blockquote></div><p>In case it&#039;s not a troll: no.<br />In case it is: gtfo.</p>]]></description>
			<author><![CDATA[null@example.com (Dune)]]></author>
			<pubDate>Sat, 19 Jan 2013 11:40:28 +0000</pubDate>
			<guid>https://www.teeworlds.com/forum/viewtopic.php?pid=103783#p103783</guid>
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			<title><![CDATA[Re: [MAPPING] Qualities of a good map]]></title>
			<link>https://www.teeworlds.com/forum/viewtopic.php?pid=103780#p103780</link>
			<description><![CDATA[<p>I am very new to this game and haven&#039;t made a map.<br />What if i made a map with ninja swords everywhere?<br />Would that be a good map or not?<br />Just asking.</p><p>Lachn007</p>]]></description>
			<author><![CDATA[null@example.com (Lachn007)]]></author>
			<pubDate>Sat, 19 Jan 2013 11:10:13 +0000</pubDate>
			<guid>https://www.teeworlds.com/forum/viewtopic.php?pid=103780#p103780</guid>
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			<title><![CDATA[Re: [MAPPING] Qualities of a good map]]></title>
			<link>https://www.teeworlds.com/forum/viewtopic.php?pid=91504#p91504</link>
			<description><![CDATA[<p>Deleted.</p>]]></description>
			<author><![CDATA[null@example.com (ksgcln72)]]></author>
			<pubDate>Thu, 17 Nov 2011 06:46:06 +0000</pubDate>
			<guid>https://www.teeworlds.com/forum/viewtopic.php?pid=91504#p91504</guid>
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			<title><![CDATA[Re: [MAPPING] Qualities of a good map]]></title>
			<link>https://www.teeworlds.com/forum/viewtopic.php?pid=86392#p86392</link>
			<description><![CDATA[<div class="quotebox"><cite>Blue wrote:</cite><blockquote><ul><li><p>Place more armor than hearts.</p></li><li><p>For big maps like ctf2: 4 grenade launchers, 3 shotguns, 1 rifle, <strong>~15</strong> hearts, <strong>~15</strong> shields (for each team).</p></li></ul></blockquote></div><p>...</p><p>But all in all a very good article in my opinion <img src="https://www.teeworlds.com/forum/img/smilies/smile.png" alt="smile" /></p>]]></description>
			<author><![CDATA[null@example.com (heinrich5991)]]></author>
			<pubDate>Mon, 25 Jul 2011 06:09:34 +0000</pubDate>
			<guid>https://www.teeworlds.com/forum/viewtopic.php?pid=86392#p86392</guid>
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			<title><![CDATA[Re: [MAPPING] Qualities of a good map]]></title>
			<link>https://www.teeworlds.com/forum/viewtopic.php?pid=86384#p86384</link>
			<description><![CDATA[<p>I forgot about this thread, but as it is bumped anyway, I ask the moderators to move it from the mapping section to the new tutorial section to make this thread more useful.</p><p>Also, you may still post mapping hints, I will add them to the top post.</p><p>@chrisfield. Good to hear that this thread was useful for someone <img src="https://www.teeworlds.com/forum/img/smilies/smile.png" alt="smile" /><br />I won&#039;t answer your indirect question as it would lead to an offtopic discussion, google how you can upload files or images on the internet by yourself. Or use the forum search.</p>]]></description>
			<author><![CDATA[null@example.com (Blue)]]></author>
			<pubDate>Sun, 24 Jul 2011 22:53:30 +0000</pubDate>
			<guid>https://www.teeworlds.com/forum/viewtopic.php?pid=86384#p86384</guid>
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			<title><![CDATA[Re: [MAPPING] Qualities of a good map]]></title>
			<link>https://www.teeworlds.com/forum/viewtopic.php?pid=85752#p85752</link>
			<description><![CDATA[<p>OH MY GAWSH THANKS. (I already made fairly decent maps...) but that &quot;run&quot; and &quot;vanilla&quot; part totally helped. I would put up my new maps for downloads... but I don&#039;t know how. Cheers, Chrisfield12.</p>]]></description>
			<author><![CDATA[null@example.com (ChrisyFieldz)]]></author>
			<pubDate>Mon, 11 Jul 2011 00:33:21 +0000</pubDate>
			<guid>https://www.teeworlds.com/forum/viewtopic.php?pid=85752#p85752</guid>
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			<title><![CDATA[Re: [MAPPING] Qualities of a good map]]></title>
			<link>https://www.teeworlds.com/forum/viewtopic.php?pid=66464#p66464</link>
			<description><![CDATA[<div class="quotebox"><cite>&#91;Heroes] Variecs wrote:</cite><blockquote><p>CTF: <br />Don&#039;t leave weapons on the usual ways of running out the base. Place it so that enemies have to stop for taking a weapon. Also armor has to be more common than hearts.</p></blockquote></div><p>I wouldn&#039;t make that a thumb rule. Depends on what gameplay you&#039;re trying to achieve. Generally, there should be a risk connected with pickups, but not always.</p>]]></description>
			<author><![CDATA[null@example.com (Chi11y)]]></author>
			<pubDate>Tue, 01 Jun 2010 14:52:42 +0000</pubDate>
			<guid>https://www.teeworlds.com/forum/viewtopic.php?pid=66464#p66464</guid>
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			<title><![CDATA[Re: [MAPPING] Qualities of a good map]]></title>
			<link>https://www.teeworlds.com/forum/viewtopic.php?pid=66437#p66437</link>
			<description><![CDATA[<p>CTF: <br />Don&#039;t leave weapons on the usual ways of running out the base. Place it so that enemies have to stop for taking a weapon. Also armor has to be more common than hearts.</p>]]></description>
			<author><![CDATA[null@example.com (Var [TNB])]]></author>
			<pubDate>Tue, 01 Jun 2010 07:47:40 +0000</pubDate>
			<guid>https://www.teeworlds.com/forum/viewtopic.php?pid=66437#p66437</guid>
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			<title><![CDATA[Re: [MAPPING] Qualities of a good map]]></title>
			<link>https://www.teeworlds.com/forum/viewtopic.php?pid=66428#p66428</link>
			<description><![CDATA[<p>I&#039;m too lazy to post screens....but here.</p><p>Vanilla, Instagib - DO NOT MAKE STAIRS<br />Vanilla - DO NOT MAKE SMALL CORRIDORS</p><p>That&#039;s all i can think of.</p>]]></description>
			<author><![CDATA[null@example.com (analog)]]></author>
			<pubDate>Tue, 01 Jun 2010 00:33:28 +0000</pubDate>
			<guid>https://www.teeworlds.com/forum/viewtopic.php?pid=66428#p66428</guid>
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			<title><![CDATA[Re: [MAPPING] Qualities of a good map]]></title>
			<link>https://www.teeworlds.com/forum/viewtopic.php?pid=66044#p66044</link>
			<description><![CDATA[<p>Look at <a href="http://www.teeworlds.com/forum/viewtopic.php?id=1471">TeeQual</a>. This was something similiar, just for Vanilla gametype. There are some points you can add, like &#039;High Detail&#039;.</p><p>General for Vanilla:<br />- balanced pickups, means every team has the same amount of pickups (in tdm and ctf)<br />- pickups should be easy reachable</p><p>For DM, TDM<br />- it&#039;s everywhere the same three points<br />&nbsp; &nbsp;- gameplay (smooth ways, not to smal coridors)<br />&nbsp; &nbsp;- balancing of pickups (easy reachable, same amout (ctf))<br />&nbsp; &nbsp;- the look of the map</p><p>For CTF:<br />- same as at DM, TDM<br />- big maps (ctf2 like):<br />&nbsp; &nbsp;- 4 grenade launcher, 3 shotguns, 1 rifle, ~15 hearts, ~15 shilds (for each team)<br />- smal maps (ctf3 like):<br />&nbsp; &nbsp;- 2 grenade launcher, 2 shotguns, 1 rifle, (dont know hearts and shilds)<br />- most of the players disslike katana, but place one, so the server hoster can decide</p><p>For Instagib:<br />- same points as in Vanilla, just without weapons, health, etc.<br />- maybe some smaler coridors (better for bouncing laser (look at CTF4))</p><p>General for Race:<br />- mark the start/finish line somehow<br />- mark checkpoints (longrun)<br />- you should be able to distinguish tele -and &#039;normal&#039; tiles</p><p>For Shortrun:<br />- should have a VERY smooth gameplay<br />- should be finishable under 30 seconds</p><p>For Longrun:<br />- Must be for both, beginners and pros. Means one easy way and one hard way<br />- lots of diffrent parts (rocktjumps, hook, speed, combinations)<br />- no kill tiles, only teleport tiles<br />- still not too long, like &gt;20 parts</p><p>If somethins is wrong or someone dissagrees, I&#039;m of course open for other oppinions <img src="https://www.teeworlds.com/forum/img/smilies/smile.png" alt="smile" /></p>]]></description>
			<author><![CDATA[null@example.com (Tee Killa)]]></author>
			<pubDate>Thu, 27 May 2010 17:49:23 +0000</pubDate>
			<guid>https://www.teeworlds.com/forum/viewtopic.php?pid=66044#p66044</guid>
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			<title><![CDATA[Re: [MAPPING] Qualities of a good map]]></title>
			<link>https://www.teeworlds.com/forum/viewtopic.php?pid=66034#p66034</link>
			<description><![CDATA[<p>Great idea to start this topic! I&#039;m sure it will contribute to an overall improvement of map quality. If you can complete it I&#039;ll make sure it gets a sticky status.</p>]]></description>
			<author><![CDATA[null@example.com (Azon)]]></author>
			<pubDate>Thu, 27 May 2010 17:10:33 +0000</pubDate>
			<guid>https://www.teeworlds.com/forum/viewtopic.php?pid=66034#p66034</guid>
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			<title><![CDATA[[MAPPING] Qualities of a good map]]></title>
			<link>https://www.teeworlds.com/forum/viewtopic.php?pid=66015#p66015</link>
			<description><![CDATA[<h5><span style="color: #4a4a4a">Qualities of a good map</span></h5><p><em>What is this?</em> This is a list of rules you should keep in mind when making a teeworlds map. Of course every map should be unique, but there are a few basics that all should have. I listed the standard teeworlds gametypes and the (in my opinion) most famous mods. <br /><em>Who should read this?</em> You should have at least some experience with maps and the teeworlds map-editor to find this useful. This guide will not teach you how to use the editor technically, but what your product should be like. If you aren&#039;t sure about the technical usage of the editor, <a href="http://www.teeworlds.com/forum/viewtopic.php?id=7644">here</a> you will find a basic tutorial about the map editor, and <a href="http://www.teeworlds.com/?page=docs&amp;wiki=MapEditorReference">this page</a> provides a list of many of the editor&#039;s advanced commands.<br />This guide obviously isn&#039;t completed yet, so please add lots of things and discuss what seems questionable to you.<br />I would like to thank all users who contributed to this guide.</p><br /><h5><span style="color: #4a4a4a">General</span></h5><ul><li><p>Good graphics: correctly used main tilesets, tons of doodads and a good background, all should fit together. </p></li><li><p>Examples of graphical elements as inspiration: ground, background, water, shadow, weather (rain, clouds etc.), moon/sun, vegetation doodads, other doodads, mountains</p></li><li><p>Show via graphics which gametile will have which effect (e.g. use spikes for killtiles, main-tiles for hookables and unhookables). This means especially that no tees or secret ways should disappear behind gfx.</p></li><li><p>Fair filesize: make sure you really need every tilestileset.</p></li><li><p>Give credit for every tileset if you can find out who made it.</p></li><li><p>Take care of enough spawn positions.</p></li><li><p>Look at other maps to learn, but don&#039;t replicate parts of them.</p></li><li><p>Your aim should not only be to make a map with a good gameplay, you should also try to make evey game on it unique and interesting (replayability).</p></li></ul><br /><h5><span style="color: #4a4a4a">Vanilla</span></h5><ul><li><p>Good Gameplay - meaning smooth ways, you should be able to get a nice amount of speed everywhere; not too small corridors; no stairs and so on.</p></li><li><p>Balanced Pickups -&gt; The &#039;right&#039; amount, well reachable.</p></li><li><p>Place a katana, the host may decide wether he uses it or not.</p></li><li><p>Place more armor than hearts.</p></li></ul><p><strong><em>CTF/TDM</em></strong><br /></p><ul><li><p>Symmetry is not necessary, but a good idea. </p></li><li><p>Consider placing weapons in a way that enemies (of the team on that side) have to stop to pick them up. Generally think of the tactical aspect in your pickup placing. If a risk is connected with collecting a pickup (like a worse position), the game will become more interesting. Place the same amount of pickups for each team.</p></li><li><p>The same goes for your ways and walls. For example you can make &quot;shock points&quot;, places where the paths meet each other, so that people have to go through them. It makes the game more interesting.</p></li><li><p>For big maps like ctf2: 4 grenade launchers, 3 shotguns, 1 rifle, ~14 hearts, ~16 shields (for each team).<br />For smaller maps like ctf3: 2 grenade launcher, 2 shotguns, 1 rifle. Look at the standard ctf maps if you need more inspiration.</p></li></ul><br /><h5><span style="color: #4a4a4a">Instagib</span></h5><ul><li><p>Almost the same as vanilla, remember players have only the laser. Smaller corridors will make the laser more useful.</p></li></ul><br /><h5><span style="color: #4a4a4a">Race</span></h5><ul><li><p>Never repeat things, don&#039;t use parts you saw in other maps. Never.</p></li><li><p>No quizzes, no traps at the end of heavy parts. This ruins gameplay. </p></li><li><p>It&#039;s important not to put secret ways. Shortcuts or alternative ways are ok, as long as everyone could use them the first time he plays the map without using the editor.</p></li><li><p>Mark start, finish-line and checkpoints.</p></li><li><p>Make sure players can&#039;t get stuck anywhere (except because they are unable to finish a part of course).</p></li><li><p>Just a suggestion: a public stage selection for training will help players to get through your map if it is very hard. (of course you shouldn&#039;t get a time using this). Not for shortruns.</p></li></ul><p><strong><em>Shortrun</em></strong><br /></p><ul><li><p>Should have a VERY smooth gameplay.</p></li><li><p>Should be finishable within 30 seconds.</p></li></ul><p><strong><em>Longrun</em></strong><br /></p><ul><li><p>No kill tiles, only teleports.</p></li><li><p>Every part should have the same length.</p></li><li><p>Still not more than 20 parts.</p></li></ul><p><strong><em>DDRace</em></strong><br /></p><ul><li><p>Let players know how many players they need, or start with a part that needs the maximum of players needed in the race.</p></li><li><p>Don&#039;t use the generic_unhookable tileset for hookable tiles - used far to often and looks too plain.</p></li><li><p>Don&#039;t repeat parts, don&#039;t copy and don&#039;t put secret paths.</p></li></ul><br /><br /><p>As stated above, this guide isn&#039;t completed and if you feel something is missing, don&#039;t hesitate to add it.</p>]]></description>
			<author><![CDATA[null@example.com (Blue)]]></author>
			<pubDate>Thu, 27 May 2010 15:37:42 +0000</pubDate>
			<guid>https://www.teeworlds.com/forum/viewtopic.php?pid=66015#p66015</guid>
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