I made an in my eyes improved version of dm_twe, hope you don´t mind. Layout is about the same, just, you know, improved. If you like the changes, feel free to make it your official dm_twe.
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Teeworlds Forum → Posts by Dreamy
I made an in my eyes improved version of dm_twe, hope you don´t mind. Layout is about the same, just, you know, improved. If you like the changes, feel free to make it your official dm_twe.
dm_twe_tweak
Gametype: DM
Game Version: 0.4.2
Original Map:
dm_twe by toni
http://www.teeworlds.com/forum/viewtopic.php?id=1627
Comments:
I tried the map, felt it had potential, and started to see several details that could be improved by quite simple changes. So got tempted to do just that. Once I started, I saw more things, and in the end pretty much every platform got it´s shape and position slightly changed.
Screenshots:



Download link: http://filebin.ca/djpspu/dm_twe_tweak.map
What I did:
1. Adjusted for jumping distances. Wherever it would make sense to reach a platform by single jumping or double jumping from another, it should be possible to do so. In practice, this meant moving most platforms very small distances, and changing the shape of them to work with jumps between several neighburing platforms.
2. Removed what in my eyes were unneccessary twists and bumps in the ground. If a twist or bump has no real purpose, it only gets in the way when you move across the map.
3. Made sure that where neighburing platforms are close in height, you olny need to jump in one of the directions - their relative positions are adjusted so you just have to walk down in the other direction.
4. Tried moving around on the map and identified where movement felt awkward, and made small fixes.
5. When it came to adjusting the background doodads and such to my changes, I found that the map had 3 layers just for doodads, which I thought was a bit much. I moved the doodads from one layer onto the other two. Thus ending up with just two doodads layers, foreground and background. Still looks the same, except that the grass is now backround in some places, and foreground in some places.
6. Moved the shadows to the foreground. Personal taste thing, really.
7. Made sure that High details off removes all unessential background and foreground. That is, all except the sky.
I think it is. If you move in predictable patters you become easy to hit. If you don´t, this map punishes you for it. When sound instincts get punished, playing gets uncomfortable.
Some air pockets here and there would solve it though. Then you´d ge a chance to breathe, so to speak, and the precise movement requirement is there without being a constant burden.
I think most of the roofs on this map is too low. Whenever you jump you bump into a roof, which is pretty annoying in the long run.
Minimum height for free single jumping is 7 tiles between floor and roof. Now it is okay to have lower passages and such, has tactical value in making it harder to dodge there, but those passages really shouldn´t cover most of the map - gets claustrofobic.
I got som sql error last time. This time it worked though.
dm_twe download link doesn´t work for me.
1. A good map provides interesting possibilities of how to play. Visibility is very important too, it should be intuitive what is ground and what is not etc, which is why the map called Lost completely horrifies me (how can people like that??). Balance is of course implied in interesting, but it doesn´t need to be the usual balance. When I make a map I try to make it a bit different.
Also, when there´s no real reason not to, it´s good if a map make movement as conveniant as possible.
2. favorites: ctf_desert1, dm1, dm2, dm6
crossroads deserves a mention. Not a favorite, but I havn´t seen any other good large ctf maps so... (yes, I think ctf2 is bad, too hard to defend the flags and too many places to run)
First impression is that I kinda like desertcamp, only map where instagib ctf truly makes sense to me.
3. vanilla dm, vanilla dm 1on1 and vanilla ctf.
Detructor2 wrote:? just order the Servers after names...then you've all the modded servers in a row
That would work if it weren't for the fact that the "[MOD]" is placed first, last or somewhere in between =/
And even if it would work, that would be something only advanced users would come up with. We need something that makes it easy for beginners to see what´s modded and what´s original, too.
Making modded servers inviible by default seems like the only good solution to me.
hmmm...I've taken a [MOD] tagg into my servername...because of exactly this...and I haven't seen yet a server that is modded without a [MOD] or Testing tag into it's name
Too bad it doesn´t help one bit then.
Platon, a philosopher of ancient Greece, once came to a brilliant conclusion. This conclusion explains many things, and incidentally, one of those things is the origin of tees.
The conclusion was that our world is merely a reflection of a more raw world, the idea world. Reflections of ideas combine in different patterns to create a myriad of worlds of which ours is merely one of many. Fairy tales are just as real as us, for they too are reflections from the idea world, which is the only truly real world.
Our world is a fairly complex one. This isn´t neccessairly a good thing. As many people often realise, the best ideas are simple, and our world´s complexity therefore makes a lot of brilliant ideas very hard to get reflected. This is why we havn´t seen tees in earth´s wildlife, tees are just a far too simple idea for this world.
Tees don´t have anatomy. They are far too close to being just the idea for that kind of complexity. Nevertheless, tees have always existed - in the idea world. We´ve only just recently come in contact with them because computers provide a simple enough environment for them to be reflected.
Most definitely a biggie. What´s seen on the surface has a strong effect on what people think. I wouldn´t want this happening to me.
Something else that would be nice is an option, or any stuff that allows a spectator to follow a player. I mean the spectator would have the same "camera" than a player...
That´s a bit offtopic here, a thread should stick to what the first post is about.
As for the idea, I´m pretty sure it has been discussed, and my guess is that it´s already planned (just not priority).
Dreamy, I think you have mixed up Groundhives and Crossroads =P
Groundhives is a DM-map
Indeed. Damn, been a while, memories getting vague.
I actually never liked ctf2. It´s way too hard to defend the flag so it always comes down to looking all over the huge map for the flag carrier.
Ctf1 is nice, but a bit too small.
My favourite ctf maps so far are ctf_desert1 and Groundhives. Desert1 is just awesome. Small enough that you can´t hide, and airy enough to work with a lot of players. Groundhives also plays really well, every path has a clear purpose.
We just need that mod filter, pherhaps making modded servers invisible per default. If it is more clear which server run the original game my guess is that new players will gravitate more towards those.
The scenario of every server running a mod manually writing [MOD] in the name doesn´t seem all that realistic to me though.
Nice initiative!
And what a nice opportunity to force you to either promote or constructivly critizise my map
.
I´d like you to check dreamduel1:
http://www.teeworlds.com/forum/viewtopic.php?id=1089
Somerunce wrote:You would type [MOD] in the search field.
I think he ment, how do you show servers that is not running a mod. By filtering on [MOD] you will show all thats running a mod. There would be no way to show non mod servers.
Yep, that´s what I meant. And showing only non modded servers would be a more important feature in my opinion.
A tight max letters limit just seems like a very unneccessary annoyance. A minimum name lenght makes sense to me though, though why have it any higher than 1?
I believe this is already planned, just not prioritized right now.
Played a few games on this map, and it sure is nice. Cars are fun, underground passage is perfect and the flaghouses are very nicely defendable
.
One thing though, I don´t like that you can hook on the invisible sky. Makes for a really lame hiding place for the flag carrier. The underground, bridge and pillars should be enough of an area to search.
I suggest you make a visible roof of the bridge, like wires between the pillars or something, and make it a bit lower than the sky is now.
And another thing, the pillars don´t need to be solid. Would make more sence to just place the sword on the highest platform of the pillar.
Tee slingshot sure would be fun
.
But it would help mostly when fighting against a team I think, or rather when trying to get away from it with the flag. In those situation the double hook situation happen spontaniously as you hook to get away and they hook at you to stop you. As it is now the odds are really against the runner when catched like that, the slingshot effect would shift the balance somewhat since the defenders would need to kill fast or the runner would fly away on hook release
. I don't know if that would be good or bad for balance, but it sure would be fun.
As for dummy dragging, I imagine it could be balanced in a way so that only gets harder, not impossible. Might even be possible to slingshot the dummy around some difficult corner
.
Also known as Teeball. Has been suggested several times already. I still think it should be an official gamemode.
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