51

Re: [PROJECT] Teequal [TQ]

Unless Chi11y have been lazy lately you should find the TQ-maps in post 1, 2 and 3, depending on who confirmed it.

Used to be very active waay back

52

Re: [PROJECT] Teequal [TQ]

ok, will remove [TQ], because the newest maps are not TQ too^^

53

Re: [PROJECT] Teequal [TQ]

Ok, neverlandctf1 is complete.
Check this now please. smile

http://www.teeworlds.com/forum/viewtopic.php?id=1793

54

Re: [PROJECT] Teequal [TQ]

I'm a liiittle sceptical about the tunnels, but they are quite visible so I'll pass them through.. TQ'd.

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

55

Re: [PROJECT] Teequal [TQ]

this too, kk ? <3

We will meet again when the flowers spread their glorious scent of victory and the birds sing us the melody of justice...

56 (edited by Sylphster 2008-09-27 10:59:55)

Re: [PROJECT] Teequal [TQ]

Feel free to try my maps. I made enough of them: Klick

I am an Artist, so I try to make my maps look good, but it is quite different to drawing something. The quality is sometimes better and sometimes worse...

Edit: just noticed... am I a bit late? ;P

57

Re: [PROJECT] Teequal [TQ]

Chi11y wrote:

Map creators/server admins can request their maps to be confirmed here and one of us 3 will check it out.

Tee_Shirt_Caverns.map
Does my map qualify?

58

Re: [PROJECT] Teequal [TQ]

oh, cool i always ignored this thread lol
but my new maps are better than ever before:

dm_dawn:
http://img152.imageshack.us/img152/6943/dmdawntu8.png
download

ctf_bases
http://img384.imageshack.us/img384/5936/ctfbasesnw6.png
download

are this two maps high qualitee?

Please use an english signature //heinrich5991

59

Re: [PROJECT] Teequal [TQ]

Currently, this project is kinda freezed, I'm gonna restart it when 0.5 is released, so I wont add things to the main topic for now, just see it as a hint on whether or not your maps are as good as they should be.. smile

037, your maps seem to be TQ. Good tiling and what seems to be balanced pickups.

Tee_Shirt: your map has some improper shadowtiling in the background, also the foreground layer looks solid and confusing. If you fix that you are up to TQ standard visually. smile

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

60 (edited by TeeKnight 2009-02-16 20:54:28)

Re: [PROJECT] Teequal [TQ]

Excuse me. I got a question about the followning Teequality rule:

- The collisions should also be consistent, one tile shouldn't be solid on one place, and not on another.

A map I'm working on by borendom has a hidden passage and will have a shortcut.  This hidden passage is done by putting the tiles layer over (...) the game layer, and then deleting the collisions on the passage. Would that fit?

Making the config file for server: http://www.teeworlds.com/forum/viewtopic.php?id=1018
How to execute the server easily: http://www.teeworlds.com/forum/viewtopi … 636#p34636
Redder than blood, darker than night, goddess of the eternal chaos I beg of you, for defeating all the idiots that gets on our way. Tip: Get a FAQ

61

Re: [PROJECT] Teequal [TQ]

No. Hidden tunnels is and will always be bad map design in any slightly competitive multiplayer game, as it makes the gameplay more random, and messes up the clearness that Teeworlds aim to have.

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

62 (edited by TiTi 2009-07-06 19:45:29)

Re: [PROJECT] Teequal [TQ]

Just a note, in almost every maps there are some doodads who hide the tees, some are huge and play an important role, and if we switch high detail off, they disapear (try it on dm1), it gives an important advantage, maybe it could be a rule that every hider tiles shall not disapear when high detail off..?
Just a suggestion, enjoy.

Diesel Tee.

63

Re: [PROJECT] Teequal [TQ]

TiTi wrote:

Just a note, in almost every maps there are some doodads who hide the tees, some are huge and play an important role, and if we switch high detail off, they disapear (try it on dm1), it gives an important advantage, maybe it could be a rule that every hider tiles shall not disapear when high detail off..?
Just a suggestion, enjoy.

no good idea! most of the people also have "show name plates" swiched on and can see you while hiding behind doodads too.
besides on the default maps there are no doodads in front of the gamelayer who are bigger than the default tees.

Please use an english signature //heinrich5991