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TDM Read this first! TDM map selection guidelines and tips - WIP

Discussion in 'Maps for the Official KAG Servers' started by Ni, Jun 29, 2019.

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  1. Ni

    Ni Battle Angel Global Moderator Forum Moderator Mapping Moderator Donator Tester Official Server Admin
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    //Work in progress, feedback and suggestions are welcome!


    Disclaimer:
    In this thread we'll be talking about TDM maps from a GENERAL perspective. This is meant as a guideline for both new and experienced mappers, to archive a basic understanding of what makes a good TDM map and after which criteria we select those.


    TDM Maps - What makes a good TDM map (generally)?

    Basic criteria for a good TDM map:

    - Maps should be playable for both new and experienced players (this is a must have for every TDM map).
    - Both Classes (:sword::bow:) should be able to maneuver around the map without having any movement issues (getting stuck etc...). **

    • This however always depends on the author's intention. In individual cases the authour (you) decides to have some places archers/knights are supposed to have slight/major movement restrictions. That's fine and can play out really good but will need some additional testing.
    - "Item-generators" (Chests, Shops...) are an addition and therefore not necessary, however if included the amount of said objects should be limited to as few as possible.

    Additional rules for TDM Maps:

    1. Visible signatures are forbidden.
    no.png
    :no: - Signature is clearly visible ingame.
    yes.png
    :yes: - Signature is hidden underground and therefore not visible.
    2. Keep your map's name simple and compact.
    "CanyoneOfDoom123" - :no:
    "Canyon.png" - :yes:

    Additional tips for TDM maps:
    - TDM Ruins (spawn points) tend to be offset by one pixel, keep that in mind and modify your map if needed.
    - Some objects like chests/shops required a certain amount of open space in order for them not to get stuck inside the ground.