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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.

  1. Ni

    Ni Battle Angel Global Moderator Forum Moderator Mapping Moderator Donator Tester Official Server Admin
    1. Active Forum Users

    //Work in progress, feedback and suggestions are welcome!

    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: - Signature is clearly visible ingame.
    :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.