//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 () 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. Spoiler: example - Signature is clearly visible ingame. - Signature is hidden underground and therefore not visible. 2. Keep your map's name simple and compact. Spoiler: example "CanyoneOfDoom123" - "Canyon.png" - 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.