Topic: [MAPPING] Qualities of a good map
Qualities of a good map
What is this? This is a list of rules you should keep in mind when making a teeworlds map. Of course every map should be unique, but there are a few basics that all should have. I listed the standard teeworlds gametypes and the (in my opinion) most famous mods.
Who should read this? You should have at least some experience with maps and the teeworlds map-editor to find this useful. This guide will not teach you how to use the editor technically, but what your product should be like. If you aren't sure about the technical usage of the editor, here you will find a basic tutorial about the map editor, and this page provides a list of many of the editor's advanced commands.
This guide obviously isn't completed yet, so please add lots of things and discuss what seems questionable to you.
I would like to thank all users who contributed to this guide.
General
Good graphics: correctly used main tilesets, tons of doodads and a good background, all should fit together.
Examples of graphical elements as inspiration: ground, background, water, shadow, weather (rain, clouds etc.), moon/sun, vegetation doodads, other doodads, mountains
Show via graphics which gametile will have which effect (e.g. use spikes for killtiles, main-tiles for hookables and unhookables). This means especially that no tees or secret ways should disappear behind gfx.
Fair filesize: make sure you really need every tilestileset.
Give credit for every tileset if you can find out who made it.
Take care of enough spawn positions.
Look at other maps to learn, but don't replicate parts of them.
Your aim should not only be to make a map with a good gameplay, you should also try to make evey game on it unique and interesting (replayability).
Vanilla
Good Gameplay - meaning smooth ways, you should be able to get a nice amount of speed everywhere; not too small corridors; no stairs and so on.
Balanced Pickups -> The 'right' amount, well reachable.
Place a katana, the host may decide wether he uses it or not.
Place more armor than hearts.
CTF/TDM
Symmetry is not necessary, but a good idea.
Consider placing weapons in a way that enemies (of the team on that side) have to stop to pick them up. Generally think of the tactical aspect in your pickup placing. If a risk is connected with collecting a pickup (like a worse position), the game will become more interesting. Place the same amount of pickups for each team.
The same goes for your ways and walls. For example you can make "shock points", places where the paths meet each other, so that people have to go through them. It makes the game more interesting.
For big maps like ctf2: 4 grenade launchers, 3 shotguns, 1 rifle, ~14 hearts, ~16 shields (for each team).
For smaller maps like ctf3: 2 grenade launcher, 2 shotguns, 1 rifle. Look at the standard ctf maps if you need more inspiration.
Instagib
Almost the same as vanilla, remember players have only the laser. Smaller corridors will make the laser more useful.
Race
Never repeat things, don't use parts you saw in other maps. Never.
No quizzes, no traps at the end of heavy parts. This ruins gameplay.
It's important not to put secret ways. Shortcuts or alternative ways are ok, as long as everyone could use them the first time he plays the map without using the editor.
Mark start, finish-line and checkpoints.
Make sure players can't get stuck anywhere (except because they are unable to finish a part of course).
Just a suggestion: a public stage selection for training will help players to get through your map if it is very hard. (of course you shouldn't get a time using this). Not for shortruns.
Shortrun
Should have a VERY smooth gameplay.
Should be finishable within 30 seconds.
Longrun
No kill tiles, only teleports.
Every part should have the same length.
Still not more than 20 parts.
DDRace
Let players know how many players they need, or start with a part that needs the maximum of players needed in the race.
Don't use the generic_unhookable tileset for hookable tiles - used far to often and looks too plain.
Don't repeat parts, don't copy and don't put secret paths.
As stated above, this guide isn't completed and if you feel something is missing, don't hesitate to add it.