Common Mapping Mistakes (DDNet): Difference between revisions
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Remember: | Remember: | ||
* Even those who have been mapping for years can find it difficult or challenging to create good maps | *Even those who have been mapping for years can find it difficult or challenging to create good maps | ||
* Practicing and spending time on mapping is the only way to become good at it | *Practicing and spending time on mapping is the only way to become good at it | ||
* Testing your own maps and others' maps is the best way to learn from your mistakes | *Testing your own maps and others' maps is the best way to learn from your mistakes | ||
* These rules are '''not''' exhaustive! Like all forms of "art", breaking rules can lead to amazing maps, as long as you do it correctly. | *These rules are '''not''' exhaustive! Like all forms of "art", breaking rules can lead to amazing maps, as long as you do it correctly. | ||
That being said, | That being said, | ||
== Common Gameplay Mistakes == | ==Common Gameplay Mistakes== | ||
{{Todo|Add content here}} | {{Todo|Add content here}} | ||
=== Tile Choice === | ===Tile Choice=== | ||
Main idea: Don't use a bunch of crazy tiles. Start simple and make it complex, don't start complex or else you'll make your map confusing. | |||
=== Spacing === | ===Spacing=== | ||
Main idea: Players should have enough space but not too little space. You can mix up the spacing as well to create interesting parts. You don't have to stick to a "moderate" amount of air space at all times, but keep in mind how much room tees will have to move around. | |||
=== Timing === | ===Timing=== | ||
Main idea: Nobody likes extremely long parts, so don't randomly put them in your map. Individual parts of 2 player maps such as solos shouldn't take up the majority of gameplay. Be wary of the gap between "good" players and "bad" players for your map. You shouldn't punish good players for doing a part very efficiently. | |||
=== Balancing === | ===Balancing=== | ||
Main idea: Balance your parts and give equal difficulty to all players in a team (especially if your map is 2 player) | |||
=== Cliché === | ===Cliché=== | ||
Main idea: Avoid mapping cliches (such as "aim" entities style, freeze room with only laser beams or random scattered lasers of any sort), gameplay cliches (such as monotonous hammer hit without at least ''some'' variance, or "purple panic / ddmax parts" or drag part edgehook no hammer maps like barren or depressed) (Explain these in better wording that does not equate certain maps / modes to mapping styles) | |||
== Common | === Flow, a.k.a. "The short-lived jetpack" === | ||
Main idea: Many many maps will give a weapon such as a grenade or jetpack for a singular part just to take it away after 5 seconds. This ''usually'' leads to awkward flow. Flow isn't something that's required -- a lot of maps can play slowly and steadily, and that is perfectly fine. However, unless you know what you are doing, try to avoid giving and taking away special powers or weapons in quick succession to players. Each part should ''remotely'' lead into the next part -- your parts should "make sense" one after another. | |||
==Common Style Mistakes== | |||
{{Todo|Add content here}} | {{Todo|Add content here}} | ||
=== Map Theme === | ===Map Theme=== | ||
Main idea: maps should have some sort of theme to go with them. Having multiple themes is fine, just try to avoid having a conglomeration of different types of parts and design | |||
=== Entities Style === | ===Entities Style=== | ||
Main idea: experiment with entities style, don't just make every room a big box and ''do not'' just drag your mouse with a hookable brush to create your walls | |||
=== Design Visibility and Art Style === | ===Design Visibility and Art Style=== | ||
Main idea: make your design good on the eyes, mark different tiles with different designs, make sure the art style is teeish | |||
=== High Detail, Logos, Image Sizes === | ===High Detail, Logos, Image Sizes=== | ||
Main idea: high detail images go into high detail (except logos), keep big size fog images etc. out of the map |
Latest revision as of 21:38, 14 December 2023
Below is a list of common DDNet mapping mistakes, with the intention of being a resource for DDNet mappers with less experience.
Remember:
- Even those who have been mapping for years can find it difficult or challenging to create good maps
- Practicing and spending time on mapping is the only way to become good at it
- Testing your own maps and others' maps is the best way to learn from your mistakes
- These rules are not exhaustive! Like all forms of "art", breaking rules can lead to amazing maps, as long as you do it correctly.
That being said,
Common Gameplay Mistakes
Tile Choice
Main idea: Don't use a bunch of crazy tiles. Start simple and make it complex, don't start complex or else you'll make your map confusing.
Spacing
Main idea: Players should have enough space but not too little space. You can mix up the spacing as well to create interesting parts. You don't have to stick to a "moderate" amount of air space at all times, but keep in mind how much room tees will have to move around.
Timing
Main idea: Nobody likes extremely long parts, so don't randomly put them in your map. Individual parts of 2 player maps such as solos shouldn't take up the majority of gameplay. Be wary of the gap between "good" players and "bad" players for your map. You shouldn't punish good players for doing a part very efficiently.
Balancing
Main idea: Balance your parts and give equal difficulty to all players in a team (especially if your map is 2 player)
Cliché
Main idea: Avoid mapping cliches (such as "aim" entities style, freeze room with only laser beams or random scattered lasers of any sort), gameplay cliches (such as monotonous hammer hit without at least some variance, or "purple panic / ddmax parts" or drag part edgehook no hammer maps like barren or depressed) (Explain these in better wording that does not equate certain maps / modes to mapping styles)
Flow, a.k.a. "The short-lived jetpack"
Main idea: Many many maps will give a weapon such as a grenade or jetpack for a singular part just to take it away after 5 seconds. This usually leads to awkward flow. Flow isn't something that's required -- a lot of maps can play slowly and steadily, and that is perfectly fine. However, unless you know what you are doing, try to avoid giving and taking away special powers or weapons in quick succession to players. Each part should remotely lead into the next part -- your parts should "make sense" one after another.
Common Style Mistakes
Map Theme
Main idea: maps should have some sort of theme to go with them. Having multiple themes is fine, just try to avoid having a conglomeration of different types of parts and design
Entities Style
Main idea: experiment with entities style, don't just make every room a big box and do not just drag your mouse with a hookable brush to create your walls
Design Visibility and Art Style
Main idea: make your design good on the eyes, mark different tiles with different designs, make sure the art style is teeish
High Detail, Logos, Image Sizes
Main idea: high detail images go into high detail (except logos), keep big size fog images etc. out of the map