Gores: Difference between revisions

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'''''Gores''''' parts are completely {{TileLink|{{Tile|entities|1}}|Hook|hookable }}  corridors with one layer [[Special:MyLanguage/freeze|freeze]] on top of both walls. However, due to the different mapping styles of each mapper, some Gores parts may also consists unhookable tiles, [[Special:MyLanguage/Teleporter#Hook|hook teleporter]] and other tiles.
'''''Gores''''' parts are completely {{TileLink|{{Tile|entities|1}}|Hook|hookable }}  corridors with one layer [[Special:MyLanguage/freeze|freeze]] on top of both walls. However, due to the different mapping styles of each mapper, some Gores parts may also consists unhookable tiles, [[Special:MyLanguage/Teleporter#Hook|hook teleporter]] and other tiles.
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<!--T:22-->
<!--T:22-->
The origins of the name ''Gores'' are unknown. Suggested possibilities are the name of the first Gores map, the name of the first Gores mapper or perhaps it's short for "go res[cue]".
The origins of the name ''Gores'' are unknown. Suggested possibilities are the name of the first Gores map, the name of the first Gores mapper or perhaps it's short for "go res[cue]".
<!--T:23-->
One of the most famous maps in Teeworlds is actually a gores-like map: Aip-Gores.
''//Join illustration of a gores map or short gameplay gif?''
<!--T:24-->
In theory, with enough skill, you can clear a lot of maps as a solo player, but most people play as groups, because they can save each other when they become [[Special:MyLanguage/Freeze|frozen]].
==General advices==<!--T:25-->
===Use pistol for communication===<!--T:26-->
*If a Tee shots in a direction, he may want to tell you to go there
*If a Tee without [[Special:MyLanguage/Jump#Double Jump|double jump]] shoots the ground, he may want to indicate that he needs his double jump back.
===Keep your double jump===<!--T:27-->
Unless you really need it, it is recommended to keep your double jump. As much as possible. Since the jump gives a flat amount of vertical speed, it is very previous to interrupt your fall, and do some trickier parts or save a player with more ease.
===Saving a frozen Tee===<!--T:28-->
''// Maybe a full section on this page with different ways to save a frozen tee in different configurations could be relevant, from the easiest to the hardest''
<!--T:29-->
*The most basic technique to unfreeze a [[Special:MyLanguage/Freeze|frozen]] tee is to hit him with your {{Hammer}}.
''// a demonstration Gif would be nice''
<!--T:30-->
Most people in the KoG player base know how to do it, but if you don't, don't worry, we all start somewhere and you can't instantly become as good as people who practiced during a very long time.
<!--T:31-->
*You can also hook the other tee to keep him out of the freeze until he gets unfrozen.
''// a demonstration Gif would be nice''
===Using the hook vertically is inconsistent===<!--T:32-->
<!--T:33-->
To gain more stability, it can be easier to hook the walls horizontally, and to use your keyboard to compensate with the hook attraction.
===Most skilled Tee behind?===<!--T:34-->
<!--T:35-->
Usually, the most skillful Tee in a party stays behind to save the others.
<!--T:36-->
Also if you are still a novice and your are learning to move in the game, when some better players are still alive, you don't have to try to be a hero, or you will become one more person to save (it doesn't mean you shouldn't do anything and stay on a platform, you are playing a game, so enjoy it !).
===Skip hard parts===<!--T:37-->
<!--T:38-->
*If there is a one [[Special:MyLanguage/Tiles|Tile]] freeze on the ground, you can skip hard parts by stacking on the wall and fall on the other Tee.
It is also possible to do this when the freeze on the ground is higher, as long as you have more Tees in the team.
==Movement advices==<!--T:39-->
''// This section should aim to help players understand how to handle or pass certain configurations with the physics of the game. It should list many different setups with many different levels of difficulties''
=== Basic movements ===<!--T:40-->
// move with the hook : to go up/to go down/in a direction/under an obstacle/above an obstacle
=== Intermediate movements ===<!--T:41-->
''// move around without getting frozen : hook angle/frequency'''
''// maybe cover parts where you have to do something specific with the physics of the game, like grab the ground while going up to get speed in a direction'''
=== Hard movements ===<!--T:42-->
''// Perhaps it should cover how to approach parts and how to be in the best setup possible''
====Pass a one-tile path - Vertical====<!--T:43-->
''// a demonstration Gif would be nice if you want to flex (and I'm noob, I also want advices !)''
====Pass a one-tile path - Horizontal====<!--T:44-->
''// Same''
== Saving a frozen tee ==<!--T:45-->
''// Trying to structure the page, please change if you feel like the structure is wrong
''
=== Basic ===<!--T:46-->
''// Hook a tee from a safe place''
''// Use dj to save a tee without falling in the freeze''
=== Intermediate ===<!--T:47-->
''// Save a tee without using dj''
''// Save a tee in wide areas/limited space''
=== Hard ===<!--T:48-->
'' // save a tee when there is no space at all => move him before saving?''
'' // double hammer?''


==Gores maps in DDNet== <!--T:2-->
==Gores maps in DDNet== <!--T:2-->

Latest revision as of 12:34, 12 May 2024


This article is a Stub. You can help us by editing and improving it.


Gores parts are completely hookable corridors with one layer freeze on top of both walls. However, due to the different mapping styles of each mapper, some Gores parts may also consists unhookable tiles, hook teleporter and other tiles.

The origins of the name Gores are unknown. Suggested possibilities are the name of the first Gores map, the name of the first Gores mapper or perhaps it's short for "go res[cue]".

One of the most famous maps in Teeworlds is actually a gores-like map: Aip-Gores.

//Join illustration of a gores map or short gameplay gif?

In theory, with enough skill, you can clear a lot of maps as a solo player, but most people play as groups, because they can save each other when they become frozen.

General advices

Use pistol for communication

  • If a Tee shots in a direction, he may want to tell you to go there
  • If a Tee without double jump shoots the ground, he may want to indicate that he needs his double jump back.

Keep your double jump

Unless you really need it, it is recommended to keep your double jump. As much as possible. Since the jump gives a flat amount of vertical speed, it is very previous to interrupt your fall, and do some trickier parts or save a player with more ease.

Saving a frozen Tee

// Maybe a full section on this page with different ways to save a frozen tee in different configurations could be relevant, from the easiest to the hardest

  • The most basic technique to unfreeze a frozen tee is to hit him with your Hammer.

// a demonstration Gif would be nice

Most people in the KoG player base know how to do it, but if you don't, don't worry, we all start somewhere and you can't instantly become as good as people who practiced during a very long time.

  • You can also hook the other tee to keep him out of the freeze until he gets unfrozen.

// a demonstration Gif would be nice

Using the hook vertically is inconsistent

To gain more stability, it can be easier to hook the walls horizontally, and to use your keyboard to compensate with the hook attraction.

Most skilled Tee behind?

Usually, the most skillful Tee in a party stays behind to save the others.

Also if you are still a novice and your are learning to move in the game, when some better players are still alive, you don't have to try to be a hero, or you will become one more person to save (it doesn't mean you shouldn't do anything and stay on a platform, you are playing a game, so enjoy it !).


Skip hard parts

  • If there is a one Tile freeze on the ground, you can skip hard parts by stacking on the wall and fall on the other Tee.

It is also possible to do this when the freeze on the ground is higher, as long as you have more Tees in the team.

Movement advices

// This section should aim to help players understand how to handle or pass certain configurations with the physics of the game. It should list many different setups with many different levels of difficulties

Basic movements

// move with the hook : to go up/to go down/in a direction/under an obstacle/above an obstacle


Intermediate movements

// move around without getting frozen : hook angle/frequency' // maybe cover parts where you have to do something specific with the physics of the game, like grab the ground while going up to get speed in a direction'

Hard movements

// Perhaps it should cover how to approach parts and how to be in the best setup possible

Pass a one-tile path - Vertical

// a demonstration Gif would be nice if you want to flex (and I'm noob, I also want advices !)

Pass a one-tile path - Horizontal

// Same

Saving a frozen tee

// Trying to structure the page, please change if you feel like the structure is wrong

Basic

// Hook a tee from a safe place // Use dj to save a tee without falling in the freeze

Intermediate

// Save a tee without using dj // Save a tee in wide areas/limited space

Hard

// save a tee when there is no space at all => move him before saving? // double hammer?


Gores maps in DDNet

Maps consisting solely of gores parts are called gores maps. The KoG server network hosts solely Gores maps, but DDNet has a few as well. Sorted roughly by difficulty and solo at the end.

Novice

Moderate

Oldschool

Brutal

Insane

DDmaX.Next

  • ★★★✰✰ Fly-4-2 (has some non-gores parts, requires 2 tees)

Solo