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Tips for creating maps
Lei
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#1
  10

Tips for creating maps



Welcome to the Tips for creating maps thread. This thread contains information that will help you develop your map, either in a general sense or for a specific rotation category.
Remember that every map must follow the game rules.

Summary:
#2 - Making a good map.
#3 - Tips for maps of specific categories.

Useful links:
Map Editor Q&A
Map Category Definitions and Submission Rules

Credits:
This thread was originally inspired by "Making a good map", created by: Aqvaswirle, Ruoka, Jetmaus and Barrydarsow.
As for this version, credits go to Ork for his thread in the BR Map Editor section and to Montesquieu for the overall design, as well as to Barrydarsow, Vvarriorw, and Reshman for contributing to some information.
Lei
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#2
  9
  • General Tips
  • Forbidden Features
  • Punishments

Tip Example Illustration
Originality There is no problem with taking some inspiration from other maps to create your own. However, trying to create something new is essential for a map to succeed. If you don't have any ideas for your map, take your time and you'll eventually find an interesting concept. Remember: never copy an existing map and avoid recreating concepts that already exist in other maps in rotation. Create your map based on your personal or even life experiences, something that inspires you. Be innovative!
https://i.imgur.com/s3koA6T.png
Gameplay If your map does not offer a challenge, it is not interesting. If you think running and climbing or just running is something innovative for a map, think outside the box because this isn't fun in any way. An example is setting alternative paths to get to the cheese and return to the hole in a racing map (P17).

https://i.imgur.com/CMPZDhj.png
Unused space Remember that the standard size of a map is 800x400 and this space must be well used, even if it has a new concept. If it does not use the space wisely, it won't be something remarkable in most cases, and therefore won't deserve any highlight.

https://i.imgur.com/l3pqLmJ.png
Replay Value Even if your map is considered great, you have to remember that if it is something common, it will become dull. Mechanism maps (P6) usually suffer from this, mostly those that contain traps and cages. After a while, playing on a map we know will suffer from loss of replay value.
https://i.imgur.com/fg0Uxj3.gif
Mass death Avoid maps where the shaman can not do anything to prevent players from dying, whether it is for lack of experience or for not having seen the map previously. Poorly designed collision maps are a good example of this.
https://i.imgur.com/RO5nFIJ.gif
Design The design of a map, i.e, its look, is preferred to be pleasant to everyone's eyes when it comes to colors, grounds, backgrounds and decorations to create an appealing atmosphere. It is always good to remember that the alignment of a map is something to give some attention to. https://i.imgur.com/yULgUG8.png

If the map meets any of the characteristics that will be mentioned below, it is irregular and should be reported in the appropriate thread: T-411126.
    List of forbidden features:
    • Off-screen cheese/hole/spawn/gameplay.
    • Hidden hole/cheese/floor.
    • Crash maps.
    • Instant-cheese and instant-kill maps.
    • Unsafe spawns that inevitably kill afk mice.
    • Copy maps.
    • Maps that (randomly) kill a considerable number of mice regardless of their skill.
    • Fake/troll grounds that affect gameplay in a negative manner (i. e. potentially kill many/all mice).
    • Maps that are impossible to finish.
    • Maps with offensive, racist or derogatory content.



Restriction Description Illustration
Hidden cheese or holes Do not hide the cheese or the hole nor place them outside the map area. https://i.imgur.com/fYqq9v3.png
Gameplay or shortcuts outside the map area Do not add shortcuts outside the map area.
It is worth mentioning that if the gameplay is superficially outside the map area, there should be no problem, however it is suggested that you avoid it.
https://i.imgur.com/jMbrGaz.png
Copies Maps that are very similar or have been immorally copied will not be allowed. https://i.imgur.com/xOgfVlo.png
Crash Do not create maps that may crash a player, i.e, interrupt the game's smooth operation in relation to any user. Examples are maps that contain grounds with high restitution plus a high amount of shaman objects.
https://i.imgur.com/5f0B9Lo.gif
Free cheese Maps that give mice cheese without any effort are not allowed. https://i.imgur.com/ydISaWO.gif
AFK death Place both the mouse and shaman spawns in a safe place, make sure they don't die when the map starts. https://i.imgur.com/0gZNicL.gif
Maps impossible to be completed Do not validate and export difficult maps to complete as P0, such as bootcamp maps, or any kind that may be impossible for the mice to access the cheese and return to the hole. https://i.imgur.com/Zov7Fik.png
Inappropriate maps Maps that are inappropriate, i.e, contain any adult, offensive or prejudiced content will not be tolerated. https://i.imgur.com/2xiaNsN.png

The possible punishments for those who break the rules of map creation are:

Punishment Description 
Map removal The map that breaks a rule may be deleted, i.e, it will not appear in rooms and will not be possible to edit it. In some cases, all maps belonging to a user can be deleted at once.
Blacklist It is a punishment that consists of ignoring requests for a map to be reviewed in the official submission threads. In addition to the reasons listed above, adding a user to the blacklist is usually the result of breaking the rules of the submission threads. It's valid to mention that having your name on the blacklist can be either temporary or permanent.
Ban The ban time is undefined in this case.

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#3
  14


 Category Category description and tips Illustration Map submissions
http://i.imgur.com/7kEQKiP.png Bootcamp Bootcamp maps are categorized as P3 and P13 (bootcamp and primary bootcamp), they both only run in bootcamp rooms and last for 6 minutes.

    • Originality:
      The players in these rooms are looking for a challenge, so try to innovate and use new concepts, or even use old concepts in new ways.
    • Shortcuts:
      Even if your map is fascinating, if players discover a way where the map can be done quickly, it will lose its purpose, so make sure there are no unfair shortcuts.
    • Design:
      A map designed for bootcamp should be as clean as possible. All grounds should be functional, therefore, avoid placing grounds that do not have any impact on the gameplay.
    • Fake grounds:
      Of course, there are some exceptions, such as trampolines with friction or changes in other properties to create sticky grounds, but it is recommended to leave the grounds with their default properties.

http://i.imgur.com/ZO6v6Al.png T-48030
http://i.imgur.com/yRXT53Y.png Shaman Shaman maps are categorized as P4, run in normal rooms and have a standard duration of 2 minutes.

    • Difficulty:
      As Shaman maps run in normal rooms, it is important to keep in mind that unexperienced shamans will have to complete the map, so work well on it so that it's not chaotic or necessary to have some advanced skill or knowledge for it to be completed. It is also important to remember that shamans who use normal, hard and divine modes will play on your map.
    • Solutions and buildings:
      It is interesting if a map does not force the shaman to have only one path to build on, or if it offers different ways to get to a certain place, but each one with different difficulties. Also, avoid making a map with common solutions, for example one that is completed by one or two planks. Do not place small spaces where the shaman can block the path of the mice by spawning objects. It is nice when both the mice and the shaman can interact with each other, as long as their spawn is at the same place, or has a dynamic ground where they both need to cooperate.

http://i.imgur.com/17LzWhR.png T-48016
http://i.imgur.com/mZjgDpH.png Art Art maps are categorized as P5, run in normal rooms and have a standard duration of 2 minutes.

    • Art quality:
      Over the years, the ways of creating art maps have evolved from drawings with map editor grounds only to drawings made with Viprin, and the standards have also increased - but that does not mean if you make your map with default map editor grounds you do not have a chance like those who made use of Viprin's drawing tool. It will depend on other factors such as these mentioned below.
    • Gameplay:
      The drawing on the map is not the single factor that will be taken into account, the gameplay is also as important as the art. The gameplay should be related to the art somehow for it to be considered as good.
    • Mechanical art:
      An art map in which there is a mechanism is certainly very admirable, however, if you are going to make the art move in a static way, it is best to leave it fixed at some place on the map. Notice that the more flexible the art is, the more noticeable your map will be. All in all, if there is too much detail, the map might cause lag to players.
    • Background art:
      Most times, if the art does not affect the gameplay, it does not bring anything interesting.

http://i.imgur.com/C1ACrZR.png T-48019
http://i.imgur.com/BjXtdcl.png Mechanism Mechanism maps are categorized as P6, run in normal rooms and have a standard duration of 2 minutes.

    • Originality:
      Always try to be as original as possible, try to discover new mechanisms or new ways to apply those that already exist.
    • Gameplay:
      In this category, the mechanism used must work together with the gameplay of the map somehow. Keep in mind that the areas of the map where a mechanical structure does not affect them should also be of good quality.
    • Stability and durability:
      Mechanism maps are always subject to cause problems related to lag and synchronization; make sure that the mechanism is stable so that these issues do not occur. The shamans or even the mice themselves must not be able to break the mechanism.
    • Design:
      If both the gameplay and mechanism are good, make sure that the same applies to the layout of the map as it should also be appealing.

http://i.imgur.com/dUTZDI2.png T-48020
http://i.imgur.com/RE168Ae.png No shaman No shaman maps are categorized as P7, run in normal rooms and have a standard duration of 2 minutes. P7 maps are not Racing maps. They are maps that do not need a shaman to be completed.

    • Difficulty:
      Since a P7 map does not have a shaman, this means it should not be difficult for new players to complete it, therefore, do not fill your map with advanced techniques or repetitive and frequent movements.
    • Ways to get ahead:
      Make alternative paths, so that most experienced players may be able to get ahead of others, but remember that newer players must be able to successfully complete the map as well.

http://i.imgur.com/VursPPU.png T-48021
http://i.imgur.com/iKCgdDM.png Cooperation Dual shaman maps are categorized as P8, run in normal rooms and have a standard duration of 2 minutes.
http://img.atelier801.com/bc24f02f.png Find out how to make shaman spawns on the following thread T-841040.

    • Difficulty:
      The map should not have a high level of difficulty in relation to P4 maps as a single shaman should still be able to complete it, since it may occur that one of shamans is AFK. An example of this are maps where each shaman spawns in a different cage and must build on a side of the map.
    • Cooperating:
      Do not confuse dual shaman maps with fight vanilla maps. On cooperation maps, the mice saved go to both shamans.

http://i.imgur.com/hJK2gIW.png T-48022
http://i.imgur.com/z8Z1lLj.png Miscellaneous Miscellaneous maps are categorized as P9, run in normal rooms and have a standard duration of 2 minutes.

    • What is a miscellaneous map?
      Maps that fall into that category do not fit into any other category or fit in more than one. It is worth remembering that the miscellaneous category does not refer only to the use of collision between mice and soulmates.
    • Soulmate:
      Use some technique in which the connected mice are part of the map's gameplay, and do not place the shaman away from mice spawn to prevent both the shaman's soulmate and the shaman himself from moving away towards each other as soon as the map starts. Also, do not forget that the unlucky mice that get AFK soulmates must also be able to complete the map somehow, which is why it is recommended that you leave some open space for the shaman to build.
    • Collision:
      Avoid placing mice spawn in an unsafe place, where many would die depending on the number of mice. Make a well-planned map where no one has an advantage over where you will spawn.

http://i.imgur.com/IPTDuR2.png T-48023
http://i.imgur.com/4bhAswN.png Survivor Survivor maps are categorized as P10, run in survivor rooms and have a standard duration of 1 minute and 30 seconds.
    • Gameplay:
      In this game mode, shamans have to kill the mice whose mission is to survive, so it is necessary to have enough space for the both of them to reach their objectives.
    • Hole and cheese:
      Some cheese placed over the map are allowed but you can not add holes on it.

http://i.imgur.com/BnPnAm6.png T-98668
http://i.imgur.com/DHDAWxp.png Vampire survivor Vampire Survivor maps are categorized as P11, run in survivor rooms and have a standard duration of 1 minute and 30 seconds.
    • Gameplay:
      In this category, a random mouse is transformed into a vampire and must transform the other mice by following them and staying close to their positions in order to transform them. Due to this, make sure there is enough space for the mice to escape. Most of the time the focus of this category is on the map design which is not interesting if the gameplay only focuses on wall-jumping.
    • Hole and cheese:
      Just like in standard Survivor, some cheese around the map is allowed, however, you can not add holes to your map.
    • Prohibitions:
      Cages of any kind are forbidden, and the use of trampoline grounds should be moderated, i.e., they should not contribute to unbalanced gameplay for both vampires or mice.

http://i.imgur.com/c1v48Yw.png T-98669
http://i.imgur.com/QLYesAH.png Racing Racing maps are categorized as P17, run in racing rooms and have a standard duration of 1 minute.

    • Shortcuts:
      A good racing map always has some shortcuts that will make some mice get ahead of others, however, the most fun is finding out the shortcuts that were not intentionally created by the map maker.
    • Creativity and developing:
      There are many maps in rotation for this category, so every resource to innovate has most probably been explored, however, try to apply these concepts in a new way, in addition to keeping in mind that the map timing is 60 seconds in racing rooms. There is a difference between P17, P7 and P9.

http://i.imgur.com/CatVG1k.png T-212241
http://i.imgur.com/Pd00fsk.png Defilante Defilante maps are categorized as P18, run in defilante rooms and have a standard duration of 2 minutes.

    • Alternative paths:
      A defilante map should have multiple paths, the more ways to run around the map, the better it will be.
    • Speed:
      Do not make your map too fast or too slow, find a middle ground for the map to become pleasant.
    • Tokens:
      Know how to make a good use of tokens (boosters, skulls and +1 points), do not overdo them but also do not leave the map empty.
    • Design:
      Last but not least, know how to make a well-aligned and well-decorated map.

http://i.imgur.com/SdLrtMr.png T-218925
http://i.imgur.com/4bhAswN.png Dual Shaman Survivor Dual Shaman Survivor maps are categorized as P24, run in survivor rooms and have a standard duration of 1 minute and 30 seconds.

    • Gameplay:
      Survivor maps with two shamans have the same objective as the standard survivor, i.e., shamans must have enough room to kill mice even if one of them is AFK and mice must have enough room to escape from the shamans even if they are both playing.
    • Hole and cheese:
      Just as in survivor and vampire survivor maps, the use of some cheese is allowed, however, it is not allowed to add holes.

http://i.imgur.com/qlTEk9X.png T-783226


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