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DDraceNetwork / mapping
Here you can talk about mapping, ask mapping related questions or request new ratings for released maps
Between 2020-10-24 00:00:00Z and 2020-10-25 00:00:00Z
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GeRollA should probably be rated a little higher
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@Skeith some maps need a rerating
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when i try to add audio to my maps, everytime when i shoot the pistol gun it makes another layer of audio appear and they overlap, how to fix this?
17:50
i tried to see if it happened on other maps but it didnt
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sounds like a bug
bluestripe 1
GWmythicalHyperREEEE 1
monkalaugh 1
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DJNet when
poggers 4
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fixed it nvm
19:57
also, how do you delete envelope
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best map i do until now xD
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the tiles at the edge of the map will extend out forevver
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thanks
22:04
=)
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Is there like a set size for maps? Just curious
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qusetion: how i put my unfinished map on my hosted server?
22:15
please answer me in DM
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theres a default size for maps but you can change it
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Дядя Женя 2020-10-24 22:51:02Z
22:51
1. Open your ddnet client folder 2. Open file autoexec_server.cfg 3. set sv_rcon_password "YOUR_PASSWORD_HERE" to something simple you can type fast and remember 4. set sv_map "YOUR_MAP_NAME_HERE" to any map name that you're saving to. So it will load this map automatically when starting the server. I'd recommend using any buffer-name, so you can save new map with that name, run the server, try it. If you don't like it at all - just rewrite the file with a new map on other day. If it's ok for you - continue mapping and save it with real name after. 5. use reload command in F2 (rcon console) to reload the map if you made any changes in editor (remember to save changes in editor before doing reload)
22:52
@Tiffany then you save your map with your "buffer-name", or anything else and go to the main menu, click "Run Server" (or run DDNet-Server.exe from game folder)
22:53
you should be able to play your map now if it was named like sv_map, but if it's not, press F2 and type change_map "YOUR_MAP_NAME" or map_change "YOUR_MAP_NAME" don;t member
22:53
now it's it
22:53
use reload to reload as mentioned in 5.
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Earlier today I had the thought of whether it was possible to implement an "among us" style game within teeworlds. I doubt all the mechanics are possible and I have zero mapping experience, but just planting the idea here. ------ Some thoughts: Dividing up crewmate and impostors could be achieved with spawning the tees in a couple sections, where a "section" refers to a stretch of speedup tiles slowly moving the tee to a tp taking them to the map. The section will tell the tee whether they are crew or impostor. Ideally the impostors sections should be next to each other, so they can see who their partner is. The crewmate sections would be far apart as they shouldn't know who is who. I don't think you can enforce a zoom level of a client, but I guess you could make it a gentleman's rule. So crew would be zoomed in, whereas impostors would be a little more zoomed out. Though this feature is optional, and isn't really required for a game. Impostors could be given the laser weapon to "kill" other tees. This allows them to hide their weapon by moving around the map with their hammer equipped (appearing like a crewmate). When shot with the laser, a crewmate becomes deep frozen. Other crew can hammer a frozen crewmate to "report the body", which kills that tee. Then I'm not sure how to forcefully tp everyone to the meeting room. One plausible idea is that the dead tee respawns on a switch which activates draggers all across the map which pulls all tees into tp's near them, which take them to the meeting room. If there are other deep frozen tees around the map that weren't "reported", they would be pulled into the meeting room as well. So that alive players can see who else died. Then the dead "reported" tee can be used as a timer by slowly moving through speedup tiles until it reaches another switch which will stop the meeting and open the doors to exit the room.
23:55
Voting in meetings could be something manually managed by the players. For crewmate tasks, perhaps each person also brings a deep-frozen dummy into the game which will tp to various task locations across the map. Then the crewmate interacts with a dummy in some way to complete a task. A completed task could tp the dummy to another task location (making it a multi-step task). Then the final step of a task will tp the dummy to some special area, that once full of all the dummies, it will end the game, and the draggers across the map would activate and drag everyone to a different tp which will show that crewmates won. The requirement for impostors to win, would be the same as within among us. Except when someone calls a meeting and the impostor(s) recognise that they've won, they can reveal themselves in the meeting. For sabotages, maybe specific sections of the map could have a "sabotage task" that could do something like disable tasks for a set amount of time. Or perhaps require a crewmate to undo the sabotage with the dummy. I don't think something like vents would be possible. It requires tp's that are only accessible by impostors, but I guess it could be a gentleman's rule that crew aren't allowed to use them. ------ This recreation would most likely not be a 1:1 mapping of among us gameplay, but it could possibly be modified to still be fun. Like I said, I'm not sure if all that I described is possible. Just brainstorming, perhaps it'll give some of you talented peeps ideas. (edited)
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