@Stiopa@TsFreddie my first take on improving the map. kept it visually low key for the start little to no doodads, changed the base pathing and layout, water tunnel is a bit longer and more opened up towards the base, more unhooks on the little canyon and changed up the center bit to see what else works.
turned jungle_midground from quad into tiles with color adjusted to better fit the bg(edited)
hey, im using the f-client from fokkonaut and i was wondering how the client can know wich gamemode you're playing and return the appropriate entities, because i would like to use some custom entities for some gamemodes.
I know that entities tilesheet switch logic exists in ddnet client. It seems that f-client has integrated it too. Do you know if vanilla teeworlds has it too? @Iman
@Zatline I love the diving gear being on an island in a small pond in the middle instead of being above a pond.
The BG/Doodad and the midground colors are much better too
the various shapes in the map remind me of the deathmatch maps a lot
base feels much cleaner too.
Though there are some things I prefer in my version (after all the map made by me suits my tastes )
for example I liked the idea of being able to go at high speeds the entire "middle" section without having to do any rocket jumps
the rocket jump into the water tunnel became quite a bit harder now
the handling of the tunnel is better. it is harder to position yourself in a way to stop the incoming attackers and the spot feels vulnerable, much more so than previously
16:24
the map feels less expansive too (or at least for me ^^)
I just played a round of DDNet and found a real nice tileset that would also fit very well for Vanilla: What do you think about this tileset? The author Pipou seemed willing to release it under a f...
Right now we're using markings that are based on the default tee body shape, which on different body types might look weird and not that good. My suggestion is to make the markings auto ada...