Crossposted from TIG thread:
Mapping Guidelines as I understand them at this point:
The game requires two .png images, one for the collision map that shows where players can collide with the environment in 0,0,0 black, and and empty space in 255,255,255 white. The other image is what is shown ingame. As of right now, specify to whoever adds the map to the program where intel, spawns, and resupply should be. The max size for map images is 2048x2048, but this is excessively large.
Maps are zoomed in 600% size in game. Players are approximately 6 pixels high in game. Players can reliably jump up to a platform that is 9 pixels high, Scouts can double jump about 15, and the rocket jumpers can make about 18 or 20 tops. Exploits requiring sticking to the wall are unreliable and shouldn't be required.
Ramps are most seamless to run up when they're 1 pixel rise/1 run slope. They're less sticky to jump to when they're 1 rise/3 run or longer. You can't run up a 2 pixel high block, as far as I know. How do the 2dfort_2 stairs work, does anyone know?