Maybe we should just add some more information about the blue and red teleporters in the
Mapper Rules section ._.
Basically you should always use red teles
except:
1) It is required to hook your partner even after a tele (eg dummydrag parts)
2) It is required to get speed for a jump
Another easier solution would be to just clearify what the teleporters are doing:
Red teles stop any movement and cut your hook.
Blue teles do not stop your movement and do not cut your hook.
Those properties apply to normal and checkpoint teles.
(I wrote that here as well :p)
---
Beside that I did not test the map, so here are just a few things I noticed in the editor: You should always add normal spawn tiles (not red and blue team spawns). Furthermore you embded an unused tileset and maybe you could do create some things with standard tilesets the next time (eg. generic__unhookable+RGB values instead of the fancy colored generic_unhookable). Oh, and never place images like your logo with a tile layer, always use quads layer for that. I quickly fixed those things for you.
In general the maps are typical ddmax maps, many drag parts without anything special. Don't get me wrong, they are good and imo they would be popular but I don't know if we should add them to ddnet, sry :/ (At least not both..?)
Anyways, if we should decide to release them, then they need a full testrun again. All the teleporters are placed on the ground, some freeze-tele tiles are not marked and imo the whole game layer looks kinda messy.
One last thing: If they were already released on ddmax, then you should create the topic in the 'Old maps' section :p