Most browsers do not display the map codes. If you only see an empty page after clicking a download link you need to view the source code of the page, there often is such an option in the right click menu, if not look for it in the top menu. You can also right click a download button and save the file to you computer, then you can open it with a text editor instead.
Since the status of maps can change at any time I will no longer order them into
categories like permanent, ex-permanent, protected and so on.
It should be enough to note that quite a few of my maps enjoyed the status of permanency
in the past and some of them are likely to be protected right now.
This map features pistons that move up and down. The original version of the map used ice pistons which were a lot wider, because this was quite easy I made this harder version, and to see which piston type would be most popular I made a version for each ground type. An apparent flaw is the fact that the shaman has almost nothing to do and it also has a potential roadblock since if you are a bit too slow while comming back to the hole you will have to wait for the left-most piston to go up again, giving your opponents time to catch up, it is however possible to finish the map in about 18 seconds which is little more than one piston cycle. This requires wall jumping the ledge at the hole.
A classic platforming map I made shortly after the update introducing ghost objects to the map-editor. Sadly I could not remove the shaman, he cannot do much to help the mice because of all the rotating objects.
A simple scales map that uses the mouse weight dynamic to make it interesting. As soon as one side wins by being lighter the shaman needs to help those on the lower scale.
Donkeykong/Mario inspired map with platforms moving down on the left and up on the right. There are ten platforms on the left and five on the right.
Probably my all-time favourite map which is hated by everyone, it has what I call
a doom button. As soon as a mouse jumps on it or an object touches it everyone dies
within a few seconds. It is absolutely lovely.
It has been been deleted at least eight times, two of which at the very hands of
a moderator. The map has a recipe for failure, if the mice fail by pushing the button
everyone dies and votes no, if they succeed by not pressing the button it is way
too easy, also resulting in a No-vote. (Even though I doubt this map was ever won
by any group of mice)
One of my maps following the currently best map design: Having a really hard pro
way built in making it shaman dependent for most of the players. This preserves
competitiveness and gives the shaman something to do.
(The name is based on an awful misspelling of "map" by one of the players.)
The title of the map is a common nice sounding shout one gives a lot of user maps. This one is a mixture of a building map and a trap map. The cheese platform will slowely sink upon mice jumping on it.
I wanted to make a big ferris wheel but the object limit is quite harsh if you intend
to make such big constructions, so it ended up like this. Unfortunately I had to
anchor several planks at once with one world anchor due to said limit which makes
the wheel likely to go berserk if the shaman makes the theoretically right decision
of adding a motor at the center.
To construct different versions quickly I used my
Polar Coordinates Converter.
This one is a bit of a gimmick which utilizes the same technique as my Curiosity map. At 1:50 the mice will start to pass through the ice-"membrane".
Maps that are intended to be played alone in the map editor as skill challenge, puzzle or for training purposes.
Some players boast about being "pro" because they can walljump, this is not the
case, if you can walljump you are "not-a-noob". Being a pro in Transformice takes
a lot more than that and many of those pseudo-pros cannot even consistently walljump
with cheese since that is a fair bit harder.
On this map you can train a range of walljumping skills, those are in order of appearance:
The rules for beating the map properly are:
In the spirit of a certain room in VVVVVV: Getting to the cheese is only half the fun!
This is a map pack containing 9 randomly generated
maps that I selected for being either interesting, hard or both. They are
to be beaten without using shaman powers, purely through platforming. All of them
are possible, the hardest ones probably being #1, #8 and #2. Some maps feature different
possible routes, #3 for example can be done either with overhang walljumping, a
pole turn or a cornerjump, it is up to you.
If you are unable to walljump you will not be able to beat any of them, cornerjumping
and fullscreen
mode is needed for some of the maps too.
Earn that «Ninja Mouse» title of yours, beat them all!
A very hard platforming map that might drive you insane. No shamaning allowed. It is quite normal to be wondering how certain parts are even possible.
This one is for all the unemployed shamans out there. You need to get the cheese,
there are some minor restrictions that you should follow though.
You may only use:
Have fun.
A simple rebuild of the important parts of map 10, it can be used to train the corner jump with the cheese. The inaaccuracy margin is less than one pixel.
This is as exact a rebuild of map 53 as I could manage, it has an inaccuracy margin
of about one pixel. I made this to practice the jump downwards without the help
of the shamans. Note that the map is horribly asymmetrical for unknown reasons.
The left side drop is a lot easier.
You can logically come to the conclusion that it is best to limit you vertical movement
because the faster you fall the sooner you reach the bottom and the less time you
have to move towards the hole. Thus you should perform what I have dubbed a "ledge
grab", basically you drop down to the side and jump up to the lower edge of the
platform to regain your midair jump, at that point your downward movement is about
zero. If you do it perfectly you can get on the platform below without having to
walljump the platform even once.
I made a video showing the technique (the execution is not perfect):
This section is dedicated to maps I (hopefully) improved by injecting raw science into them.
This is the original map made by Thyfoe, I thought its visuals were a bit too cluttered and the bolts were rather jerky so I transformed the map into the following:
All the machanics are off-screen, the bolts are fitted into their rails and due to an update that occurred during the modification ghost boards could be used instead of balloons. Our efforts were however thwarted since both Thyfoe's and my upload of the map have been deleted swiftly.
As you can see you can barely see a difference. The map was pseudo-symmetrical so I gave it a polish by centering the ornaments, aligning the middle structure to the center of the map space and mirroring the left platform to the right.