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Map Making Discuss everything related to creating new levels here.

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  #1  
Old 11-15-2015, 09:28 PM
biell biell is offline
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Join Date: May 2015
Posts: 168
Default Alti+ Games

This is an Alti+ update, it has come a long way since my last post.

Alti+ supports all normal maps. These maps can be run exactly as they were designed, or you can tweak them a little by changing scales, allowed weapons, or other features. Additionally, for Coop maps, the server can force players to the correct side on a per-map basis. For more information on the server, please visit: https://github.com/biell/alti-server . This site contains an INSTALL.txt file to help you setup your own Alti+ server, and a FAQ.md file to help answer questions about creating Alti+ maps. If you would like to create an Alti+ map (and I would love it if you would) this file is a good place to start. I will be happy to work with anyone on making new maps and trouble shooting any issue which arise. Also, it is really easy to run your own alti+server instance, I am happy to help with that as well. After it is up, it is really easy to install the standard maps I have listed below.

Alti+ supports the following extended game types:

Races: You score goals for crossing checkpoints, the first team to cross them all (in-order) wins the race. This can be pure flying skill with weapons disabled, or more like Mario Kart with weapons enabled. Race maps are not only won, but the winning time is stored in the record books along with the winning racers nickname. Having a leader board to aspire to makes the game more compelling, I think.

Flag: You score a goal each time you capture the opposing team's flag. This game type plays a lot like TBD. But, without having to wait for a bomb, I am hoping it is a little more intense. This should make the game more enjoyable for defensive players, as attacks on the flag will come more often, and there will be no bomb carrier indication to snap them into attention. I think this mode will allow for smaller maps than TBD, but time will tell. All human players respawn after a flag is captured (I can't force bots to respawn).

Ruin: This was originally called "Raze", but Alti is hard enough on non-native english speakers without me using words they probably haven't seen before. Additionally, it looked a little too much like "race". In this game type, you have to destroy all enemy structures (not just a base). The structures could be bases (multiple or just one) or turrets, or a combination of both. My alti+server counts counts all the structures defined in the map, and scores a goal every time 1/6th (assuming your server is configured for the default of 6 goals wins; it reads this value from the server config, so whatever your value is, it will work) of the structures are destroyed. Additionally, as you get close to finishing, it gives you a count-down. This type has two variants. If you also set "assignTeam", then it acts more like Coop, where all players are assigned to one team. If a player dies (crashing or killed by bot), then the opposing team gets a point. So, it is a little like Coop, but you can loose. In fact, with bots set to the highest level, it is easier to loose than you would think. If "assignTeam" isn't set, then each team in this varient must destroy all structures before the opposing team in order to win.

MDG: This stands for "Most Dangerous Game", it is for asymmetric game play. Here, all but one player is assigned to one team. You can "/vote prey <nick>" if everyone agrees who that should be. This Mode is designed for those really great players (we all know who they are, and I'm not one of them) which can stand up to a team of 6 players by themselves. This game type works with TDM and 1DM. I personally think 1DM is the most compelling, but it still needs a little work with respect to rounds. If the server was set to single round 1-life play, it would work great.

I have examples of these map type, and the next few posts will illustrate them. These maps can all be found on the "Team+" server, and my testing server "Map QA".

If you download the below maps and re-package them, you are probably going to loose the Alti+ configuration file "plus.txt" which sits in the root of the altx archive file. You can go here to get it back:
https://github.com/biell/alti-maps/tree/master/plus
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  #2  
Old 11-15-2015, 09:30 PM
biell biell is offline
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Join Date: May 2015
Posts: 168
Default Flag

ball_flag_anxious
This is my first "Capture the Flag" map. If this game type is best modeled after TDM, then this should be a good example. I think it has some design flaws that I am having trouble reconciling, but I would like to see how they affect game play before re-designing the map too many more times. There is nothing really special about this map. So, if it is way off base, I won't have a problem throwing it out.
Screenshot:


Download:
https://github.com/biell/alti-maps/r...g_anxious.altx

ball_flag_metal_spheres
A capture the flag map without powerups, as these seem to tilt the power too much to offence in flag game types.
Screenshot:


Download:
https://github.com/biell/alti-maps/r...l_spheres.altx

ball_flag_table
A capture the flag map with some twists. I was originally going for a snooker table feel, but that went awry. In this one, players have to make calculated decisions about killing turrets.
Screenshot:


Download:
https://github.com/biell/alti-maps/r...lag_table.altx

Last edited by biell; 01-26-2016 at 12:09 AM. Reason: added ball_flag_table
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  #3  
Old 11-15-2015, 09:30 PM
biell biell is offline
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Join Date: May 2015
Posts: 168
Default Ruin

ball_ruin_sopwith
I created this game type to make a request by Sledgy come to life, an old game he liked called "Sopwith". This map is a re-creation of that game. The Objective is to destroy the area infrastructure. If you die, then the computer gets a point. Finish the destruction without dying 6 times, and you win. This map is a simple example of the "ruin" game type. I will be working on others when I have time.
Screenshot:


Download:
https://github.com/biell/alti-maps/r...n_sopwith.altx
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  #4  
Old 11-15-2015, 09:31 PM
biell biell is offline
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Join Date: May 2015
Posts: 168
Default Mdg

1dm_mdg_core
When area control came to my mind, the center of core seemed like the best place to start. This map is designed so the prey has a private area to spawn and powerup, but the battle should take place in the core. This is asymetric game play. Any bots on the prey's team will be quickly dispatched, and it will continue as a many vs. one match. I have not completely worked out what would be best for these types of maps. If asymetric game play were to take off, I would probably create a new server just for these types of games. On that server, games would be limited to one single round. If done this way, the map would work perfectly. I would be interested in the communities opinion of this type of map. My expectation is that it would be a novelty only. But, I am not one of those players good enough to be by myself. Those players may yearning for this type of challenge.
Screenshot:


Download:
https://github.com/biell/alti-maps/r..._mdg_core.altx
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  #5  
Old 11-15-2015, 09:40 PM
biell biell is offline
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Join Date: May 2015
Posts: 168
Default Races (1)

ball_race_asteroids
If race maps are ever to take off, I feel like this is the instant classic race map. It is long (~5 minutes to complete 2 laps) and the most difficult of all my race maps.
Screenshot:


Download:
https://github.com/biell/alti-maps/r...asteroids.altx


ball_race_balloon
This map is my illustration of using periodic beacons to map out the race. I couldn't really find any beacons I liked, so I used part of the TDM base to make my own. The key to making this kind of map is to get the spacing correct. After spending a long time doing this by hand, I realized the best way would be to map the course out using a bezier tool and setting the line type to be periodic dots. Then, you could use the dots to space out the beacons, and delete the guide line after.
Screenshot:


Download:
https://github.com/biell/alti-maps/r...e_balloon.altx


ball_race_clouds
This map was an example of just how easy it can be to create a simple race map. I found a few free clip-art clouds, and was able to put a race map together in a little over an hour. It is also an illustration of a race map which repeats in one direction.
Screenshot:


Download:
https://github.com/biell/alti-maps/r...ce_clouds.altx


ball_race_demo_derby
This is my attempt at making a weapons-hot style map. In this map, you need to cross checkpoints on a figure 8, dirt track. It is my expectation that some players would act as runners, and others as defenders. The defenders would try to stop (or at least slow down) the progression of the opposing team. There should be strategy involved in proper play of this map. Try not to get added to the heap of beat-up old planes, as you make your way around. Unlike most race maps, this one spawns you are the most recent checkpoint, and not where you died. I think it would take some time for a strategy to be devloped on how to play maps like this the best way, and I would like to have more maps like this if it becomes a hit.
Screenshot:


Download:
https://github.com/biell/alti-maps/r...emo_derby.altx
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  #6  
Old 11-15-2015, 09:42 PM
biell biell is offline
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Join Date: May 2015
Posts: 168
Default Races (2)

ball_race_eastern_creek
This map is proof that, while tedious, I can stare at a map of a real (or in this case proposed) circuit and replicate it with reasonable detail in inkscape. This map only races the longest possible circuit, but could be copied and each proposed circuit (grand prix, etc.) could be implemented with ease. This map was also my second attempt at a mini-map, and it works really, really well. The mini-map isn't visible on the screenshot, but it is worth playing the map once just to see it in action.
Screenshot:


Download:
https://github.com/biell/alti-maps/r...ern_creek.altx


ball_race_forest
This is my first race map, and it has a mini-map. This is a 2-lap race and was used to test and refine my race code. One additional feature on this map is an example of how to seperate bots from the race track. Both bots and late comers to the race will spawn below the race track. Human payers can elect to join the race by typing "/sz start". If you are designing a race map, and the bots are messing up your checkpoints, you can copy this technique.
Screenshot:


Download:
https://github.com/biell/alti-maps/r...ce_forest.altx


ball_race_mayhem
This is my first attempt at taking an existing, well known map and turning it into a race map. The key to doing this well is to try and keep the spirit of the original. In Mayhem, I think the top rounded alleys and ability to wrap around are key features of the maps. So, I built this race map around those concepts.
Screenshot:


Download:
https://github.com/biell/alti-maps/r...ce_mayhem.altx


ball_race_northern_lights
This map is my illustration of what an A to B race can look like. Here, here is only one checkpoint (the finish line). So, I made it the ball. Normally you want to make checkpoints health to ensure players auto-use them and don't accidentally hang on to the (disabling them from picking up future checkpoints). So, here I start the score at 5-5, one goal (getting to the ball first) wins.
Screenshot:


Download:
https://github.com/biell/alti-maps/r...rn_lights.altx
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