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Map Making Discuss everything related to creating new levels here. |
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#2
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Another beautiful map by the great pig! At first glance, my only main suggestion would be to think about making a more exciting background, as the one now seems a bit bland compared to the awesomeness of the rest of the map. Are the pipes on either side traversable? I would hope not if it's a TBD map. Also, the picture you posted doesn't show where the bases are... but I guess I'll wait until I've played it myself to pass further judgement.
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#3
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Man I wish I had your gfx skills.. pretty jawdropping stuff right there. Anyway, I have no criticisms for gameplay(yet) since it seemed to play really well when we tried it out. Also like the background as it's refreshing with a clean background compared to all the other maps out there. Looking forward to playing this more :]
btw Pie the pipes aren't traversable, and bases are on those two rocks beside the pipe I think. |
#4
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Is this map neutral bomb?
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#5
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I have played this map and love it! Good Job Pig!
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#6
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Yup as eth said, the map is really nice.
It's quite small and when we tried it 3v3 it was already pretty good. I think it would be absolutely perfect 5v5. No, it's not a neutral bomb. |
#7
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not adding anything new here but, great job pig it play excellently.
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#8
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Remove top path.
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#9
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I just played with it and here are my initial comments:
Those were the first things that came to mind. I love the art (besides the apparent lack of a visible background), and would love to see the gameplay element become as good as the visual component! Last edited by Pieface; 01-11-2010 at 11:35 PM. |
#10
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Pros:
1) The details, as always, are beautifully done and make for a type of map not seen typically. 2) Has a unique design in the middle as well as the base. 3) The bases have a spot beneath them for low bombing which is cool and not something typically found. 4) Very obvious what one can collide with and what one can't (aside from 2 things described below). Cons: 1) The top path is really bad in it's current state. You can pop in right behind enemy spawn and just fly down to base without any significant turret resistance. It's way too easy to do that. 2) Some pipes you can go in (they don't lead to anywhere) and some you can't. Yet I don't notice any distinction between the two. 3) It is very easy to spawn camp enemy team since you can get behind them very easily and cause lots of problems. 4) The background kind of gives me a head-ache. It makes the distinctive features stand out but is very bright / unpleasant on the eyes. 5) The bases are different - making one side unfair in my eyes. The left base has a narrower gap in between the top object and the middle object than the left one. At first glance they almost appear to be connected so it's not obvious it's a path. The right side has a narrower bottom making that a path that one is unlikely to take. Edit: It's also very easy to lob the bombs from far away which I see being annoying in a competitive game with limited number of people. Last edited by mikesol; 01-11-2010 at 11:23 PM. |
#11
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Played it on the ALP. Looks great and i enjoyed playing it. Great work pig!
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#12
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Quote:
And i agree with mikesol saying that's not obvious that it's a path. Otherwise i find it quite a good job! =) EDIT: forgot a thing.. why it's called "justice"? Last edited by Luke; 01-12-2010 at 12:17 PM. |
#13
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To me because it looks like a prison with the iron bar windows and spotlights.
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#14
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very nice map!
I agree with whoever said it in the first place, the background is a little bit too bright. Still very nice. Better than I could've made for sure. |
#15
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update:
*removed unintentional top path *changed background a bit |
#16
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Nice map! Not a whole lot new to add. I did notice that the back turret behind the base is pretty much useless. Its range (in both degrees and firing distance) is very limited and probably wouldn't do much to stop attackers. Also, it is possible to pass through that small gap underneath the turret to the other side. Not sure if that's intentional or not.
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#17
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Looks good, would like to see a darker background with more detail and depth. Needs balancing as most new maps do. Turret angles completely out of whack and the positioning needs balancing. Lots of collision hull bugs: top path still traversable after fix, can pass through the area between pipe and turret quite easily (even with no damage going left), can pass through pipe sometimes, and you can squeeze between objects and ceiling in a couple spots. I like how the map is not symmetrical but it may be a little too lopsided for competitive play.
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#18
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Great Graphics as usual but i personally think its a bit small, or is it just my imagination???
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#19
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Update: Fixed all passable walls.
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#20
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Update: Made the layout more balanced.
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#21
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Is the picture in the OP the updated picture of the map? What did you change to make it more balanced?
Also, are you going to do anything about the background? A lot of people complain about how blindingly white it is and refuse to play it. |
#22
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The picture is updated. I changed the round object to mirror the size and placement of the object on the other side. This should create almost identical lobs from over the top and make the path through the middle similar as well.
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#23
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update789.
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#24
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Much better
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#25
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brilliant, i always liked this map. Can we rally around to make this official? And Nobo i'm not sure but do some of the maps on ladder appear more than others because Justice barely never came around =[
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#26
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awesome machinarium graphics again! <3 machinarium.
it also looks way better ^_^ |
#27
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so sweet!! with the new turret and the symmetrical island it should be so sweeet!
nip |
#28
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Great update, this map is gonna rocket up the most played list now.
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#29
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Pigbomb's maps: Forcing altitude players to like the color green since 2009.
Good update. This will go up on the ladder sometime tonight. |
#30
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I like it. /generic comment.
Seriously, good job, piggy. :3 |
#31
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Lol. I just put this up on the ladder. The background stutters like underpark's (it actually causes palin's altitude to lag out near instantly), there's a powerup on the bottom left that's collidable, and most hilariously, there are no bombs. Needless to say I reverted the ladder version back to the previous one. Might want to look into fixing it =x.
Last edited by nobodyhome; 06-19-2010 at 11:25 AM. |
#32
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gd map
but i keep teleporting everywere and its not lag cos others keep on tele aswell it seems to be near the colidable object at the bottom i was there and then radomly teled to opponents base |
#33
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Quote:
i hope you can see it: i circled the powrup that is collidable and i also circled the place where the bombs were. |
#34
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NO IM NOT FIXING IT! FUUUUU
llooll serisouly though i will try to work this out asap |
#35
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Love the sketchty style of ur art. The new background is also amazing.
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#36
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Ok. Fixed the stupid shiit i forgot, also i think i've resolved the lagging issue, think it was related to the random invisible collidable object but not sure. New download is up
Thank you everybody for your kind words. <3 |
#37
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where can we play it?
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#38
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I took a brief look at the old version -- the huge cpu lag was definitely generated by a stack of 500 floating line objects (I assume you removed these in the latest version) -- were those generated from import large PNG, or something you did manually? If from import, could you send me the raw PNG file that causes the bizarre stack of collidable objects to form so I can fix it?
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#39
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nowhere currently, ladder later hopefully
lam: Honestly i have no clue where they came from. It must have been something from an import since thats all i used but i don't remember when they appeared. justice pro tip: Most annoying little bits protruding from objects aren't collidable, other things that aren't collidable include some goo, a gun, a pipe... Last edited by pig_bomb; 06-19-2010 at 05:40 PM. |
#40
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Quote:
Anyway, great job piggy. |
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