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Map Making Discuss everything related to creating new levels here.

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  #1  
Old 11-24-2010, 09:10 PM
Nikon Nikon is offline
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Default ball_grid


Layout made by: tgleaf
Graphics and editor stuff made by: Nikon
V.2 layout made by: Krawz

V.1:
Download V.1 Here
--------------------------------------------------------------
V.2:
Changes: Slightly new layout
Download V.2 Here
--------------------------------------------------------------
V.2.1-Current Version:
Changes: Made background less distracting
Download V.2.1 Here



Last edited by Nikon; 01-27-2011 at 12:27 AM.
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  #2  
Old 11-24-2010, 09:47 PM
Mt.Vesuvius Mt.Vesuvius is offline
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It reminds me of ball cross. I like it but it looks kinda big.
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  #3  
Old 11-24-2010, 09:50 PM
leggomyeggo leggomyeggo is offline
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It looks good, but it looks like the pathways are a little tight. I think I would have to play it to find out, though
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  #4  
Old 11-24-2010, 10:02 PM
tgleaf tgleaf is offline
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Quote:
Originally Posted by leggomyeggo View Post
It looks good, but it looks like the pathways are a little tight. I think I would have to play it to find out, though
It may be a little too big. It's always hard to tell when testing in the map editor. And the parallel curve sections will have to be made a bit wider. A careful loopy or biplane can squeeze through, but that's it.
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  #5  
Old 11-24-2010, 10:05 PM
Nikon Nikon is offline
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Quote:
Originally Posted by tgleaf View Post
It may be a little too big. It's always hard to tell when testing in the map editor. And the parallel curve sections will have to be made a bit wider. A careful loopy or biplane can squeeze through, but that's it.
Wait, is this NOW? or are you saying that that would happen if I re-sized it?
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  #6  
Old 11-24-2010, 10:17 PM
tgleaf tgleaf is offline
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Quote:
Originally Posted by Nikon View Post
Wait, is this NOW? or are you saying that that would happen if I re-sized it?
It's a little tight now (thread twss count is up to 3 now). But let's not make any changes until after people have tried it out.
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  #7  
Old 11-24-2010, 10:36 PM
Goose Goose is offline
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Are the green balls obstacles, or just part of the background? Graphics are great but the layout looks kinda weird to me.. It looks like the ball would get stuck in those V shapes, and the obstacles in the middle under each spawn area that look like an X with the 3 green circles seem a bit cluttered. This is just an observation though i haven't yet played this so i would have to see how the map plays.
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  #8  
Old 11-24-2010, 10:38 PM
Nikon Nikon is offline
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Yeah, I really want to play it 6v6 to really test it.
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  #9  
Old 11-24-2010, 10:56 PM
beefheart beefheart is offline
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At first look it seems to be a very weird map. I am especially concerned with the left and the right cross with the 4 balls in it. These spaces serve no real purpose and will cause large cluster****s when the ball gets in one of these, especially the upper ones. Moreover, they serve as huge obstacles which has the consequence that the ball will stay in the lower part of the map most of the time.

I would love to test it soon. It also seems like a very technical map
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  #10  
Old 11-24-2010, 11:24 PM
tgleaf tgleaf is offline
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Thanks for all the constructive feedback this far. Sounds like we'll need to make some adjustments.

If anyone can host this - even for a day or two - please post here.
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  #11  
Old 11-24-2010, 11:31 PM
[Y] [Y] is offline
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Anyone else open this thread expecting tron-style graphics but then disappoint?
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  #12  
Old 11-25-2010, 12:22 AM
mlopes mlopes is offline
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Quote:
Originally Posted by Nikon View Post
It Will be hosted soon
Is now available on =AIR= EU Server by voting changemap. Was that soon enough?
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  #13  
Old 11-25-2010, 12:53 AM
Nikon Nikon is offline
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Quote:
Originally Posted by beefheart View Post
At first look it seems to be a very weird map. I am especially concerned with the left and the right cross with the 4 balls in it. These spaces serve no real purpose and will cause large cluster****s when the ball gets in one of these, especially the upper ones. Moreover, they serve as huge obstacles which has the consequence that the ball will stay in the lower part of the map most of the time.

I would love to test it soon. It also seems like a very technical map
I don't think it will be a cluster **** it's just like cross except it's even easier to get out because you have coverage.
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  #14  
Old 11-25-2010, 01:54 AM
tgleaf tgleaf is offline
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Some comments from initial testing:

Map size seems mostly just right; could be a bit too tall
Parallel curved "tunnels" need a bit of widening
Could be a TA paradise (unverified)
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  #15  
Old 11-25-2010, 01:58 AM
Pieface Pieface is offline
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Quote:
Originally Posted by [Y] View Post
Anyone else open this thread expecting tron-style graphics but then disappoint?
Yeah, I know I did. A real tron map could be incredible.
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  #16  
Old 11-25-2010, 06:20 AM
tgleaf tgleaf is offline
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New name suggested by Mintzy: ball_s
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  #17  
Old 11-25-2010, 05:29 PM
Mortva Mortva is offline
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Quote:
Originally Posted by Pieface View Post
Yeah, I know I did. A real tron map could be incredible.
Count me in
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  #18  
Old 11-26-2010, 04:28 AM
nicholasy11 nicholasy11 is offline
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Quote:
Originally Posted by [Y] View Post
Anyone else open this thread expecting tron-style graphics but then disappoint?
yeah...
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  #19  
Old 11-26-2010, 05:14 AM
Nikon Nikon is offline
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If people want it more tron like, it's gonna be more tron like. This is a updated graphic that I made. I'm not going to update it for sure yet, but I am just showing you guys to see your thoughts. It's just the left side of the map but it's going to be the same on the other side.

Do you like the circles more or less?
Are the lines too distracting? (the blue neon lines are not colidable, they are going to be a part of the BG)

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  #20  
Old 11-26-2010, 06:27 AM
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Yessss :Q____

If we're going with the Tron theme, some aesthetics suggestions:


circles as these discs




and straight and curved lines as the light-bike trails
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  #21  
Old 11-26-2010, 07:12 AM
MajorPayne257 MajorPayne257 is offline
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Maybe make the lines a little more symmetrical as well as moar lines.

Although the asymmetrical aspect could be more tron-like considering they don't drive around symmetrically...yeah.
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  #22  
Old 11-26-2010, 05:18 PM
Nikon Nikon is offline
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Okay, Tgleaf and I talked about it and we are changing the name to ball_grid. We are sticking with the original graphics not the updated ones.

So if you are hosting this map please change the name ASAP
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  #23  
Old 11-26-2010, 06:28 PM
[Y] [Y] is offline
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Quote:
Originally Posted by Nikon View Post
Okay, Tgleaf and I talked about it and we are changing the name to ball_grid. We are sticking with the original graphics not the updated ones.

So if you are hosting this map please change the name ASAP
aw :[ .
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  #24  
Old 11-26-2010, 07:51 PM
Nikon Nikon is offline
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Quote:
Originally Posted by [Y] View Post
aw :[ .
Sorry, I liked the original graphic more and wanted to change the name to fit it.
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  #25  
Old 12-01-2010, 07:32 PM
tgleaf tgleaf is offline
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Default ball_grid revision

Krawz was kind enough to send me an edited map with a few possible improvements to open up the map and prevent stuck balls/planes.

mlopes, if you're up for hosting this, please replace the current ball_grid with this one (or if you prefer, keep it and add this as ball_grid_k). Thanks in advance!

Map: http://www.qfpost.com/download.do?ge...9ad3e06352823c
Attached Images
File Type: jpg ball_grid_k.jpg (63.1 KB, 24 views)
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  #26  
Old 12-02-2010, 11:39 AM
mlopes mlopes is offline
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Quote:
Originally Posted by tgleaf View Post
Krawz was kind enough to send me an edited map with a few possible improvements to open up the map and prevent stuck balls/planes.

mlopes, if you're up for hosting this, please replace the current ball_grid with this one (or if you prefer, keep it and add this as ball_grid_k). Thanks in advance!

Map: http://www.qfpost.com/download.do?ge...9ad3e06352823c
Done, I updated the map on =AIR= EU Server.
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  #27  
Old 12-06-2010, 02:22 PM
silent skies silent skies is offline
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Just played in on the AIR server, plays pretty well.

Colors are a bit on the intense side, though... maybe toning down the saturation would fix this?



Not necessarily as much as shown here, but you get the idea. I've found you can even have very dark colors that are 'too bright' if the color saturation is all the way up to max.

Though I'd keep the outer border objects as they are ... it's okay to have border objects be whatever color, but it's the majority of playing field you want to consider.

Just my 2 cents.
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  #28  
Old 12-10-2010, 07:42 PM
mlopes mlopes is offline
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Quote:
Originally Posted by silent skies View Post
Just played in on the AIR server, plays pretty well.

Colors are a bit on the intense side, though... maybe toning down the saturation would fix this?



Not necessarily as much as shown here, but you get the idea. I've found you can even have very dark colors that are 'too bright' if the color saturation is all the way up to max.

Though I'd keep the outer border objects as they are ... it's okay to have border objects be whatever color, but it's the majority of playing field you want to consider.

Just my 2 cents.
+1

I like how the map plays but it's parallax off or no playing. Since I am one of those who like maps with strong colors that most people complain, such as pixelized, I think it says a lot about this background.
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  #29  
Old 12-10-2010, 07:57 PM
tgleaf tgleaf is offline
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Quote:
Originally Posted by mlopes View Post
+1

I like how the map plays but it's parallax off or no playing. Since I am one of those who like maps with strong colors that most people complain, such as pixelized, I think it says a lot about this background.
Thanks for the feedback. That seems to be the consensus... we'll take a look at revising it.
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  #30  
Old 12-10-2010, 10:44 PM
Nikon Nikon is offline
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Update!

^^^Check top post^^^
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  #31  
Old 12-23-2010, 05:47 PM
Sunaku Sunaku is offline
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I'll need to test it more to provide gameplay feedback but the layout changes of the 2.x version look much more playable.
On the graphical side, I don't want the map to lose its identity but I'm still not sure about the background, as the tightened grid tends to be a bit oppressive.

On the other hand, I can't stop drooling over that tron-like theme you posted above. You could even remove the tiles and go for a plain soft background, only crossed by a few of those light strips and I think it would look awesome. Or even superimpose several background layers, each with different version of light strips (size and/or color), it that makes any sense.
Anyway, hope you'll blow our minds with that stylish road!
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  #32  
Old 12-23-2010, 09:02 PM
Nikon Nikon is offline
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Quote:
Originally Posted by Sunaku View Post
I'll need to test it more to provide gameplay feedback but the layout changes of the 2.x version look much more playable.
On the graphical side, I don't want the map to lose its identity but I'm still not sure about the background, as the tightened grid tends to be a bit oppressive.

On the other hand, I can't stop drooling over that tron-like theme you posted above. You could even remove the tiles and go for a plain soft background, only crossed by a few of those light strips and I think it would look awesome. Or even superimpose several background layers, each with different version of light strips (size and/or color), it that makes any sense.
Anyway, hope you'll blow our minds with that stylish road!
Okay okay okay, if you like the tron style, Imma make a ball_tron map some time. But the ball_grid is going to stay the same, I mean stay ball grid style, I still might change the BG if it's terrible but not right now.
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