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Map Making Discuss everything related to creating new levels here. |
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ball_tron
Map by Nikon -------------------------------------------------- V.1 Download V.1 Here -------------------------------------------------- V.1.1 Download V.1.1 Here Changes: Added outer glow to spawns to optimize visibility, Fixed mirror issues, Changed plane spawn locations to make it easier to leave the spawn area, made parafalse background color darker, merged front graphics and game views. -------------------------------------------------- V.2 Download V.2 Here Changes: Added, removed, and altered obstacles. Increased width of map by 300 pixels Playable on Ball Dojo (Thank you Jazz) Last edited by Nikon; 02-11-2013 at 04:46 PM. |
#2
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oh hot damn that looks pretty
just from looking at it though, i anticipate a lot of balls being passed into spawns lol |
#3
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****in great job!
I dont get the Flynn's graphic? - its the only thing i can point. "Small is beautifull!" - keep'in it clean. - i would put that away or, if its a colidable you need, replace it for something more according to the rest. Nicely done Last edited by Mandrad; 05-06-2011 at 12:38 PM. |
#4
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Good job with the map though |
#5
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Otherwise, looks sick. |
#6
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Well, it might not fit with the graphics, but it fits with the theme, and that's probably the thing that took most of my time making. But if enough people think I should replace it with something else, I just might do that.
Thank you for the complements, it means a lot after a long time spent on this. |
#7
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This is amazing.
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#8
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This map looks awesome, and I think you should keep the arcade.
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#9
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Once you fly through the arcade, you'll be hooked.
__________________
"Beagle, your words move and inspire me -" and of course they do, you silly little muppet, that is the intent |
#10
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Awesome! A few minor suggestions:
1) The "background color" (used for parallax off players) should be a darker gray to better match the map's full-graphics aesthetic (I recommend RGB=23,23,23) 2) Geometry is not perfectly mirrored. This wouldn't be a big deal except that there are some cool trick shots related to bouncing a ball off the bar beneath the goal -- and that bar is about 32 pixels offset relative to the goal on the right versus left, significantly changing the shot. To fix this you can open up the map, drag-select over everything on the left, then Selection -> Mirror Left/Right. Then go to layer 8 (with your collision boxes), grab the original collision geometry on the right side, Selection -> Transform, align the pieces and make note of the X-offset (about 32 for the bottom-bar); this is the offset you need to apply in the original art file (then you can import the new PNG to create a file that is perfectly mirrored). 3) The black collision nubs near the spawn circled in red at http://i.imgur.com/Vy1ze.png are super hard to see due to the background color; deleting those nubs in the source image should be fine. 4) Unless I'm missing something the "Game" and "front graphics" views should be merged into one for optimal efficiency (both in the art file -- single PNG to import -- and in the game -- it should all exist in "Game"). The "Game" layer always renders in front of planes and weapons so I think it will work just fine (you will just need to manually clip the generated collision box so that you can fly behind the arcade). |
#11
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1) Alright, I'll make the change next update. 2) I see that now, the reason it isn't is because I haven't found a way in ps to just mirror something to the other side. If you know a way please tell me. And I will change this, but I hate changing stuff right in the editor because if I ever need to make a graphical change I have to move that same thing again in ps to make the png the same as the altx file. So I will just try to get it perfect this time in ps. 3) I would prefer not deleting those because that's how enforcers look in the movie, and tg and I noticed this too when we were testing it. So I will just change some graphical stuff to make that easier to see. 4) Yeah this makes sense, I guess the only reason I didn't do this, is because I had it like that in ps. Cause I like to keep things organized. Again, thanks for the suggestions, I will make those changes in the next update which shouldn't be too far away. |
#12
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There's probably a better way but you can draw half the map, save then click Image->Rotate Canvas->Flip Canvas Horizontal and then save this as something else and then combine the two images into one file.
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#13
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See I can't just flip it because the sides are different.
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#14
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then collapse the flipped image into one layer and set it's opacity low and simply use it as a guide for the other side.
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#15
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Aaah, now that I can use.
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#16
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Update!
Check top post Last edited by Nikon; 02-11-2013 at 04:45 PM. |
#17
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Good work. I think it's gonna play well too.
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#18
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Can you fly above the spawns? Because I don't really see the utility of such a big opening on the top right and left corners if you can't (who's going to want and climb up there).
edit: nvm, you can wait and go for it once everyone's dead. Nice one. |
#19
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1- duplicate all the objects (single layers, folders, whatever) 2- create a new layer, select full screen and fill it with a color 3- link all layers you want to mirror and the the full filled screen one 4- select the full filled layer go to image>rotate>flip horizontal (you can ofc use this technique to vertical flips too ) PS. I have used this in every single map Last edited by Mandrad; 05-09-2011 at 10:36 AM. |
#20
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That has to be one of the prettiest maps ever. I love it.
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#21
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@Zed556 Thanks a lot, it means a ton to me that people like the graphics. |
#22
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glad it helps
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#23
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Just realized that i mistaken you!!! crap, sry...
instead of 4- select the full filled layer go to image>rotate>flip horizontal do 4- select the full filled layer go to edit>transform>flip horizontal |
#24
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Thanks, but if you're pretty use to ps like I am and you are, that goes without saying.
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#25
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We just played it on dojo 6v6, first time I've played it 6v6, played better than I thought. I would encourage people going and testing it and leaving feedback, cause I thought it was going to be really fast games since it's really small. but I was wrong, so I would love for people to go try it out, it's pretty nice!
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#26
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Seemed to be too small a map at first but ended up to be very good, would not want more than 6v6 on it though. Once you get used to it will be a blast.
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#27
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Damn Great Job nikon! i tried this map first time earlier, but today i noticed its one of the best community maps i have played Like you said, 6 vs 6 games are not fast games, nothing is overpovered imo, and there is places for trickshots too. One annoying thing, not saying its a bad thing but, i keep crashing into that spawning zones lower wall when im getting out from there xD not saying you should fix it, you shouldnt fix anything in this map : I enjoyed playing it! Keep it up, make more awesome maps !!
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#28
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If anyone has anything to say about this map please say it. I would like to improve the map if it is not good enough, or if there is a problem that I need to change. I hate it (and I think other map makers have the same problem sometimes) when you make a map and it takes days/weeks/months to create. You release it, and then the map goes nowhere, it sits in that test server waiting for people to try it and give feedback. I don't want this to happen with this map because it took the longest to create out of all my maps.
-Nikon |
#29
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I think that it is a little small feeling. I also think the top thing is confusing! Otherwise it did actually play very well.
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#30
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Yeah I agree that it is small, and that might be a problem, but to this point, I think it plays rather well. So I will keep it as is in the size area for now.
For the top flynns thing, just go para false for a second and you will understand, and after you do that, you will remember. Just like funnelpark. |
#31
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I like it a lot. I agree it can feel a little cramped with 2/3 whales but it plays well.
Graphics are awesome of course. |
#32
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can i try to make this TBD.?
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#33
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@niko
I would prefer you not to, sorry. 1) there is already a tbd_tron map 2) I would encourage you to make unique maps, with unique graphics, not just duplicate someone elses map. |
#34
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+ been a long time to see a new tbd, all we see are just ball maps |
#35
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@niko
Well maybe I'll just go and make a tbd map then. |
#36
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I made the current tbd_tron map - people generally seem to think it plays well, but the graphics could definitely be improved. Feel free to make your own version if you think it will play better.
Careful about copyrights though; seems like you just pulled those background images off of google, which is fine for regular maps but won't fly if you want this to become official. |
#37
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Yeah I was worried about copyrights, but everything is completely original except the bg, and I did not just take it off google.... It was a tutorial.
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#38
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I like this map and it's graphics. Since we've been playing HC and all those other maps, why not this? In ladder ofc.
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#39
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Update!
Check top post |
#40
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Map Updated in Dojo II
Filename = ball_tronv2 Original left intact for comparison |
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