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Map Making Discuss everything related to creating new levels here.

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  #1  
Old 07-24-2010, 11:21 PM
Dougie Dougie is offline
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Default ball steel



The graphics I am working on, so please ignore the fact it looks like tron. At the moment I'm after opinions on the gameplay and level layout! Any recommendations, criticism or praise (if any!) is welcome...

I have tried to make this an attacking map by opening up the centre area for route to the goals, but with enough cover in the upper and lower area of the maps to provide interest.

edit: I'm also hosting the map on the {ICE} rink server, named ball_steel_02.

download map ->
http://www.mediafire.com/?i1yz6ml4vqk947a

Last edited by Dougie; 07-25-2010 at 01:27 AM.
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  #2  
Old 07-24-2010, 11:31 PM
silent skies silent skies is offline
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Q's:
Where is the ball located? Top middle?
What is the size of the map?


Also, on first glance I'd say 7 neutral powerups is way too many. I'd personally take out the 3 in the middle.
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  #3  
Old 07-25-2010, 12:02 AM
Dougie Dougie is offline
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ball spawns at the centre of the map (not centre top)
Size of map is 4000 x 1536

I'll redo that image to give a bit more info...
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  #4  
Old 07-25-2010, 01:06 AM
silent skies silent skies is offline
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Okay, well, I think I read somewhere that the general consensus is that ball maps should be about 3000x1500, so you may want to trim the width down by 1000 pixels.
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  #5  
Old 07-25-2010, 01:36 AM
Sean Sean is offline
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First Impression: Great map.

But... I looked a little more and saw a couple flaws.

1. The bottom is too cluttered, not a good scoring route.
2. Like silent skies; too many PUs
3. There is absoloutely (how the f*** do you spell that?) nothing in front of the goal, so a skilled player could make a shot from just about halfway across the map. I know you said that you made it an attacking map...but still...jeesh.

That's all that I saw.
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  #6  
Old 07-25-2010, 02:17 AM
tgleaf tgleaf is offline
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The goal-to-goal middle path without a single obstacle does seem to be a problem.

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  #7  
Old 07-26-2010, 10:12 AM
Dougie Dougie is offline
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Thanks for the advice so far guys.

I'm going to make some changes over the coming week, and repost the new map layout.

The main priorities will be to:
1) remove at least 2 of the powerups.
2) place on obstacle in the left and right central pocket sections.
3) redesign the bottom section slightly to allow a better route for goal.

I'll also going to try and get some of the graphics done, to give you an idea of how i want it to look.

tbh: I'm quite surprised no one has complained about the parallax foregrounds, I'm still a little uncertain as to whether i should keep them...
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  #8  
Old 07-26-2010, 12:23 PM
rawr rawr is offline
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Default scnr

http://www.youtube.com/watch?v=A7nTJtugo3w



map feels fast on first impression, i like that.
but i'm a bit worried about the mid getting constantly spammed

what about av V-like structure in the mid?
would also partly solve the problem about the open goal-goal corridor (if there is one, i dont know what makes a good map :/)



about parallax foreground: thought it was a joke about constructive work

Last edited by rawr; 07-26-2010 at 12:36 PM.
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  #9  
Old 07-26-2010, 07:27 PM
silent skies silent skies is offline
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I thought the foreground was just a placeholder of some sort until you made something else.

Not nearly as good as this one.
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