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Map Making Discuss everything related to creating new levels here. |
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#1
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tbd_volcano
Sup doodles,
Here is the alternate version of Jayfourke's map I made. Download. Let me know what you think. -red Link to original map thread. V1.4 -- Switched out old smoke for Hartz's. Separated background layers and reworked parallax. Side boundaries no longer do damage. V1.3 -- Revamped layout, focusing on upper half playability. V1.2 -- Added an additional turret to base area on each side. V1.1 -- Added health to power-up spawns and increased PU spawn time. Last edited by innerlyte; 02-21-2011 at 03:20 AM. |
#2
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This looks EPIC!!!
Though not a tbd expert, looks like a nice layout as well as graphics. make one for ball too!!! |
#3
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Ball version!!!! Pleeeeeeeeeeeeeeeaaaaaaaaaaaaassssssssseeeeeeeeeee eeeeeee!!!!! Pretty pretty please with sugar on top!
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#4
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REdshifTTTTT!!!!!! U made a map just for ME!?!?>!>?!?!
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#5
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Awesome!Rocks!!!
Love the textures and the colors. Could have more lava but... no big deal I must say i prefer limits definition and that i hope they dont become a issue here because its funtastic as it is. FFS - Stop going away from the map scene for so long <3 |
#6
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rename it tbd_vesuvius imo
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#7
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You should put it on the map test server (http://altitudegame.com/map)
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#8
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Nice work red! Glad to see you back in the map making bizz again.
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#9
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omg that is epic
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#10
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looks like you still have a long lob from mid as a possibility, which is something I know was a concern on the original thread. But those long lobs are fun too, all depends on what you want to do. Looks great otherwise. crisp graphics
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#11
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I like the grotto-like middle rocks and the rocks in front of the bases. Looks great graphically, I'll definetly play & rate it on the test server.
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#12
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Thanks for the comments guys. I just uploaded the map to the test server.
@Tekn0 & mlopes -- I'm not sure if know enough about the dynamics of ball to design a ball map on my own, although I may give it a shot. Otherwise, I could try enlisting the help of someone like Nikon or Elixir to help with the layout. @Mandrad -- What do you mean by limits definition?... I would have added lava, but I couldn't get acceptable results with my limited knowledge of 3D rendering... I have at least 2 other maps in the works, so hopefully I can stay motivated enough to finish them for you! @adjahe --Yeah, lob bomb is definitely possible (from almost the top of the map), but it's intentional. Some people don't like it, but I think it gives the game another element for players to be mindful of. We'll see what the generally consensus is |
#13
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#14
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Best xpln ever
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#15
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3d altitude!! Also, elixir, that was epic.
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#16
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Shiny. Can't remember what my original map looks like any more, did you move any rocks?
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#18
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Quote:
The top rocks may give the impression that theres more sky above (theres always more sky above). As a solution i had thought of a more dense smoke creating some kind of mushroom atomic bomb (not sure im expressing myself very well) but that would hurt overall apearence... so... no good... Anyway, not a big problem. @ you making other maps - yep, you said somewhere before to be working on something! Now, were on a cold turkey wait I like Elixir's rocks and spawn sugestions - but imo, no bottom Volcano tunnel. |
#19
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Yeah, yours is better. Nice job on that!
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#20
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holy crap! nice
Just tested it on the test serv.: I saw bots just flying into the base via the middle route, hardly getting shot at by turrets. I think a good TBD map should at least make it hard (if not kill you) to reach the base when you're running solo. At the start of the game that is. Last edited by Inofaith; 02-05-2011 at 02:05 AM. |
#21
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Yeah, I didn't want to over-turretize the map. Most have 4 or 5, but then again, Asteroids has 7. I'll add one more on the top outer corner of the base area. Hopefully, that won't imbalance things too much.
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#22
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I just loaded it on the test map server
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#23
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ok, sickest map ever
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#24
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I didn't realized TBD is now the leper of Altitude >_>
I suppose I'll give the ball version a shot... |
#25
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I m worried if the middle choke points are played like cave or Lostcity (lostcity = BAAAAAD)
The looks are amazing. |
#26
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hmmm something tells me that there can be a lot of base camping, like underpark. hahaha
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#27
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All right. So, I did quite an extensive overhaul of the map. I didn't receive much feedback but I was aware of several pitfalls of the layout. The goal was to open up the top half of the map to encourage play there. Now, the layout has a much more intelligible flow and is infinitely more playable.
Screenie and download updated in first post. Plx go the map test server and rate. Expect a ball overhaul coming soon (i.e., spawns moved off map and some layout changes). |
#28
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HOLY ****!!! Sickest map ever
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#29
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Hey!
A little suggestion... At the moment there are no visible walls at the edges of the map, which usually means that you could warp through to the other side. But here you take damage and crash. If you don't want to create visible objects there as borders, i would suggest you to make those edge walls so they won't damage you (just like the wall at the top of the map). It's not that big deal and after crashing into them few times, people will eventually stop trying to warp through there , but still - let's make this map perfect. Haven't had any chance to play it with people, but the game-play part seems to be pretty good (not too cluttered etc). And of course the graphics! A+ - Edit - Quote:
So, i decided to start up my 3D app and try to make a new smoke effect with a bit better quality. Here are the results and example pics, how they would look like: Smoke with some fiery stuff going on: Just smoke: You can grab the PNG files from the following links: volcano_flamy.png volcano_smoke The size of the files should match with the size of the map and they include the alpha channel, so only thing left for you to do is to import the PNGs ("Import Large PNG") and position them. And maybe a little tweaking around the edge of the volcano and some color corrections to better match the environment. Btw, if you think they are not suitable for the map, then you don't have to use them Hartz. Last edited by Hartz; 02-19-2011 at 04:03 PM. |
#30
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Hartz,
Holy awesome flaming smoke! That's what I'm talking about. Now do that with the background smoke too and the sun shafts. Go go magical artist. |
#31
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Niceee work guise!!! ALL FOR ONE AND ONE FOR ALL! Nip nip xD
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#32
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Looks great, Hartz
Because volumetric rendering is still pretty underdeveloped in Blender and I was learning as I was making the map, the smoke I made is as good as I'm going to get, I think. So, if you wouldn't mind, we could go with one of yours. I like the fiery one personally. Regarding the background clouds, they came out pretty much how I envisioned them -- certainly not perfect, but they are were supposed to be pretty flat-looking and unobtrusive. Here is the reference image I used to model the BG: I might be able to do something with the sun/sun rays/clouds parallaxing with each other. I'll have to get back to Karl on that. Oh, and @Hartz again, I'll remove wall collision damage. |
#33
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I actually think the background looks good, I Just dont like that it's all collapsed into one layer... also the JPEG compression is too high.
Here's what I'm thinking for the background: 1st layer: the sun and the orange gradients 2nd layer: faraway smoke 3rd layer: closer smoke and sun shafts In an ideal world that I'm not sure is even possible: 1st layer: the sun and the orange gradients 2nd layer: faraway smoke 3rd layer: closer smoke layer 4th layer: sun shafts, this way they move as your perspective of the sun changes This "ideal" solution could also cause performance issues. |
#34
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Okay. Here's what I did:
Layer 1: Sun and sky gradient Layer 2: Clouds Layer 3: Sun beams Layer 4: Volcano smoke Layer 5: Game/collision A bit of explanation -- The volcano smoke needs to be on its own layer in order for it to appear underneath the game layer. Also, because it is emerging from the volcano on the game layer, it cannot parallax at a different rate. So, we're pretty much stuck with it looking a bit flat. Five layers might be a bit much. The file size more than tripled, but it's still under 2MB (went from 680KB to 1.6MB). Everything ran smoothly when I tested it, so I'm guessing it is probably all right, but I can remove layers if people see performance issues. Lastly, I changed the name on the map server from "tbd_volcano_V2" to just "tbd_volcano" to avoid any further confusion. Ratings were also lost because of this, but I only had 2 ratings, so it's really not a big deal. Now, we just need people to leave some actual feedback about the gameplay |
#35
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Sounds sexily good.
Psst, 0.68*3 is 2.04. You've spent too much time map-page-ing and too little learning maths. I think it's better this way though, I would rather have your maps. |
#36
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Well, after a couple rounds in ladder, with more organized play this map seems to stand out as one of my favorites of the new maps. Although there are a couple problems i found.
1. A bit open, its kinda like a survival of the fittest, or basically the plane with more hp wins. 2. Kinda taking this from the first reason above, explodets seem too strong here, since the map is open explos just manage to survive and kill other planes. not much else to say about that. 3. Very easy for Heavy cannon. once again due to lack of obstacles in the map you can pierce through two planes easily if your just aim down the map or at the enemy bomb indicator, and easily harass the team from long range. Overall the colors are fun, the azure plane and grey smoke is a bit tough to make the difference for some people (Elixir) Maybe some more obstacles around so more planes can benefit from it. Last edited by XX1; 03-22-2011 at 10:46 AM. |
#37
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after seeing such an awesome map, i played with the map editor and added side walls.
sadly i dont have a screenshot, idk where my screenshot went anyway, i added side walls on the either ends of the map you can update it if you like it download link: http://rapidshare.com/files/45391412...orted_map.altx Last edited by TwistedDuck; 03-23-2011 at 02:12 AM. |
#38
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Quote:
but really, it was hard to tell the yellow mirandas apart from my own team when they were smoking/had the blue aura of confusion around them otherwise the map is great...very fast paced, frequent pushes and a lot of action right in the middle |
#39
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I think the bases need to be ~500 pixels closer together. Bomb runs take a really long time, the opposing team can practically die and re-spawn to stop your bomb run.
Or maybe make it a neutral bomb map? |
#40
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don't say the n word
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