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Map Making Discuss everything related to creating new levels here.

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  #1  
Old 04-05-2011, 09:44 PM
TwistedDuck TwistedDuck is offline
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Default ball_clouds



What's new in Version 1.1
-> Added darker background to avoid collision between walls and background.

What's new in Version 1.2
-> Moved the goal area.

What's new in Version 1.3
-> Remade the background to fix the lines in the background.

What's new in Version 1.4
-> Removed the Powerups infront of the goals.

What's new in Version 1.5
-> Moved the uneven cloud over the blue team goal.
-> Added a Bright Moon

What's new in Version 2.0
-> Added a Cloudy effect on the foreground (walls)

What's new in Version 2.1
-> Changed Blue team to Yellow, easier to see the plane.

What's new in Version 2.2
-> Changed the plane text color to White.

What's new in Version 3.0
-> Removed Shadow on the foreground ( walls )
-> Added a cloudy texture
-> Reworked outlines
-> Removed some clouds (walls)

What's new in Version 3.1
-> Removed the Moon (since it was distracting and bright).

Last edited by TwistedDuck; 06-12-2011 at 10:06 AM.
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  #2  
Old 04-05-2011, 10:50 PM
Karl Karl is offline
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Note: You can click Main Menu->Options->External Apps->Map App to be auto logged into the Map database server (Steam users only).


Last edited by Karl; 04-05-2011 at 11:00 PM.
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  #3  
Old 04-05-2011, 11:14 PM
TwistedDuck TwistedDuck is offline
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Quote:
Originally Posted by Karl View Post
Note: You can click Main Menu->Options->External Apps->Map App to be auto logged into the Map database server (Steam users only).

Oh! Nice, ill do that. is there a way to delete the map ?
so i can upload it and update it on my own without depending on others
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  #4  
Old 04-05-2011, 11:33 PM
Pieface Pieface is offline
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If you upload a map with the same name as one you've previously uploaded, it overwrites the old version.

Not about gameplay (since I know almost nothing about ball), but the drop shadow you're using for the clouds seems to be messing up the collision outlines. You'll need to manually correct them in the editor or separate the shadow from the cloud in your image editor and import them as separate objects. Generally maps don't use drop shadow in order to preserve the 2D feel of the game - your call.
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  #5  
Old 04-06-2011, 12:53 AM
Karl Karl is offline
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You can delete any map you've uploaded.
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  #6  
Old 04-06-2011, 01:00 AM
silent skies silent skies is offline
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Quote:
Originally Posted by Karl View Post
You can delete any map you've uploaded.
I had a version of sanctum from when I was messing around with layer properties called tbd_sanctum_ls that I 'deleted' on the map upload page, but is still playable in the server last time I checked.
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  #7  
Old 04-06-2011, 01:07 AM
silent skies silent skies is offline
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Quote:
Originally Posted by Pieface View Post
Generally maps don't use drop shadow in order to preserve the 2D feel of the game - your call.
Notable exceptions being mayhem, core, nuclear and chess. Maybe funnelpark too but I didn't check.

Drop shadows is okay if you want it visually understood that there is a flat backdrop behind your game objects (such as is the case with the examples above). I'm not sure if clouds really fits in that sort of scheme, but it's up to you.
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  #8  
Old 04-06-2011, 12:15 PM
Tekn0 Tekn0 is offline
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Layout looks decent, a little bit like ball ice.

Will try this map out later today.
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  #9  
Old 04-06-2011, 07:21 PM
elxir elxir is offline
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i'm not a big fan of items right in front of the goal, perhaps move them to the top corner like labyrinth?
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  #10  
Old 04-06-2011, 08:09 PM
TwistedDuck TwistedDuck is offline
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Quote:
Originally Posted by elxir View Post
i'm not a big fan of items right in front of the goal, perhaps move them to the top corner like labyrinth?
there is an item spawner right infront of the goal in labyrinth
will do if there are many requests
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  #11  
Old 04-07-2011, 12:22 AM
silent skies silent skies is offline
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Well, 6 PUs (not including the 3 ball spawners) seems like a lot ... will be items all over the place.

I've found that the general 'unwritten rule' is no more than 4 PU spawners per map, many times often just 3. I'd personally maybe just delete the 2 PUs elixer is talking about.
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  #12  
Old 04-07-2011, 12:37 AM
Ribilla Ribilla is offline
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Quote:
Originally Posted by silent skies View Post
Well, 6 PUs (not including the 3 ball spawners) seems like a lot ... will be items all over the place.

I've found that the general 'unwritten rule' is no more than 4 PU spawners per map, many times often just 3. I'd personally maybe just delete the 2 PUs elixer is talking about.
IMO take out the ones which the goals are facing, in the middle of the map (although I am I right in thinking that the PU set up is almost identical to tbd_core?)
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  #13  
Old 04-07-2011, 02:31 AM
silent skies silent skies is offline
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Seems so, though it depends on what those team-specific PUs behind the goals have ... Core just has health afaik, though after ball_asteroids a lot of new ball maps tend to have health/wall combos in those areas.
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  #14  
Old 04-07-2011, 06:42 AM
MajorPayne257 MajorPayne257 is offline
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Personally I hate wall/health combos. Yeah it's nice to get a wall on occasion, but in my honest and selfish opinion, every map should have a health pack only PU behind the goal.
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  #15  
Old 04-07-2011, 09:01 AM
TwistedDuck TwistedDuck is offline
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Done.
updated map has been uploaded to the map test server.
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  #16  
Old 04-07-2011, 12:00 PM
mlopes mlopes is offline
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V1.4 available on =AIR= EU Server through voting.
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  #17  
Old 04-07-2011, 12:32 PM
TwistedDuck TwistedDuck is offline
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Quote:
Originally Posted by mlopes View Post
V1.4 available on =AIR= EU Server through voting.
Thanks moples.
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  #18  
Old 04-07-2011, 06:06 PM
mlopes mlopes is offline
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Updated to v1.5
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  #19  
Old 04-08-2011, 01:34 AM
sunshineduck sunshineduck is offline
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the open area way above the goals seems so useless

like ice
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  #20  
Old 04-08-2011, 12:29 PM
TwistedDuck TwistedDuck is offline
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Quote:
Originally Posted by sunshineduck View Post
the open area way above the goals seems so useless

like ice
if you are talking about the top part above the goal near the corner, i think its useful for clearing at the top, you can stall for time there and while defending and your teammates can spawn near that area and defend.
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  #21  
Old 04-09-2011, 01:47 PM
silent skies silent skies is offline
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I like the little foreground clouds, and the little moon is a nice touch.

The colors as a whole are far too intense, though, especially the white objects.

I'd suggest:
-- playing around with some light/dark grays for the object-clouds (bright white should only be reserved for very small light-reflections, imo), mix-and-match colors/patterns to try and give the clouds some more substance:



-- color intensity for the BG can simply be solved by selecting the BG and lowering the 'saturation' (that is, it makes it closer to grayscale). (2). Additionally, you can try mixing in some very subtle grays with a 'render clouds' function (3)



-- rework the border objects so that they're something other than a bland white ... up to you what to do with it, though.
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  #22  
Old 04-09-2011, 03:11 PM
TwistedDuck TwistedDuck is offline
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Quote:
Originally Posted by silent skies View Post
I like the little foreground clouds, and the little moon is a nice touch.

The colors as a whole are far too intense, though, especially the white objects.

I'd suggest:
-- playing around with some light/dark grays for the object-clouds (bright white should only be reserved for very small light-reflections, imo), mix-and-match colors/patterns to try and give the clouds some more substance:



-- color intensity for the BG can simply be solved by selecting the BG and lowering the 'saturation' (that is, it makes it closer to grayscale). (2). Additionally, you can try mixing in some very subtle grays with a 'render clouds' function (3)



-- rework the border objects so that they're something other than a bland white ... up to you what to do with it, though.
Thanks for the tips, we will try to do so
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  #23  
Old 04-10-2011, 12:02 AM
TwistedDuck TwistedDuck is offline
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Version 2.0 is up!
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  #24  
Old 04-19-2011, 04:35 PM
TwistedDuck TwistedDuck is offline
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Version 2.1 is up!
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  #25  
Old 04-20-2011, 04:33 PM
TwistedDuck TwistedDuck is offline
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Updated non-Colapsed Pic

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  #26  
Old 04-24-2011, 12:25 AM
TwistedDuck TwistedDuck is offline
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Version 2.2 is up!
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  #27  
Old 06-05-2011, 10:02 AM
TwistedDuck TwistedDuck is offline
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Version 3.0 is up on the test server.
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