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Map Making Discuss everything related to creating new levels here. |
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#1
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![]() ![]() by ExiTeD & TwistedDuck Version 1.0 Version 1.1 Version 1.2 Version 1.3 Version 1.4 Version 1.5 Version 2.0 Version 2.1 Version 2.2 Version 3.0 Version 3.1 ![]() 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. |
#2
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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. |
#3
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so i can upload it and update it on my own without depending on others |
#4
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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. |
#5
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You can delete any map you've uploaded.
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#6
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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
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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. |
#8
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Layout looks decent, a little bit like ball ice.
Will try this map out later today. |
#9
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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
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will do if there are many requests |
#11
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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. |
#12
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#13
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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
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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
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Done.
updated map has been uploaded to the map test server. |
#16
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V1.4 available on =AIR= EU Server through voting.
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#17
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#18
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Updated to v1.5
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#19
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the open area way above the goals seems so useless
like ice |
#20
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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
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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. |
#22
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#23
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Version 2.0 is up!
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#24
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Version 2.1 is up!
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#25
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#26
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Version 2.2 is up!
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#27
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Version 3.0 is up on the test server.
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