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Map Making Discuss everything related to creating new levels here.

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  #1  
Old 07-29-2011, 05:09 AM
Aki1024 Aki1024 is offline
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The goal of this map is to have the goals next to each other.

v3 download

Total width slightly wider. The bottom side middle curve step is the same location as the first version's curve shelf. With the width at 3k pixels, this makes the effective map at around 6k pixels. I'm not sure there is a way to save this from being a 20m map. Perhaps another solution is necessary.

This map is up on the test server.

Last edited by Aki1024; 08-24-2011 at 01:30 PM.
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  #2  
Old 07-29-2011, 06:45 AM
TRUEPAiN TRUEPAiN is offline
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Interesting layout, like the idea

At first glance though, the goals look very well protected and could be an issue in moving the ball.

One reason why "Old Mayhem" was so difficult to win was the climb to a very well protected goal.

Just try'n make it flow more.. maybe put a hole across from the goal so you can fly through to the other side. Just keep messing around with layouts. Once you can chase a ball around the map by yourself, you'll get an idea of how well things are going to pan out. Once you get a good flow you have a good map.

Also, uploaded your map.

http://altitudegame.com/map/mapDetai...7-163a0e7f7af4

Last edited by TRUEPAiN; 07-29-2011 at 06:49 AM.
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  #3  
Old 07-29-2011, 09:01 AM
Aki1024 Aki1024 is offline
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Quote:
Originally Posted by TRUEPAiN View Post
Also, uploaded your map.
Thank you. I know know that I'm able to upload myself, and found out that you already did (long before seeing your post). I uploaded a new version that doesn't have "_beta" on it. Could you delete the dupe now that I could get the file up?

I look forward to playing it with humans. The bots can shoot from other locations then their plane, which makes playing with them worthless (especially since they can't navigate the map anyway).

Having got to fly around it a bit, I'm not terribly displeased at the lower smilie, but can see how it is closed up. In the version before I posted, it was just short of impossible to navigate the hex tunnel and the upper half's bottom tunnel.

Last edited by Aki1024; 08-01-2011 at 01:12 AM.
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  #4  
Old 08-14-2011, 04:19 AM
lamster lamster is offline
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There is a powerup spawner in the non-Game parallax view "background" at location (1085,300). Placing a special object like this is a non-Game view results in a partial shutdown of the netcode. I'll try to add a check for this to the editor (and warn/disallow these illegal placements) in the next patch, in the meantime delete all special objects in non "Game" views and it will work fine.
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  #5  
Old 08-14-2011, 09:13 AM
Aki1024 Aki1024 is offline
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Quote:
Originally Posted by lamster View Post
There is a powerup spawner in the non-Game parallax view "background" at location (1085,300). Placing a special object like this is a non-Game view results in a partial shutdown of the netcode. I'll try to add a check for this to the editor (and warn/disallow these illegal placements) in the next patch, in the meantime delete all special objects in non "Game" views and it will work fine.
Zom! Awesome. That is a simple solution. Updated the server map.
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  #6  
Old 08-24-2011, 04:16 AM
Aki1024 Aki1024 is offline
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Map updated in OP and on the Test Server to v3.
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