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Map Making Discuss everything related to creating new levels here. |
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#1
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Since it was asked for enough...
Currently hosted at: - The Hideout | TBD | Dedicated EU Server (thanks DaM) - if you host this map on your server, let me know and I'll update this thread This is a conversion of my recent 1DM map, twisted, the original thread for which can be found here. To reiterate, it is visually based on the XBox/Steam indie game Insanely Twisted Shadow Planet ![]() Image looks a little grainy because it's pulled right out of the map editor... Please see below for full-scale graphics preview. Map info - version 1.1 (latest) - fixed a couple major symmetry issues in the layout (thanks to elixir and Aki for pointing them out) Map info - version 1.0 - 3250x1400 pixels - Green vs Purple - 4 weapons powerups are on 30s timer, no fade, don't spawn at round start. - bombs on standard 30s timer - The para-false BG color is identical to the purple BG color in the para-true BG. - This map looks horrible in para-false. *shrug* - Changes from the original 1dm layout: - - Objects upon which the bases sit have been moved downwards significantly to accommodate the bases. - - Objects just to the left and right of the central axis (they have small mushrooms sitting on top) have had their height increased significantly to prevent easy wok-hops from middle of map. Things I would like feedback on for future versions: - how the thing actually plays out in a standard 5v5 game. - effectiveness of current turret placement - how easy/difficult it is to push from the main top/middle/bottom routes and whether any of that needs changing - effectiveness of wok-hopping from anywhere (I can't do those to save my life so I'd need a pro hopper to test out the angles). - powerup locations - any possible graphical glitches you might catch. Graphics preview: ![]() Last edited by silent skies; 08-29-2012 at 07:12 PM. Reason: version 1.1 released |
#2
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I consider myself low on the totem pool for knowing how ball maps should be laid out to work. For tbd, even lower. With that noted:
The first thing I see is the scale feels small. I forgot how 3250x1400 compares to other maps. It isn't as extreme as a recent map that looked really good but was a single screen tall. Quote:
Quote:
Official No Wrap: (18) Hills, Lost City, Cave, Core, Woods, Locomotion, Grotto, Fallout, Heights, Focus, Underpark, Nuclear, Planepark, Chess, Justice, Scrapyard, Volcano, Assembly Wrap: (6) Middleground, Asteroids, Mayhem, OrigamiPark, Poseidon, Chamber Ladder No Wrap: (10) cave, heights, bowserscastle, scrapyard, core, lostcity, fallout, grotto, focus, woods, underpark Wrap: (2) asteroids, mayhem Last edited by Aki1024; 06-12-2012 at 02:57 AM. |
#3
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IIRC, Karlam stated that a generally good size to shoot for is 3000x1500. Asteroids I think is 4000x2000, or maybe 4000x1500.
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#4
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Released a downloadable version 1.0. DL link, updated images, etc. in the first post.
Let me know if it gets hosted anywhere, and I'll put the server name(s) in the original post. Last edited by silent skies; 06-21-2012 at 05:34 PM. |
#5
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After seeing this in game, the spawning plane size shown on the OP map betrays the actual size of the map. It is sized proper.
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#6
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the three obstacles near the middle of the map appear to be much more spread out on the right side than the left?
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#7
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Symmetrically placed, but the different shape of those objects is creating that difference. Wasn't an issue in 1DM but I forgot to reassess it here, my bad.
Biggest contributor to that is the objects immediately to the left and right of that tentacle-creature up top ... guess I'm gonna need to mirror one of them. More favoring the one on the right atm... makes top-path less direct and opens up that space you're talking about a little more |
#8
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I wanted to see better of how different the two sides are. Red is right side mirrored overlayed on black side left. I numbered each of the spots to help coordinate which rocks we are talking about. [Edit] Updated to v1.1. You may have to refresh the page to get the new one to show.[/edit]
(click to see in game size) ![]() Though many locations are different, rock 2 is the only one that I think needs to be changed to either match or be similar. That #1 turret has me concerned for it, as the green side one provides more space for purple to hide out of sight of it then the other one. Last edited by Aki1024; 06-22-2012 at 04:53 PM. |
#9
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wow, that's incredibly helpful to have it overlayed like that, thanks
Agreed on rock #2, already working on a fix. Going to mirror the rock that's shown in red on both sides 4, 5 and 7 and the rock at the mid-top can be left as-is, I think... Will see about mirroring the walls as well. Which side do you favor, there? |
#10
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omg this looks fun, im going to ask that it be put on the hideout.
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#11
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Okay, version 1.1 is out now. Images and DL link updated.
I've fixed the symmetry issues brought up by elixir and Aki. EDIT: Just noticed that the weapons spawns in the top corners (near bases) aren't aligned symmetrically. This was because those areas weren't symmetrical in layout so the objects were placed accordingly back then, but now it's kind of a goof. Not a major issue, but I'll make sure to fix it if/when another major update is called for. Last edited by silent skies; 06-22-2012 at 03:07 PM. |
#12
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Updated the compare image. She looks good.
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#13
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Looks a good map - added to rotation on the hideout
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#14
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Can't wait to play it, looking awesome as always silent!
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#15
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download link : down
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#16
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download link : renewed
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#17
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#18
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Ty
![]() Why you dont upload your maps on map.altitude ? |
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