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| Map Making Discuss everything related to creating new levels here. |
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#1
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ball_antre Definition of antre Map made by Nikon I know it's been a while, but I finally got around to making another map. I hope you guys enjoy it! V.1 Download V.1 Here -------------------------------------------------------------------------------------------------------------- V.2 Download V.2 Here Changes: Adjusted and Added Obstacles. -------------------------------------------------------------------------------------------------------------- V.3 Download V.3 Here Changes: Adjusted goal, obstacles, and power ups. -------------------------------------------------------------------------------------------------------------- V.4 Download V.4 Here Changes: Re did a lot of the obstacles, added crystal "glow" ![]() Playable on Dojo Last edited by Nikon; 12-06-2012 at 05:25 AM. |
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#2
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Clearly a rip-off of subterranean.
![]() Even the name!
__________________
"Beagle, your words move and inspire me -" and of course they do, you silly little muppet, that is the intent |
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#3
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After playing a few games in Dojo, my few observations:
- The goal area is very open by a large angle of attack. Maps like cave/roids, while open, have a narrower view of the goal area. I think that this being too wide means a bit of easy shots and difficult defense for heavies. - The two left/right bottom items seem to be out of place. They're not far back near the goal to be a protected item like in 'roids. But they really aren't the the direct path of any offense or defense players, unless you are trying not to attack the goal. Maybe move them to the narrow pathway between the rocks outside downwards of the goal? Otherwise, it's promising; I need a few more plays on it in Dojo to see how it pans out further. |
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#4
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Looks a bit like a mix between reef and skylands, nevertheless I tried it out and enjoyed it. As soccer stated the goal area is very open, and you could possibly fix this by enlarging the small rock which gives the narrow passage near the goal. Can't really photoshop atm so that's my description ^.^
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#5
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Thanks for the comments guys, I'll play it a few more times and give it some time on dojo before I update. But I'll try to fix that problem.
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#6
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Update!
Check top post Last edited by Nikon; 09-05-2012 at 05:19 AM. |
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#7
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I think the map is not wide enough
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#8
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graphics sublime as usual :>
__________________
"thats not wut jk means "olld timer" jk means joking" - from $WN Fillichio KGB and tgleaf, Rhetoric Master Classes, 2010 Edition |
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#9
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Update!
Check top post Last edited by Nikon; 12-06-2012 at 05:25 AM. |
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#10
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Like this new version (v.3)... seems well-balanced for various planes, nice routes and challenges.
__________________
"Beagle, your words move and inspire me -" and of course they do, you silly little muppet, that is the intent |
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#11
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Fun map~~~
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#12
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I have to admit, I'm not as fond of the latest revision as I was of the earlier versions: while the more 'even' spacing certainly fixes some issues, version 3 feels -- to me -- almost indistinguishable from several already-made ball maps, where there are technically many different routes to go, but their general 'evenness' removes a lot of the risks and rewards: it just became another "take a middle route for most of the map, except when defenders are there, on average" game. The map itself contributes little to the strategy or tactics.
For a more concrete example: the middle 'mountain' in version 2 was almost something of an ordeal: the narrow route beneath it was direct but easily defended -- high risk, high reward -- while the path above it was long enough, and out-of-the-way enough, to provoke a real decision about whether it was worth it -- less risky, but more time-consuming. The costs and benefits were different, and tradeoffs had to be made. In version 3, the 'over' and 'under' routes are more-or-less equivalent in risk/reward: the more middle-ish route wins unless the other team is defending it well, but that's an easy, obvious decision -- and arguably more "perception" than "decision", even. Instead of "take a chance for which way to go", it becomes "just look and see which one to take". A formulaic fake towards the obviously 'wrong' path, and everything else is just following the script. In my opinion, the recent version has several spots like that, where a previously-interesting decision was watered down by making the alternate paths more-or-less equivalent in spacing and in risk. I felt as though the result was more formulaic gameplay, and the few games I experienced were unmemorable -- very different from the games on earlier versions, in my biased and woefully-uninformed opinion. That's my $0.02, at least. =) |
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#13
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v3 map is also available for play on Ball Dojo II aka Ball Dojo Purgatory...
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#14
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Update!
Check top post |
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#15
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I just played the latest version. While it has a nice flow, it's too spacious and too evenly spread out.
There are no crucial choke points or transitions. I agree with Harmonica in that it's not really unique either.. It gives me a reefy feel. You should push the boundaries of ball maps and create an unique obstacle; creating something people have never seen before AND CHANGE THE BALL GAME FOREVVVARRR! ![]() I really like the graphics though, nice color scheme, just needs that 1-2 obstacle to make it special. you're close keep at it homie!
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#16
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This map is awesome. It punishes mistakes, but is fair.
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