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| Map Making Discuss everything related to creating new levels here. |
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Thread Tools | Display Modes |
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#1
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Ball_Canopy ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~ <Raisin Bran> & <Solqom> ~~~~~~~~~~~~~~~~~~~~~~~~~~ ![]() ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~ Dimensions: X: 3550px Y: 1400px Currently hosted on: Vlix Servers, [x Smile x] Servers, Dojo. Download Here Updated to version 3: Changes: • Slight texture changes. • Darkened Trees in the background so acid shows up and it doesn't clash with red planes as much. • Changed layer configuration. Hopefully people won't get massive fps issues now. If you still do let me know please. __________________________ Updated to version 2: Changes: • Darkened background to show difference between collidable and non-collidable objects/areas. • Increased gap between certain objects (rock against wall behind goals and power up above goal). • Made bushes and trees translucent. __________________________ Current feedback: • THIS MAP IS AWESOME. • Red planes on green background isn't pleasant.(Fixed) • Distinction between dark rocks and light rocks isn't noticeable enough. (Fixed) • Collision path on the objects where the grass "overhang" meets rock produces unpredictable bounces. • Shrubs should be less opaque. (Fixed) • Some people have FPS issues. (Fixed) __________________________ Previous Version: Version 1: Screenshot Download Here Version 2: Screenshot Download Here Last edited by Solqom; 02-25-2013 at 07:55 PM. |
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#2
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Nice looking map. What servers is it on?
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#3
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Currently it's on the Vlix servers, but Jazz will be putting it on Dojo soon so I'm told.
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#4
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Looks very nice, will put it on the smile servers too x]
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#5
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I marked the areas where I felt it was necessary a change.
1. Top middle power up is a bit too close to the rock beneath it. You might want to make a little bit higher, like in the middle of both rocks above and under it. 2. The rock right beneath the top right power up is just wrong. It's almost impossible to take it and go through both rocks. I suggest removing that. 3. The path right next to the rock from point #2. It's too narrow to go through. A whale in a hurry to defend the goal will just die in a silly attempt to go through it. If you apply my point #2, you can move this rock a bit to the left and make it seem a lot more distributed in terms of space. 4. Same as #3; too narrow and impossible to make it through and score a goal. Could move it a bit lower and make kind of like in Skylands. Other than that, the map plays very well, nice job.
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#6
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Chokes aren't necessarily a bad thing, especially since they're so close to open areas. For the record, the two top chokes are easily passable by anyone and the bottom one is passable by lights (bombers too but with a bit of difficulty)
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#7
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The back right appears to be an area to receive a ball and it bounce downward. Powerups too close to the ground? Like tbd_focus? >.>
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#8
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Very nice work
the clouds are very nice !just the obstacles opacity is confusing, think its better if u adjust contrast or less opcacity. or the bottom drop shadow more black very nice
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#9
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Can you make a tbd version?
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#10
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Hi guys, first of all a huge thanks to the feedback; it's all invaluable stuff.
@ Slender: #1 I agree to an extent, I guess it could be raised a little but it was initially put there to look to "sit" on top of the "grass tufts" which are not collidable so it's not too difficult to access as it is. #2 I don't think it's too difficult to get through; a whale yes but you can also just fly around both rocks which isn't much longer. The map is fairly easy to defend as it is so making it easier for the whales may prove a hinderance. The small gap on asteroids doesn't seem to cause many people grief and I think it adds a little character. If anything, perhaps move it a small distance but maybe not eliminate it entirely. #3 Good observation. Whales may struggle so it may be worth moving that object away from the perimeter a small distance or shaving a little off the "entrance". #4 The gap is small to try and avoid randas just flying underneath with perfect cover and scoring with relative ease given support from his/her team mates. I certainly think you should be able to pass through and at present even that is a little difficult. Will consider another minor alteration. Other points. Opacity of the shrubs maybe needs changing so you can see the surface of the objects; will have a look at this and see if it looks right translucent. Background contrast with objects. Again will probably tweak this and see what's worth it without compromising visuals. Nikon also mentioned about the grass overhang. Personally I don't quite understand what you're harping on about ^^. I play para false and can't see any unpredictable edges, but Sol seems to know what you're on about so I'll consult him! Again many thanks and more feedback is hugely encouraged. We will work on an update in the meantime. |
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#11
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Oh and Appletaart. I know nothing of TBD so I wouldn't trust myself or Sol for that matter making a good map for that mode. We are happy to send the necessary files to whomever may be interested in pursuing this idea.
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#12
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visuals are nice, though I'm thinking everything that's green could afford to have its saturation cranked down a bit, would make it easier on the eyes.
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#13
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Yeah those openings need to be a bit bigger, I second most of the current feedback. If you changed the background to a sky color, there would be much better contrast and it would be easier to see. Just realized, were the graphics inspired by Angry Birds?
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#14
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Looks cool
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#15
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Updated to Version 2
Check out the OP for details. |
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#16
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a lot of players have been complaining about huge fps lag on this map even with parallax, so i can't really justify adding it to ladder at this time. any idea what the issue could be?
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#17
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probably a layer issue
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#18
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Sorry I missed this feedback, I've heard similar complaints. I'll join some of the layers up - I got a bit carried away, think there are like 6 layers when there only really needs to be 3 or 4 tops.
Expect it updated by the end of the week (ish). |
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#19
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Updated to Version 3
Check out the OP for details. |
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#20
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aesthetic of this map is nice, love playing on it!
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#21
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The aesthetic should be nice, considering highly paid professionals from Rovio made the art.
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#22
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Wrong aki. Only the transparent trees and bushes are a direct copy. I've re-made the rest from scratch.
Last edited by Solqom; 02-22-2013 at 08:27 AM. |
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#23
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So you are not a thief but a generic DeviantArt copy cat. My apologies.
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#24
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Sure, if mimicking a texture style makes me a copy cat, I can deal with that.
I liked the texture, I wanted to understand how they went about doing it so I recreated it using samples from their work. After understanding it I created similar artwork from scratch, i.e. blank page to finish piece. I don't see the problem with that. It's a nice style that suites altitude well, it benefits the community by adding an additional nice looking map, and now I understand a different texturing process I can experiment out a bit creating new maps with similar texture styles. If people find that unacceptable then of course I'll take down the map. Why so bitter Aki? |
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#25
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why use brush or texture from deviant art would be theft ?
All graphic artists scrounge |
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