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Map Making Discuss everything related to creating new levels here.

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  #1  
Old 02-19-2013, 07:01 PM
DICK van DYKE DICK van DYKE is offline
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Default New hardcourt

I saw there's been some talk about fixing the spawns on hc for it to be ladderworthy so I made my own hardcourt (exactly like the old one layout-wise) so I could easily make changes quickly and worked in the suggestion of the big dog himself from this post


Download link

Feedback dump
(maybe fixed) Top too open to be viable
(addressed) The top powerup area may need some more obstacles
(so fixed) Spawns are too steep

Thoughts?

Last edited by DICK van DYKE; 03-03-2013 at 03:00 AM.
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  #2  
Old 02-19-2013, 07:33 PM
shrode shrode is offline
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I liked hardcourt so i'd love to see it back with whatever fixes are deemed necessary.

Keep up the good work
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  #3  
Old 02-19-2013, 08:45 PM
Solqom Solqom is offline
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Nice work, you win

Only thing I can spot is that the starting ball position (dead center) is going to receive a LOT of spam from the start.

Maybe move it up underneath the top diamond?
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  #4  
Old 02-19-2013, 08:49 PM
classicallad classicallad is offline
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idk tho, it could add a dynamic we dont see in many ball maps. A bit of a skirmish for the ball could work, i say test it a few times then report back.
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  #5  
Old 02-20-2013, 01:10 PM
DICK van DYKE DICK van DYKE is offline
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Alright I gave it art in the style of old hardcourt and it now looks good enough for play (imo)
I'll try to get it up for testing in a pub. Not really sure if I have to do any lobbying for that
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  #6  
Old 02-20-2013, 02:32 PM
Cracker Cracker is offline
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Quote:
Originally Posted by DICK van DYKE View Post
Alright I gave it art in the style of old hardcourt and it now looks good enough for play (imo)
I'll try to get it up for testing in a pub. Not really sure if I have to do any lobbying for that
Hosted in both SMILE pubs, under ball_hardcourt for now. Will name it ball_hardcourt2 after restart

Edit: Restarted server and named ball_hardcourt2 x]

Last edited by Cracker; 02-20-2013 at 04:52 PM.
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  #7  
Old 02-20-2013, 07:49 PM
Aki1024 Aki1024 is offline
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Quote:
Originally Posted by DICK van DYKE View Post
*Neutral ball spawn may get too contested
If players consistently respawn 3 times without anyone being able to get to the ball, then there is a problem. Otherwise, provided the opening is equal chance for the two teams then this isn't an issue. It doesn't last long enough for it to be anything other then the maps flavor.
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  #8  
Old 02-21-2013, 06:16 PM
JWhatever JWhatever is offline
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Added to vlix servers, available through voting.

-J
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  #9  
Old 02-21-2013, 06:18 PM
DICK van DYKE DICK van DYKE is offline
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thanks for the pubspots
It's seen a few plays in the smile pub and nobody's complained and the games've been fine so far. The top power up area still worries me a bit but so far I don't feel I need to change anything
I might add something to the background or something else art related though
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  #10  
Old 02-22-2013, 04:19 PM
MajorPayne257 MajorPayne257 is offline
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Haven't tried it out yet but it certainly looks like it'll play better. Thanks for taking the initiative! I always thought this map had so much more potential.
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  #11  
Old 02-23-2013, 03:39 AM
DICK van DYKE DICK van DYKE is offline
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Art update: background is now 80% more court
shadows are now nicer looking

This is not necessarily the final art update and no layout was changed so servers don't have to update if they don't want to (idk how much work it is 8-x)
pic at op. Let me know if it looks bad

Last edited by DICK van DYKE; 02-23-2013 at 10:43 PM.
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  #12  
Old 02-27-2013, 10:35 PM
DICK van DYKE DICK van DYKE is offline
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Update
Official ball_hardcourt2 patch notes for version 1.1:
  • Increased the amount of diamonds in the center top by 100% (up from 1)
  • Increased the spawn angle by 0.15 rad (parents were reporting their kids getting vertigo)

this means slightly less open top, less exposed top powerup and more stuff for randas to play with at top
So top is now hopefully a bit more viable
top

Last edited by DICK van DYKE; 02-27-2013 at 10:41 PM.
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  #13  
Old 02-27-2013, 11:17 PM
Slender Slender is offline
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Although I've never considered hardcourt as a not viable map, I still think that the path behind each goal is too narrow to cave in, grab some health and defend/get back in the action. Maybe this space could be amplified?
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  #14  
Old 03-03-2013, 10:44 AM
ufo ufo is offline
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if someone did this for doodle i'd love them forever. the problem with doodle was that everyone complained about how small it was (and it was too small) so mana overcompensated to make everyone happy and made it too big. he then left and made no further adjustments, but finding a goldilocks size would make it fun again
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  #15  
Old 03-03-2013, 05:24 PM
Aki1024 Aki1024 is offline
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Quote:
Originally Posted by ufo View Post
if someone did this for doodle i'd love them forever. the problem with doodle was that everyone complained about how small it was (and it was too small) so mana overcompensated to make everyone happy and made it too big. he then left and made no further adjustments, but finding a goldilocks size would make it fun again
I don't see the original map thread. What are the sizes of sides for both the too big and too small versions?
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  #16  
Old 03-03-2013, 05:53 PM
Cracker Cracker is offline
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http://altitudegame.com/forums/showt...ht=ball_doodle
http://altitudegame.com/forums/showt...ht=ball_doodle

Quote:
Originally Posted by NastyManatee View Post
1.) The map is too damn tight! / whales are OP / things just tend to clusterf*** at the bottom of the map.
- This was a huge problem. To solve it, I increased the size of the map (stroke of genius!). The original map was 4000x1333, this map is 4500x1500. The super tight passages are about 100px taller, and the map is muchhhh more open horizontally. This also solved the issues with the spawns having too much line of sight through the middle of the map. Although the map size was increased, the size of the objects is the same or smaller, maximizing the new openness.
So probably it was 4000x1333, now 4500x1500
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