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Map Making Discuss everything related to creating new levels here. |
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#1
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Lets build a map, vol. 1
Carpia
TBD Version! Now playable at ASDF server Download: http://s000.tinyupload.com/download....42915008033085 .226 MB The most current ball version may be found at any AltitudeRank.com server ------------------------------------------------ New Old. Compare the lightness of the background objects. Download (Updated 1/27): http://s000.tinyupload.com/download....76053198378881 I'm willing to do the legwork in the editor. I just want to hear all y'alls ideas. If you have an idea for a map theme or a layout, please share. I'll take the most popular ones and turn them into something. If you want to contribute an asset, just draw something in paint, save it as a .png and post it here. Let's build something together ^^ Last edited by Oyster; 07-12-2015 at 12:55 AM. |
#2
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I think this is a great idea!
I'm bad at map layout, but I might be able to throw in a few assets when people have ideas for themes and stuff ^^ |
#3
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I'm thinking I want to do something nautical for the next map. Maybe a sunken pirate boat or something. Or like a swarm of jellyfish with the goals being shark mouths lol.
Either that or I want to do a futuristic vegas type of thing, with lots of neon with black/red background. |
#4
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This sounds interesting Oyster, made a quick sketch on paint with a boat thingy for you. Just kept the general open center and 3 paths that most maps have. Idk if you want to use it lel |
#5
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Kappa Kappa FrankerZ Keepo
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#6
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congrats sanis u just made ball_cliff gj
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#7
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oshi did I, im pretty good awyis
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#8
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Ok ill interpret this to get the ball rolling. I'm thinking an underwater temple theme now with like ancient roman columns and statues w/ sealife all around. I'll use your layout here to guide me, but I have to change a couple areas to make it playable.
Let me come up with a very basic map and ill post here to see what y'all think. |
#9
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Don't make the graphics look too much like tbd_poseidon (http://altitudegame.com/forums/showthread.php?t=5095) as I will be converting this to other modes.
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#10
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lol i couldn't make this map's graphics compare to that even if i really tried, y'all have seen my past works lol
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#11
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I did a couple sketches quite a few months ago. Feel free to add it to your ideas or whatever
Top image showing about half of a map idea. Bottom showing a bit of detail/idea work on graphics as well as possible variation of a TBD map. |
#12
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I'm still working on something guys, but to my surprise its actually turning out much better than I expected.
When I'm done with the map, I'll put it up for DL w/ screenshot, then the real fun begins! I'ved named the map ball_Temple, but I do not want that to be the final name. I think we should vote on a better one once it's finished. K |
#13
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Okay here it is. What do you guys think? My first impression is that it's super small, I have no idea how it will play with 12 people flying around.
Ball_Temple Download Link http://s000.tinyupload.com/?file_id=...81345416394639 |
#14
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when it comes to obstacles in ball, form should follow function
those jagged ass surfaces interact awkwardly with the ball map layouts based around sparse circle-based obstacles (all of them in this case) are very open and devoid of hard lanes (which is bad). there are vague directions you could fly through unhindered, which technically are "lanes," but since your only cover would be some rocks, each providing, basically, an equal amount of cover in all directions, the incentive to do so is diminished, creating a situation where the ball-carriers hump sprites the only "lane" that allows for extended dribbling is the rock bottom one, which is where the ball will always end up and where all the action will go down as a general rule the vertically larger obstacles should be nearer the center, especially when the others are relatively very small, because big objects really close to the goal force awkwardly vertical of- and defenses spawns should be fenced off from each other in one way or another sanis is a ****ing idiot |
#15
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Awesome artwork. I don't see the resemblance between anyone's drawings and that level.
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#16
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Jagged edges in artwork can work, but you need to manually edit the Collision outline so that the collision outline is less jagged. Example:
Some players don't mind somewhat jagged edges in ball and others hate any map where its not always easy to predict bounces. You seem to like to severely restrict the space around the goal. There really is not enough space there to be able to defend properly. The space behind the goal is also too narrow. You really should get rid of the part sticking out of the bottom of the lower corner objects. That will be extremely annoying. For the layout maybe something closer to this? I altered the left side only. May need to add like 200 pixels to the width, but could try it out with the current width. It does seem like it is not quite wide enough though. |
#17
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Looks like a Super Meat Boy level, nicely done
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#18
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Quote:
human players can't actually handle outlines this convoluted, and even if they could, the physics engine can't, and even if it could the ball is too big to interact with them in a meaningful way. unpredictable bounces can be good, not all maps need to be ****ing illumination, but the jags or juts or waves have to be big enough to produce consistent results that make sense in hindsight. for example, the long rock stretched out in front of the goal on cave is a jagged object that some people learned how to use somewhat properly, even though it's a little iffy too, but whatever, it's got really minor problems compared to this. jagged edges in this concentration and to this extent are objectively bad if you wanna keep the art style and the extend the collision, then you have to visually indicate it somehow. a thick outline behind the art that delineates it or something |
#19
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U could make the borders of the map more edgy instead and make the obstacles more smooth .
The style looks promising. I dont know btw if the spawns are too open and in front of eachothers in oysters version, so players might get fired from the other side immediately when they spawn. |
#20
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Quote:
Something like this? I feel like it kinda ruins the style.. Last edited by LewisH; 04-24-2014 at 06:14 PM. |
#21
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Because of how strongly this game is affected by Chaos Theory, jagged edges causes desync to become more obvious. This is bad to have in general, but is extremely bad when it happens around the goal. From your point of view, the ball is behind the goal dropping to the lower section. Your opponent sees it in front of the goal.
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#22
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Thank you all for the input! I've been slowly working on making the map a little more user-friendly, but irl-work has been super busy what with the primary elections happening right now.
I smoothed out the obstacles a little bit, but I still wanted to keep a little bit of that edgyness rather than just have a bunch of perfect rectangles floating around I cut away some of the border behind the goal which opens that option up a little bit. and I also extended the roof near the spawns down a little bit like in vans picture to halt any spawn kills. I'll probably ditch the big + shape in front of the goal and turn that area into something else. I have some ideas, but if y'all want to contribute too, feel free~! |
#23
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I was thinking about adding paralax for the bubbles/light rays and maybe the back two temple pillars, but I'll hold off on that until last' i may have to delete some objects to make up some room, but idk Last edited by Oyster; 04-30-2014 at 01:10 AM. |
#24
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This looks nice. Is there a server where this can be played?
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#25
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not currently... thats on van or any of the dojo guys
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#26
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Looking a lot better but there are people who are going to complain a lot about the middle route being so open (straight line from goal to goal). Doesn't matter as much to me personally (at least if the map was a bit wider), but I'd recommend adjusting the L shapes in front of the goal area. Probably open up the top area a little while closing up the middle some.
For example you might need to delete the block right in front of the spawn and put the upper L a little bit more away from the goal (otherwise will hit the lower L) and lower. Upper router being more open is fine because it is near the spawn area so usually more traffic in the area. Last edited by VAN1SH1NG; 04-30-2014 at 01:43 AM. |
#27
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Last edited by Oyster; 04-30-2014 at 02:58 AM. |
#28
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Perhaps a download link to test it would do good
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#29
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No, example:
Just going on the complaints I have heard about other maps. Very straight line between goals usually gets people upset. Don't really have to block off the middle much though. A straight line would be especially bad on map that isn't that wide. |
#30
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two small rocks near the middle should fix that pretty easily imo
edit: like in the group of 5 pillars in the middle make the end two have little spikes or some**** also map looks fun |
#31
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K Ive tweaked some stuff, made the straight line disappear. I think the map plays EVEN BETTER now!! Excited to try it w/ some ppl.
http://s000.tinyupload.com/index.php...62317763176509 Last edited by Oyster; 04-30-2014 at 07:20 PM. |
#32
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Please also test the map with /para off to make sure the background color is not too bright and contrasts well with the foreground objects.
Other than that, it looks decent though I would prefer slightly less jaggies on the rocks. |
#33
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Before I make a final version, we need to name it.
Any suggestions? |
#34
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As it is an Underwater Ruins, the name of a city that was destroyed and/or submerged by the ocean is a potential option. Carpia and Eidum both sound cool to me.
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#35
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Hey guys, so I updated this map to make it playable. The biggest flaw of the original was that it was so tiny (3,000 x 1,200), so I bumped it up (3,600 x 1,300) and it plays much better now.
I had to change a few areas, add a few objects to fill out the new space. I also brought in some assets from 1DM/FFABlockFort to make the ocean really come alive. This map has 6 views and 5 separate visual bounds. I'm not sure if it will be too graphically intensive for some computers or not, but it runs fine enough on my mediocre laptop. At worst, /para false can solve those problems. The map still retains most of its underwater feel. Anyway, I vote we change the name of this map from Temple to Carpia in honor of Aki's initial suggestion. All in favor? Download: http://s000.tinyupload.com/download....03645255429010 Last edited by Oyster; 12-11-2014 at 09:51 PM. |
#36
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Does an item spawn on the top-left side as it does on the right?
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#37
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Ya, that was actually an old pic - I've updated with the current one and gave it a download link.
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#38
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I'll be happy to upload to Dojo II for testing, once we have a consensus that it's ready.
The op says final product? Last edited by CmdrNoval; 12-12-2014 at 01:08 PM. |
#39
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Indeed - Unless the community wants anything changed, I believe it's ready to go.
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#40
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ball_carpia is now available on Dojo II.
Mapname: ball_carpia |
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