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Map Making Discuss everything related to creating new levels here. |
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Thread Tools | Display Modes |
#1
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![]() Last edited by Jonus; 01-04-2015 at 06:13 PM. |
#2
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I had a chance to play this map the other day - it felt very smooth and natural. The objects are very fluid and make for good bounce pass/trick shot opportunities. I definitely had fun flying around.
My only gripe is how easy it is to move the ball along the bottom route. A well-placed pass can shoot the ball across the entire map. |
#4
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Looks cool and fun to play. I like the colorway, less is more :P. Where can I play this?
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#5
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Right now it is on no server, but I can host my own server. The Problem is that it is only online if my computer is running and my internet connection is not the best. EU gets a ping about 100 and US >200.
I will leave the server online this evening if you want to see it. Server Name: Map Test |
#6
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Pretty decent for a first map. I believe this map is overly complex though. I'm not sure the round object added to the middle was a good change. When you first start making maps it does seem like there is too much open space. Really though you need there to be open parts of the map.
That round object being there is not necessarily a bad thing, but other objects in the middle would need to be altered to open up space below more. The top corners are also a bit extreme. Need to do something other than have two narrow routes in the back there. If you really want to try two routes at least open then up a little bit. The team colors really need to be changed. Red planes on red bricks is not good. Even green is not good due to the middle text being green. Finally the middle power ups are not exactly in the middle. I always use the mirror left/right function to make sure objects in the middle are exactly at the midpoint of the map. When you mirror an object it should be directly on top of each other, don't forget to delete the copy afterwards. Map Editor Tip Unrelated to the map itself, but I recommend that you use the sprite feature of the map editor rather than importing all of the objects. When you import it splices the image up into small parts. There are two disadvantages to importing 1) Much more difficult to edit the map in the editor as resizing or rotating usually messes up the object 2) Even without resizing or rotating occasionally there will be noticeable splits in the image. Instead you can put all the individual object png files into the map images directory at <altitude folder>/editor/maps/ball_bricks/images. If they are here you can then use Map -> Place Sprite to insert the object into your map without breaking it up. I usually only import large background images or borders. |
#7
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I gave this map a try... Enjoyed it enough to host it for testing.
-->ball_bricks (v2) is now available for play on Ball Dojo II. <-- I will try to keep it updated as changes are incorporated. I may upload multiple versions for side-by-side testing. (Map names will be altered as such: ball_bricksv3, v4, etc.) Quote:
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I might suggest creating the word "bricks" from red bricks then incorporating it into the background image. This could free up your green and add a professional touch to the map. Last edited by CmdrNoval; 11-04-2014 at 12:57 PM. |
#8
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For me it was easier to create the whole map in Photoshop and just import all Objects at once into the game layer. This had the advantage,that everything was symmetrical, while the shadows and highlights stay global.
The problem with resizing and rotating in the map editor itself is that it would change the bricks orientation or size. Also the map editor freezes a lot and I have to force quit it (I am using Yosemite). Happens like 90% after closing the Test Run and also occasionally during clicking in the menus. Sometimes the crash even corrupts the file. So I have to start all over, which is not a big problem, because I only need to import the game and background layer. So it was just easier for me to do all the work in Photoshop instead of using the editor. Next time i will try to use textures that do not require a specific orientation. Maybe I am just using the editor in a wrong way. I played the map yesterday about an hour with several others and nobody complained about the plane color. In my opinion green fits nicely into the colorstyle of the map, so I would rather remove the text than changing that color. /para false would solve it if someone has big problems. Changes: -round object in the middle was removed -bottom middle objects are slightly smaller -more space in the top corners -Power ups were centered -a version with an alternative middle that is opener And thanks for hosting the map on Dojo II Last edited by Jonus; 11-04-2014 at 01:08 PM. |
#9
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Latest version uploaded to DojoII
Mapname: ball_bricksv3 |
#10
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Looks really nice, nice job!
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#11
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Version 3.1
Changes: -Team Colors changed (from Red and Green to Yellow and Azure) for more contrast to the background -Team-health was moved a little bit -Map background color is now dark grey (for para false) Download Version 3.1 I made a png file that includes all current + old objects, so that it is possible to import particular sprites after cropping them. Sprites |
#12
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Thank you for changing the colors. I probably am willing to throw this on ladder servers whenever I next update them.
As far as using the map editor, you can obtain symmetry by using the built-in function Mirror Left/Right. I personally build a rough layout in an image editor. Then I will export all the objects used into individual files and import them into the map as I previously described. Even though you can't resize or rotate due to the textures it can still make small layout updates easier. Like if you are just moving objects around you can easily do that and test out the changes. When everything is broken into little pieces you have to be careful to make sure you select all of them if you are moving anything (or re-import the entire map after editing in PS). |
#13
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Latest version uploaded to Dojo II.
Mapname: ball_bricksv31 |
#14
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Version 4
Changes: -objects are imported as sprites now (instead of little pieces) -symmetrical map (old objects used to have global highlights and shadows, which resulted in slightly different collision outlines) -"bricks graffiti" separated from background (easily removable, if necessary) -background replaced with the texture to reduce file size to 0,5 MB Download Version 4 Last edited by Jonus; 11-21-2014 at 06:06 PM. |
#15
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Didn't get a chance yesterday to put this on ladder but will soon hopefully.
I have been considering adding a feature in ladder where new maps would come up in random only if myself or the map creator are in the server. Probably will get this feature added when I put in this and a couple other new maps on the ladder servers. |
#16
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Latest version uploaded to Dojo II
Mapname: ball_bricksv4 |
#17
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The map has now been on ladder for about 10 days (thanks to Vanishing) and I got following feedback:
-games take too long The most games (which I saw) took 8-10 mins. There was also one with 15 mins and 17 mins. I don't know the average game duration for a ladder game, but games tend to take longer. I hope the next update will balance this. -spawn is too close to the goal -it is hard to push -the top edges are never used -I like the map Thanks to those, who supported me ![]() It would be nice if we can fix the issues in the next (and hopefully last) update. ![]() ![]() 1)You could spam the goal area right after spawning. The new spawn area makes pushing easier and should decrease game length. Should I move it even further to the middle? 2)The corner (A) can now be used for bounce passes and to clear the ball. Together with changing the spawn, it now makes more sense to go up. 3)C is smaller. Should make pushing a bit easier. 4)I moved D up, because it was too narrow. Before I export it again let me know what you think! |
#19
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nobody i've talked to seems to really enjoy the goals being tilted towards the bottom of the map, i do like the other changes you made to the map tho
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#20
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Moving from version 1 to the newest, I've rather enjoyed the changes. The downward tilted goals usually work fine for me, since I more frequently take lower or mid routes.
Currently up on all of my custom servers. |
#21
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Latest version uploaded to Dojo II
Mapname: ball_bricksv5 Sorry for the delay... |
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