Altitude Game: Forums  

Go Back   Altitude Game: Forums > Altitude Support > Map Making
FAQ Community Calendar

Map Making Discuss everything related to creating new levels here.

Reply
 
Thread Tools Display Modes
  #1  
Old 04-16-2015, 09:37 AM
Oyster Oyster is offline
Senior Member
 
Join Date: Jul 2011
Location: In the ocean.
Posts: 325
Default Ball_Coop_Adventure


http://s000.tinyupload.com/download....01087612838883
Final version, will stand.

I trimmed the excess sprites and blocked off the city. The map above explains where the bombs/base/ball/goal are. The bombs are set to a 10 minute respawn time. There are also random powerups scattered throughout the map in key areas. Hospitals will provide quickly respawning health.

Remember: Turrets are color coded for toughness. Green = easy, Yellow = medium, Red = hard

Thanks to all who have supported me with this. As for my next project, I'm not sure what direction to go from here. I have a TON of unused art and leftover layout ideas, but I don't think maps can get much larger than this due to the turret limit.

[older post]
Unfortunately, because of the 255 turret limit, I do not think it will be feasible to continue with the map as I had intended. I will have to break up each section into their own maps.
Moonside still needs a final polish to clean up unused sprites and reduce the playing area size, but it is functional as it stands. I had over 550 turrets placed and configured before I realized there was a 255 limit I cut down many turrets to get under this magic number, including all of the castle turrets, so I have no idea how the map will play out now. I will most likely get rid of the caste in the next update
There are a few gameplay things to mention: Turrets are color coded for toughness. Green = easy, Yellow = medium, Red = hard, Purple = ???. The object of Ball_Coop is to battle your way to the bombs, which are scattered across the map, so you can unlock the gate to get to the ball. There are 4 bombs total, each on a 10 minute respawn. The game ends when you score 6 goals. The ball will respawn directly in front of the goal after you score to speed up the endgame.
One last thing: there is a bot, but he will just roam around. He is set to spawn on the opposite end of the castle

It is time to take it into live testing. Will anyone please host?

[edit: as a bonus, if you fly outside of the playing area now, you can see all of the sprites I was going to use :P]

[original post]
First there was ball_Village2...
It was here I began my journey into madness. While creating this map, I figured out a wildly efficient technique to create incredibly small file sizes using textures and stretched graphics.

1DM/FFA Blockfort soon followed. After Blockfort proved to be a roaring success, I quickly spewed out Imbroglio to see if I could push a bit further. The map was a functional failure, but I learned I was no where near the possible limit of file size space.

Once my map making techniques were fleshed out a little I knew it was time to exponentially grow. Next came Ball_TBDCastle. I created this map in 3 days. The playing area dwarfed any of my other maps. Despite its expanses, the file size was miniscule and easily the smallest of all my maps.

The next logical step was to again multiply. With roughly 4x's the space as Ball_TBDCastle, I present to you all the early stages of my newest piece of art:

Ball_Coop_Adventure


Though I havn't had much free time, I've been chipping at this for a few days now. Right now the map is at 24,000/12,000 dimensions and weighs 542kb. I have 80% of the neon city finished. When that and the other areas are completed, I predict the final size to be in the 800kb-1000kb range.

This is a co-op map with a ball twist on the finish. I'm also trying to make it feel like a 'choose your own adventure' story by giving players a wide variety of areas to explore. Each branch will have its own separate set of sprites and theme, while the castle will serve as the central hub.

I have no predictions yet on when I may complete this map, but I this is what I'll be dumping my creative time into during ladder downtime.

If anyone has any suggestions for features to include or changes I should make, feel free to postulate your opinion.

^^

Last edited by Oyster; 05-09-2015 at 10:40 AM.
Reply With Quote
  #2  
Old 04-17-2015, 06:33 AM
Mango777 Mango777 is offline
Senior Member
 
Join Date: Sep 2014
Location: West coast
Posts: 317
Default

AHHH
it
is
so
BIG

I like big.

Nice use of textures

Add a "depopulated wasteland" area! Or maybe a cavern?
Reply With Quote
  #3  
Old 05-08-2015, 01:46 AM
Oyster Oyster is offline
Senior Member
 
Join Date: Jul 2011
Location: In the ocean.
Posts: 325
Default

Alright, I've been saying this for a week now, but I'm only a few hours of work away from releasing a playable version.

Currently, the electric town and backgrounds are complete. I may add on to it in the future, but it should stand for now. I'm in the process of adding turrets in every nook and cranny. It should be a very challenging coop map. Maybe too hard... but I wont know without testing w/ other people.

I'll get a screenshot and download link up sometime tonight
Reply With Quote
  #4  
Old 05-08-2015, 05:42 AM
Mango777 Mango777 is offline
Senior Member
 
Join Date: Sep 2014
Location: West coast
Posts: 317
Default

Hmm. Where will you test this coop map? Besides, if it will take a long time to finish, you might as well have this map be the only map on a server, to stop people from changing the map halfway through, causing hours of hard work to be wasted. Additionally, I'm afraid that people will get tired of spawning, flying to a location, killing a ret, dying to another ret, waiting to spawn, etc. Especially the flying to the location part. Anyway, those are my thoughts.
Reply With Quote
  #5  
Old 05-08-2015, 11:10 AM
Oyster Oyster is offline
Senior Member
 
Join Date: Jul 2011
Location: In the ocean.
Posts: 325
Default

Updated the OP w/ download link. Sorry for the crappy screenshot but its 6 am and I dont care
Reply With Quote
  #6  
Old 05-08-2015, 01:37 PM
19 cm 19 cm is offline
Member
 
Join Date: Nov 2011
Posts: 73
Default

This is insane. I'm impressed.
Reply With Quote
  #7  
Old 05-08-2015, 01:48 PM
19 cm 19 cm is offline
Member
 
Join Date: Nov 2011
Posts: 73
Default

You could spit the map into several chunks, interlinked with gateways. When players gather in a designated place on one map, the server calls changeMap to the linked map, thus teleporting players to the corresponding location in another chunk (the recently introduced spawn point override command should help). Normal map voting will be disabled.

Code:
A -- B -- C
     |    |
     D -- E -- F
I'm tentatively willing to help with the coding. I could host the map(s), too, although ping will suck for a lot of players (try "19 cm's coop classic").

Last edited by 19 cm; 05-08-2015 at 01:55 PM.
Reply With Quote
  #8  
Old 05-08-2015, 04:54 PM
CmdrNoval CmdrNoval is offline
Senior Member
 
Join Date: Jan 2012
Location: Indiana-US
Posts: 518
Default

We could host this map on the Tadow! server...

24 slots should give ample room for players.
Chicago-based. US players should have no ping issues.

But... Bots are disabled on that server, intentionally.
You would have to do without that single roaming bot...
Reply With Quote
  #9  
Old 05-08-2015, 06:11 PM
Kafka Kafka is offline
Senior Member
 
Join Date: Jul 2009
Location: Salt Lake City
Posts: 683
Default

Quote:
Originally Posted by CmdrNoval View Post
.
But... Bots are disabled on that server, intentionally.
You would have to do without that single roaming bot...
I believe this is a ball oriented map, so no need for a bot trapped in a box

Host it! I wanna try it out..... for a few hours lol
Reply With Quote
  #10  
Old 05-09-2015, 12:19 AM
CmdrNoval CmdrNoval is offline
Senior Member
 
Join Date: Jan 2012
Location: Indiana-US
Posts: 518
Default

This map is now available on the Tadow! server.

map name: ball_coop_adventure_by_Oyster

Enjoy.
Reply With Quote
  #11  
Old 05-09-2015, 01:20 AM
Oyster Oyster is offline
Senior Member
 
Join Date: Jul 2011
Location: In the ocean.
Posts: 325
Default

Ok gang, apologies, but I think I have not provided the most current download link. I'm at work now. I'll have to recheck it when I get back home.

The version I intended to upload had turrets everywhere in the city, not just at the start, along with other features. Also, there should not be any turrets in the castle at this point/
Reply With Quote
  #12  
Old 05-09-2015, 10:29 AM
Oyster Oyster is offline
Senior Member
 
Join Date: Jul 2011
Location: In the ocean.
Posts: 325
Default

Alright, updated the OP with the final version.
TY all and goodnight
Reply With Quote
  #13  
Old 05-09-2015, 10:54 PM
CmdrNoval CmdrNoval is offline
Senior Member
 
Join Date: Jan 2012
Location: Indiana-US
Posts: 518
Default

Map updated on Tadow! server. Now contains newest variant.

Enjoy!
Reply With Quote
  #14  
Old 05-10-2015, 06:40 AM
Mango777 Mango777 is offline
Senior Member
 
Join Date: Sep 2014
Location: West coast
Posts: 317
Default

Um, could you put a minimap that follows you around, showing this?

I feel its too easy to get lost, at least for me.
Reply With Quote
  #15  
Old 05-12-2015, 07:36 PM
Jonus Jonus is offline
Junior Member
 
Join Date: Oct 2014
Posts: 29
Default

Here is a minimap for all of those who get lost on this map. You need to have parallax turned on (type: /wp true ). You can also turn the minimap off with /wp false if it distracts at some point. The yellow dot shows your location.



Download:
http://s000.tinyupload.com/index.php...28297265910533 (updated 05-14-15)

Last edited by Jonus; 05-14-2015 at 09:33 PM.
Reply With Quote
  #16  
Old 05-12-2015, 11:41 PM
Oyster Oyster is offline
Senior Member
 
Join Date: Jul 2011
Location: In the ocean.
Posts: 325
Default

This is great Jonus! I'm not sure how you got the yellow dot to follow your plane around on the minimap, but I tip my hat to you.
Reply With Quote
  #17  
Old 05-15-2015, 03:35 PM
CmdrNoval CmdrNoval is offline
Senior Member
 
Join Date: Jan 2012
Location: Indiana-US
Posts: 518
Default

This map has been updated in the Tadow! server to include the mini-map version.

Nice job Jonus.
Reply With Quote
  #18  
Old 05-16-2015, 01:27 AM
Mango777 Mango777 is offline
Senior Member
 
Join Date: Sep 2014
Location: West coast
Posts: 317
Default

The yellow dot probably uses parallax. By setting the parallax in a certain way, (I assume the number is pretty small), it will follow you, but move a little, just how my map's backgrounds don't move at all.
Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 06:04 AM.


Powered by vBulletin® Version 3.8.2
Copyright ©2000 - 2021, Jelsoft Enterprises Ltd.
2008 Nimbly Games LLC