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Map Making Discuss everything related to creating new levels here. |
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#1
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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. |
#2
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AHHH
it is so BIG I like big. Nice use of textures Add a "depopulated wasteland" area! Or maybe a cavern? |
#3
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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 |
#4
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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.
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#5
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Updated the OP w/ download link. Sorry for the crappy screenshot but its 6 am and I dont care
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#6
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This is insane. I'm impressed.
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#7
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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 Last edited by 19 cm; 05-08-2015 at 01:55 PM. |
#8
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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... |
#9
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Quote:
Host it! I wanna try it out..... for a few hours lol |
#10
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This map is now available on the Tadow! server.
map name: ball_coop_adventure_by_Oyster Enjoy. |
#11
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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/ |
#12
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Alright, updated the OP with the final version.
TY all and goodnight |
#13
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Map updated on Tadow! server. Now contains newest variant.
Enjoy! |
#14
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Um, could you put a minimap that follows you around, showing this?
I feel its too easy to get lost, at least for me. |
#15
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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. |
#16
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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.
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#17
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This map has been updated in the Tadow! server to include the mini-map version.
Nice job Jonus. |
#18
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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.
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