Maps
by Adrian Wright · in General Discussion · 03/19/2002 (6:55 pm) · 33 replies
Ok, I have a completed map, where should I put it :)
#2
03/30/2002 (12:36 am)
I was getting tired of playing Stronghold online. You can grab a map from me at 3dmappers.com/rw/haven.zip and check it out. It's basically DM just like Stronghold. Nothing fancy. But could be a change of pace from playing the same map over and over again on the servers.
#3
Labrats flag captures - adds 50 pts to the score of the capturing team. First to 200 pts wins the game.
Added ammo re-arming in held capture towers.. stand in a friendly capture zone and get rearmed.
Working on adding a few special things which may or may not make it. I'll post the address of the zip later.
BTW: Anyone got any idea if there's a program that will do incremental changes for us? Ive got a lot of content in the zipfiles that is duplicated. I'd rather do incremental builds right now.
Phil.
03/30/2002 (9:36 am)
I'll post another build of Realm Wars Team Assault tonight. New additions:Labrats flag captures - adds 50 pts to the score of the capturing team. First to 200 pts wins the game.
Added ammo re-arming in held capture towers.. stand in a friendly capture zone and get rearmed.
Working on adding a few special things which may or may not make it. I'll post the address of the zip later.
BTW: Anyone got any idea if there's a program that will do incremental changes for us? Ive got a lot of content in the zipfiles that is duplicated. I'd rather do incremental builds right now.
Phil.
#4
-Tim aka Spock
03/30/2002 (1:52 pm)
Adrian: Do many people use the V12 mod site you put up? If not why not make it a Realm Wars site instead.....maybe one of the official sites to find Realm Wars content or something.-Tim aka Spock
#5
03/30/2002 (2:40 pm)
Having a place for content would be nice since right now it seems like the RW server only downloads .mis files to clients. And while I'm at it, is there any coding gurus that can write something up to allow the server to download other types of content like the terrain (.ter) files?
#6
It's not like making this demo more fun is the goal of the project... one level is more than enough to get the game working.
03/30/2002 (2:58 pm)
Why do we need more levels right now?It's not like making this demo more fun is the goal of the project... one level is more than enough to get the game working.
#7
03/30/2002 (3:15 pm)
I would say level design is still part of the process. The process of adding other content to the demo level for testing can also be applied to the other levels. My level has a basis on which can be added to just as well as the level in which came with the demo. Why wait to the last minute to build a bunch of levels?
#8
03/30/2002 (4:37 pm)
Matt because its fun too map. :P
#9
From a player's point of view, more maps are a good thing. And players are what we want to attract, as early on as possible; loads of gooey content are exactly what we need to do that, at *every* stage of the project. The gameplay may change and improve and bring more people in -- but just think if the demo had shipped with 5 levels and one more weapon, how many people would be playing it now, despite the fact that the gameplay would still be basically Tribes DM with Orcs and no jetpack. Content is important at every point in the design process, because we don't have to steal people from the design team to produce said content. :) As soon as the game is ready to evolve, more content will be created as is appropriate.
That's the great thing about a community project: you don't have to budget skills and people. You can leave your coders to code, and still have people to do the non-crucial, easier stuff, like mapping, without hurting the design process. :)
03/30/2002 (5:48 pm)
That's a coder's point of view. :)From a player's point of view, more maps are a good thing. And players are what we want to attract, as early on as possible; loads of gooey content are exactly what we need to do that, at *every* stage of the project. The gameplay may change and improve and bring more people in -- but just think if the demo had shipped with 5 levels and one more weapon, how many people would be playing it now, despite the fact that the gameplay would still be basically Tribes DM with Orcs and no jetpack. Content is important at every point in the design process, because we don't have to steal people from the design team to produce said content. :) As soon as the game is ready to evolve, more content will be created as is appropriate.
That's the great thing about a community project: you don't have to budget skills and people. You can leave your coders to code, and still have people to do the non-crucial, easier stuff, like mapping, without hurting the design process. :)
#10
New levels isn't something we need when we haven't even done much in terms of design or even understand where GarageGames wants to really go with it. Right now we don't know where the gameplay is really headed. How would you even know where to begin in a level that would be any good?
One map is all we'd need for testing. Nothing we should do should ever be done to make the demo more fun. The demo is a progress indicator of the project, not a game we're making for people. If we spend time trying to make the demo fun and great we'll never get the game done.
This isn't a coder speaking. This is me speaking. So do whatever you want, I'm just expressing my voice that we need more information form GarageGames and we need to get some sort of list of things we need... and don't need. I dont wanna see people cranking out stuff the project really doesn't need "just because". If we do that we'll be cluttered with all kinds of stuff, and itll only slow the actual development of the project down.
Yes, content is important. Levels are not important until we understand the gameplay. Otherwise we're just going to have to make assumptions, and making assumptions will only limit our design later.
03/30/2002 (7:00 pm)
Uh, I'm a level designer as well as a programmer. Not trying to sound rude, but I have a feeling I've been doing it for longer than most around the community.New levels isn't something we need when we haven't even done much in terms of design or even understand where GarageGames wants to really go with it. Right now we don't know where the gameplay is really headed. How would you even know where to begin in a level that would be any good?
One map is all we'd need for testing. Nothing we should do should ever be done to make the demo more fun. The demo is a progress indicator of the project, not a game we're making for people. If we spend time trying to make the demo fun and great we'll never get the game done.
This isn't a coder speaking. This is me speaking. So do whatever you want, I'm just expressing my voice that we need more information form GarageGames and we need to get some sort of list of things we need... and don't need. I dont wanna see people cranking out stuff the project really doesn't need "just because". If we do that we'll be cluttered with all kinds of stuff, and itll only slow the actual development of the project down.
Yes, content is important. Levels are not important until we understand the gameplay. Otherwise we're just going to have to make assumptions, and making assumptions will only limit our design later.
#11
03/30/2002 (7:20 pm)
Eh, might as well look, we're not talking huge file sizes here ;)
#12
03/30/2002 (7:28 pm)
Same level, different arrangement. I was expecting some new buildings or something...
#13
Yes Matt, same buildings, different terrain, different level. I'm hoping for new stuff too though. Looks like trying to set up Worldcraft to build new buildings for the game would require the Torque SDK. I'm basically a hobbyist who has a full time job and also trying to finish off a Bachelors degree. I would love to work with the SDK, but at the moment there are other bills that are taking priority. If someone knows another way to make content for the game other than level design without having me invest money, let me know. It's not that I'm a cheapo, but hobbies have a pricing limit and if I were doing this professionally, I would assume my employer would provide me with the neccessary tools to work with.
03/30/2002 (7:48 pm)
Hey Phil, are you ever going to post that link?Yes Matt, same buildings, different terrain, different level. I'm hoping for new stuff too though. Looks like trying to set up Worldcraft to build new buildings for the game would require the Torque SDK. I'm basically a hobbyist who has a full time job and also trying to finish off a Bachelors degree. I would love to work with the SDK, but at the moment there are other bills that are taking priority. If someone knows another way to make content for the game other than level design without having me invest money, let me know. It's not that I'm a cheapo, but hobbies have a pricing limit and if I were doing this professionally, I would assume my employer would provide me with the neccessary tools to work with.
#14
All i'm saying is that right now it's kind of a waste to be making stuff when we don't have a clue where we're going with the project.
Only people who really have enough information to do stuff are the concept artists. Coders, mappers, modelers... all really can't do too much right now.
03/30/2002 (8:13 pm)
No, make levels!All i'm saying is that right now it's kind of a waste to be making stuff when we don't have a clue where we're going with the project.
Only people who really have enough information to do stuff are the concept artists. Coders, mappers, modelers... all really can't do too much right now.
#15
03/30/2002 (8:26 pm)
Actually Matt, you are probably right. You basically have to know what you want to do with a level before even starting. The map I put up there was just to give a change of playing the same old map over and over again. But as game progression goes, you basically need to know the overall gameplay as to know in which direction to take the levels (and having more content wouldn't hurt either). I'll be patient and work with what I can.
#16
im learning mapping ,its no easy task either, form another coders veiwpoint i must say that mappers shouldnt be took for granted, i been working on the pic links below for a few days now (alot of just learning quark) but it is fun,,,umm what was my point/ oh ya screen shots hehe
{edit}udated this
above.jpg
under.jpg
bigroom.jpg
steps.jpg
its not finished yet but should be a fun level, the four towers have "steps" also but act more like ladders.
ladder.jpg
[edit] chris you dont need to buy anything just to map, use quark in stead of worldcraft (i counldnt get wc to work)but quark4torque worked the first time
quark4torque
and if i can use it anyone can :)
03/30/2002 (8:59 pm)
hmmm well yes every aspect of the game creation is as important as any, i would release a demo too if i had a decent player model, i havent heard from my modler friend in 2 mounths , (i think he got i real job or somthing) so i had to find another modeler and start that all over, (but thats another story)im learning mapping ,its no easy task either, form another coders veiwpoint i must say that mappers shouldnt be took for granted, i been working on the pic links below for a few days now (alot of just learning quark) but it is fun,,,umm what was my point/ oh ya screen shots hehe
{edit}udated this
above.jpg
under.jpg
bigroom.jpg
steps.jpg
its not finished yet but should be a fun level, the four towers have "steps" also but act more like ladders.
ladder.jpg
[edit] chris you dont need to buy anything just to map, use quark in stead of worldcraft (i counldnt get wc to work)but quark4torque worked the first time
quark4torque
and if i can use it anyone can :)
#17
I call it The Fortress
Click Here to see The Fortress
the lava kill's but is below the underground building level.
03/31/2002 (5:18 am)
think anyone wold be interested in this map?I call it The Fortress
Click Here to see The Fortress
the lava kill's but is below the underground building level.
#18
As far as new maps go, there's been so much activity (as in fun) going on the RW servers that there's quite a demand for new maps... I've been trying my hand at it, but haven't been able to figure out how to rotate objects...
04/02/2002 (10:10 pm)
Well the RW demo is enough to convince me to purchase the SDK for my project, as soon as the client I'm working for pays me ;)As far as new maps go, there's been so much activity (as in fun) going on the RW servers that there's quite a demand for new maps... I've been trying my hand at it, but haven't been able to figure out how to rotate objects...
#19
then for rotating push alt and move the mouse
for scale push ctrl and alt and move the mouse :)
04/02/2002 (10:33 pm)
highlight x y or z of the objectthen for rotating push alt and move the mouse
for scale push ctrl and alt and move the mouse :)
#20
04/02/2002 (11:08 pm)
For a more refine rotation, select the enter cubed (should turn blue) and left-click plus alt for rotating around the Z-axis. Using the axis does course adjustments and using the inner box does finer adjustments (even in moving, if you need a fine movement up/down, use ctrl and left-click drag).
Torque Owner Ace