Index  •  FAQ  

It is currently Mon Sep 06, 2010 4:05 pm




Post new topic Reply to topic  [ 12 posts ] 
 Map editor-almost ready! 
Author Message
 Post subject: Map editor-almost ready!
PostPosted: Fri Oct 31, 2008 12:10 pm 
HonorHonorHonorHonorHonorHonorHonorHonorHonorHonorHonorHonorHonor

Joined: Sun Dec 28, 2003 7:24 pm
Posts: 1298
The editor itself is done, but I need to do the integration with the game itself(Silk, I'm going to do that tonight).

-It's the old editor but I just added in support for P2. Nothing changed but the interface so you can still use it to make P1 maps.

-Right now the game will only take P2 maps, but if I can figure out how to make spawn areas on old maps, you'll be able to use those.

-The edit area has been increased to 50x50 for small, 65x65 for medium and 90x90 for large. This is to account for you having to make bases on the map yourself. There is a 1x1 strip surrounding the map which cannot be edited to keep players and projectiles in. It doesn't count against edit area like the old editor used to do(for P2 maps only).

-You're required to put spawn turrets, team spawn areas and mode specific items. The map will not save without you doing it. If you try to cheat by editing the map savefile externally to the editor, it won't load in game if it's missing those things. You can designate areas where you don't want building, sniper fire, or grenade explosions like in bases now. It's not required, but I couldn't tell if it's being used in spawns or not.

-The game will generate a map preview screenshot just like the built in maps have. :)

Aside from that, it works the same as before. I will display the center coordinate of the map, but if you have any other suggestions now, let me know.

_________________
<Rip The Jacker says:> boot stone horiz


Offline
 Profile  
 
 Post subject: Re: Map editor-almost ready!
PostPosted: Sat Nov 01, 2008 6:26 am 
HonorHonorHonorHonor

Joined: Sat Aug 23, 2008 12:03 pm
Posts: 27
I have no suggestions for the map editor. I'm very excited about this Tenkuu, thank you for making another one. :)
I can't wait to start making more maps. :)


Offline
 Profile  
 
 Post subject: Re: Map editor-almost ready!
PostPosted: Tue Nov 04, 2008 10:05 pm 
HonorHonorHonorHonorHonorHonorHonorHonorHonorHonorHonorHonorHonor

Joined: Sun Dec 28, 2003 7:24 pm
Posts: 1298
Here's the newest version of the map editor. http://www.byond.com/members/tenkuu/fil ... editor.zip

For anyone that makes some maps, I want you to send them to spspiff@gmail.com. Some of the maps I've been making have been producing weird preview screenshots and I have no idea why.

_________________
<Rip The Jacker says:> boot stone horiz


Offline
 Profile  
 
 Post subject: Re: Map editor-almost ready!
PostPosted: Wed Nov 05, 2008 1:11 pm 
HonorHonorHonorHonorHonorHonorHonorHonorHonorHonorHonorHonorHonor

Joined: Sun Dec 28, 2003 9:59 am
Posts: 186
Tenkuu your the man!
Too bad I suck at making maps.. So I have a 24/7 server up
So if anyone have some interesting maps you can also E-Mail them to me
@ Ace1130@gmail.com

-Thanks


Offline
 Profile  
 
 Post subject: Re: Map editor-almost ready!
PostPosted: Wed Nov 05, 2008 1:43 pm 
HonorHonorHonorHonor

Joined: Sat Aug 23, 2008 12:03 pm
Posts: 27
People seem to like the maps I make, so I'll get right on some good designs.


Offline
 Profile  
 
 Post subject: Re: Map editor-almost ready!
PostPosted: Wed Nov 05, 2008 3:37 pm 
User avatar
HonorHonorHonorHonorHonorHonorHonorHonorHonorHonorHonorHonorHonor

Joined: Sun Dec 28, 2003 8:17 am
Posts: 89
Location: behind my summoned wolves
Nice job on the map editor! You've made it even more intuitive and informative. Where is the option to preview your map? I think I saw it at one point but now I can't find it.

-What's the difference between Team Spawn Zone and Red/Blue Tiles? They overlap each other, too, so I'm not sure how they're to be used.
-I can't drag-place No Build Zones. If I place a No Build Zone on a turret, it deletes the turret.
-There's a Tile East/North/West but no South.
-For the tiles which currently have the description of "nothing special", you might want to include info about density and opacity.
-Have you considered the option/is it possible to make right clicking delete whatever your mouse is over?
-Are you going to add more tiles? I enjoy "fluff" items like chairs and thrones and whatnot. What about Z levels? Tilesets? I miss sand.
-If a tree is placed on dirt, it overrides the dirt since grass is part of the tree's icon.
-Water doesn't have the cute "shore" pieces like in P1, so it looks pretty rough at the moment.
-You misspelled "proceed". :P

_________________
Kyou turned Gooseheaded's Skeleton into meat with Corpse Explosion
<Gooseheaded says:> WOW
<Gooseheaded says:> BONES
<Gooseheaded says:> INTO MEAT
<Gooseheaded says:> O_o


Last edited by Zaole on Wed Nov 05, 2008 4:04 pm, edited 1 time in total.

Offline
 Profile  
 
 Post subject: Re: Map editor-almost ready!
PostPosted: Wed Nov 05, 2008 4:01 pm 
HonorHonorHonorHonorHonorHonorHonorHonorHonorHonorHonorHonorHonor

Joined: Sun Dec 28, 2003 7:24 pm
Posts: 1298
I'm just going to start out and say it's not finished so some of this stuff will change... I just need some different maps because there's a bug with preview screenshot generation that's pissing me off.

Zaole wrote:
What's the difference between Team Spawn Zone and Red/Blue Tiles? They overlap each other too.

The red/blue tiles are just turfs. The Team Spawn Zone denotes where the game will make areas for people to spawn onto the map. The description is probably ambiguous.

Zaole wrote:
Nice job on the map editor! You've made it even more intuitive and informative. Where is the option to preview your map? I think I saw it at one point but now I can't find it.

I did not include this, but I can add in support for either a big preview picture or the tiny one that's like what's displayed in game.

Zaole wrote:
I can't drag-place No Build Zones. If I place a No Build Zone on a turret, it deletes the turret.

I wasn't going to make No Build draggable, but I guess I will. It's not mentioned anywhere but clicking turrets, orb starts, orb returns and point markers will delete them. That is intentional.

Zaole wrote:
There's a Tile East/North/West but no South.

Tile South was not originally made by Silk until version .37, the lastest that I have. I need to add it still.

Zaole wrote:
For the tiles which currently have the description of "nothing special", you might want to include info about density and opacity.

This is just me not being finished with writing descriptions.

Zaole wrote:
Have you considered the option/is it possible to make right clicking delete whatever your mouse is over?

I hadn't because I keep forgetting that you can do that now. :)

Zaole wrote:
Are you going to add more tiles? I enjoy "fluff" items like chairs and thrones and whatnot. What about Z levels? Tilesets? I miss sand.

There are only 4 tilesets that were made by Silk and none of them have fluff items. Silk wants things as simple as possible which also means no additional z levels. Sorry.

Zaole wrote:
If a tree is placed on dirt, it overrides the dirt since grass is part of the tree's icon.

You are correct. That's more me being lazy because it means I need to change the icons in the game too.

Zaole wrote:
Water doesn't have the cute "shore" pieces like in P1, so it looks pretty rough at the moment.

The P1 editor never did this either. The shore pieces are added when you load the map in game anyway.

_________________
<Rip The Jacker says:> boot stone horiz


Offline
 Profile  
 
 Post subject: Re: Map editor-almost ready!
PostPosted: Wed Nov 05, 2008 4:10 pm 
User avatar
HonorHonorHonorHonorHonorHonorHonorHonorHonorHonorHonorHonorHonor

Joined: Sun Dec 28, 2003 8:17 am
Posts: 89
Location: behind my summoned wolves
Quote:
The red/blue tiles are just turfs. The Team Spawn Zone denotes where the game will make areas for people to spawn onto the map. The description is probably ambiguous.


So the tiles aren't actually necessary at all? Are they just used to indicate to the person playing P2 that that's where a spawn zone is?

I can't wait for the editor to get integrated into the game. I already recreated Zaoland and it looks quite fun.

_________________
Kyou turned Gooseheaded's Skeleton into meat with Corpse Explosion
<Gooseheaded says:> WOW
<Gooseheaded says:> BONES
<Gooseheaded says:> INTO MEAT
<Gooseheaded says:> O_o


Offline
 Profile  
 
 Post subject: Re: Map editor-almost ready!
PostPosted: Wed Nov 05, 2008 7:45 pm 
HonorHonorHonorHonorHonorHonorHonorHonorHonorHonorHonorHonorHonor

Joined: Sun Dec 28, 2003 7:24 pm
Posts: 1298
No they aren't necessary at all. They're only used in the respective bases for built in maps, anyway.

Technically I could make a mode to force P1 maps to load as P2 maps in the editor and you wouldn't need to recreate old maps. Hrm...

_________________
<Rip The Jacker says:> boot stone horiz


Offline
 Profile  
 
 Post subject: Re: Map editor-almost ready!
PostPosted: Sun Nov 09, 2008 9:22 pm 
HonorHonorHonorHonorHonorHonorHonorHonorHonorHonorHonorHonorHonor

Joined: Sun Dec 28, 2003 7:24 pm
Posts: 1298
I have officially added the new version of the map editor to the hub page.
http://www.byond.com/games/tenkuu/ProeliumMapEditor

Changes since the previous version in this thread:
-Right click, right click+drag will delete turfs. It's not really deleting but it just puts down the default map turf. Before you mention it, no you can't currently right click drag to delete if you've selected an item that can't be dragged. I'll change that...

-No Build Zone is draggable now

-I've written all of the descriptions and listed whether each item is dense or opaque

-Added Tile South;Trees in the grass tileset and barrels in the city tileset no longer have a default turf and can be placed on top of certain other types of turfs.

-Added an icon for your mob to show where you are on the map to easily identify your current position.

New descriptions and right click deleting work for P1 as well.
Map preview in the editor is coming! Stay tuned!

_________________
<Rip The Jacker says:> boot stone horiz


Offline
 Profile  
 
 Post subject: Re: Map editor-almost ready!
PostPosted: Thu Nov 20, 2008 12:07 pm 
User avatar
HonorHonorHonorHonorHonorHonorHonorHonorHonorHonorHonorHonorHonor

Joined: Sun Dec 28, 2003 8:17 am
Posts: 89
Location: behind my summoned wolves
A glitch I noticed- when the edges for dirt/water/etc are spawned for when the map is loaded to be played, if there is something else bordering the turf (e.g. tree right above dirt), the edge piece isn't there.

There are also a lot of other inconsistencies with water that are making it look bad when placed near other non-grass tiles, some of which are hard to explain (I can show you with Zaoland later), but for example if I place water near a metal tile, the fringe of land outside the water displays as grass instead of tile.

Edit: I'm still using the old version of the map editor. Gonna go try out the new version.

_________________
Kyou turned Gooseheaded's Skeleton into meat with Corpse Explosion
<Gooseheaded says:> WOW
<Gooseheaded says:> BONES
<Gooseheaded says:> INTO MEAT
<Gooseheaded says:> O_o


Offline
 Profile  
 
 Post subject: Re: Map editor-almost ready!
PostPosted: Thu Nov 20, 2008 2:45 pm 
HonorHonorHonorHonorHonorHonorHonorHonorHonorHonorHonorHonorHonor

Joined: Sun Dec 28, 2003 7:24 pm
Posts: 1298
Just a note: that stuff is added when the map is loaded in game so its not dependent on the editor version. Also, I further tweaked how it'll look for .42 which is not out yet.

Zaole wrote:
A glitch I noticed- when the edges for dirt/water/etc are spawned for when the map is loaded to be played, if there is something else bordering the turf (e.g. tree right above dirt), the edge piece isn't there.


Yeah, I made the decision to only add dirt edge pieces on passable terrain and then only on top of grass. It'll look weird to have the edges on top of trees etc. It will also take into account turfs that are underlayed with dirt when adding the edges. I made the change when I saw dirt edges on top of Heal/Energy on your Zaoland map.

Zaole wrote:
There are also a lot of other inconsistencies with water that are making it look bad when placed near other non-grass tiles, some of which are hard to explain (I can show you with Zaoland later), but for example if I place water near a metal tile, the fringe of land outside the water displays as grass instead of tile.


This is basically because Silk only drew the shores for grass(and ice). I could just edit out the grass from it then it'd look okay near anything.

_________________
<Rip The Jacker says:> boot stone horiz


Offline
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 12 posts ] 


 Who is online 

Users browsing this forum: No registered users


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Jump to:  

 
Index  |  FAQ