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Late Legacy

PostPosted: Sat May 04, 2013 8:51 am
by thread
It has been years since I last really was into map making and I started to get back into it. So, to celebrate my return to bitfighter, I present a set of maps I made.

Ladys and gentlemen, I give you...
Late Legacy
https://drive.google.com/folderview?id=0B7uo19GnOOtlLWh0Z0FpanM4Yzg&usp=sharing

Re: Late Legacy

PostPosted: Sat May 04, 2013 9:19 am
by Quartz
Ark Reactor - This is pretty good, although I'm just gonna say this: Too many speed zones. Also, the big speed zone loops would be a whole lot more smooth if you enabled snapping on them. Finally, I personally think the map would be better without Engineer, but no matter.

Blink - THIS IS AWESOME.

Flowering Night - Solid. If two opposing teammates worked together to be total dicks though, they could easily destroy the projectors and thus make every spawner caught in an infinite loop. You could more or less fix this by enabling self-healing on them. Not a perfect fix but it would make it not worth the trouble for most people.

Devil's Playground - This is a fantastic application of a great script and needs to be on Kaen's Gold Server.

Push of War - This is great! Rename it though. I have an old level that goes by the exact same name and it's pretty well-known, so. Get rid of Engineer though, it's a pointless distraction.

Scarlet Devil - Solid gameplay + very pretty. Great work. I love it.

Time's Scar - Very interesting artwork and it should have pretty solid gameplay. Nice!

Whirpool (sic) - Interesting. Might want to fix the typo though.

Re: Late Legacy

PostPosted: Sat May 04, 2013 10:20 am
by thread
Quartz wrote:Ark Reactor - This is pretty good, although I'm just gonna say this: Too many speed zones. Also, the big speed zone loops would be a whole lot more smooth if you enabled snapping on them. Finally, I personally think the map would be better without Engineer, but no matter.

I was going for more of a feel of rough around the edges of the stage, but very finely cut on the inside, hence the choppy speed zones.

Quartz wrote:Flowering Night - Solid. If two opposing teammates worked together to be total dicks though, they could easily destroy the projectors and thus make every spawner caught in an infinite loop. You could more or less fix this by enabling self-healing on them. Not a perfect fix but it would make it not worth the trouble for most people.

I tried it without the barriers, and the loop isn't actually infinite, players will just go around a few times before they drift out. The testItems also will help by disrupting the speed zone paths. However, it was worth changing, so I did add the self healing attribute.

Quartz wrote:Whirpool (sic) - Interesting. Might want to fix the typo though.

Thanks, I fixed that

As for "Push of War", I'm having trouble coming up with other names... Oh, and the point of engineer on that is to build inside the tracks to disrupt your opponents progress.

Re: Late Legacy

PostPosted: Sat May 04, 2013 10:55 am
by bobdaduck
Downloading all these is a pain. Note: .zip file format destroys levelgens, but 7zip file format does not. Some zip programs work, others don't, but downloading everything individually is less than fun xD

Ark reactor: The pathways are confusing and the speedzones are confusing. Its pretty big too, but its narrow, so with a lot of people the map would still feel empty. I imagine that if it were a map people played really often (often enough to get a feel for the map, which will take longer on this map than others because its confusing) it could be a lot of fun. As is I bet everyone just only takes the speedzone corridors and nothing else.

Blink: THIS IS AWESOME

Flowering night: I like how linear this is. Burst knocking people into the respawn path might be interesting too.

The Devils Playground: I love the mechanic. Honestly it'd probably play average, but it'll be fun to play anyway.

Push of War: I'm against any map with engineer. There might be a few too many entry points, but I'm excited to see how this map plays out. Feels like most of the map is unnecessary and open though.

Scarlet Devil: The goalzone barriers make shooting the core hard, AS IT SHOULD BE. Good solid map, looks great. 10/10 would review again.

Scarlet Devil: The goalzone barriers make shooting the core hard, AS IT SHOULD BE. Good solid map, looks great.

Times Scar: The random flags in the left maze are iffy. this level shows a level of levelgen choreography that I only wish I could attain. Looks like it will play great too.

Whirlpool: Not anywhere near as good as the others. Feels thrown-together. Not thoroughly tested enough either; engineering a turret breaks the levelgen :P

All and all though, these are amazing.

Re: Late Legacy

PostPosted: Mon Oct 06, 2014 8:22 pm
by sky_lark
Sorry for the bump but I feel more people should know about these levels. There are some really funky levels in here -- and that's a compliment. I wholeheartedly recommend:

Blink - Cool novelty that actually plays really well.
Devil's Playground - This is one of my favorite levelgens to date. It's crazy fun shooting zones away from your enemies right as they're about to score.
Scarlet Devil - Ferocious looking level. Haven't personally played it but it looks like a decent core map.
Times Scar - This should be a blast! It's a bit whimsical but I predict a lot of strategy involved. Will definitely add this into the next applicable party.

The other maps in the collection could all be improved a bit IMO. Ark Reactor should be compressed to accommodate our small community size. Flowering Night should be soccer, launching a ball around the rink feels very fluid. Push of War should be easier to shoot through the cracks, have fewer entrances, and no engineer. Whirpool should fix the typo ^_^, clean up the bases and remove the levelgen which appears to be glitchy (not sure if intentional or not).

Re: Late Legacy

PostPosted: Wed Oct 08, 2014 1:48 pm
by watusimoto
Are these in Pleiades?

Re: Late Legacy

PostPosted: Sun Oct 12, 2014 8:20 pm
by sky_lark
No. I forget, is it possible to upload to Pleiades anonymously (ie. divert author credit to another user)? I'd be happy to upload them but wouldn't want the levels to be under my name.

Re: Late Legacy

PostPosted: Fri Nov 14, 2014 5:54 pm
by watusimoto
I don't know the answer to that. The author credit should be definitive.

I'd say upload the levels, and later we can devise a process to update the database if necessary to show the correct author.

I'd rather have the levels than not.

Re: Late Legacy

PostPosted: Fri Nov 14, 2014 9:18 pm
by sky_lark
Done. As I said in another thread though, it'd be great feature to retroactively change author credit! I'd feel less awkward about uploading levels. ;)

Re: Late Legacy

PostPosted: Fri Nov 14, 2014 10:51 pm
by raptor
I actually created a 'pleiades' user in the database just for the purpose of uploading levels by anonymous or non-forums users. I'm not entirely sure how to hook it up yet...