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The Flag Dungeon 2

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★★★★★
3
50%
★★★★☆
0
No votes
★★★☆☆
1
17%
★★☆☆☆
0
No votes
★☆☆☆☆
2
33%
 
Total votes : 6
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Lamp

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Joined: Fri Jan 11, 2013 3:07 pm

Post Mon Jan 21, 2013 3:22 pm

The Flag Dungeon 2

Screen Shot 2013-01-21 at 2.18.04 PM.png

The_flag_dungeon_2.level.zip




Please tell recommendations, suggestions, and ways to fix problems below.
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bobdaduck

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Location: Utah

Post Wed Jan 23, 2013 8:20 am

Re: The Flag Dungeon 2

It doesn't really... Like... Do anything.

You get in and get flags and die
OR
You can get in, get flags, get out and die, losing all the flags to space.

You don't really compete against anyone because its not really clear what you're supposed to do. The map looks ugly too, because of all the funky angles... Try using only right angles and making the walls only horizontal or vertical (no diagnals.)

In general, using flag spawns is a bad idea in nexus maps.
Little_Apple wrote:DnD: the REAL bitfighter levelgen documentation

Santiago ZAP wrote:bob doesn't make new maps, he makes new gamemodes
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Quartz

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Post Wed Jan 23, 2013 10:43 am

Re: The Flag Dungeon 2

bobdaduck wrote:The map looks ugly too, because of all the funky angles... Try using only right angles and making the walls only horizontal or vertical (no diagnals.)
Agree with this. Work with only right angles until you feel you get the hang of it enough to start including diagonals. Even then, use diagonals sparingly.
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raptor wrote:sometimes I think getting Quartz to use plugins is like getting my mom to use a computer
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sky_lark

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Post Wed Jan 23, 2013 7:14 pm

Re: The Flag Dungeon 2

Since you asked for suggestions:

1. Add a border around the arena to prevent players from flying off into space. Easily the most important level-building technique in Bitfighter for ANY level (except foo -- but you don't need to worry about that).

2. Add instructions. Dungeon maps thrive by restricting a player's options to specific routes. You'll want to make the goals of the map more clear, and you'll want to point players in the right direction by using textboxes.

3. I wouldn't worry about aesthetic design so much like others are saying. I would however, worry about gameplay design. What's the advantage in risking your ship's health to go and get flags, when you can let the other team do that, then kill them when they come out? You need to add some kind of incentive. There are a couple of different ways to do that.

- You can move the portal input locations to be inside of the flag arena, so players don't have to leave the arena to get to the nexus.
- Or, you can split teams entirely, and have each team be working on their own to get to the nexus first.

4. Reduce the number of flags. After a while it lags the game.

Good luck!

edit - by the way, why are there six gold stars for rating this thread?
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Lamp

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Posts: 426

Joined: Fri Jan 11, 2013 3:07 pm

Post Sat Jan 26, 2013 1:43 pm

Re: The Flag Dungeon 2

Is there any way to duplicate objects so I don't have to edit each one?
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Little_Apple

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Post Sat Jan 26, 2013 2:26 pm

Re: The Flag Dungeon 2

control+c to copy, control+v to paste
Hee-ho!

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