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hundreds
6 Sep 2010, 13:29
Well here we are again at the beginning of a new development thread for our next custom map - Alcatraz (or something like that).

Just thought I would upload the current pile of crap that we are using to work on the new map - this might give some an idea of how our worms maps get started out.

Pile - O - crap.

Anyway, it's a bit early, but any comments or suggestions are welcome. This map is Jeremy's next release, so it might be a while - or maybe not. :)

http://www.mnpp.net/files/worms/inwork/Alcatraz.jpg

Plutonic
6 Sep 2010, 14:27
Would be realy cool if you used IndiMask on the WA version so that the tunnels could be dug out with blowtorch etc. Obviously it's a bit more work getting the palette right but it would be nice to see it in a real map.

hundreds
6 Sep 2010, 17:19
I'm actually not familiar with IndiMask.

Plutonic
6 Sep 2010, 18:09
I mentioned it over in one of the Worms Reloaded threads as a FYI when selectably destructable terrains came up as a nice feature.

Basic details of how to make maps for it and a download of the module can be found here: www.worms2d.info/wkIndiMask, essentually you can pick which colours in a maps palette can be destroyed based on whether the red componant is odd or even.

An example of an IndiMasked map: http://wmdb.org/14097

hundreds
6 Sep 2010, 18:53
Ahhh, very nice. I'll have to revisit that possibility later in the maps productions.

NAiL
6 Sep 2010, 19:18
You guys are great graphic designers, but what about making a specific scheme for your maps instead of maps for "random" games? An Alcatraz themed battlerace would be great!

hundreds
6 Sep 2010, 19:34
Actually, all of our WA maps come with scheme files made specifically for our maps. WR versions of them don't because we can't export or share schemes. :(

This map was originally intended to be played as a multiple victory condition - either fight off the guards, or get away in the boat. But I think I am going to have to wait till WA gives me more options to produce the desired effect.

Also, MnP are definitely not race map designers. I'll leave that to the pro rope racers. There are literally 1000s of those types of maps. We like to keep to our little niche of creating rich, graphically satisfying maps. We like to think of our maps as a game type themselves. But we would never actually tell anyone that. ;)

NAiL
6 Sep 2010, 20:33
Ah ok cool!

Battlerace maps are not rope racing maps though. They're maps that you need to walk and jump to victory. Due to the elaborate nature of a battlerace map the map can be as niche and individual as you like, here are some examples: http://www.wmdb.org/maps/featured

hundreds
6 Sep 2010, 21:20
Interesting. Well who knows, maybe down the road. Looks like there is some pretty complicated stuff out there.

bonz
7 Sep 2010, 09:07
Due to WA's physics and hitbox detection, you can create some very nice traps, one-ways and gauntlets with varying difficulty.
Also, pixel sliding.

hundreds
18 Sep 2010, 21:07
Forgive me... what is pixel sliding?

Deadcode
18 Sep 2010, 23:22
Here's pixel gliding in the extreme:

(The colored outlines are just there for illustration. The white pixels are all you need to make it work.)

bonz
18 Sep 2010, 23:33
Here's a more feasible one which can be recreated rather easily, although Deadcode said that there are simpler alignment methods.
(Also, a lot more funny tricks on that map.)

hundreds
19 Sep 2010, 00:35
The ones deadcode posted worked and now I understand. Actually, I had no idea you could slide like that. Very cool.

The one bonz posted says it was the wrong version or something like that.

bonz
19 Sep 2010, 12:15
The one bonz posted says it was the wrong version or something like that.
Deadcode fixed my replay.

hundreds
19 Sep 2010, 20:15
OK, I can play yours now. Problem is... those stinking colors make things so difficulat to see. I hit INSERT and was able to see a lot more. Is that map basically some kind of tutorial for making pixel sliders?

GreeN
19 Sep 2010, 21:24
Rather more a collection of physics exploits and oddities when it comes to worms vs. terrain. Load the map up and walk around in it to see what it's all for.

hundreds
20 Sep 2010, 01:57
I think I may do that. :)

Lei
22 Sep 2010, 08:42
Woah, the map on that last replay is awesome! :O
Any more like it? Care to share? xDDD

Djoszee
30 Sep 2010, 18:08
Interesting. Well who knows, maybe down the road. Looks like there is some pretty complicated stuff out there.


heres a single-stepped replay (by deadcode) on a br map (yes, i kept the replayfile over 4 yrs)
http://www.youtube.com/watch?v=7QtpcDDxctA

(global warming could be easily altered into a BR map)



New map is looking good, though i think you should sink the ship a little bit lower. From the small image posted, it looks like the top of the boat is part of the dock.

hundreds
30 Sep 2010, 23:29
Oh yeah.. trust me that image is only there as a placeholder. Mose of the layout of this map has already been changed. That and... I'm not supposed to say anything (because I think Jeremy wants an easy exit if something goes wrong), but this map has been officially put back one slot in the MnP line.

He's working on a truly incredible map that I will be posting details on in the next week or so about. I am seriously psyched about it.