Author Topic: Designing Game Levels  (Read 28467 times)

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Offline ben_g

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Re: Elimination: If you want to design game levels
« Reply #45 on: November 07, 2011, 04:30:21 pm »
is this empty level good enough of layout for a forest level? I tried to make it look more like a forest by using no doors and much open space, connected together by narrow paths. I also put lots of groups of trees to hide behind when reloading.
http://dl.dropbox.com/u/11215358/save.lev
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Offline Hot_Dog

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Re: Elimination: If you want to design game levels
« Reply #46 on: November 07, 2011, 09:43:30 pm »
is this empty level good enough of layout for a forest level? I tried to make it look more like a forest by using no doors and much open space, connected together by narrow paths. I also put lots of groups of trees to hide behind when reloading.
http://dl.dropbox.com/u/11215358/save.lev

I think it's marvelous!  I like this level the way it is, but for future forest levels, you can feel free to add doors.  The game takes place on another planet, and for the forest I imagined doors covered in vines.

If you'd like, feel free to use objects, not just walls, for cover.  At first I wasn't planning on using objects to block fire, but today I thought of a way to implement the feature.

Offline aeTIos

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Re: Elimination: If you want to design game levels
« Reply #47 on: November 08, 2011, 06:49:12 am »
Can I try to create some inside-a-building level?
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Offline Hot_Dog

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Re: Elimination: If you want to design game levels
« Reply #48 on: November 08, 2011, 12:35:24 pm »
Quote
Can I try to create some inside-a-building level?

Did you want to do a single level, or more than 1?

Offline aeTIos

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Re: Elimination: If you want to design game levels
« Reply #49 on: November 08, 2011, 01:49:29 pm »
If it turns out well, more then one, yep.
I would like to do the warvessel underwater levels.
« Last Edit: November 08, 2011, 01:54:56 pm by aeTIos »
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Offline ben_g

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Re: Elimination: If you want to design game levels
« Reply #50 on: November 08, 2011, 02:05:38 pm »
is this empty level good enough of layout for a forest level? I tried to make it look more like a forest by using no doors and much open space, connected together by narrow paths. I also put lots of groups of trees to hide behind when reloading.
http://dl.dropbox.com/u/11215358/save.lev

I think it's marvelous!  I like this level the way it is, but for future forest levels, you can feel free to add doors.  The game takes place on another planet, and for the forest I imagined doors covered in vines.

If you'd like, feel free to use objects, not just walls, for cover.  At first I wasn't planning on using objects to block fire, but today I thought of a way to implement the feature.
I actually used walls becouse most raycasters treat objects only graphically, so they don't interract with bullets. I assumed that elimination would do the same, so that's why I used walls instaed of objects.
I'll replace then. And I'll look at it when creating levels.

Also, if you are going to do that, coud you also make the lamps not check for collision? That would be very unrealistic.
My projects
 - The Lost Survivors (Unreal Engine) ACTIVE [GameCommandoSquad main project]
 - Oxo, with single-calc multiplayer and AI (axe) RELEASED (screenshot) (topic)
 - An android version of oxo (java)  ACTIVE
 - A 3D collision detection library (axe) RELEASED! (topic)(screenshot)(more recent screenshot)(screenshot of it being used in a tilemapper)
Spoiler For inactive:
- A first person shooter with a polygon-based 3d engine. (z80, will probably be recoded in axe using GLib) ON HOLD (screenshot)
 - A java MORPG. (pc) DEEP COMA(read more)(screenshot)
 - a minecraft game in axe DEAD (source code available)
 - a 3D racing game (axe) ON HOLD (outdated screenshot of asm version)

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Offline Hot_Dog

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Re: Elimination: If you want to design game levels
« Reply #51 on: November 08, 2011, 03:09:07 pm »
is this empty level good enough of layout for a forest level? I tried to make it look more like a forest by using no doors and much open space, connected together by narrow paths. I also put lots of groups of trees to hide behind when reloading.
http://dl.dropbox.com/u/11215358/save.lev

I think it's marvelous!  I like this level the way it is, but for future forest levels, you can feel free to add doors.  The game takes place on another planet, and for the forest I imagined doors covered in vines.

If you'd like, feel free to use objects, not just walls, for cover.  At first I wasn't planning on using objects to block fire, but today I thought of a way to implement the feature.
I actually used walls becouse most raycasters treat objects only graphically, so they don't interract with bullets. I assumed that elimination would do the same, so that's why I used walls instaed of objects.
I'll replace then. And I'll look at it when creating levels.

Also, if you are going to do that, coud you also make the lamps not check for collision? That would be very unrealistic.

You can also feel free to leave the walls in for cover.  I was just letting you know that the option for object collision existed if you wanted it instead.  Raycasters don't normally do it, but I have a couple of tricks up my sleeves for this particular code.  (I'll make sure lamps don't have the same effect ;D)


Quote
If it turns out well, more then one, yep.
I would like to do the warvessel underwater levels.

Let me talk to boot240, he's got dibs on the underwater levels, but I have something I can offer him in place of those if he wants

Other than that, the only "building" levels I have left for the moment are the mine levels.  I'll keep you posted.

Offline Yeong

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Re: Elimination: If you want to design game levels
« Reply #52 on: November 08, 2011, 03:11:59 pm »
Which maps are left to make?
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Offline Hot_Dog

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Re: Elimination: If you want to design game levels
« Reply #53 on: November 08, 2011, 03:18:05 pm »
Which maps are left to make?

I didn't recognize you from your new name!

Anyways, here's an updated list.  Note that this will probably change in the future, depending on who decides to take on or quit certain levels.
« Last Edit: November 08, 2011, 03:19:24 pm by Hot_Dog »

Offline Yeong

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Re: Elimination: If you want to design game levels
« Reply #54 on: November 08, 2011, 03:31:27 pm »
Is beach taken? :D
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Offline Hot_Dog

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Re: Elimination: If you want to design game levels
« Reply #55 on: November 08, 2011, 03:35:40 pm »
Is beach taken? :D

If you want the beach, it's yours :D

Offline Yeong

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Re: Elimination: If you want to design game levels
« Reply #56 on: November 08, 2011, 03:36:18 pm »
:D
Where can I find the editor?
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Offline Hot_Dog

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Re: Elimination: If you want to design game levels
« Reply #57 on: November 08, 2011, 03:39:25 pm »
:D
Where can I find the editor?

I have to make a custom one for you, since the beach levels have their own textures and objects.  Look for your level editor on this topic :)

Offline Yeong

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Re: Elimination: If you want to design game levels
« Reply #58 on: November 08, 2011, 03:49:12 pm »
right now, or wait until upload?
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Offline Hot_Dog

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Re: Elimination: If you want to design game levels
« Reply #59 on: November 08, 2011, 03:50:17 pm »
right now, or wait until upload?

Sorry, I'll send you a PM when it's ready for you to download