LV-517 Map in progress

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Whaley
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LV-517 Map in progress

Post by Whaley » 09 Nov 2017, 06:37

Got bored, and decided to re-familiarize myself with byonds dream maker. Started working on a little map. It features a hydroelectric platform/dam (I saw a post recently with a map someone made, and I really liked the hydro plant.) a plethora of caves, an urban-ish area, and traditional less jungle-y forests. Still a work in progress Pretty much done, but I'd like to hear any critiques/angry rants you have.

Notes - I thought the dam could use some water tiles that are dangerous/impassable. Just seems like a high chance for !!FUN!!

LV-517
Map Size - 255x255

Photos Used for Inspiration
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Shitty Magnified View of the map in Dream Maker - UPDATED
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MAP LOCATIONS
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Several random closer screenshots - UPDATED
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Last edited by Whaley on 10 Nov 2017, 22:19, edited 4 times in total.
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Wubs4Scrubs
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Re: LV-517 Map in progress

Post by Wubs4Scrubs » 09 Nov 2017, 07:27

Looks cool, I really like the zoomed out version that you posted. It's pixelated, but it kinda looks like a low res recon photo which is neat.
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Re: LV-517 Map in progress

Post by TheMusician321 » 09 Nov 2017, 08:35

Looks good to me too, the buildings are kinda boxy though.
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Re: LV-517 Map in progress

Post by NescauComToddy » 09 Nov 2017, 13:43

I liked the layout of the map, but the sprites could be better.
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Re: LV-517 Map in progress

Post by contactdenied » 09 Nov 2017, 23:35

I think it looks nice, but yeah, the buildings are somewhat boxy. The caves look awesome though.
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Re: LV-517 Map in progress

Post by Whaley » 10 Nov 2017, 03:20

Updated the original post, made the buildings a bit less boxy. Added more detailed corner sprites on paths and stone/mountain walls.
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Re: LV-517 Map in progress

Post by Whaley » 10 Nov 2017, 22:20

Ported it to baystation codebase (Woops, didn't know about that.) But, everything went pretty smoothly. Other than that, its basically done. Maybe a few cosmetic tweaks.
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Whaley
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Re: LV-517 Map in progress

Post by Whaley » 12 Nov 2017, 07:52

Well, I'm certainly not a great spriter, especially terrain, but here's the end result. (The tile effect on the walls should be lessened by the inability to see through them.) But, this map is done as of now.

Final sprite update
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Re: LV-517 Map in progress

Post by RibbonFlex » 15 Nov 2017, 23:35

Looks interesting, maybe just needs to fill more space in a few empty areas and the tiles to be abit less vibrant(I dunno, just something I struggle with alot anyways).

One program that really helps me out with spriting is 'pyxeledit', in regards to animating and visualizing continuity between tiles or really any other 2d stuff.

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Re: LV-517 Map in progress

Post by misto » 01 Feb 2018, 08:02

good on you for trying something out. but theres kind of a lot of solid rock dead space, and a lot of corridors that look like theyd become match-deciding chokepoints over and over

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Re: LV-517 Map in progress

Post by JacksonDee » 03 May 2018, 19:22

Hey, I'd love to play it!

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Re: LV-517 Map in progress

Post by Weaselburg » 05 May 2018, 00:05

Looks amazing, if a bit barebones. I understand this is pretty early on though.
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Re: LV-517 Map in progress

Post by MikeHdez97 » 06 May 2018, 20:17

looks so good! i hope you keep working on it

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Re: LV-517 Map in progress

Post by hellafied » 07 May 2018, 17:05

I like it, would be nice to have some sort of Droms though...

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Re: LV-517 Map in progress

Post by Gnorse » 07 May 2018, 18:29

anything without more than one Z level gets an automatic +1 from me.
(fuck you, ice.)

But really, this is looking great, even if it's a bit barebones atm.
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Re: LV-517 Map in progress

Post by BillyBoBBizWorth » 07 May 2018, 19:29

Looks pretty interesting in a play-ability sense.One question though.

I really really want to get into making 2D maps again, as i used to do for Dune and other games, but havnt attempted it with Byond yet.How and where exactly can i get the code so i have the textures and objects like your using in your map, or is it just Baystation/TG code? Im still abit new at all this with Byond, but ive been reading up about it, trying to figure it out.

Any information would be appreciated.
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Re: LV-517 Map in progress

Post by ThatKazakhDude » 11 May 2018, 09:01

This looks really awesome, and i like the idea of making the water impassible, because fighting lver the passage at the dam would be hella fun

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Re: LV-517 Map in progress

Post by Okand37 » 12 May 2018, 14:50

BillyBoBBizWorth wrote:
07 May 2018, 19:29
Looks pretty interesting in a play-ability sense.One question though.

I really really want to get into making 2D maps again, as i used to do for Dune and other games, but havnt attempted it with Byond yet.How and where exactly can i get the code so i have the textures and objects like your using in your map, or is it just Baystation/TG code? Im still abit new at all this with Byond, but ive been reading up about it, trying to figure it out.

Any information would be appreciated.
I'd personally suggest downloading the Baystation12 sourcecode and using that as a base for mapping as the colonial marine's sourcecode isn't publicly available, and its probably the closest alternative you'll get. You can get their sourcecode from their github, where you can then open the "baystation12.dme" file in dream maker (byond's mapping program)! I'd suggest opening up a prebuilt example/map to take a look at how things are placed in the map maker.

I believe some of the sprites they're using are custom-made by themselves, though I could be wrong.
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Re: LV-517 Map in progress

Post by BillyBoBBizWorth » 21 May 2018, 22:52

Okand37 wrote:
12 May 2018, 14:50
I'd personally suggest downloading the Baystation12 sourcecode and using that as a base for mapping as the colonial marine's sourcecode isn't publicly available, and its probably the closest alternative you'll get. You can get their sourcecode from their github, where you can then open the "baystation12.dme" file in dream maker (byond's mapping program)! I'd suggest opening up a prebuilt example/map to take a look at how things are placed in the map maker.

I believe some of the sprites they're using are custom-made by themselves, though I could be wrong.
Thanks for the reply, ive been making a map/gamemode for a good few weeks now, ended up going wih TG code.I did try Baystation as well, but liked TG better.

I'll probably end up making something on Baystation regardless, just for comparison.
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Re: LV-517 Map in progress

Post by Loco52 » 22 May 2018, 02:36

10/10 for 8 hour rounds
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Re: LV-517 Map in progress

Post by IrishCow » 27 Sep 2018, 03:11

This as a new map when
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