Omnimaga
Calculator Community => Elimination => Discontinued => Major Community Projects => Elimination Developers => Topic started by: Hot_Dog on September 14, 2011, 01:35:22 pm
-
Although I've made sure that I can finish Elimination by myself, I am always open to people contributing levels if they want to. I do have the tools you need, but you'll need to read below about what you need to do:
1. Download the attachment "Level Designing" and take a look. Let me know what levels you would like to work on. Terrains and how hard the level should be are listed.
2. I will put a customized level editor in this folder for you, depending on the type of terrain you wanted.
3. From this point, designing the levels is relatively straight forward, though you can always ask for help. Just remember to left-click to place an object, and right-click on the object to remove it.
4. After you export the level(s), create a post on this topic and attach the "levels.inc" file that was generated from the level editor. With my thanks, I will take it from there to place the levels into the game.
-
As I said in the elimination thread before, I'd like to design levels. I'd like to do easy to medium levels so I can beat them myself. Kind of terrain: different types. Could you include a texture editor too to create the textures for it? If not, then the basic indoor and outdoor style would be good enough.
-
As I said in the elimination thread before, I'd like to design levels. I'd like to do easy to medium levels so I can beat them myself. Kind of terrain: different types. Could you include a texture editor too to create the textures for it? If not, then the basic indoor and outdoor style would be good enough.
I don't really have a texture designer, but you can't see textures in the level editor anyways. I always use paint, and a lot of people use CalcGS as well. I'll tell you what textures you can do (they will be ones that you do for your levels), and they will be 3-level grayscale, 32x32 each.
Also, since you requested several different terrains, I'll have you do Forest, Ice and Desert. My goal is 7 levels per terrain, so don't overwork yourself if you don't think you can do them all (and you can always mix em' up :D). With that said, I'll get the level editor for you as soon as I can.
-
I already tried some textures. I know they are very bad, but maybe they can still be useful. I made them in two themes, so you can decide what looks best on-calc
BTW: I did my best to make them almost seamlessly tillable.
(http://dl.dropbox.com/u/11215358/Dirt_wall%28plain%29.png)(http://dl.dropbox.com/u/11215358/Dirt_wall%28pipe%29.png)(http://dl.dropbox.com/u/11215358/Dirt_wall%28vines%29.png)
(http://dl.dropbox.com/u/11215358/Dirt_wall2%28plain%29.png)(http://dl.dropbox.com/u/11215358/Dirt_wall2%28pipe%29.png)
-
I already tried some textures. I know they are very bad, but maybe they can still be useful. I made them in two themes, so you can decide what looks best on-calc
BTW: I did my best to make them almost seamlessly tillable.
(http://dl.dropbox.com/u/11215358/Dirt_wall%28plain%29.png)(http://dl.dropbox.com/u/11215358/Dirt_wall%28pipe%29.png)(http://dl.dropbox.com/u/11215358/Dirt_wall%28vines%29.png)
(http://dl.dropbox.com/u/11215358/Dirt_wall2%28plain%29.png)(http://dl.dropbox.com/u/11215358/Dirt_wall2%28pipe%29.png)
If by "bad" you mean "totally surperb", you are correct: They're totally superb! I love them! For future textres (not these ones), if you can double-thicken lines as much as possible, it will help with the way things look on the calculator. I've attached some textures I use for examples of "double thick lines."
-
So I should try to make most lines 2 pixels big?
Also, I hope it's allright those textures were in PNG format, not in HEX
-
So I should try to make most lines 2 pixels big?
Also, I hope it's allright those textures were in PNG format, not in HEX
Right, most (but not all) lines should be two pixels big.
If you can do monochrome bitmaps, that would be the most preferred format. However, PNGs are great as well. I'm glad you're not doing hex, because I always have to do stuff with the textures to make them work with Elimination.
-
If you can do monochrome bitmaps, that would be the most preferred format. However, PNGs are great as well. I'm glad you're not doing hex, because I always have to do stuff with the textures to make them work with Elimination.
Monocrome? I thought it was in 3 shade grayscale.
BTW: which of the two themes do you like best: the upper (lighter) one or the lower (darker) one. I think the darker theme looks better on a computer, but I don't know how it looks on-calc.
-
If you can do monochrome bitmaps, that would be the most preferred format. However, PNGs are great as well. I'm glad you're not doing hex, because I always have to do stuff with the textures to make them work with Elimination.
Monocrome? I thought it was in 3 shade grayscale.
BTW: which of the two themes do you like best: the upper (lighter) one or the lower (darker) one. I think the darker theme looks better on a computer, but I don't know how it looks on-calc.
Sorry, I meant 16-color bmp.
The theme varies by what I would like to do...let's stick with the lighter one (the upper one), because I have a quick trick to color a darker theme if I need to. I know that I have a combination of light and dark themes.
-
Hrm, I wish I could have modded the codes of Gemini myself, to remake Wolfenstein x_x
-
Ben_G, here are two customized level editors to get you started. Please read below for some things you need to know:
0. Keep each map editor in its own folder. If you don't, you may accidentally overwrite map files you worked so hard on.
1. Please use the Forest Map Editor for at most 4 levels, and the Arboretum for at most 3
2. On the Forest Map Editor, please DO NOT USE the "Exit" object.
3. A "Trigger" is a wall that you can use to make something happen when the player walks by it. Please do not abuse triggers, and keep them simple...something like making a wall disappear or adding/taking away objects and enemies. When you upload the maps you created, please tell me what you want to happen with a particular trigger.
4. A "Secret Wall" is a wall that you want to keep hidden from the map that players can view as they progress through the level. This is useful for hiding areas that have a secret block in front of them.
5. When you export, please rename your files to something like "Ben_G1.inc" and "Ben_G2.inc". Then we won't have conflicts of uploading duplicate filenames. Also, please rename and upload your "save.lev" files similarily.
6. All levels should end in a switch. If the rule changes, I'll make the change myself.
7. Do your best to keep a switch from appearing in the same location for any two levels. If you have a switch that appears in the upper-right corner of one map, try to make sure it's not there on another map. This is because of the ASM source code I wrote. As with triggers, please let me know what you'd like a switch to do.
7.5. The last level of the Arboretum will be a boss level. But it starts with a normal map--basically half of the boss map plays like a normal Elimination level until the player reaches the boss. I'll handle the boss portion, but leave some space on your last map for me to create "an arena"
7.7 If you see a texture / object for something that I didn't ask you to make, don't freak out. Some walls and textures I made myself.
8. As always, please don't hesitate to ask me any questions :D
-
Ben_G, here's a couple more things for you:
* I found this website to be quite useful for inspiration for levels: http://www.xbox360achievements.org/forum/showthread.php?t=151954
* An easy enemy has 3 HP. A medium enemy has 6 HP. A hard enemy has 12 HP, and the last enemy has 24 HP.
* Weapon damage from each enemy, from easiest to hardest: 2, 3, 1 (Continuous stream of bullets that each give 1 damage), 5
* The handgun does 1 damage per bullet, as does the chaingun. The shotgun does 6 damage, splash. The plasma gun does .5 damage per cell, but hits anything you can see. The rocket launcher won't appear until later levels, so don't worry about that for right now. For the plasma gun, I suggest you throw cells here and there rather than making stockpiles like people sometimes do with bullets or shells.
* Small Armor = 25 armor, Big Armor = 100 Armor. Small Health = 25 health, Big Health = 100 Health. Let me know if there's a special area where you'd like me to add 200 Armor / Health, I'm considering (but am not sure of) a "megasphere" powerup.
-
OK, I'll try to have some levels (or more textures) done ASAP. Thanks for the level editor and inspiration site.
-
Hot Dog those tiles you posted above looks pretty great! :)
-
Sorry, I had very little time with school and other stuff. Here's an other texture, but i'm not good at drawing trees. This texture looks a lot more like a nuclear bomb exploding behind that wall.
(http://picturestack.com/27/746/VmMDirtwalltrUKb.png)
Levels turned out even worse, and not one of them even looked playable, so it might be best too look for an other level designer.
-
Sorry, I had very little time with school and other stuff. Here's an other texture, but i'm not good at drawing trees. This texture looks a lot more like a nuclear bomb exploding behind that wall.
(http://picturestack.com/27/746/VmMDirtwalltrUKb.png)
Levels turned out even worse, and not one of them even looked playable, so it might be best too look for an other level designer.
I'd like to see what you're doing for levels. If you're having fun, I don't want you to quit just yet :) Do a print-screen of your level in the editor
Also, I think you're trying too hard with the textures. (I'm trying to save you some trouble) The textures you made are amazing, but if you saw some of the textures I did, you'll notice that they aren't as realistic or as astonishing as yours are. It's because I don't go out of my way to create realism. If you'd like, I won't mind you trying to make your textures simpler :) Incidentally, the texture for trees behind walls should have more than one tree...I was thinking a group of trees.
Boot, it's 3 level grayscale. You also told me you were interested in designing levels, have you had a chance to look at the first post in the topic?
-
I would post a few things, but I can't attach things right now. I don't see the box with "Browse" next to it right now. Weird!
-
I would post a few things, but I can't attach things right now. I don't see the box with "Browse" next to it right now. Weird!
You don't need to. If you want to create levels, then for the time being, just tell me what kind of terrain you want to create levels for, and if you want to make easy, medium or hard levels.
-
Warehouse, easy. But I already maded it with another one :(
I also made a texture pack:
(http://img.removedfromgame.com/imgs/texpack.bmp)
IT is to be used like so:
Use the third one as the base. Every few wall pieces, use either one or two. Four is a door.
-
Since Elimination will have a well-developed story if all goes well, I've adjusting the first post on this topic. Instead of choosing a random terrain type and level difficulty, you can look at the list of levels I would like done and take your pick. There are some levels I want to work on for sure, so those ones will not be on the list.
-
Do you like my texture? Can I change it?
Edit:
I want to make the warehouse!
Edit:
No futuristic levels? :(
-
Do you like my texture? Can I change it?
Edit:
I want to make the warehouse!
Edit:
No futuristic levels? :(
I like your texture, but you're welcome to change it. Whatever you decide, it will be used in the game. And the warehouse level is yours 8)
The space levels and the warship levels are futuristic to a certain point. (For example, the warship is a warship from another galaxy) There are other futuristic levels, but I'm going to be doing those ones ;D
-
Could I change the walls to make them better? Do you want me to make more? I would be more than happy to make you some textures. Just tell me what you need.
I'll start making the warehouse one as soon as I get the editor.
-
Question, for textures is there always a black outline at the top and bottom no matter what they are? In Gemini I remember there seemed to be outlines for top and bottom parts and the forest level (first one) kinda looked weird because of it.
-
Could I change the walls to make them better? Do you want me to make more? I would be more than happy to make you some textures. Just tell me what you need.
I'll start making the warehouse one as soon as I get the editor.
Hmmmm...Let me put it this way. If you had 8 walls (including a door) and 7 objects (including a ceiling lamp) to work with, what would you want to make? The warehouse is yours to command. If you would like to make better walls, you are more than welcome. Also, any kind of walls you want to make that don't have gore are wonderful as well. I'm giving you this kind of freedom because I think you can do better with the warehouse portion than I can ;D
EDIT: Before I can give you your level editor I'll need to know what textures/objects you had in mind.
Afterwards, if you would like to make more textures, I'll give you a partial list of what I need.
Question, for textures is there always a black outline at the top and bottom no matter what they are? In Gemini I remember there seemed to be outlines for top and bottom parts and the forest level (first one) kinda looked weird because of it.
Yeah, that did look weird. Anyways, there isn't always a black outline on top and bottom of textures. It's only there if we draw it in :)
-
Can you have tall walls? I want something like this for the warehouse.
(http://img.removedfromgame.com/imgs/warehousemockup.bmp)
What do you think?
Afterthought: I think it kinda looks like Lowes or Home Depot ;D
-
Can you have tall walls? I want something like this for the warehouse.
(http://img.removedfromgame.com/imgs/warehousemockup.bmp)
What do you think?
Afterthought: I think it kinda looks like Lowes or Home Depot ;D
I'll have to see if the engine is capable of that. What would you like to do in the meantime?
-
Something high tech, maybe with those walls I gave you. You know, like in the future, or on a spaceship. At least some research lab or somewhere with high technology and stuff. Will that fit into the story? If so, I'll make some more textures.
-
Something high tech, maybe with those walls I gave you. You know, like in the future, or on a spaceship. At least some research lab or somewhere with high technology and stuff. Will that fit into the story? If so, I'll make some more textures.
How about if I give you levels 33-38 and levels 70-74? 33-38 are on a high-tech, futuristic war vessel, and levels 70-74 are on a spaceship.
Would you like to choose your own textures to draw (do you have a good idea of what you want a level to look like), or would you like me to make some suggestions for you to draw? If you would like to choose your own textures, I'll just need to know what ones you made before I give you a level editor. Also, please keep your textures sets limited...I'm thinking 2 texture sets for the spaceship, 1 for the war vessel above water, and 1 for the war vessel below water. One different texture set for each level takes a lot of space 8)
-
Tell me what you want and I'll use my artistic license.
I want to know the story too so my levels will make sense.
-
Tell me what you want and I'll use my artistic license.
I want to know the story too so my levels will make sense.
I'll send you a PM with as much of the story as you need (I don't want to spoil any endings ;D)
Also, here's some textures you can start on, textures for the Futuristic War Vessel. I forgot my home computer is down for the moment, so I can't get the level editor for you quite yet
Walls:
* Base Metal wall w/ wires
* Metal wall w/ window
* Wall with humongeous computer screen
* Metal Door
* Base Wall w/ pipes
* Wall with alarm light
* Two "Filler walls" (Walls to accompany and decorate the base wall): One for the wall with pipes, and one for the wall with wires
Objects:
* Table
* Table w/ Hologram Computer Screen (Meaning a computer screen you could pass your hand through)
* Futuristic Barrel(s)
* Futuristic Boxes
* Pole with Warning Light
* Pick one more ;)
-
I put these sample levels up for Ben_G and boot to get a general idea of how levels in Elimination look. Sorry about the black lines through some of the walls
-
Can't I just make them in paint? The editor is so confusing. I'll include a legend!
-
Can't I just make them in paint? The editor is so confusing. I'll include a legend!
What's confusing? Is it how to use it, or is it incorrect names of everything?
If it's confusing because of all the incorrect wall/object names, remember that I still need to make you a custom level editor :) If it's confusing because it's difficult to use, you're welcome to use paint. Just please include enemies/objects as well
-
I will.
-
Ben_G and Boot2490, I forgot to tell you that I'm incorporating timed switches into the game, meaning that you can choose to have a switch on for a few seconds before it turns itself off. This means a player has to race for something.
If you want a timed switch, please round the time you want your switch on to the nearest second, and the maximum time is 12 seconds.
-
Ben_G and boot2490, you may now add rockets to your levels :D (Ben_G, in your level editors, use the blue "DO NOT USE" button above the shells, cells and bullets to put rockets in the level.) Rockets will do 20 damage with a splash radius slightly larger than the shotgun. A box of rockets will give the player 5 rockets.
-
Im ready to test btw
-
Im ready to test btw
Glad to hear that :) But the levels aren't ready for testing, because I have some bugs to fix and features to add
-
Oh boy, I forgot to be designing levels... I'll get on it tomorrow during free period. Remind me via PM.
-
I've got one level done. I hope you like it.
http://dl.dropbox.com/u/11215358/level_aborethum_1(Ben_G).inc
http://dl.dropbox.com/u/11215358/level_aborethum_1(Ben_G).lev
-
I think it looks great! Keep up the good work! As you probably know, I might have to make some adjustments when we test it for difficulty.
In the future, please don't post screenshots of the level editor. The .lev and .inc files are all that are needed :)
-
Woah I totally forgot Gemini had a level editor O.O. Also those looks nice
-
I think it looks great! Keep up the good work! As you probably know, I might have to make some adjustments when we test it for difficulty.
In the future, please don't post screenshots of the level editor. The .lev and .inc files are all that are needed :)
ok, I removed the screenshot.
That's the aborethum level, btw.
-
Ben_G and boot2490, the small health pack now gives 10 health, and the big one gives 25 health. Ben_G, I will adjust the arboretum level you gave me so that you don't have to correct it yourself.
-
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
-
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.
-
Can I try to create some inside-a-building level?
-
Can I try to create some inside-a-building level?
Did you want to do a single level, or more than 1?
-
If it turns out well, more then one, yep.
I would like to do the warvessel underwater levels.
-
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.
-
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)
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.
-
Which maps are left to make?
-
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.
-
Is beach taken? :D
-
Is beach taken? :D
If you want the beach, it's yours :D
-
:D
Where can I find the editor?
-
: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 :)
-
right now, or wait until upload?
-
right now, or wait until upload?
Sorry, I'll send you a PM when it's ready for you to download
-
ah ok. XD
-
TBO_Yeong, here's your custom level editor, as well as some concept art and instructions. The concept art should help you visualize what the levels may look like in-game, since I might be designing the textures. Remember, the game engine is similar to Wolfenstein, so don't tear your hair out trying to create the perfect beach. Open areas are nice, but don't be afraid to add enclosed "nature trails" as well ;D
EDIT: I replaced the Pathway w/ Log textures. Instead, you can use the "Horizon" texture if you want a player to reach a point where there's an ocean in the way. Something like the 5th texture in the concept art. For example, if a player has a wall on the left and a wall on the right, the front can be blocked by the "horizon" texture and the player will see water and a sun in the distance.
-
Hey, I'll start work on the futuristic levels as soon as I have some time.
Did you look into my tall wall idea?
-
Hey, I'll start work on the futuristic levels as soon as I have some time.
Did you look into my tall wall idea?
Haven't had time yet. But I haven't forgotten.
-
Hot_Dog, so how do I make a floor? O.o
-
Hot_Dog, so how do I make a floor? O.o
You can only make walls. The floor will be totally white.
To make a wall, select whether you'd like a door, a regular wall, a push block, etc. Then select the texture you want, such as palm trees. Then you can left-click the grid to place a wall, or right-click to remove a wall.
-
ah ok. Also, how do I test it?
-
ah ok. Also, how do I test it?
There's no way to test levels yet. If you'd like, I can give you a pre-alpha of the game to test your level(s). But I'd like to warn you ahead of time that since this is a pre-alpha, there are several things you have to be aware of:
1. You'll have to test it with space textures and space enemies
2. Triggers and secret walls do not work right now
3. The rocket launcher doesn't work, and rockets may or may not cause bugs
4. The Herm Injection is currently the only powerup that works
5. Converting a level to a test form isn't as easy as 1-2-3, so you'll need to follow the instructions I give you carefully. I can give you all the files you'll need.
6. You can only test one level at a time
7. If you have over 100 enemies (unlikely) there might be bugs, something I plan to fix
-
ah ok.
-
ah ok.
Lol, so is that a "yes" or a "no?" Would you like what I've got to test levels with?
-
I want to try it, so I meant yes.
-
I want to try it, so I meant yes.
I'm sorry that I haven't gotten back to you on this yet, TBO_Yeong. Since I have some downtime at work (meaning I can do anything I want as long as I'm available for the phone), I wanted to work on the textures for the beach levels. That way you can test the game using those textures :D The only thing is I have to make some changes to the engine to get the "horizon" texture the way I want it, so until then, when you use it you'll instead see some ocean water.
-
can you send it to me Im supposed to test anyways glad this is geting some more progress
-
TBO_Yeong, here's the files you need to test Beach levels for Elimination. Remember to use the password I gave you in a PM. And please ask questions if you need help :D (Again, you can only test one level at a time.)
Instructions:
1. You will need to export your level in the level editor. Then go to the file levels.inc.
2. Your level will consist of a series of Hexadecimal values (with the dollar sign) followed by a list of other random numbers. In the folder I gave you, you will find a file called TestLevel.z80, which also has a similar-looking block and a list. Replace the block and list in this file with the block and list from your custom level. Make sure you do not erase the lines "Levelstuff:" and "Enemy_DIE .equ 3"
3. Once you have edited the data in TestLevel.z80, save it.
4. Run CompressLevel.bat
5. Run the following command in command prompt (or whatever you use in your OS): spasm Elimination.z80 Elimination.8xk
6. Use Elimination.8xk in Wabbitemu
-
Sorry that it took so long. I kinda forgot abouth this...
Here's my forest level:
http://dl.dropbox.com/u/11215358/ben_g%20forest.inc
http://dl.dropbox.com/u/11215358/ben_g%20forest.lev
-
Sorry that it took so long. I kinda forgot abouth this...
Here's my forest level:
http://dl.dropbox.com/u/11215358/ben_g%20forest.inc
http://dl.dropbox.com/u/11215358/ben_g%20forest.lev
Don't worry about it...and again, keep up the good work! I only have a couple of suggestions:
1. In many rooms, there's so many enemies and objects that the game will slow down dramatically. Try to cut down this amount down. And don't forget, you can always feel free to use a combination of walls and objects to provide a player with cover...you don't have to do all walls or all objects. Walls are less processor-intensive than objects are.
2. You did a good job throwing in plasma cells, this will help with rooms that have 5+ enemies. The only thing is for these easy levels, you'll want to keep hard enemies and harder enemies to a minimum.
Thanks again! I hope that these suggestions are not frustrating you, because I want you to have fun designing these levels.
-
The Beach Levels and the Ice Cave Levels have been claimed, so I have placed an update list on the first page. You can also click on this link to view it: http://www.omnimaga.org/index.php?action=dlattach;topic=10401.0;attach=11021
boot, I don't think that the "huge walls" warehouse idea is going to work. It would slow down the game too much, and require a major hassle to code it in.