'ke fat sams
I've made some progress on this. Anyone that wants to help out by mapping out areas is welcome to do so. The more contributions, the more diverse and interesting the end result will be.
I've attached a set of templates for mappers to use. I've also included examples of each, for reference, as well as a 3 level scenario, to show how the pieces fit together. I haven't started on generating monster spawns yet, so each level just has a few enemies I placed by hand as well as a bit of ammo (otherwise you could teleport out before exploring the whole map).
If you would like to contribute, pick one of the 'high' or 'medium' priority templates included in this download, save it to a new file, and fill it in. You can repeat this process as many times as you like. I included some 'low' priortiy templates as an FYI that they exist, I don't expect anyone to do anything with them.
Each template has some filled in polygons representing connections to adjoining pieces. You must ensure that there is a path leading to each connection. The floor heights do not have to be the same for each connection. You don't have to fill in the entire boxed off area, but like your kindergarten teacher said, stay in the lines.
To demonstrate what I'm talking about, these two examples would be fine.
This one is not OK, since there is not a path leading to all of the connections.
Some random things to know:
* Don't texture anything. The textures are random (ugly), which makes life extremely easy for everyone.
* Don't place aliens or items.
* Use "glue" polygons to indicate polygons where monsters can spawn.
* Use "superglue" polygons to indicate polygons where only monsters with long range attacks should spawn (enforcers, troopers, projectile fighters, etc). This is useful if you want to make ledges where monsters can shoot you from.
* The player will initially enter the room from the south entrance. Assume there is a dual monster trigger immediately before entering the room. If you would like more control over the battle, place a zone border in front of the entrance and place your own triggers.
* If you're making doors, it's generally best to stick with either from floor or from ceiling. If you want a split door, it needs to be 2 WU high or the texture alignment will be off (and I can't be bothered to figure out texture alignment issues).
* Set all platform heights explicitly, even doors.
* Don't mess with the pre-filled in connection polygons, they are there for reference only.
* The floor height at the southern entrance should be 0, or at least within .3 of 0.
* If you want to draw overlapping areas, make sure you don't have 2 vertices that share the same X, Y coordinates, or my method of re-drawing the polygons will fail.
* Use Weland to map, if at all possible.
I'm sure I forgot to mention something.
Another thing you might notice if you look at the current results: right now the maps can generate multiple dead ends. Each dead end has an exit terminal (if all the monsters are dead), as well as a teleporter to take you back to the last place there was a fork in the road. This should eliminate backtracking. I could make the levels just completely linear, but I'm hoping these makes it more interesting. We'll see.
Also, for almost every template, I only have one piece drawn out right now, which is why the maps all look the same. This is why mappers are needed!
- Marathon Yuge.zip
- (79.41 KiB) Downloaded 11 times
Last edited by Wrkncacnter
on Apr 22nd '17, 02:27, edited 3 times in total.