Defining Awesome — Map Editor details
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  • Map Editor details

    Written by . Posted at 8:35 am on July 19th, 2008

    As you know we’re looking for a tools programmer. We want to have a fully featured map editor, not only for Link-Dead, Berserker, but for all other games and mods that will be built on my engine. My original map format will be changing. If you’ve missed on how I did it, here are some links:

    Map format preview
    New map format – collision
    New mighty lighting efects

    To recap the maps are currently several layers that are painted in a graphic program and then blended and compiled together in a simple tool I made. This will be changing cause Sigvatr found a lot of problems with this approach:

    Some of the problems were:
    – Making levels took a very long time
    – Repetition of graphics was inevitable, which meant that a lot of memory resources were wasted because the same thing that looks a tiny bit different (or not at all) can appear multiple times on a map.
    – Correcting map errors or changing something after the level has been made is horrendously tedious. Most level editing programs make it so that changes can be made within seconds, but with the old method for making Link-Dead maps, it could take hours. It’s not simply a matter of moving something or taking something out; it is heavy image manipulation.
    – Designing a level for most games can be separated into multiple “phases”. With Link-Dead levels, you had one shot to get it right the first time. If you didn’t do something right, it was hours more work to fix it.
    – The method tends to make you focus much more on good looks rather than good level design.

    The method of making levels will change, but the end result should be indistinguishable from levels made the old way. It means more efficiency for the level designer, and hopefully with a tools programmer to help us, we’ll be able to use the same tools that amateur modders will use when the game is out.

    A quick list of features of the new map format and editor:

    Layers:

    – Graphics Maps

    • Parallax Background Layers
    • Background Layer
    • Foreground Layer

    – Effects Maps

    • Lighting Map
    • Fog Map
    • Rain Map

    – Collision Maps

    Objects:

    – Spawn Points
    – Doors
    – Elevators
    – Control Panels
    – Animated Objects
    – Computer Consoles
    – Ambient Sound Effect Source
    – Dynamic Lighting Sources
    – Bot waypoints

    Other functions:

    – Parallax Mapping
    – Zooming

    The graphic layers can be painted in a paint program and then imported. But the biggest change is that it will also be possible to build the map using chunks similar to how Soldat sceneries are built and additionally a tile based approach (with a customizable grid). So there will be lots of freedom, modularity and customization. Collisions and effects maps will be done in the same manner as before.

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    31 comments.

    1. So there his no more static background layer.
      To add scenery more easily you use the map tool, not the painted forground. right?

      Sounds good!


    2. Anonymous

      Zooming like when you walk into a building you’ll zoom in your character for a more Close Quarters effect and then when out side like on a roof or in an open field you’ll zoom out from you character for a more open and vast view?


    3. Sigvatr

      It is zooming in in the map editor so you can see what you are doing.


    4. Anonymous

      Oh. I feel stupid. ._.


    5. teh_ham

      It was a good idea MM, I liked it alot but I guess nothing is perfect. Any news ofn the recruiting of a tools programmer?


    6. das lieder

      yerrr


    7. animated objects… do you think they’ll have some sort of a scripting engine, say, so as you could have overhang lights hanging by destructible steel ropes, following the laws of physics to the extent desired?


    8. Makron666

      I like the scripting idea, And Anonymous’s Zooming idea. Also i love the new map format mach easier.


    9. Where do i download this soldat 1.5 ?! ive played sinse 1.1 ! to 1.4.2 still thinks 1.3.1 is best but now i have to ttry the new soldat omfg ! email me : emil_trixi@hotmail.com


    10. Teeell me where to download this 1.5 soldat !!!!!!!!!!!!!!!! emil_trixi@hotmail.com !! add


    11. This isn’t the place to be asking about Soldat 1.5. MM doesn’t really have anything to do it, he just makes the installer.

      http://soldatforums.com – Go here for 1.5


    12. Zooming like when you walk into a building you’ll zoom in your character for a more Close Quarters effect and then when out side like on a roof or in an open field you’ll zoom out from you character for a more open and vast view?

      Hey… I honestly find this ideea is really really really good. That would definately give the game more dynamics and intensify the action. And the strategy-approach would win a lot through this also.

      The horror scenes taking place in mental institutes and so on would both feel closer to the player and also stop him from seeing everything that might be happening around him, say…even if it happens in the same room (big room), the player would only hear it, but it would be outside of his view.

      What do you guys think of Anonymous brilliant ideea?


    13. ^good idea right here, try raycasting the distance to the wall being aimed at and using that in calculating the zoom, so it will be zoomed in in a small room and zoomed out if say, you looked out the door, suddenly characters won’t be able to see very far if they run around looking at the ground. Combined with dynamic lighting this could make for a very effective “realistic mode” effect. maybe even use the amount a sound a character makes in calculating their transparency if you aren’t looking directly at them…

      btw.. I’m working on this editor :)


    14. Sigvatr

      Personally I think it would be distracting.

      Zooming in game is possible when you use your scope, but that will probably be it. We’re trying to keep in mind balanced and intuitive gameplay with a great atmosphere, so we have to be mindful of things that might get in the way of good gameplay.


    15. That concept could be created via scripting ?


    16. Agree with sigvatr.


    17. This idea has a serious problem. What if you wanted to shoot out of the buliding, people outside would you but because of zoom you wouldn’t see them… The only use i see is for some special scenes, like when you are dying camera could zoom on you, but that’s just an visual effect 0% gameplay affection.


    18. The idea is nice, but I think too it would be distracting. Unless there would be a way to make it not so dynamic?


    19. Well it could at least be an “available option” that could be activated by the admin at wish or could be default on certain maps that should be played at a certain degree of zoom (so not necessarily dynamic changing of zoom during gameplay, but a stable zoom during the entire game, as decided by the admin) used for special horror-scenes or such.

      In the videos where the dynamic lighting is presented we also see you are able to zoom in… and I thought it looked really nice. Maybe the player himself should be able to use scroll to zoom in and out as he wishes? That way the window problem would also be solved.


    20. shuger- the player outside wouldn’t see you if the player can’t see through walls like in realistic mode. On that note, I think it should be optional if anything.

      I don’t think it would be too distracting if it was subtle, and it would force you to be careful of whats around you and where you look. If its too distracting just decrease the range of zoom. for example you could set it to 20 and the zoom would have a range between 90% and 110% of regular zoom or you could make it more dramatic.
      to be technical I mean it would both move and zoom the camera to represent the characters field of view. In soldat it moves the camera when you look around so it would move the camera not only based on where you’re looking but how far you can look, and then zoom. You could have multiple rays around the character to make it more effective. It would take alot of tweaking though.
      anyway, just an idea.


    21. Sigvatr

      Why was this zooming thing a good idea in the first place?


    22. cuz i said so 😉


    23. Anonymous

      Forget it then. I didn’t mean it to be an idea in the first place… -___-


    24. because it could mean increased realism?, immersion?, potential for stealth combat strategies?
      or not, if you want to be a downer


    25. Will be possible to make some solid(ffs have no idea of choosing adjective of that meaning, hope u’ll not misunderstand) polygons. Its like editing solid objects, spawn crates or other stuff. This will make even more possibility for moderating.


    26. “?” instead “.” 😛


    27. Makron666

      Yeah it’s an awesome idea, But not to much. So when you go outside it zooms out to see more than usual.


    28. I AM THE GREATEST. CAN YOU DIG IT?!?


    29. Less great person

      OMG… I just can’t imagine of having a such a greatestness… You are the GREATEST. We do here by dig all you have to say. And what’s with this “Map Editor details” thing anyway???


    30. […] – bookmarked by 1 members originally found by cguney on 2008-08-19 Map Editor details http://mm.soldat.pl/?p=201 – bookmarked by 5 members originally found by Naruto083 on 2008-08-16 […]


    31. Bookmarks about Map

      […] – bookmarked by 1 members originally found by cguney on 2008-08-19 Map Editor details http://mm.soldat.pl/?p=201 – bookmarked by 5 members originally found by Naruto083 on 2008-08-16 – bookmarked by 10 members originally found by Mujw on 2008-09-22 […]


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