Week of June 9th: Design a Level

A subforum for TDG's public Mapathon contest - archive of the 2006, 2007, and 2008 seasons.

Moderators: Shvegait, Galahaut, SeasonsOfLove, TheZizz

Week of June 9th: Design a Level

Postby Shvegait » Mon Jun 09, 2008 9:22 pm

OK, this first contest is pretty loose.

Design a level for Delvers.

Due Date: June 15th, 5pm CDT (6pm EDT, 10pm GMT)
Mail Entry To: clantdg@gmail.com

Requirements:
- Design a new reusable puzzle element, and create a puzzle using it as part of your level.
- Switches (foot switches, levers, and the like) are not allowed!
- Utilize both the living world and spirit world.
- The level must end with a "boss" encounter of some sort.

Feel free to add units, items, abilities, triggers, etc. as necessary. Take care to align your living world and spirit world terrains. Good luck!

Attached is the latest version of the base map.
Attachments
DelversBase-June9.w3x
(336.98 KiB) Downloaded 17 times
Curiosity saved the mouse.
User avatar
Shvegait
Chieftain
 
Posts: 908
Joined: Tue Jun 15, 2004 4:14 pm
Location: Bucks County, PA

Re: Week of June 9th: Design a Level

Postby thelosthero » Tue Jun 10, 2008 10:52 am

Does the unfinished level that QS made count as a "New" level if it is completed?
Image
User avatar
thelosthero
Pubbie
 
Posts: 37
Joined: Mon Jun 02, 2008 7:34 pm

Re: Week of June 9th: Design a Level

Postby Antistone » Tue Jun 10, 2008 4:22 pm

Since Shvegait gave the official go-ahead, I thought I should post here, so that contest participants don't miss it:

There's an updated version of the basemap here. You're still allowed to use the one posted in this thread if you want, but if you haven't started yet, I recommend the new one--I think you'll find it easier to add and test levels in it.


thelosthero, I don't think that unfinished level has anything functional in it--just terrain and a few units for aesthetics. It doesn't even have a spirit-world counterpart. I seriously doubt anyone would object if you wanted to use it, but I'm not sure how helpful it would be.
TFT Maps & Design
http://www.mindflare.com/wc3maps/

Recent Work:
Delvers
Antistone
Guest Map-Maker
 
Posts: 268
Joined: Mon Jan 08, 2007 5:07 pm

Re: Week of June 9th: Design a Level

Postby BustroQuick » Tue Jun 10, 2008 5:52 pm

That area was just something superfluous I made for the benefit of the competition. Feel free to use it, demolish it, whatever.
Image
User avatar
BustroQuick
Raider
 
Posts: 178
Joined: Fri Jan 05, 2007 1:17 am

Re: Week of June 9th: Design a Level

Postby thelosthero » Tue Jun 10, 2008 5:59 pm

Perhaps quicksmuggler could finish it, but I changed my mind about it so it doesn't matter either way. Anyways, I agree, your(Antistone's) mod seems alot more managible, expecially since you don't have to measure between points to make the spirit world aligned with the material world.
Image
User avatar
thelosthero
Pubbie
 
Posts: 37
Joined: Mon Jun 02, 2008 7:34 pm

Re: Week of June 9th: Design a Level

Postby Sabertooth_X » Sat Jun 14, 2008 11:03 am

Sucks that I had exams at the end of this week, really couldn't work on it. =/

But hopefully I'll be there to help test.
"I saw the angels sing:
I long to wake up the beautiful sleeping world"


~"Chorus of Angels", Haste The Day
User avatar
Sabertooth_X
Guest Map-Maker
 
Posts: 41
Joined: Fri Jun 29, 2007 7:43 pm

Re: Week of June 9th: Design a Level

Postby thelosthero » Sat Jun 14, 2008 8:01 pm

I have a summer job thats keeping me occupied since friday(and tired...), I was hoping that I could at least try to finsh the level that I started but thats it's not going to happen now... Also, a power surge from a differnt applience, fried my power supply for my computer now Im really f***ed, wish me luck that It didn't dammage the motherboard.(or it'll be the 4th dammaged computer in a series of weeks...) My power socket was supposed to have surge protection though... :\
Image
User avatar
thelosthero
Pubbie
 
Posts: 37
Joined: Mon Jun 02, 2008 7:34 pm

Re: Week of June 9th: Design a Level

Postby Galahaut » Sat Jun 14, 2008 10:57 pm

I'll be working until about 11:00 PM tomorrow. :\
TDG Shaman - Application Poster - Copy/Paste Machine - R.I.P. US Soccer
Poison Master - Fluke Aura Emitter - Roslots Jackpot Winner - Comcastrated
Bermuda Triangle of Maps - Period Nazi - Goof Translator - Roslots V2 Score = 407
God of Exploits - Namespammer - Fabricator of Botlogs - Consumer of Pubbies
Pumpkin - Hero Kill Stealer - Roslots V1 Score = 59 - R.I.P. Steve Irwin
Giant Green Abomination - Galabot's Master - Imbahaut - Roslots V3 Score = 1401
Master of Abuse - Typo Seeker - Item Whore - Public Game Sentry - Lister of Shit
Flukemobile Driver - The Quoter - Death Incarnate - Collector of Titles - Mild and Sweet Apple
User avatar
Galahaut
Shaman
 
Posts: 1274
Joined: Wed Jun 16, 2004 1:51 pm
Location: Lancaster, PA, US

Re: Week of June 9th: Design a Level

Postby Antistone » Sun Jun 15, 2008 7:59 pm

So, I was the only one who entered this week. Shame on you all!

Attached is the base map for next week's contest, which Shvegait should be posting about fairly soon. My puzzle, entitled "Remote," is currently set to #3 in the sequence (remember you can -skipto any level you want). The main new feature is the Conduit, which is the lynchpin of the puzzle, but I also added a few secondary things to flesh the puzzle out.

You can learn about the new elements and how to use them by reading the comments in the "Building Blocks" trigger category, or you can just play the puzzle (if you play alone, you'll get shared control of everyone--though I think the puzzle is solvable with only one player anyway).

Also, some minor infrastructure updates. Most notably, I added arrays for "DisposableDestructibles" and "DisposableItems" (there are no "group" types for those); if you want a destructible or item to be automatically removed when your level is done, you just do something like this:

Code: Select all
Set DisposableDestructibleCount = DisposableDestructibleCount + 1
Set DisposableDestructibles[DisposableDestructibleCount] = (last created destructible)


Base map for next week:
Attachments
DelversBase-June15.w3x
(378.6 KiB) Downloaded 11 times
TFT Maps & Design
http://www.mindflare.com/wc3maps/

Recent Work:
Delvers
Antistone
Guest Map-Maker
 
Posts: 268
Joined: Mon Jan 08, 2007 5:07 pm

Re: Week of June 9th: Design a Level

Postby Shvegait » Sun Jun 15, 2008 8:58 pm

Naturally, Antistone wins by default, but the concept and execution are both very good, everyone should check it out and get a feel for the new elements.

This week's contest will be posted tomorrow morning or afternoon, and will be a week in duration, but should not require the whole week to implement. I hope that people just didn't enter this time because they are busy. If you're not diggin' the concept of the map right now, please pipe up. The direction is not set in stone and is malleable. If you do like the concept, please vote by submitting something next Sunday :)
Curiosity saved the mouse.
User avatar
Shvegait
Chieftain
 
Posts: 908
Joined: Tue Jun 15, 2004 4:14 pm
Location: Bucks County, PA

Re: Week of June 9th: Design a Level

Postby North-Titan » Sun Jun 15, 2008 9:13 pm

I spent the majority of the week brainstorming. I only really came up with something "worthwhile" towards the end (today) and didn't have time to finish it, today being Father's day.

Hopefully my mental activities of the last week will help out a bit with this next contest. I'd hate to have to wait another week to vote :p
North-Titan
Guest Map-Maker
 
Posts: 1
Joined: Fri Jan 11, 2008 2:46 pm

Re: Week of June 9th: Design a Level

Postby The1stSeal » Mon Jun 16, 2008 12:35 pm

Whoops, didn't mean to miss it. :))
Stop using UnitDamagePoint/UnitDamagePointLoc!
User avatar
The1stSeal
Shaman
 
Posts: 294
Joined: Mon Aug 02, 2004 12:52 am
Location: Illinois


Return to Mapathon Contest Forum

Who is online

Users browsing this forum: No registered users and 1 guest