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Laban
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Well, just wanted to ask our pro building map ppl, preferably those who also have experience with chute races or battle races, how and what do I need to build a chute race map?
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29.01.10 12:12 Post #1 | [Hide Sig (0)] [Profile] [Quote] |
Bloopy
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Any image program which is better than Paint is a good place to start.
Then just start making it! Try to make all the parts so that worms can do them with red or blue wind.
From some of the maps I've made, I learned that I don't like pixelly bits which are difficult and frustrating to play. Blame the pixel. With climbing parts on chute races, I think it's nice to make it easy to backflip from ledges, so the worm doesn't hit its head so much.
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I suppose that's one "good" thing about my degree (aero engineering), there aren't too many terms/words/etc that have "alternative" meanings.
What, like cockpits, turboshafts, thrust, nozzles, corkscrews, ram drag, payload, flaps, and wind tunnels? |
30.01.10 02:16 Post #2 | [Planet Bloopy] [Hide Sig (7)] [Profile] [Quote] |
Laban
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kinda seen that one coming .
how do I calculate jumps without having to test them out all the time?
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30.01.10 13:00 Post #3 | [Hide Sig (0)] [Profile] [Quote] |
Bloopy
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Well, the more you test them out, the more you get used to the distances, and the less you have to test them out in the future. Backflip is basically 77 pixels maximum, but make the distance shorter if you don't want it to be annoying. I think forward jump is about the same, 78 pixels or something, I don't really remember.
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I suppose that's one "good" thing about my degree (aero engineering), there aren't too many terms/words/etc that have "alternative" meanings.
What, like cockpits, turboshafts, thrust, nozzles, corkscrews, ram drag, payload, flaps, and wind tunnels? |
30.01.10 23:30 Post #4 | [Planet Bloopy] [Hide Sig (7)] [Profile] [Quote] |
Laban
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thanks for the help
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01.02.10 12:03 Post #5 | [Hide Sig (0)] [Profile] [Quote] |
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