Rejects Map making tutorial

Tutorials and guides for Plazma Burst and community features.

Rejects Map making tutorial

Postby pixelbyte » 9 January 2016, 00:12

NOTE: I GOT PREMISSION FROM REJECT TO POST THIS, ALL CREDITS TO HIM http://prntscr.com/9nqqiq

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Here I will teach you all the basics of making a nice looking, approve-able, or appreciated map in Plazma burst 2.


Tip #0.
Lighting/BG's - Lighting is a very important aspect of PB2 map making. This is not 2012 anymore, maps without backgrounds and lights are no longer socially accepted into the community. I'm sorry if that is your style, but they are both relevant and required for a nice-looking map.

Tip #1.
Glowing edges - Glowing edges are the most annoying thing ever. They are produced from not putting your background into the wall it is connected to far enough. To properly add a background, you need to drag it atleast 4 pixels (More if possible) Into the any wall that it is touching. This terminate the glowing edges persona.

Example, Good: http://prntscr.com/3zhmte // http://prntscr.com/3zhn3w
Example, Bad: http://prntscr.com/3zhnd7 // http://prntscr.com/3zhnof

Tip #2.
Windows - Many people add windows to their PB2 maps. That's fine, I dig it. Windows are snazzy, and add flavor to the setting of the map, but try not to put them in areas such as underground, as that's not realistic. Good places to put windows are on flat pieces of wall, about 4 pixels above the ground, and not to big. About two boxes (20 pixels) Are a good size horizontally. Vertically, about 10 pixels would be good. Rectangular windows are, in most cases, more attractive than square ones. You need to add invisable lights to the outside of windows, due to the fact that natural lighting can not penetrate dark backgrounds that you would use to surround the windows.

Example, Map editor: http://prntscr.com/3zhqpe
Example, In-game: http://prntscr.com/3zhqxl

Tip #3.
Overlapping walls - Over lapping walls is common since in the PB2 map making community now adays, but if you are new this is one of the most important rules of map making. Always stretch your walls atleast 5 blocks into a wall if they are touching. This prevents glitches and unattractive surroundings.

Example, Good: http://prntscr.com/3zhsq0 // http://prntscr.com/3zht1y
Example, Bad: http://prntscr.com/3zhtf0 // http://prntscr.com/3zhu0h

Tip #4.
Stacking guns - It's important to correctly stack your guns. Have you ever joined a map, such as reject-detour, and found guns scattered everywhere they are not supposed to be? Or even floating? This is why. I have learned from the mistakes. You should place each gun on top of the other and place them at the players feet. Do not put one above the other on the players middle.

Example, Good: http://prntscr.com/3zhuz7
Example, Bad: http://prntscr.com/3zhvd1

Tip #5.
Cover - Cover is important in battle maps, as it's what protects the players and prevents spamming. Nearly all games have this, and I'm sure you know that it is an important factor in any map that has to do with guns. It's easy to make cover with a simple wall, but to make it look good it must look natural. Do NOT make a flat floor with walls sticking up at random, this is ugly and not convenient.

Example, Good: http://prntscr.com/3zhxmt // http://prntscr.com/3zhxuj
Example, Bad: http://prntscr.com/3zhx37 // http://prntscr.com/3zhx8x

Tip #6.
Unique - Make all maps unique, whether it be a battle map, saw, or base. Being unique is the only way to get your maps noticed. Why are sniper maps not being approved as much anymore? Because they are almost all based off of stryde-sniper. Why are symmetrical maps not being approved or played as much anymore? Because they're bland. They do not stick out, and don't give a diverse gameplay.

Example, Good: Silent pheonix-dead island. Unique, non symmetrical.
Example, Bad: username1112-snipermap. (Not real) Mix of stryde-sniper and xfrostbytex-snipezone.

Side note: For maps that are not based around a single gun, try to think of a unique name such as fallen or salvation.

Tip #7.
Pushers - Pushers are important for getting up and down places that are vertically too high to get to conveniently. You should add invisible doors under the gravitor, always, this prevents your feet from being seen under the decor. You should never have the pusher touching the ground, it shout be about 10 pixels from the floor, and shout have a value of -0.43 y. (That's what I use) and 0 x. This will allow you to go up and down in a casual manner without going too slow or fast.

Example, Good: http://prntscr.com/3zi1da // http://prntscr.com/3zi1pt
Example, Bad: http://prntscr.com/3zi1xc // http://prntscr.com/3zi28o

Tip #8.
Doors and Elevators - Doors and elevators are a good way of transportation and to block spam, but if the door is automated make sure it is fast. Fast enough that a player walking will not bump into it while it is still opening. 10 speed works quite well, which is the default speed for doors. For elevators, a good speed would be 3. This makes it fast enough for the impatient, but not to fast as to where the players glitch through it. It's also always good to put a strip of elevator path behind the door, as it makes it look a bit nicer.

Example, Good: http://prntscr.com/3zi527 // http://prntscr.com/3zi4ti
Example, Bad: http://prntscr.com/3zi5ev // http://prntscr.com/3zi5ms

Tip #9.
Boundaries - Pushers serve as good boundaries. This will prevent players from leaving the map. The pusher should be atleast 80 pixels high. (8 boxes)
You should set the attributes to:

(Left side of the map) x: 1 / y: 0 / Stability damage: 100
(Right side of the map) x: -1 / y: 0 / Stability damage: 100

Tip #10.
Players - Player settings should be set to about this.
HP: 130-150 are approve-able. For base maps to make a god make it 10000000.
Max HP: Same thing you put for HP.
Team: Red / Blue (Others are good too, except for "alpha" team)
Skin: Should match your team colour, etc blue skin for a blue team.

Example, Good: http://prntscr.com/3zi8k6
Example, Bad: http://prntscr.com/3zi901

THIS TOPIC WILL BE UPDATED AS TIME PASSES AND QUESTIONS ARE ASKED.
Any suggestions on what to add? Tell me below. Did I help you? Let me know :) Anything you need shown in open source? Message me.

Sidenote: Try reject-aground

pixelbyte
 

Re: Rejects Map making tutorial

Postby NNC » 9 January 2016, 17:40

Now it IS a tutorial, unlike what do we usually have. Though some last tips sound way like "do what I said and don't ask why" (like pusher power configuration), which isn't a good teaching methodic.


I wonder, why didn't admins bother with saving those tutorials when they decided to reset this forum?..
~~~~
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Re: Rejects Map making tutorial

Postby reject » 16 January 2016, 17:32

NNC wrote:Now it IS a tutorial, unlike what do we usually have. Though some last tips sound way like "do what I said and don't ask why" (like pusher power configuration), which isn't a good teaching methodic.


I wonder, why didn't admins bother with saving those tutorials when they decided to reset this forum?..


with the pushers, i did explain why you should set the attributes to what i said, and i also mentioned that's what i use. slight differences may impact gameplay in small ways but not much. i also mentioned if there are questions you could ask me. as i've read your reviews of other tutorials i find that your response on mine was better than most, so i thank you. :thank: i also believe they should move tutorials when they reset forums.
I like grapes.

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Re: Rejects Map making tutorial

Postby guest-electric fish » 16 January 2016, 21:18

nice tutorial. it is helpful
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now the show is over ladies and gentlemen !!!! thanks for being here tonight and i really appriciette your presence so once again thank you very much and have an good night
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Re: Rejects Map making tutorial

Postby pixelbyte » 17 January 2016, 20:59

reject wrote:
NNC wrote:Now it IS a tutorial, unlike what do we usually have. Though some last tips sound way like "do what I said and don't ask why" (like pusher power configuration), which isn't a good teaching methodic.


I wonder, why didn't admins bother with saving those tutorials when they decided to reset this forum?..


with the pushers, i did explain why you should set the attributes to what i said, and i also mentioned that's what i use. slight differences may impact gameplay in small ways but not much. i also mentioned if there are questions you could ask me. as i've read your reviews of other tutorials i find that your response on mine was better than most, so i thank you. :thank: i also believe they should move tutorials when they reset forums.


Reject is alive o_0

BTW, Nice tutorial, Does looking at the requirements for approved maps help?
(Its a clickable Image, if you click it, it brings you to the page i was talking about.)

pixelbyte
 

Re: Rejects Map making tutorial

Postby Mirth » 2 September 2016, 10:15

This topic has been bumped on request. Decent tutorial by the way.
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Re: Rejects Map making tutorial

Postby pixelbyte » 3 September 2016, 17:14

I Know I didn't bump it, so who did?

pixelbyte
 

Re: Rejects Map making tutorial

Postby xXxnoobslayerxXx7 jeff shadow » 5 September 2016, 13:00

is it possible to merge 2 walls 1 pixels?

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Re: Rejects Map making tutorial

Postby reject » 6 September 2016, 02:09

xXxnoobslayerxXx7 jeff shadow wrote:is it possible to merge 2 walls 1 pixels?


best to do atleast 2.

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Re: Rejects Map making tutorial

Postby TheDujin » 31 October 2016, 04:26

Hi, I'm a very new map developer and I have one question:

Are vehicles not allowed in MP? I designed a tiny map with a vehicle or two but it doesn't work in MP; am I doing something wrong or are vehicles simply not allowed?
Thanks. :D
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