A guide on how to make a bootcamp map |
Pamdecp « Censeur » 1678222980000
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Due to the recent submissions for bootcamp, I decided to make this small topic in order to help mapmakers pinpoint the most common problems they may encounter while trying their hand at making bootcamp maps so they can be added to the P3/13 rotation. I'll also talk about what is expected and what is likely to be eliminatory when we check maps. I'll be using maps that were submitted on the thread as examples to illustrate my thoughts. 1. Keep the map's path clear enough so players don't have to think too hard about where to go. @3683245 - Path here is too vague 2. While hard maps are fine and appreciated when well made, mapmakers seem to have a hard time balancing difficulty in their bootcamp maps. Overly precise obstacles are just tedious and can make a map with a fun concept totally void of enjoyment. @7811111 - Good map but kinda hard for bootcamp @7911097 - The first chain simply isn't suitable considering how hard it is 3. Be mindful of the impact the design of your maps can have. Maps with clustered obstacles or filled with acid feel oppressive most of the time (exception can be made if it fits the concept of the map). Maps that are too open can lead to unclear pathways. Maps with a neat design are always nice to look at but bear in mind to always favour gameplay over design. Note that arrows are fine if they help players understanding how to do a particular obstacle (don't overuse them or it may have the opposite effect). On the other hand, using arrows solely to indicate which way to go is not recommended since it means the path is too unclear; rather, try to work on making the path more intuitive. @7906372 - Map is too clustered @7183326 - Useless arrows 4. Pay attention to the transitions between your obstacles. Rushed transitions can lead to a brutal break of pace in your maps, which can clearly do a disservice to your other obstacles. Also make sure not to overload your map with filler obstacles or it will make the map too generic and underwhelming. @7333293 - Overall underwhelming transitions and some filler obstacles @7225300 - Mostly constituted of fillers 5. Keep an eye on your map's cohesiveness. Obstacles that fit well together always make the map more enjoyable. Be careful not to use a particular type of ground in two totally different ways (for example a lava with a restitution of 20 and a lava that acts like an acid ground) as players are not meant to know how each ground behaves when there's no particular visual indication. It's also worth mentioning that you don't need to use all of the editor's features to make a fun and interesting map, quite the opposite. Mixing together acid grounds, tokens, sticky grounds, treadmills and defilante will undoubtedly produce an overwhelming feeling and players will be totally disconcerted. Same goes for token spam. @7898989 - An example of a map that uses too many features 6. Make sure your obstacles work consistently. If there isn't a special way/technique to pass an obstacle 100% of the time, it is deemed inconsistent and needs to be changed. @7924825 - The dynamic grounds make inconsistent obstacles as mice don't always get pushed with the same strength @7926516 - The first two chains don't feel consistent 7. If possible (and particularly when the map is long or hard) incorporate some break points where players can stay still and rest a bit. @7816480 - Filled with acid and water, therefore no place to rest even though the map is quite demanding Some other tips:
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Jasseh « Censeur » 1678223280000
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very nice, thanks! |
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Nice guide thanks for helping! |
Bautipro « Censeur » 1678295040000
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We needed this |
Alarobzein « Citoyen » 1678305300000
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c'est bien ça |
Wangan « Censeur » 1694248980000
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Not bad of a guide |
Kimsterjay « Consul » 1696139760000
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Thank you |