loleris
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| Joined: 23 Feb 2009 |
| Total Posts: 1610 |
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| 21 Feb 2014 02:12 PM |
So you want to make a map for Darkness 2? Please don't send me a message saying you do XD. Instead, send me the link to a place where I can review a map and a free to take model of the map, if I want to take it. This will help me a lot on filtering the entries.
If you are not to follow the rules I will describe here, if you are not willing to make changes to the map on my request, please consider NOT to build a map. People dramatically failing to meet the criteria stated below won't get feedback from me, so make sure you understand everything written here. Feel free to ask questions regarding SOMETHING THAT IS NOT already written here :P.
Darkness 2 maps will always look like laboratories with no contact to outside. Metal textures and dark colors are very common.
The first Darkness 2 map is free to take (made by me):
http://www.roblox.com/The-Facility2-item?id=147123707
Examine the size, the corridor structure, the color scheme of this map. Also, examine the MapData model inside the map model. the MapData model must be inside the main map model (one model which consists of everything the map has). MapData model holds parts which tell the game where to spawn players, where to spawn the beast, where to add weapon drops and where to inform the beast of a harder to notice place (HintParts). Do not rename the models inside the MapData model.
I will highlight some small things which make a difference in map design: -Different colors of the ground, walls and the ceiling. -Larger rooms have higher ceiling, while smaller rooms (like passages, corridors) have lower ceiling. -If you're using SurfaceGUIs, use only 0, 0, 0 black colors. SurfaceGUIs are not affected by lighting. -Use furniture of thicker parts - they help fill up the environment while using less parts. Low detailed but fun constructions are awesome. -Do not refrain from adding studs or other connection types to part surfaces - they create a better look. Slow computers might not render part material textures, but the connection textures will always be visible.
When you send me a link to your place with the Darkness 2 map entry, make sure you add a spawn location inside the map and add this model to StarterGui: http://www.roblox.com/Darkness-2-door-opener-item?id=146791713 You may use this GUI for opening doors with your character in solo mode. Add it to your character's PlayerGui. (In case the door opener has problems in solo mode, disable / enable the scripts inside the door opener GUI)
Now the important stuff: -All walls MUST be of 4 stud thickness. Dynamic lighting works best with thicker parts. The Darkness 2 doors are of 3 stud thickness, but you will have to wrap them around a 4 stud wall. Just look at how I do it in the example map. -Feel free to use ANYTHING form the example map. You can create a map of completely identical design but a whole new map structure. -Please don't add anything that might be related to how the beast was created, or from where he escaped. If multiple maps had different scenarios, it would look pretty lame. -Don't add dead bleeding bodies. You can, for example, bring the scariness with small lights in big rooms (example map - light near the vent entrance. Very spooky) -The dimensions of your map should be no smaller, about the same dimensions as the example map. -You may recolor Darkness 2 doors, but don't change the scripting. Do not rename the objects inside doors. Only the door buttons can't be recolored XD. -The Darkness 2 WallLight models have a "FluorescentLampMaster" script, a value "PowerDown" and a part called "LampEmitter". These objects must be in one model. The parts which make up the lamp can be changed in any way or removed, they only have to be inside the same model where the main objects (the script, value and emitter part) are. The emitter part is displaced from the lamp's parts by about 2 studs - when the emitter is close to these parts, the light becomes dim. Do NOT rename the main objects or anything inside them. -Do not create light sources without the structure WallLights have - it allows the beast to disable them. The WallLight script, the value and the emitter part must be inside every light emitters model. -When placing lights, go to the Lighting object in the Roblox studio browser, set Brightness to 0, Ambient to about 20, 20, 20 RGB and global shadows ON. Check if there are any places where you have to move the emitter part in any of the lights - it might shine brighter after a fix. There can be trails of light coming through a junction of two 4 stud walls, flowing from another room with a light - DON'T PANIC. If it's pretty dim and the walls are of 4 stud width for sure, just leave it that way.
If you have just read all of this, the next step is to take the example map (if you haven't already) and analyse it's structure. If you're really stuck, just write me a message about the problem.
I will remind you again, that I will not reply to you if you build a Darkness 2 map while not following any of these rules. If you have read the rules and understood all of this English text, then you have nothing to worry about.
And if it's your first try at building a map and it will take you a really long time... Let's hope it will be good enough :P I want good maps for Darkness 2. What is a good map? The example map. lol.
HAPPEH BUILDIN!
How did I build the example map? I built it in solo mode with these: http://www.roblox.com/tools-item?id=146882158
After your first successful map for Darkness 2, you can simply use this empty Darkness 2 map model to start from scratch: http://www.roblox.com/Darkness-2-MAP-SET-item?id=146505362 |
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| 21 Feb 2014 02:14 PM |
go away!!
blaze it|ayy lmao |
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loleris
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| Joined: 23 Feb 2009 |
| Total Posts: 1610 |
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| 21 Feb 2014 02:14 PM |
ALSO 40-50 Weapon spawns 3-5 survivor spawns 2-3 beast spawns |
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Vyve
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| Joined: 13 Jun 2013 |
| Total Posts: 15881 |
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| 21 Feb 2014 02:15 PM |
hi loleris!
Dear Math, please grow up and solve your own problems, I'm tired of solving them for you. |
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| 21 Feb 2014 02:20 PM |
Can I make it a cave? Or does it have to be a building.
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KatieR66
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| Joined: 13 Oct 2010 |
| Total Posts: 2771 |
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| 21 Feb 2014 02:21 PM |
| hi! how are you? good luck on the game. |
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Vyve
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| Joined: 13 Jun 2013 |
| Total Posts: 15881 |
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| 21 Feb 2014 02:22 PM |
kk
Dear Math, please grow up and solve your own problems, I'm tired of solving them for you. |
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SirApplez
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| Joined: 20 Jan 2014 |
| Total Posts: 1883 |
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| 21 Feb 2014 02:23 PM |
ok
CAUTION: This forum box has sharp edges! |
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| 21 Feb 2014 02:23 PM |
| making maps is nothing for me u kebab fanboy!!! ): |
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| 21 Feb 2014 02:24 PM |
how about you post in "building help"
I was going to make a siggy, but i gave up. |
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| 21 Feb 2014 02:25 PM |
omg another kebab fanboy! mabe its tasty but not as tasty as a drink named chocolate milk!!! |
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| 21 Feb 2014 02:27 PM |
k i might make one k
get the shotgun, i'll handle this |
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loleris
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| Joined: 23 Feb 2009 |
| Total Posts: 1610 |
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| 21 Feb 2014 02:29 PM |
Sorry guys if I don't actually live in the forum and know exactly where goes what :D
FYI ROBLOX Talk has no context rules. |
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| 21 Feb 2014 02:32 PM |
@lol We know that, but there are still more appropriate places to post this. |
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BlueKFC
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| Joined: 15 Sep 2013 |
| Total Posts: 404 |
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| 22 Feb 2014 02:30 AM |
| Imma make one with my friend today. |
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iDrBlue
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| Joined: 29 Aug 2013 |
| Total Posts: 4178 |
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Ulrond
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| Joined: 23 Jun 2011 |
| Total Posts: 11962 |
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| 22 Feb 2014 06:55 AM |
loleris, there are no instructions on weapon drops. I assume we should just place some of those bricks (like in the example map) around places? |
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| 22 Feb 2014 04:00 PM |
| TELL ME HOW TO MAKE A FORUM SOMEONE!!!!! (send it in a PM) |
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spiciness
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| Joined: 02 Apr 2011 |
| Total Posts: 4698 |
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| 22 Feb 2014 05:49 PM |
| Ever heard of "I made that"? |
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