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| 12 Jan 2012 06:29 PM |
Ok, I'm sick of free-modeled obbys getting on the front page. I hope people will see this and use this as a guide instead of a free model kit.
You should always use your own items. That is the most important part. There are two reasons for this. The first one is that free models will create more lag. They naturally do that, even if they are the same thing. Second, free models might have viruses in them. This is a problem becuase viruses will destroy your whole place in an instance. If you don't use free models, the chances of a free model virus getting into your place is zero. The only way to get a virus into your place than is creating it yourself, which is just illogical from the beginning.
The next thing you need to do is create a point. Sure, some places just say ,"Mega Big Epic Obby," but they really don't have a point. Also, don't make a who killed blank obby. They don't really have a point either, cuase they always at the end say Builderman or something. If you, for example, were to create a spy obby, make realistic. Spies in the movies have to dodge lasers to get to their destination/target. So you would add lasers.
The next part is building the base. The base would be like your path in which you travel. Like is your obby went straight, upwards then right, you would build that as your base. You should CFrame your base. Use the command bar for all your CFraming, becuase it allows you to CFrame with much more control. Theopfor has a great guide on it. Just becuase it is the base to your obby, doesn't mean it should be effortlessly made. You can create various polygons for your base to give it an interresting feel.
The next part is creating the obsticals. I do have various tips at the end that should help make it better. One of the main things in an obby is a killing brick. To create, you simply make a .Touched script the finds whatever touches it's health go to zero. You could also you the more effective way, Breakjoints(). I may be off on captalization on some of the functions, becuase I'm not a scripting guru. Another common thing is the spinning killing brick. To create that you simply get a one by one anchored brick. You then set it's top surface to motor. Set the bricks top ParamB to 1. Put your killing brick on top , and centered, of top brick. Simply group it together and you have a spinning killing brick. A popular one is the invisable path. To create that you put in an anchored b rick. You set the bricks tranparency to one. That's it, you made one. Those are just some common obsticals, you probably will use a couple, but make some original ones. You can CFrame them in, do whatever you want with them. Rember to save them as a model. You can make them free or not free, up to you.
The next step is placing to obsticals. You should already have a base created. Go to your inventory. You should have all your obsticals. Drag them, rotate them, and for single bricked ones CFrame them. Your obby should be beginning to look like an obby.
After that, you need to create a winner's place. The reason it is so important is so people will want to come back again and again, becuase there's something really fun in it. One popular thing is a dance floor. They're really simple to make. Use the following script.
while true do
script.Parent.BrickColor = BrickColor.random() end
That is a really simple script. You put it inside every brick of your dance floor. You can put in anything you want really, just make it big an filled. The only thing not to put into it are givers and weapons. They can ruin the experience for others trying to beat your obby, as well as the experience for the winners themselves, as people often abuse givers.
There are 2 things left to do. The first thing is add spawns. Pull out the same exact number of spawns are there are obsticals, are challegnes between checkpoints. The first thing to do is place them. That is the easiest part. You can just drag them and resize them to your proportions. The next step is coloring them. In the properties, set each TeamColor different form all the others. Set the BrickColor to the same color as the spawn's TeamColor. The next thing you do is add teams. You do this by Inserting a service. The service you need to insert is the teams service. After you have done that, select you team service. Now Insert a team. Repeat that steap for as many spawns you have. Rename you teams, and set the TeamColors to the TeamColor of the corresponding spawns. Aftre you have done that you then have you uncheck AutoAssignable for every team except for your start. This is very important. If you don't do that you will have the players spawning on random checkpoints, which is terrible.
The last step is to add secnery. You don't have to do this, and you shouldn't is you have an obby of of already more than 3000 bricks. The reason is because roblox players don't nessacarily have fast computers. My computer has a little lag at 3000 bricks, so adding scenery could possibly made it unplayable for some. Make sure after you add you're scenery the brick count does not exceed 4000. That would be terrible. To add the scenery, you simply make trees or houses or trinkets and stuff based on your obby's theme. You should CFrame you're scenery to make it look better. It will help alot if you add scenery, becuase it shows you put effort into you're obby.
If you follow this guide, you can create an amazing obby!
Tips:
Use as much BlockMeshes as possible. It might sound like it adds lag, but it doesn't. It reduces rendering lag by decreasing the polygon count.
Anchor as much as you can. When anchoring, rendering doesn't have to worry about it moving, because it's anchored down and won't move on contact or move if there's an explosion or anything.
Use theopfor's CFraming guide, it's the best on roblox.
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| 13 Jan 2012 08:45 AM |
| No one? I thought I could help a couple people atleast... |
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Trioxide
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| Joined: 29 Mar 2011 |
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| 13 Jan 2012 11:37 AM |
Pretty good guide! I know for a fact that the spawn part will help a large amount of to-be obstacle course makers.
Although one thing you should consider adding is to tell the makers to NOT put in lava. It's over-used and unimaginative. Figure out other, more creative ways of killing your players.
Or if you feel skilled enough, instead make teleporters back to the spawn, to make those people who care about their K/D ratio not have to worry about dying.
Great guide other-wise.
:) |
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Trioxide
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| Joined: 29 Mar 2011 |
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| 13 Jan 2012 02:11 PM |
@Tri
That's easy. You just set it to ChangeTeamOnTouch in Properties. |
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| 13 Jan 2012 05:32 PM |
| And Trioxide, BlockMesh does help lag issues. |
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| 13 Jan 2012 05:33 PM |
| And Ninja, I'll add that in if I update the guide. Thanks for the tips on improving the guide. |
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Paramore2
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| Joined: 07 Sep 2009 |
| Total Posts: 6402 |
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| 13 Jan 2012 05:35 PM |
| This is very ture! :D I use BlockMeshes all the time! Makes cool designs for your place. But, I will never make a full true obby. |
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| 13 Jan 2012 05:36 PM |
| It's really easy if you follow the steps. If you follow them with a bit of past Building experience you could make a 5 CP one in an hour. |
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Paramore2
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| Joined: 07 Sep 2009 |
| Total Posts: 6402 |
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| 13 Jan 2012 05:39 PM |
| No, I will never make an obby. As in, I will never try to make an obby. I think obbies sort of degrade yourself down to a smaller scale of building. Of course, that's not always true. See how most people with an obby get it famous for a day or two then its gone forever and you never see that person again? But, like I said this isn't always true. |
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| 13 Jan 2012 05:46 PM |
| Like the 1000 CP obby. Back in August 09, on my old account, there was this obby that was super HQ without free models. Stayed up on the front one and a half months. |
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| 13 Jan 2012 05:59 PM |
"I think obbies sort of degrade yourself down to a smaller scale of building."
You've never seen my Iron Obstacle Course then. Well, not a lot of people have, it's a work in progress still... |
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| 13 Jan 2012 06:02 PM |
| Or blobbyblob's Levels Obby. |
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Trioxide
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| Joined: 29 Mar 2011 |
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| 14 Jan 2012 07:20 AM |
^ Huzzah! Good tutorial btw :D |
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rstvguy
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rstvguy
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| Joined: 30 May 2010 |
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| 14 Jan 2012 08:20 AM |
| Oh crud... I just realized I forgot to put a wait in the dance floor script. |
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| 14 Jan 2012 09:22 AM |
@mikey -
You're an idiot, you do realize that he was talking about a WO-free obstacle course. No WO = No respawning. Though, it is still rather easy, simply use
hit.Parent:MoveTo(spawn) --If using a variable for the spawnlocation.
Anyhow, good tutorial. |
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drew8732
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| Joined: 01 Apr 2010 |
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| 14 Jan 2012 12:29 PM |
| Epicsauce in a guide form. |
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| 14 Jan 2012 01:21 PM |
| Nice! I might make an obby now. Thanks! |
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| 14 Jan 2012 02:17 PM |
| Thanks guys. And you're welcome robloxianfire. |
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ethanw89
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| Joined: 30 Jul 2008 |
| Total Posts: 130 |
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| 20 Apr 2012 03:47 PM |
| Where is the Autoassignable option in the spawners? I can't find it (I'm using ROBLOX Studio). |
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HockeyRLX
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| Joined: 31 May 2011 |
| Total Posts: 361 |
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| 20 Apr 2012 04:31 PM |
| ALSO use studio and delete the frickin base plate and make it in air.... If not it will look unperfesional and it will just be plain lazy. |
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