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  1. Quick chaos map guide
  2.  
  3. =====SPAWN PLACEMENT=====
  4.  
  5. BASIC ITEMS
  6. - 32 emerald spawns
  7. - plenty of player spawns, scattered
  8. - plenty of rings (for example, a usual map has ~400)
  9. - many powerups / different shield monitors
  10.  
  11. You also need LOTS of enemy spawners:
  12. ENEMY SPAWNS
  13. - Ground (crawlas and the like. A bit of flat ground is nice)
  14. - Air (buzzes) (try not to put these too far up unless there is nearby high ground. I like placing them ~64 units off the floor)
  15. - Ceiling (bats) (these can be placed at height 0 and they will auto-snap to the ceiling or FOF ceiling. Don't place them on really high ceilings)
  16. - Sniper (turrets and archers etc) (try to place these in slightly elevated areas where there is also cover to avoid projectile spam)
  17. - Water (fishies)
  18. - Water surface (skims)
  19.  
  20. BOSS SPAWNS
  21. - Ground (mega crawla, brak eggman, etc) (just place them in wide open flat-ish areas)
  22. - Air (UFOs, egg slimer) (try to keep them in areas where you can reach them with a jump even if they fly around at that Z height)
  23. - Ceiling (silverclaw crab boss)
  24. - Sniper (big turret)
  25. - Water (sea egg)
  26. - Water Surface (sea egg)
  27.  
  28. HAZARD SPAWNS
  29. - Ground (barrels of tnt, eggman monitor) (place them in annoying spots and corners)
  30. - Air (balloons, spikeball crushers) (make sure they are in areas that would be fun for balloon jumps)
  31. - Ceiling (lavafalls)
  32. - Sniper (glaregoyle) (make sure you angle these properly!)
  33. - Water (mines)
  34. - Water Surface (fireballs)
  35.  
  36. A good way to design chaos maps is to go through all 15 of these spawn types and place them all over the map. Make sure all rooms have some action going on, but not too much. You don't need an equal number of each type of spawn or anything like that. Just place them where it's natural to place them. A map like meadow match would have almost 0 ceiling spawns but that's okay!
  37. If your map has no water, don't bother with those spawns.
  38.  
  39. =====DESIGN AND GEOMETRY=====
  40.  
  41. Personally, I would prefer open spaces in chaos with plenty of height variation - that way, it's easy for players to dodge waves of enemies firing projectiles and make their way around the map. Make sure players can easily navigate towards a point of interest that they find on their minimap/radar! Circular designs like GFZ1 can be a bit frustrating in chaos since it can be a long distance to travel from one end of the map to the other, so make sure to add plenty of alternate methods to travel from point A to point B.
  42.  
  43. CEZ2 is the absolute upper limit of map size, in my opinion. It's a good idea to open some of the existing maps and compare how large they are!
  44.  
  45. =====LEVEL HEADER BASICS=====
  46. MaxWaves should be 6-8 in most cases, with 8 being used for smaller maps and 6 being used for large maps.
  47. Since chaos lasts a long time, it is important to switch up the music for Lua.Music2. Don't make people listen to the same loop for half an hour!
  48. "dark sky" stuff only happens when brak eggman spawns into the game. It can be triggered with the console command darksky
  49.  
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