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 Post subject: Re: Suggestions and a question for the Level Editor
 Post Posted: Sun Feb 05, 2017 12:16 pm 
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Joost wrote:
I've started putting some documentation on the Gamepedia. There isn't all that much yet, but it does give a glimpse at some of the features of the map editor.

http://awesomenauts.gamepedia.com/Map_Editor

Diz Hydron wrote:
Are shop zones and heal zones different? like, can you make a stage where you can't heal at base but can still buy?

Yes, shop and regeneration area are separate objects.

Thanks for this.

I really mean it.


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 Post subject: Re: Suggestions and a question for the Level Editor
 Post Posted: Mon Feb 06, 2017 9:16 pm 
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This is asking for a lot, but... how possible would it be to import your own PNG images as maps? Anything that's not set to Transparency is ground. You'd add fall-through-able platforms, shop/base, turrets, etc. in the editor after importing the image.

I guess the biggest nightmare would be droid AI, huh? Or is that fairly straightforward to customize in the editor?

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 Post subject: Re: Suggestions and a question for the Level Editor
 Post Posted: Mon Feb 06, 2017 10:42 pm 
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Xelrog wrote:
This is asking for a lot, but... how possible would it be to import your own PNG images as maps? Anything that's not set to Transparency is ground. You'd add fall-through-able platforms, shop/base, turrets, etc. in the editor after importing the image.

What's the benefit of loading the level as a PNG instead of clicking the walls in place in the editor? Would you want this because it's easier, or because you would want to make the graphics this way?

Quote:
I guess the biggest nightmare would be droid AI, huh? Or is that fairly straightforward to customize in the editor?

Droid AI is doable, bot AI is the real challenge. I expect most maps will not be playable with bots, only with other players, because setting up bot pathing is a lot more difficult. Doable, but not easy.


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 Post subject: Re: Suggestions and a question for the Level Editor
 Post Posted: Mon Feb 06, 2017 11:24 pm 
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importing maps in worms is amazingly easy because you just import a png and play on it


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 Post subject: Re: Suggestions and a question for the Level Editor
 Post Posted: Tue Feb 07, 2017 2:32 am 
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Joost wrote:
Xelrog wrote:
This is asking for a lot, but... how possible would it be to import your own PNG images as maps? Anything that's not set to Transparency is ground. You'd add fall-through-able platforms, shop/base, turrets, etc. in the editor after importing the image.

What's the benefit of loading the level as a PNG instead of clicking the walls in place in the editor? Would you want this because it's easier, or because you would want to make the graphics this way?

The graphics. Being able to play on any image (of the right dimensions) is huge, allows for lots of wild fun.

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 Post subject: Re: Suggestions and a question for the Level Editor
 Post Posted: Wed Feb 08, 2017 3:15 pm 
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I've added a basic tutorial on how to create and publish maps and mods. You can find it on the Gamepedia here:

http://awesomenauts.gamepedia.com/Map_Editor

By the way, I don't intend to add a lot of documentation to this myself from here on, so I hope the community will add more explanations and guides to the Gamepedia over time, once the map editor is in beta later today. :ayla:

Specific questions regarding the map editor can go into the Modding subforum. I'll add a sticky there for small questions and more complex stuff can get its own topic of course.


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 Post subject: Re: Suggestions and a question for the Level Editor
 Post Posted: Wed Feb 08, 2017 3:30 pm 
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kathy wrote:
importing maps in worms is amazingly easy because you just import a png and play on it


Worms 'maps' are really minimalistic (basically entirely featureless apart from being destructible) compared to 'Nauts maps, though. >.>

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 Post subject: Re: Suggestions and a question for the Level Editor
 Post Posted: Fri Feb 10, 2017 9:22 am 
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Location: Lesson #1 DINOSAURS ARE JUST BIG DUMB CARNIVOROUS CHICKENS, YOU CAN'T LEARN THEM ANYTHING!
Here are my suggestions:

-The ability to switch characters at will while editing a level.
-In debug mode add a fast key to the delete button to kill the selected character.
-Having a selection menu for everything you can put a texture or animation to.
-Having a selection menu or a page on the wiki where you'll be able to see the names of every ability so you can apply it to the damage area.
-The ability to make an area that applies CC of your choosing with the power of your choosing.
-The ability to make an area where you can slowdown and speed up time.
-Being able to make platforms take turns or at least having a middle point.
-Being able to make platforms make loops.
-Being able to choose how fast a platform will go.
-Having a selection menu of things you can spawn with the creep spawner.
-Being able to see how big the damage area is.
-Being able to increase the regen area.
-Being able to give the regen area a texture or animation.
-Having clear map limits so you don't start making levels in an instant kill zone and so you know where you can and can't build.
-Just not having kill zones would be nice, an invisible wall that blocks you from building outside of the boundries would be a better idea.

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 Post subject: Re: Suggestions and a question for the Level Editor
 Post Posted: Fri Feb 10, 2017 1:14 pm 
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vmar98 wrote:
Here are my suggestions:

-The ability to switch characters at will while editing a level.

Joost wrote:
Joost wrote:
Popcioslav wrote:
Can we play/test the new maps as someone other than lonestar? He's not the best to test fly borders and so on...

A feature for this is coming. There's a list at the bottom of the patch notes with incoming editor features. :ayla:

Quote:
Known map editor issues
These are things we’re still working on and that will be added/fixed in beta 2.

Can’t switch class yet while in the map editor.

there yo go


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 Post subject: Re: Suggestions and a question for the Level Editor
 Post Posted: Fri Feb 10, 2017 1:17 pm 
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Popcioslav wrote:
there yo go

That's still one of 15.

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