Custom mapping and Mods > Custom Maps

[Campaign] Pirate's Cove

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Amran:
"A rumor of wealth hidden deep in the pirate cove has drawn you to another adventure. Collect all the cursed treasure, and escape with your lives!"




This is a release version of the level, with the intention to iron out any more bugs or balance issues that might still pop up. Any feedback would be great!
There's a new version of the level uploaded now. New areas, secrets, and adjustments!

Steam Workshop

ModDB Download

Hipshot:
Wow!
This was really nice, the best custom level I played to date, for several reasons, both gameplay and graphics. I played right now as a Wz, but I will be trying the other 4 classes on this level. Short and sweet.

It connects to the regular campaign features very well, by using several already used systems, like the tutorial text system, colored buttons and spikes, glasswalks etc, but it also adds and enhances those, like the additional shovel feature.
The level design is very solid, I highly enjoyed playing through this, didn't get bored and/or lost at any moment really, some times I looked at the map, but you did a really good job reconnecting paths and opened shortcuts as you got further.
Graphics looks great, I love that instead of going all custom assets, you focused on solid construction and added smaller features like the birds, the little boat the merged theme_a and theme_f and of course the ship. Also, the light is very well put together, you are using some slight white add-lights as fog simulation which I like, floor tiling holds the same quality as the rest, a good mix of the two themes that fits well together color-vise and all.

This is kinda what I wanted to see in a custom level and also a very good start, since it assets-vise probably was pretty easy to make and you could focus on the gameplay instead. You probably modded other games before this right?

I didn't really find a lot of errors here, an idea is to clear the minimap from the treasure icon once looted, also the collision of the mast holder is kinda annoying.




Btw, the shovel feature, I had an idea to use a shovel "quest" in the desert campaign, to open up new paths, maybe I can't do that any more now =) But I have a frying pan at least!

Hipshot:
I forgot to mention, to make the minimap look better and not so damn confusing when it comes to where you can and can't walk. Use the props called black_ or water_ they will add a color to the minimap that is just water, so you will see that more clearly.

It's annoying to work with the water_ prop, since it's transparent in the world but no on the minimap, so it's something you want to do when you feel you don't need to change the layout that much, when it comes to water. We can't have minimap details that is not present in the world, so this is currently the best solution I'm afraid.

Heretic:
What an awesome level! The seagulls are great and the boss fight was very entertaining. You put some true talent into this - do you have any plans to make a full campaign or anything like that?

Amran:

--- Quote from: Hipshot on April 29, 2014, 07:58:19 AM ---Wow!
This was really nice, the best custom level I played to date, for several reasons, both gameplay and graphics. I played right now as a Wz, but I will be trying the other 4 classes on this level. Short and sweet.

It connects to the regular campaign features very well, by using several already used systems, like the tutorial text system, colored buttons and spikes, glasswalks etc, but it also adds and enhances those, like the additional shovel feature.
The level design is very solid, I highly enjoyed playing through this, didn't get bored and/or lost at any moment really, some times I looked at the map, but you did a really good job reconnecting paths and opened shortcuts as you got further.
Graphics looks great, I love that instead of going all custom assets, you focused on solid construction and added smaller features like the birds, the little boat the merged theme_a and theme_f and of course the ship. Also, the light is very well put together, you are using some slight white add-lights as fog simulation which I like, floor tiling holds the same quality as the rest, a good mix of the two themes that fits well together color-vise and all.

This is kinda what I wanted to see in a custom level and also a very good start, since it assets-vise probably was pretty easy to make and you could focus on the gameplay instead. You probably modded other games before this right?

I didn't really find a lot of errors here, an idea is to clear the minimap from the treasure icon once looted, also the collision of the mast holder is kinda annoying.




Btw, the shovel feature, I had an idea to use a shovel "quest" in the desert campaign, to open up new paths, maybe I can't do that any more now =) But I have a frying pan at least!

--- End quote ---

Thank you for the feedback, it means a lot coming from a designer of the original game! I really enjoyed the look of both theme_a and theme_f, and thought it might be fun to mix the two into something slightly different. The handful of new sprites were made by Seylyn and myself, and were to help add the little touches to this combination.

Having the water display on the minimap was already on the to-do list, something I'll be sure to get into the next release. Also good point on the treasure marker, and not the first complaint I've had about the 'masts'. I'll get these changed as well.

Certainly not the first content I've done for a game! I'm really looking forward to the campaign you're working on as well (it was neat to see that pop up on MapCore even). Would be interesting to see a shovel mechanic appear there too. :)

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