N mapping help/suggestions

Discuss N mapping theory, N maps, and other aspects of map-making.

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Postby Slayr » 2008.11.16 (03:25)

im sort of new to the whole n mapping thing(i started like a week ago) an i was wondering if i could hav sum examples suggestions and help for levels. here are 2 of my lvls (my personal favs. #1 is castle ruins, #2 is a maze thingy and #3 is canyon of death).







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Postby Brainwasher » 2008.11.16 (21:11)

sure, anytime

PS to mod please keep this open
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Postby Yoshimo » 2008.11.16 (22:19)

For seeker drone-ing, try this:Nmaps.net
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Postby Brainwasher » 2008.11.17 (02:12)

Allright
First things first. If you have a door that must be crossed, you have to put the switch in space. While you are playing n, the ninja cannot go through solid blocks that are made using delete, rather than insert. This rule only doesn't apply of you are using nreality block mods, which I don't know much about. This also pertains to placing the ninja inside or partly inside a block to start with.
That said:
The first and second map's tilesets were good. The first map's tileset was great, in that, it showed a lot of variety, and didn't go as expected. It could be used again in another map, just change the doors that must be passed to have a switch not in a block, and add some enemies. The castle was solid looking and the gauss was placed extremely well. The only thing missing was a way to get to the exit. (I saw the spot under the castle using doors, but it was inside tiles.) The last map had a good idea, but you started inside the wall (kills you at start), and the ninja cannot move through less than 1 E block's space unless under special conditions. This caused the ninja to explode when you hit the spring to go up to get the second switch. Other than that the third map was well done. All that needed to be added is a section around the switch on the right side of the map.

All in all, these maps are good for you to have done. Everyone starts out with maps that are not 5 worthy, even me, even Riobe, even Arachnid (the numa webmaster). The only thing left to do is hone your skills and strive to make something you find enjoyable, and then share it. Somewhere on here is a topic on how to make good maps, but it is pretty generic. Your best bet is to make a map, save it in a word document. Come back the next day and play it again (or continue making it). After you are thoroughly satisfied, send it to someone for playtesting. They will give you positive feedback and constructive criticism. Then make any last minute changes (like NaN coordinate objects) and submit it to the general public.

You are off to a good start. If you have anything else, don't hesitate to ask, or pm me.
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Postby Rikaninja » 2008.11.17 (09:46)

The following authors make great maps which you should have a look at:

Riobe
astheoceansblue
fingersonthefrets
Losttortuga
Blackson
yungerkid

There are many more but these are some of the best. When adding in the walls check this out.

http://nmaps.net/145557

I made that pretty easily. But planning is hard. Just ise E tiles. They are the square blocks. Make out a sort of plan of where the walls should go:



The next step is to add something special. Place walls in clever positions sometimes to help the player and somtimes to stop the player achieving something.
her you go:



Fill in the gaps and add some objects and you have started a good map level.
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Postby jackass » 2008.11.17 (09:58)

No offence riika .... but those 2 werent very good example to start someone off ...

Ill try and post some example when i have time ... till then welcome to the forums

EDIT: This Thread has alot of useful guides for map making check it out - http://forum.therealn.com/viewtopic.php?f=18&t=620
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Postby Slayr » 2008.11.17 (13:34)

brainwasher, the first lvl (the castle ruins) it just covers up those pieces for some reason whin load it they aren't supposed to be there, the 3rd lvl u r suposed 2 start on top of a block not inside one i don't know why that happens.

Postby Evil_Sire » 2008.11.17 (15:11)

Rika, your advice sucks, to be plain. Most great maps don't start out with planning and just E tiles, and they certainly don't look like that.

The way I see it, everyone has a different opinion of what makes a map great, sure, tips are helpful, but in the end it's up to you to mould a style, and to make good maps, not others.

As for tips, I'd suggest looking at the featured page or perhaps searching bitesized maps. Mould your style from other maps, and you'll be on your way to greatness.

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Postby SkyPanda » 2008.11.18 (05:45)

evil_sire wrote:it's up to you to mould a style
evil_sire wrote:Mould your style from other maps
I disagree :/
Don't get stuck into having a particular 'style' and if you absolutely must have your own style, it's probably better to be as original as you can.

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Postby a happy song » 2008.11.18 (06:03)

SkyPanda wrote:
evil_sire wrote:it's up to you to mould a style
evil_sire wrote:Mould your style from other maps
I disagree :/
Don't get stuck into having a particular 'style' and if you absolutely must have your own style, it's probably better to be as original as you can.
It's definitely important to work on a style, without it your maps will be completely generic. The importance is to find and then continuously evolve your own style.

Authors I'd strongly recommend checking out above all mentioned in this thread:

littleviking001, tktktk, stepself, maximo, lucidium, formica, nevermore, lucidium, sendy, sweep, lord_day, evil_bob, barabajagal, krusch.

These are the authors who created and innovated some of the most popular styles and mechanics you'll find on NUMA today. The true greats of the game.
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Postby SkyPanda » 2008.11.18 (06:48)

atob wrote:It's definitely important to work on a style, without it your maps will be completely generic.
No, not if you don't make generic maps! xD

What is important is for the author to make sure that for any particular style in a map of theirs, they have developed the style in that map to its best form, which is what I think you are saying.

atob wrote:Authors I'd strongly recommend checking out
The usual suspects, I see. :) Good on you for posting that, very useful for new mappers.

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Postby a happy song » 2008.11.18 (07:00)

SkyPanda wrote:What is important is for the author to make sure that for any particular style in a map of theirs, they have developed the style in that map to its best form, which is what I think you are saying.
No, I'm saying you need to develop an overall style. Every single successful writer, musician, painter, author, etc... has done so; it's how you define your work.

The best of them will always progress so that their style doesn't become stagnant, this is the real trick.
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Postby Kablizzy » 2008.11.18 (07:11)

atob wrote:littleviking001, tktktk, stepself, maximo, lucidium, formica, nevermore, lucidium, sendy, sweep, lord_day, evil_bob, barabajagal, krusch.

These are the authors who created and innovated some of the most popular styles and mechanics you'll find on NUMA today. The true greats of the game.
You forgot that one guy... what was his name... As the... Wilderness...Green? Something like that. Can't remember his exact username, but dude... that dude had some *maps*, man.
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Postby jackass » 2008.11.18 (09:55)

Yer i cant seem to remember the name either ... as the skys grey?
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Postby Condog » 2008.11.18 (10:05)

Kablizzy wrote:
atob wrote:littleviking001, tktktk, stepself, maximo, lucidium, formica, nevermore, lucidium, sendy, sweep, lord_day, evil_bob, barabajagal, krusch.

These are the authors who created and innovated some of the most popular styles and mechanics you'll find on NUMA today. The true greats of the game.
You forgot that one guy... what was his name... As the... Wilderness...Green? Something like that. Can't remember his exact username, but dude... that dude had some *maps*, man.
Heh, well he can't really say his own name without sounding cockish. Only a few people can pull that off.
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Postby Rikaninja » 2008.11.18 (10:28)

[quote="atob
It's definitely important to work on a style, without it your maps will be completely generic. The importance is to find and then continuously evolve your own style.

Authors I'd strongly recommend checking out above all mentioned in this thread:

littleviking001, tktktk, stepself, maximo, lucidium, formica, nevermore, lucidium, sendy, sweep, lord_day, evil_bob, barabajagal, krusch.

These are the authors who created and innovated some of the most popular styles and mechanics you'll find on NUMA today. The true greats of the game.[/quote]

Maybe you could add Brickman to that list
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Postby jackass » 2008.11.18 (10:35)

Are you serious ... he is not nearly the map maker that those examples are.
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Postby Slayr » 2008.11.19 (01:27)

i tried some of littlevikings lvls and they were all 2 hard for me. u hav 2 relize im not very good at this game compared to u guys.

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Postby Rikaninja » 2008.11.22 (01:55)

Submit some maps on NUMA and then we'll have a better time helping you.
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Postby Slayr » 2008.11.22 (16:07)

wouldn't i hav 2 get a profile ther? an if not id hav 2 pay some money

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Postby Eiturlyf » 2008.11.22 (16:38)

Where in the hell did you read that?
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Postby Pixon » 2008.11.22 (16:41)

Slayr wrote:wouldn't i hav 2 get a profile ther? an if not id hav 2 pay some money
NUMA is a website that you can register on for free. No $$$ is required, unless you are making a donation. Thank you, and have a nice day.
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Postby Slayr » 2008.11.22 (17:49)

u hav 2 use the downloaded version and it does the same thing as the teleporter tutorial, and the pay money was for an ad i misinterpretated it.

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Postby Riobe » 2008.11.22 (18:09)

Okay, back on the topic at hand, I suggest checking out all of those authors atob posted above. Seriously, they're amazing authors, but don't rely on those alone. There are lots of great authors on NUMA. Check out the featured maps page, and search the bitesized maps, check out all the advice people posted on others maps.

Not only that, but get inspired by them, mold your maps slowly, take all the constructive criticism & advice you can get. Also make sure to make your own style. You know, make it unique, your own. Don't forget though, experience plays a huge roll in map making, some more than for others. With this, I'm sure you'd be able to craft a good map, no matter what type of map it may be.

I'm sure that with this advice you'd be able to start making some really great maps. ^_^
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Postby SkyPanda » 2008.11.23 (04:27)

atob wrote:No, I'm saying you need to develop an overall style. Every single successful writer, musician, painter, author, etc... has done so; it's how you define your work.
Then I must respectfully and hesitantly disagree. I wasn't going to reply, but a few people now are saying the same thing and I want to offer up an alternative opinion.

So far the only benefit you've given to having an overall style is that it defines your work, that it gives an author identity, makes them unique, recognisable, right?

This would probably be important to many experienced mappers, but it is more to do with image than the quality of mapping, which is why I think it is a detrimental goal for newer mappers. Newer mappers should be trying to work on the quality of their maps, not on their image.

It's not necessary. There's no question of 'need'. Making quality maps does not require an author to have an overall style. It's simply a difficult addition to the mapping process that experienced authors may like to aim for.

If the postitive to having an overall style is identity and recognition, then the negative is that it is an unnecessary restriction on creativity. I think that an overall style and creativity are definitely conflicting aims, because one relies on an author's maps being similar to each other, while the other relies on the maps being completely different to anything that's ever been done before. If an author tries to do both, then they're probably sacrificing one to succeed at the other. If you were to plot it on a scale, like so:

(no overall style) |-----------------|-------------------| (overall style)

I would advise an author to aim for the somewhere near the center, while you seem to be advising aiming for about the 3/4 mark with your concept of a 'progressive style'.

There is no skill or talent in having an overall style. It does not lead to quality mapping. It is actually the easier option. Having said that, I suppose that trying to be creative while sticking to an overall style requires talent.. in the same way that trying to set a record for the 100m sprint, running backwards, blindfolded, would require talent.

Real talent lies in constant creativity, and constant creativity leads to further talent and quality. You've tried to compromise here with the concept of a progressive style:
atob wrote:The best of them will always progress so that their style doesn't become stagnant, this is the real trick.
This seems like a weak compromise between actual creativity and whatever benefits you think having an overall style carries. I would advise as I said before developing the style in any particular map to its best extent, but this is the important part- not developing style in such a linear fashion as you suggest. Creative mappers should constantly branch out, burst off into new directions, try completely new things, make spontaneous maps that do not resemble their other maps in any way.

I'm aware that just about all of the great authors you've listed have an overall style. This is irrelevant however, because there have been plenty of mappers with an overall style that never reached the quality of those mappers, so if there's a connection between style and quality, it's a weak one. Unfortunately I predict that there wouldn't be many brilliant mappers who do not have an overall style, but I believe this is because it is in the nature of artists to stick to what they are good at, and to make things that they like to make, both of which will lead to overall styles.


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