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In the heading https://sister-site.org/casino-charles/ "Direct text" The author expresses exclusively his own opinion, which may not coincide with the opinion of the editorial office. He is free to do this as you like and in any format convenient for himself. Everything is possible here.

In a recent text about cards from SnapMap, I promised to make my. And he did.

As I said, in terms of leveling levels, the Snapmap editor imposes tangible restrictions (only prepared rooms, objects, effects and sounds – only from the official library), but in the local script editor and the truth is hidden by greater power. It was able to make it quite simple (in order to populate all the rooms with monsters, it is enough to place it at the level of one special mark), but very flexible – the behavior of almost all objects can be configured using logical operators and stream management.

And, to be fully honest, making your cards in the editor of the new doom was more interesting for me than playing strangers. While I experimented with him, training games like Colobot and logical puzzles in the spirit Infiniminer. That is, Snapmamap itself, in fact, the game. There is even a separate section with the tasks of the order “Make the Baron of Hell to make this without resorting to that”.

I’ll clarify right away: this text in no case claims to be considered a student. Gradually, the authors of the cards will certainly find optimal ways to implement different things and learn to organize functions and connections in beautiful and well -readable bundles. I did everything as it turns out – and how it works. But perhaps this will throw you a couple of ideas regarding the fact that you can try to arrange.

And yes, I set myself one restriction: I have only an hour to start and finish work.

So, the map

The editor immediately offers several templates: want a survival card, about Deathmatch or maybe the capture of the flag? I chose an empty canvas. We will figure out what will work out.

First took up the layout of the rooms. While I was collecting them, I remembered Dark Souls (to say “I scooped up inspiration in it” here: I tried to build an ascending spiral out of the rooms, which in the end would still converge to the place from which it all started.

Having finished geometry, I choose a starting position. My card is designed for one player, so I don't fool myself to the rest of the rest. As well as the purpose of individual starting conditions, the object “player-prixing” (through it you can set parameters and actions regarding all the players on the map; for monsters there is also a similar thing) and filters that determine the availability of different objects to different players. One player – around him and dance.

Behind the marine, the door is a door – remember that we have a looted card? It is necessary to clearly make it clear that you should go forward. And as a protection from the fool, we will install a console outside the door, with the help of which it can be opened only from the opposite side. Add the first bouncer (that is, capable of accepting only the values ​​of “truth” or “lies”) a variable and tie its value to the state of the door. Pressing the console button changes value to the opposite.

However, here it would be possible to bypass without a variable: just stretch the thread from the console to the door and select “when using – open” in the drop -down list ”. But then the door can only be unveiled once, and with the variable-open and close, back and forth.

Now the conditions of victory. I decided to do it simply: to leave somewhere at the level of a certain thing (let's call it “thing”) and make the player bring it to the beginning of the level. The beginning of the level marked the pressure plate. As soon as the Marine steps on it, a check of a pitch variable is launched, which was initially issued the “False” value, but when selecting the right thing, it will change to “Truth”.

Further two options: if in the variable “lies”, we give out a notification: they say, we need a thing. If “Truth” – we give a notification (I chose one of the prepared remarks of AI) and count the player Victory.

But where to put a thing?

Digging in the list of objects, I found a wonderful chair called the "Head of the Head". Why not add to the boss card? The boss was the lost soul, called by me Eustachius. After her murder, a pink kettle falls to Earth. As soon as you pick it up, the value of the variable that we spoke to the paragraph earlier will change.

My card turned out to be large enough – I definitely don't have enough time to fill it. Therefore, I went to the trick: I left a teleport in the second room, transferring the player right to the room with the Eustachius. So that no one would miss it for sure, designated the teleport with the text written in the air.

The remaining time I decided to spend on attempts to seem inventive. Why, say, not deprive the player of the simplest way to kill Eustachius? Right at the point of appearance, we will remove all the cartridges from him.

In return, he left the killer Eustachius Consol. Once pressed a button – and 100,000 units fly to the boss. In fact, there is much less health in it, but I wanted to be sure.

And then the pure, full, moronic joy children's work went. To the same console, I attached the activation of the air text (do not forget to mark such objects as inactive after creating, so that they do not glow until the button is pressed), all kinds of special effects and soundtracks. Propagating the words was easy: the combination of Ctrl+G creates an exact copy of the object along with all properties.

Five minutes left. I spent them on creating an alternative version of the passage for those who decided not to be taken to call to the portal. In the room immediately behind him lies a double -barreled steamer, during the selection of which everything around explodes and the waves of monsters begin to arrive. Having broken through them, you will find BFG – and Eustachius along with the necessary thing for passing.

Look, you can make a choice on my map – moreover, if you disobey, no one will try to shame you. My card is better than the first Dishonored!

That's what happened. Passage begins at 1:20.

* * *

What else could have been done, if I had time?

For example, sink more effects and tinker a little with the furnishings and the location of the monsters. It would be possible to replace the bouncur variable that determines the presence of “things” with us, some resource and make the game turn to it. They would call this resource “money” and made so that so many conditional coins were accrued for each murdered monster. Nothing interferes with adding shops with perks that take away the resource, but change the parameters of the character.

The network already describes methods of implementing things not always provided for by developers (for example, on this channel). Many of them hold on specific “crutches”, but still work. This is very interesting in fact: to build something outstanding, starting from restrictions.

But this does not mean that Snapmap does not need any more opportunities. Hear ID? Prepare updates!

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