![]() ![]() Users should be able to "finish" your level and enter the "leaderboards" screen.ĥ. The Prodeus Dev Team and GUEST JUDGES will play through the maps and rank them based on Fun / Originality / Visual Presentation / Polish.Ĥ. Note: all maps are dated and time stamped when published to the workshop.ģ. Your map must be submitted by December 15th, 2022 before 12 am EST. Your map must be playable from start to finish and published on the workshop with the tags listed above.Ģ. Your thread on Mapcore + playable map published to the workshop constitutes your entry to this contest!ġ. Set your level to PUBLISHED once you've had some testing How to Enter the Mapcore X3 Prodeus Mapping ContestĬreate your level, and then TAG it with "Mapcore Contest" and "Mapping Challenge 5" I am also suggesting quality of life improvements that either make the tools easier to use, faster to use or both! So, by the time the early access release is out, we will have a very easy yet powerful editor for you to get your hands on.Mapcore is now holding a third Prodeus Mapping Contest for original levels, with official developer support! I’m also doing my part in advising what tools other mapping utilities are packaged with, and which ones would translate well into the Prodeus editor. With Prodeus you’re able to place light entities and control their shape, size, colour, brightness, and even their pulse sequence and all of the corresponding shadows are applied instantly. ![]() Having come from a doom background, I’m used to hand-drawing the lighting in my map.This allows you to quickly hide or show specific layers, keeping your work environment clean and organised. ![]() You can select a series of faces and add them to a layer.If you do want to manually align a texture however, that is also present, so you’re not creatively “locked down”.This means that the perfect texture out of a selected texture type is automatically applied, and correctly sized.Many textures are built with “hotspot” technology.You can recolour textures on the fly to any colour of your choice.Here’s a couple of notable features I’m particularly fond of: As a mapper, some of the features are an absolute god-send. The editor is ever-evolving during development, and is becoming more feature complete with each iteration. While to some that might sound odd, it’s very intuitive, and you know that what you see is what you get. One notable aspect is that you build the game in a 3D view only, no top / side views. ![]() From each face you can then do many things, be it grab one of the sides and start a new face from it, add vertices to distort the shape of the surface, extrude a series of faces outwards or inwards from it, etc. You control the size and shape of every individual face, or if you prefer, surface. This face-based technique is almost somewhere in the middle. People who have mapped for a few other games may have had ‘sector based / grid based’ mapping tools (akin to how you map for Doom or Wolfenstein), and others may think of ‘brush based ‘ mapping which is what many 3D game engines use, where you make the map out of a series of cuboids. Let me tell you, this editor is nice! The editor we are using will be the same one distributed within the game itself, so when you get your hands on a copy of the game, you too can have some fun making maps for the game! This is a question I’ve been asked a few times since the news has spread that I’m on the Prodeus development team. “So Dragonfly, What Is The Level Editor Like?” Needless to say, I quickly fell in love with it! The game has a very good ‘feeling’ to it, providing the same kind of action I enjoy most in first person shooters, but with it’s own unique identity and style.Īfter the testing session, I accepted the opportunity, but with the caveat that I will not start until I was done with the development of Eviternity, slated for release on December 10th. Jason pinged me a private test build of Prodeus, which featured one level to play – We called each other and I shared my screen and narrated my experience of playing it, almost as if it was a 1 to 1 twitch stream. I was already aware of Prodeus, having been following it’s development on Twitter, so having them reach out to me directly was a huge confidence boost! At the time I was fully committed to finishing Eviternity, so I responded warmly saying I’d love to do so, as long as I can finish up my project first. In the later months of 2018, Jason Mojica reached out to me after having seen some of my Twitch streams and the maps I’d made, asking if I would consider mapping for a commercial project called Prodeus. ![]()
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