Joined: Sat May 16, 2009 6:14 am Posts: 781 Location: London, UK
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You've certainly taken some size out of it, whilst keeping faithful to the original. Who'd have thought Tiny Town could be any smaller! Seems you are halving all the big open spaces and then adjusting the roads and buildings to suit. That's a good approach which should work well, if done with enough attention to detail. I thought about making the changes in this list for you. But I start work again tomorrow and have to get lots of errands sorted out! - GTA2 maps should be optimised because it's currently over 6MB when unzipped.
- The "trouble spots" Razor circles are correct.
- S-bend often gets full of traffic in original. It's a good thing, easier to steal a car from respawn and often creates a tactical area where exploding cars near your opponent and throwing molotovs accurately adds variety to the fighting.
- I would keep the heights the same as original level (Z axis), so the level still has visual depth. GTA2 can look a bit flat if all buildings are low. I see flamer buildings must be a bit shorter because there's no space for a long ramp to their rooves. A few things like that will be inevitable, when shrinking a small level.
- Very nice job shrinking the Rocket Launcher building. Just check for missing edges of roof tiles and also some heights are wrong.
- Maybe entrance tunnels to this building should be 1 cube wide instead of 2? Then you can keep the alcoves for some cars.
- Wrong wall textures in many places. (Instant Gang buildings and the East part of the pair near (74,116) has wrong flipping, as examples.)
- Both sides could be 1 block narrower for the pair of buildings near (74,116) but cutting the 45 degree part of highest roof level more tightly. Should make the lower roof part 1 block narrower at either end, too, since it's only 2 cubes wide in original.
- Additionally, the West part of that pair should be 1 block narrower than East part. Check the original level.
- Overhangs in the South-West are annoying. I would just cut those South buildings back by 1 cube, so pavement is fully exposed. (Opaque overhangs in GTA2 are usually annoying, unless you use the quarter-block special pieces. They might have strange collision, though?)
- Remove overhangs at (48,177), they weren't like that in original level.
- Remove overhangs at (73,125), they weren't like that in original level.
- I completely agree with pavement behind this building being 1 cube wide instead of 2. The corners are quite easy due to 45 degree walls.
- Remove 1 cube from South part of this building; it's only 2 cubes in original.
- There are missing pavement edges around the 45 degree parts of many buildings.
- Some road markings don't link up, such as S-bend in South.
- Gantry for Vehicle Mines should not be a ramp.
- Building at (63,162) should not block the pavement. Maybe restore the pavement along this road? Means adding some size back to the level but this North road was always a "fast and open" route in original level.
- U-bend around the alley for Vehicle Machine Guns can work for traffic. Put the pavement around the outside and cut the inside curves at 45 degrees.
- You could remove 1 block of width from building for Vehicle Machine Guns. The hole in its roof is nearly square in original.
- Stairs at (66,115) could start 1 block further West and use the shallower gradient, to be easier to drive.
- Partial slopes cannot have an end face, so you'll get graphical glitches. See the North face of (60,108). This gradient is wrong in the first place; it's maximum steepness in original.
- With such a tight level, I would avoid doubling-up the edges to floor tiles. For example, don't have a pavement edge joining the edge of a road; let the kerb act as the edge to both the pavement and the road.
- Building at (74,128) should not block pavement. Perhaps make road to Vehicle Mines 1 lane wide with the pavement staying with the road? That might give traffic more space to turn, too.
- Ramp at (67,127) is not high enough. There are 2 spare blocks East of it, so you can continue it upwards. (This avoids needing non-original ramps at (63,121) and (64,120) as well.)
- Tower at (50,111) should be 1 cube in size. Original was 2x2 and this keeps it square.
- Box at (63,114) should be 1 block higher, like original level. Move Machine Gun to (64,115) so it all fits.
- Grass at (82,119) should line up with the building.
- Remove corner of building at (86,120). You are right to slightly change the from original building, but you can at least keep these part.
- Slope for that building is too steep; you will take damage when dropping off South end too easily. Also, the slope nearly touches the tower in original anyway.
- The tower of that building should be 1 block higher, so you cannot run into the chimney.
- Slope at (83,116) should be shallower and go 1 block further West. Roof in original level is weird...I think that valley was accidental when they mirrored the outer part of the building. But the main slope certainly starts at the far West of the building, even with that weird bit.
- Grass at (91,115) should move 1 block East because it did not align with West edge of that building in original.
- Grass at (91,115) could also go 1 block North, so the pavement touches the road all the way along. Will also avoid a weird tile at (90,115).
- Building just North of this has its roof levels the wrong way around. The lower level should go 1 block further North; the upper level should go 1 block less far South. Check proportions in original level: lower level is bigger.
- Road running East-West from (79,123) could move 1 block South, removing the South pavement. Given the direction of traffic, that should actually help. Keep the pavement at (90,123).
- Remove the car park tile from (76,182) and move the East building West by 1 block. Then add an alcove to South-East corner of this courtyard. That will match original a bit better. Might enable you to remove a bit more from the East side of the building, helping traffic turn from West to South. (Just in case moving that road South isn't enough by itself.)
- Great idea to make the road North of that car park 1 lane instead of 2; and the others in that central block of buildings.
- Your interpretation of the Electrogun island is perfect. But maybe reduce the gap you have to jump from 4 cubes to 3 cubes? There is less distance to accelerate and less landing area, too.
- Buildings would repeat automatically if you move entire level to South-East corner of the map. (If you move the camera whilst flying from an explosion in certain places, you can see edges of the buildings in original.)
- Check all surface types and traffic directions by pressing 2 in the editor. It might remind of you Tron and make you feel a bit ill, at first, but it's a very handy mode.
- Traffic direction beneath an overhang at (70,120).
- Road instead of Pavement at (80,121) and (80,119).
- Field instead of Pavement for 4 blocks near (77,114).
- Field instead of Pavement for 4 blocksnear (88,174).
- Field instead of Pavement for line of blocks from (63,108) to (72,108).
- Field for entire Electrogun area is correct, as original.
- Field instead of Pavement for 2 blocks near (52,111).
- Field instead of Road for central car park near (74,123).
- Many rooves are not Field, mainly in North and North-West.
Certainly has potential. Unlimited ammo and instant respawning weapons could make this an excellent hybrid between arena chaos and tight car chases. I would like this level to set a trend for other map makers to follow. You can improve a level by making it smaller!  (EDIT) Here's a suggested script, with max ammo and instant respawning weapons: Code: // Tiny Tiny Town by Elypter // Suggested script by Ben Millard
// Weapons GENERATOR coctail1 = (49.5, 116.0) 0 COLLECT_04 0 0 99 GENERATOR shotgun = (66.5, 128.5) 0 COLLECT_06 0 0 99 GENERATOR rocket = (93.5, 129.5) 0 COLLECT_02 0 0 99 GENERATOR health = (57.5, 115.5) 0 COLLECT_30 0 0 GENERATOR grenade = (81.5, 125.5) 0 COLLECT_05 0 0 99 GENERATOR pistol1 = (78.5, 118.5) 0 COLLECT_00 0 0 99 GENERATOR pistol2 = (56.5, 130.5) 0 COLLECT_00 0 0 99 GENERATOR dual = (51.0, 118.0) 0 COLLECT_10 0 0 99 GENERATOR mg1 = (64.5, 114.5) 0 COLLECT_01 0 0 99 GENERATOR mg2 = (90.5, 115.5) 0 COLLECT_01 0 0 99 GENERATOR electro = (80.5, 108.5) 0 COLLECT_03 0 0 99 GENERATOR flamer = (56.5, 125.0) 0 COLLECT_08 0 0 99 GENERATOR coctail2 = (61.5, 129.5) 0 COLLECT_04 0 0 99 GENERATOR oil = (55.5, 117.5) 0 COLLECT_16 0 0 99 GENERATOR mines = (66.5, 120.5) 0 COLLECT_17 0 0 99 GENERATOR vmg = (95.5, 119.5) 0 COLLECT_18 0 0 99 GENERATOR amour = (84.5, 116.5, 2.0) 0 COLLECT_31 0 0 GENERATOR invuln = (76.5, 124.5) 0 COLLECT_34 0 0 GENERATOR gang = (58.5, 123.5) 0 COLLECT_40 0 0
// Players PLAYER_PED p1 = (057.5, 131.5, 2.0) 10 0 PLAYER_PED p2 = (154.5, 112.5, 2.0) 11 0 PLAYER_PED p3 = (194.5, 115.5, 2.0) 12 0 PLAYER_PED p4 = (173.5, 122.5, 2.0) 13 0 PLAYER_PED p5 = (169.5, 127.5, 3.0) 14 0 PLAYER_PED p6 = (182.5, 122.5, 2.0) 14 0
LEVELSTART
// Environment SET_AMBIENT_LEVEL (1.0, 0) DECLARE_POLICELEVEL (5) // FBI
// Weapons SWITCH_GENERATOR (coctail1, ON) SWITCH_GENERATOR (shotgun, ON) SWITCH_GENERATOR (rocket, ON) SWITCH_GENERATOR (health, ON) SWITCH_GENERATOR (grenade, ON) SWITCH_GENERATOR (pistol1, ON) SWITCH_GENERATOR (pistol2, ON) SWITCH_GENERATOR (dual, ON) SWITCH_GENERATOR (mg1, ON) SWITCH_GENERATOR (mg2, ON) SWITCH_GENERATOR (electro, ON) SWITCH_GENERATOR (flamer, ON) SWITCH_GENERATOR (coctail2, ON) SWITCH_GENERATOR (oil, ON) SWITCH_GENERATOR (mines, ON) SWITCH_GENERATOR (vmg, ON) SWITCH_GENERATOR (amour, ON) SWITCH_GENERATOR (invuln, ON) SWITCH_GENERATOR (gang, ON)
LEVELEND Strange how you had everything inside LEVELSTART- LEVELEND. Is there an advantage? Keeping it separate makes the code better grouped, to my mind. Declares first, then running code afterwards. Like real programming.
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