Hey guys, chrono here!
I’ve added a custom map to the game called Precipice. It’s a direct copy of the Spleef gamemode from Minecraft, implemented here by abusing the destructible objects system. I’ve actually had the idea for this for years now, but haven’t had the inspiration to make it happen. Consider giving it a try, now that it’s done. I’d say its probably the most unique map in the game.
I’m about to go into a long winded explanation of the map, so if you don’t care you can skip the rest of the thread.
This map was cranked out over a weekend with design feedback from some friends (and my fiance <3), and I’m mostly happy with how it turned out. The name Precipice is one of the music discs in Minecraft.
I made sure to design each block as a modular prefab, and sometimes nested prefabs into other prefabs. This really paid off when placing several hundred glass panes as a group took seconds instead of hours. The destructible walls are prefabs as well, with each destruction “layer” being its own prefab. This saved my *** more than once when I needed to change one object in one destruction layer, and the other 9 objects updated automatically.
Another thing that prefabs allowed me to do was perfectly align blocks to the grid. Unity and Minecraft both have a 1 meter grid, though a Minecraft player is 1.8m and a Warmerise player is 2.1m. Having blocks, or groups of blocks that snap to a 1m grid saves a TON of time when laying things out. The time it takes to set up your prefabs to do that is a great investment, so it was good to do it early.
I tried to be efficient where I could be with polygon count since the glass tiles were going to be a metric shitload of tris, so pretty much any multiblock structure you see on the map are just one cube, scaled up to the final block size, then I used ProBuilders UV editor to scale the texture the correct amount.
The main feature of the map, the destructible glass tiles, are a glass destructible object with a 10 hp mesh. White glass tiles are actually 3 layers of glass tiles with 10 hp each. I wanted to find a way to make tiles more resistant to grenades, and having 3 layers means that a tile could now take 3 explosions (or 3 bullets) before breaking. I chose not to do that to the colored glass to allow them to break in one bullet. When a tile breaks, it will play one of three breaking sounds. I could afford to add more sounds than I normally would because the textures for all the blocks, taken from the minecraft wiki, are less than 32x32 px. In fact the map is only ~5 MB despite the skybox being 6 1024x1024 pictures. There's also a few easter eggs that took up some storage space.
One of the things I’m not happy with is the skybox resolution. The images used for it are from a real minecraft world with shaders and Distant Horizons running. It was originally going to be set inside a medieval town, but it looked unnatural and made the map feel really small. Having it be suspended really high above the world ended up being better in the end, because a fallen player will ragdoll down all the way to the bottom which looks really cool.
I know that Max recommended not to have an “info” screen for the map thumbnail (recommending an overview of the play area instead), but I felt it was really important to stress the notes I have for making the game more fun on this map.
Originally I had an invisible ceiling just above the stone blocks so players couldn’t climb on them, but playtesting showed that it just felt too cramped so I raised it back up so you can just fit on top of the tall pillars. An added bonus to that change was that you can parkour over the stone like those brainrot short-form videos with content stolen from /r/askreddit and read by an AI.
As I’m writing this, I’m not totally happy with the map. There’s a few bugs that drive me crazy when I see them, the sound isn’t quite where I want it to be, and I cut features that I had an idea for really late in the process. Unfortunately, time is finite, so I’m going to call it complete. Its better to release an imperfect product than chase perfection forever.
My maps have always been a push to make the custom maps system do new things, and this is another extension of that. I think that there’s still a lot of room for creativity even with the limitations of the system, and I think it’s a shame that players seem to be content with simpler maps. To any other mapmakers who happen to see this: You can aim higher. Learn and improve with each map you make. Keep making maps, even if they’re not very good. But always look to make the next map better using what you learned from the last one.
Patches:
Version 2 pending
Adjusted building health
reduced glass volume
made more things destructible
Proud of you for accepting the imperfection and uploading it anyway. It's a really good map, and I'm glad that you could be bothered to make it, despite the lack of active players these days. Good on you. As a tester, for anyone else reading this, this map is so much fun when played properly. 5/5 from me.
Quite an innovative idea for a map! I'll give it a try and maybe provide some feedback.
I believe custom maps were added to encourage creativity, new concepts and different ideas. However, the current ownership isn't ruling out the possibility of removing them because most of what we see are farm fiesta maps.
Well-designed maps that clearly have effort put into them often go unplayed, while farmers keep making it all about Doors map, TheIsland, or any map you see has clearly been designed to farm.
I hope your map gets the playtime it deserves and that you continue updating it.
Just realized that I never actually published the map, should be visible now.
StarWarsCrazy said:Proud of you for accepting the imperfection and uploading it anyway.
Still bothers me lol
Erlaanz said:I hope your map gets the playtime it deserves and that you continue updating it.
Unless there are major bugs that never came up during testing, I probably won't. It goes without saying that the game is on life support, and I'm not trying to revive it. This was a creative expression for me. That said, if the map is stable enough I'll definitely release the scene file for people to remix it if they want.
Zentorno said:add nether portal
no
Aexotic said: Nc map bro
Thanks.
In terms of the map, I might be crazy to suggest breakable stone walls, make sure they have a lot of HP so that people will attempt to break them with explosives. In my opinion, breaking through walls could be surprising. However, the map idea is intriguing indeed!!!
Yes, doing so will result in more work. I recall that there was a texture that looked like a cracked stone brick.
I'd like to give it a go, but the bug has made it unavailable.
-------------------------------------------------------------------------------------------------------------------------------------------------------------
And the map makers, uh, the "snow war" remake is hilarious----
@The nugget who brought the snow war back
Damn bro, some people claim to be level designers but can't even copy a snowfield map shaped like a kindergarten grid paper?
Your remake looks like zygote finger-painting as same as the original! Four square platforms arranged like a mahjong table - my grandma's knitted underwear has more complex terrain!
Playing the snow war feels like standing in a morgue simulator. Every corner screams 'I tried my best but my IQ said nope------------
Maybe switch to carry bricks in construction work? At least cubic objects are your true calling, champ...uh you are too skinny
Call it Excel Spreadsheet: Arctic Edition — your talent belongs in cubicle workplace hell~
Others remake maps to honor classics like MRNOOB's lluvia although it wasn't perfect — you’re holding a funeral for Tetris! Playing this feels more boring than watching Excel formulas calculate! Rename it Tetris Funeral Edition — you killed the joy of blocks!"
The original RickyNeuman snow war was a 8-bit nostalgia — yours is 2-bit nihilism. Four white squares screaming 'I give up!' Playing this is less satisfying than mashing a calculator — at least it goes beep!" Beep Beep Beep, morse code:
-.-. -.- / -.-- --- ..- !!!
Will look into the custom map issue, sounds important!
helloaszzz said:Some walls are destructible. They have 4 damage phases with a few hundred HP per stage. I have a hunch that they're too tough to break right now, but I need to test the map in multiplayer to be sure.In terms of the map, I might be crazy to suggest breakable stone walls, make sure they have a lot of HP so that people will attempt to break them with explosives.
Admin said:Much appreciated. Hopefully its an easy fix. Custom maps feel like a core feature to me, it would be nice for that system to work.Will look into the custom map issue, sounds important!
This issue should be fixed, please confirm.
@coronaspectrum hello the map cant stop importing
its "amazing" as i just tried right now but its NOT actually amazing because i assume chrono obviously used stuff that can be handled on only better/good computers
some browser games dont load for me because my PC is old and it doesnt support webgl 2 and stuff like that. the fact that my phone loads these games, but my PC doesnt. the same thing happened for this map right here. the only way i could play this map with is using mobile.
btw @Admin can you not convert warmerise to a game that requires a good PC? i dont understand why we need a better PC to be able to run a browser game. the number of players are already dead and if all browser games keep like this, i assume this 30 players daily online in warmerise will get down to 0 (and the only remaining players would be the ones with good computer like gardener and axiira)
already i saw in other browser game communities where people complain about this issue, and not only the maps, later the whole game became unaccessable for them (that also includes me)
pokemonster said: Ummmm my Chromebook is ten years old and loaded the map fine with 11 players, is the server u made lobby on far from u?nope, if it was a regional issue, i on the other hand confirm on my phone i get a lot of ping spikes than i do on PC, its like that for me. and the server i made was the same region with both my pc and mobile, and thats my region. and on the other hand if it was a problem with my wifi, the map should not have loaded on my mobile either because the ping is worse in there. but this happens with all new maps and other browser games
Edit: please dont repeat the same words to me, those what Max would say in the past "Try a different browser" and stuff like that
i already have gone through that, it doesnt work
@Chrono please update the map lol
Admin said:Looks like you fixed it, thank you.Will look into the custom map issue, sounds important!
Zentorno said:It takes about 30 seconds for me to import. Try waiting a few minutes. It is working for others, so it's likely an issue on your side somewhere. I will say that I'll probably adjust the way glass works based on some early tests, which might help the import time.@coronaspectrum hello the map cant stop importing
pokemonster said: Guys there’s a lobby for the map on rn it’s AMAZINGThanks, feedback is welcome
helloaszzz said:I agree. The limiting factor is actually the number of glass tiles. The more game objects you have in a level, the longer the importing process when loading the map takes. Once the map is a bit more stable, I will release the source Unity project so that anyone can remix it any way they like.However, I believe the map is a little too small in my personal view...