Plazma Burst 2 Map Editor Manual
地图编辑器手册v.5.5.3
地图编辑器手册v.5.5.3
  • 地图编辑器手册v.5.5.3
  • 更新迭代
  • 鸣谢名单
  • 🌎官网
  • 🧑‍🚀Laserguide's 地图工具库(英文)
  • 📑旧版档案
  • 编辑器界面
    • 旧版编辑器
    • 新版编辑器
    • 地图简介
  • 工具栏
    • 箭头工具
      • 快捷键
    • 墙工具
    • 门工具
    • 区域工具
    • 背景工具
    • 施力工具
    • 水域工具
    • 玩家工具
    • 敌人工具
    • 载具工具
    • 装饰物工具
    • 枪械工具
    • 灯光工具
    • 爆炸桶工具
    • 触发器工具
    • 计时器工具
    • 游戏引擎工具
    • 尺寸调整器
    • 音乐工具
  • Tables of Level Editor
    • 角色资料
    • 角色皮肤颜色表
    • 触发器表格
      • Trigger Action Bug Bounty Hunter
      • Basic Movable Tutorial
      • Scenario Tutorial
      • Inventory Info Tutorial
      • URL Request Tutorial
      • Key press tutorial
    • 玩法引擎表
      • 天空表
    • 音效表格
    • 武器库之桌
    • 弹道模型表
    • 文字转语音表
    • 应用表格
  • tables of debug
    • 作弊码表
    • 错误代码之桌
  • Secret Weaponary
    • 战役地图
    • “伪”碰撞元件
    • 隐藏背景“4”
    • 细修改 —— 错位元件
      • 错位元件演化表
    • 在紫色和绿色主题自定义背景
    • 检查地图
    • Phsc 的 图片转成编辑器
    • XML 输出备份
  • 官方认证战役部
    • 官方认证所需条件
    • 自定义装饰品/背景规则
  • Inspirational
    • 制图小技巧
    • Resi Map making inspiration
    • Max Teabag Map making inspiration
    • Reject Map making basics
    • Illijah's Map making experience
  • 占位符
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  1. Inspirational

Illijah's Map making experience

Taken from forum!

I had someone message me one day: How do you make your maps? It seems like you put a lot of work into it, it must be a lot of stuff to do and add, but how did start?

Well let me explain. When creating a map, the first thing you gotta think about is: "What kind of map do I wanna make?" This is very important. If your making a Single Player map you gotta think about will it have a story or not? If your making a multiplayer map you gotta think about what kind of multiplayer map. A saw? Sniper? Something NEW? Now since I make more SP maps then anything, I'll talk about how I come up with many of my maps.

Final Burst process:

This took me over 4 months to complete the ENTIRE series. Its probably my biggest and only SP campaign map I've created. Something that I didn't want to do though was make a simple typical SP map. So one of the first things that I thought of is making a BIG map to make it seem like a full chapter to the game series. Something VERY important is the story and dialogue. If you haven't seen any of my maps, I add A LOT of dialogue to my game. It's important for the player to understand what's going on and why it's so important. Something also important which is where I go crazy at, is the gameplay. My Final Burst series always had a new gameplay idea. Many consisted of upgrade systems, side missions, exploring caves, collecting secrets for rewards, using the "car" for a dramatic escape and so on! I even added a boss battle! Now how did I even come up with the idea of doing any of that? All I do is play other peoples PB2 maps and then create something BETTER using some ideas of my own and from the game. When I was playing The Awakening, something that I LOVED about his games was the amount of dialogue and story put into the game. So I added that idea to the game, but I wanted to make the cut scenes feel REAL and ALIVE, so I added A LOT of movement to cut scenes, not only characters, but to the environment as well. A good example of that would be my RPG Money 2: Wonder City map with the Tower. Another idea that I loved was the Indiana Jones maps where it felt like you were exploring and the train part was EPIC when I first played it. But I wanted to make it more EPIC. So in my Wonder City map, to start the train I added a range missions where you had to protect the battery, but not be too far from it or you could lose. Then I added a moving train mission where pods are falling from the sky with enemies trying to kill you with some drones at one point. If your trying to do something new, IMPROVE on someone else work.

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