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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On this page
  • Introduction
  • Tip #0: Lighting/BG's
  • Tip #1: Glowing edges
  • Tip #2: Windows
  • Tip #3: Overlapping walls
  • Tip #4: Stacking guns
  • Tip #5: Cover
  • Tip #6: Unique
  • Tip #7: Pushers
  • Tip #8: Doors and Elevators
  • Tip #9: Boundaries
  • Tip #10: Players

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  1. Inspirational

Reject Map making basics

Taken from forum!

PreviousResi Map making inspirationNextIllijah's Map making experience

Last updated 2 years ago

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Introduction

Here I will teach you all the basics of making a nice looking, approve-able, or appreciated map in Plazma burst 2.

Tip #0: Lighting/BG's

Lighting is a very important aspect of PB2 map making. This is not 2012 anymore, maps without backgrounds and lights are no longer socially accepted into the community. I'm sorry if that is your style, but they are both relevant and required for a nice-looking map.

Tip #1: Glowing edges

Glowing edges are the most annoying thing ever. They are produced from not putting your background into the wall it is connected to far enough. To properly add a background, you need to drag it at least 4 pixels (More if possible) Into the any wall that it is touching. This terminate the glowing edges persona.

Examples:

Tip #2: Windows

Many people add windows to their PB2 maps. That's fine, I dig it. Windows are snazzy, and add flavor to the setting of the map, but try not to put them in areas such as underground, as that's not realistic. Good places to put windows are on flat pieces of wall, about 4 pixels above the ground, and not to big. About two boxes (20 pixels) Are a good size horizontally. Vertically, about 10 pixels would be good. Rectangular windows are, in most cases, more attractive than square ones. You need to add invisible lights to the outside of windows, due to the fact that natural lighting can not penetrate dark backgrounds that you would use to surround the windows.

Example:

Tip #3: Overlapping walls

Over lapping walls is common since in the PB2 map making community nowadays, but if you are new this is one of the most important rules of map making. Always stretch your walls at least 5 blocks into a wall if they are touching. This prevents glitches and unattractive surroundings.

Example:

Tip #4: Stacking guns

It's important to correctly stack your guns. Have you ever joined a map, such as reject-detour, and found guns scattered everywhere they are not supposed to be? Or even floating? This is why. I have learned from the mistakes. You should place each gun on top of the other and place them at the players feet. Do not put one above the other on the players middle.

Example:

Tip #5: Cover

Cover is important in battle maps, as it's what protects the players and prevents spamming. Nearly all games have this, and I'm sure you know that it is an important factor in any map that has to do with guns. It's easy to make cover with a simple wall, but to make it look good it must look natural. Do NOT make a flat floor with walls sticking up at random, this is ugly and not convenient.

Example:

Tip #6: Unique

Make all maps unique, whether it be a battle map, saw, or base. Being unique is the only way to get your maps noticed. Why are sniper maps not being approved as much anymore? Because they are almost all based off of stryde-sniper. Why are symmetrical maps not being approved or played as much anymore? Because they're bland. They do not stick out, and don't give a diverse game-play.

Side note: For maps that are not based around a single gun, try to think of a unique name such as fallen or salvation.

Example: Silent pheonix-dead island

Tip #7: Pushers

Pushers are important for getting up and down places that are vertically too high to get to conveniently. You should add invisible doors under the gravitator, always, this prevents your feet from being seen under the decor. You should never have the pusher touching the ground, it shout be about 10 pixels from the floor, and shout have a value of -0.43 y. (That's what I use) and 0 x. This will allow you to go up and down in a casual manner without going too slow or fast.

Example:

Tip #8: Doors and Elevators

Doors and elevators are a good way of transportation and to block spam, but if the door is automated make sure it is fast. Fast enough that a player walking will not bump into it while it is still opening. 10 speed works quite well, which is the default speed for doors. For elevators, a good speed would be 3. This makes it fast enough for the impatient, but not to fast as to where the players glitch through it. It's also always good to put a strip of elevator path behind the door, as it makes it look a bit nicer.

Example:

Tip #9: Boundaries

Pushers serve as good boundaries. This will prevent players from leaving the map. The pusher should be at least 80 pixels high. (8 boxes) You should set the attributes to:

  • Left side of the map

    • x:1

    • y:0

    • Stability damage:100

  • Right side of the map

    • x:1

    • y:0

    • Stability damage:100

Tip #10: Players

Player settings should be set to about this. HP: 130-150 are approve-able. For base maps to make a god make it 10000000. Max HP: Same thing you put for HP. Team: Red / Blue (Others are good too, except for "alpha" team) Skin: Should match your team color, etc blue skin for a blue team.

Example:

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