Reject Map making basics

Taken from forum!

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:

Article made by reject.

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