Post your Level Designs

Discuss Torchlight level modding.

Re: Post your Level Designs

Postby creiij » Fri Nov 13, 2009 1:12 am

First attempt at something, a NE lavamap, still missing some detail.

Image
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Re: Post your Level Designs

Postby wizard » Fri Nov 13, 2009 7:58 am

Good job guys =]

I finally found some time to extend my room out, been crazy busy with school :(

Full Image : http://sadpanda.us/images/67259-CZ9V9UJ.jpg

Image

I'm reaching for a "Sunk Crypt" kinda look.
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Re: Post your Level Designs

Postby syltman » Fri Nov 13, 2009 11:22 am

Image

my second wip ^^
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Re: Post your Level Designs

Postby Vendetta » Fri Nov 13, 2009 11:52 am

Is anyone planning on adding trigger effects on chests, traps, and the like as seen in the tutorial vids?
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Re: Post your Level Designs

Postby Zergling2005 » Fri Nov 13, 2009 12:08 pm

Vendetta, if you look at my screenshots on the first page you can see that some of those are already in effect! :)

I am planning on uploading a demonstration video of my map to youtube sometime tonight. Stay posted and you can see em' in action!
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Re: Post your Level Designs

Postby Vendetta » Fri Nov 13, 2009 12:11 pm

I will watch it :D
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Re: Post your Level Designs

Postby syltman » Fri Nov 13, 2009 1:35 pm

Vendetta wrote:Is anyone planning on adding trigger effects on chests, traps, and the like as seen in the tutorial vids?


I added one, Gonna add more
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Re: Post your Level Designs

Postby ReinierK » Fri Nov 13, 2009 2:07 pm

syltman wrote:Image

my second wip ^^


You do realize that the entire building is outside the play area, right? ;-)
You should keep it inside the yellow box, unless it's an entrance/exit area or a seperate room (for e.g. random bosses).

Otherwise you end up with building colliding/overlapping when a level is generated.
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Re: Post your Level Designs

Postby Vendetta » Fri Nov 13, 2009 2:08 pm

couldn't you just expand the yellow area?
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Re: Post your Level Designs

Postby ReinierK » Fri Nov 13, 2009 3:42 pm

Vendetta wrote:couldn't you just expand the yellow area?


Nope... All chunks have a fixed size to make sure your levels will be build up correctly. Take a look at some of the examples from the game. There are exceptions, but mainly in entrances and exits/boss rooms.
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Re: Post your Level Designs

Postby creiij » Fri Nov 13, 2009 4:01 pm

I realized you'd have to stay mostly inside the yellow lines due to maps being combined by several chucks of NE,SN,WE and so on. Maps get smaller but the ability to create smaller pieces that randomizes are way cooler then creating one large map.
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Re: Post your Level Designs

Postby Ojji » Fri Nov 13, 2009 8:54 pm

viewtopic.php?f=20&t=6706 mines a bit dull but hey I'm working on it.
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Re: Post your Level Designs

Postby syltman » Sat Nov 14, 2009 1:10 am

ReinierK wrote:
Vendetta wrote:couldn't you just expand the yellow area?


Nope... All chunks have a fixed size to make sure your levels will be build up correctly. Take a look at some of the examples from the game. There are exceptions, but mainly in entrances and exits/boss rooms.



So that's what it was for, Oh well I can easily move everything.
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Re: Post your Level Designs

Postby Neuzl » Sat Nov 14, 2009 10:57 am

A video of my level, still work in progress.
And its not in editor, anyone know how to reset a dungeon so all monsters,bosses and traps works again?

http://www.youtube.com/watch?v=5MSdkug7JDQ
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Re: Post your Level Designs

Postby Vendetta » Sat Nov 14, 2009 11:13 am

good job neuzl.
nice to see we have progress coming.
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Re: Post your Level Designs

Postby ReinierK » Sat Nov 14, 2009 12:20 pm

So I've been working on chunks to get a hang on them and I think I finally got it down for the biggest part.
Here's one of my entrance chunks (It's an S entrance). When the player enters the triggerbox, bats will start flying under the bridge and 8 skeletons will be spawned on the other side of the bridge. They'll rush the player as a nice suprise.

Here's the chunk in TorchED and two in-game shots (Editor simulation).
Image
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Re: Post your Level Designs

Postby Gastricpenguin » Mon Nov 16, 2009 11:10 am

It's taking quite a bit of time, but I'm re-creating the Hellforge from d2 (Not exact level design, just the concept)
Here's the entrance (Click to enlarge):
Image
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Re: Post your Level Designs

Postby BigRichard » Mon Nov 16, 2009 12:28 pm

these all look good
Last edited by BigRichard on Mon Nov 16, 2009 2:39 pm, edited 1 time in total.
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Re: Post your Level Designs

Postby Shardz » Mon Nov 16, 2009 1:09 pm

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I'm an experienced level designer from back in the day, but this is definitely quite a new system to get used to. This chunk was created completely by scratch; no greebles, templates, or other parts were used whatsoever. This chunk is fully functional, checks out 100%, has a couple traps and some scripting, lays out perfectly with the exit/entrance, has Quest/Item markers, and looks great all around. It also features two very different variations which change the map dramatically for maximum playability. Creation time was about 3 full nights.

My problem is I cannot figure out how to get this chunk in the game so I can see how it plays hooked up to the stock chunks. I have spent 2 days trying to fuse this chunk in with the game and I'm getting frustrated. I am reading the other tutorials, but they are all using portals/scrolls to get to the map...I just want mine to run in place with the game. I tried messing with the rules.dat files and I just have no clue. Any help would be great.
Last edited by Shardz on Mon Nov 16, 2009 2:22 pm, edited 1 time in total.
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Re: Post your Level Designs

Postby Mouneri » Mon Nov 16, 2009 1:29 pm

Image

Here's my first chunk Not fully detailed and polished. I did continue this after I took the Screenie but forgot to update the picture =P there's staircase leading up to west which is connected to a bridge. I figured, that probably easiest way to correctly connect chunks together is via standard pieces, in my case bridges. Of course it'll get generic quite fast but I'm a total noob in level design so... :D Next I'll start on the entrance.
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