Post your Level Designs

Discuss Torchlight level modding.

Re: Post your Level Designs

Postby wamingo » Sun Jan 10, 2010 3:08 pm

I don't actually have the game yet lol (been waiting for an EU dvd - comon already!) - but as I have too much time on my hands, and found messing with the editor to be good fun, I spent some time studying the maps that came with the editor and tried to do what they did..

Behold, The City of .. er.. many lights?.. no, no... title to come.
Image
ok that one is a bit manipulated, my bad :)
here're some regulars:

map 1:
Image
map 2:
Image

Working on 3rd map now, but I still have no idea what to do with any of them... is it difficult to add them to the random chunk selection thingy?
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Re: Post your Level Designs

Postby AelxProter » Tue Jan 12, 2010 12:37 am

Might as well post this as a WIP. This is the second room in this layout, the first room being the above ground graveyard. My main issues right now are unhandled exceptions that I am receiving when I try to expand from here. I am not sure if it is due to undo levels or some other issue. The levels in the game seem pretty damned big so I wouldn't think it would be a sizing issue. Does anyone know how to enable the in-game lighting while still running in the editor, rather than running in the play-game mode to see the lighting?

Image
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Re: Post your Level Designs

Postby BanalityDUFF » Tue Jan 12, 2010 12:48 pm

up near the 'snap angle' is a little light bulb. whack that and you see in-game lighting (at a projected point that you move around to see all the lights).


as for size, make your level a 'single_boss_room' or whatever it is, so that way it's not restricted by the yellow zoning when it comes to level play. I don't really recommend this method (i prefer creating a number of chunks that link together and restricting my use of boss_rooms for bosses) but it might be what you need. and with a number of chunks you can create a custom layout (in the rules) so it always appears like you want it to.

i don't know how much your level extends out from the shot you've posted but it doesn't look so big that it should be causing any hassle for the game.


just looking at your filepath, if you want it to work in-game correctly you need to modify it (how are you currently accessing it in-game? portal?).

a filepath like, media/layouts/crypt/1x1single_room_boss/1x1_boss_AP_A.layout would be more appropriate, or media/layouts/*customdungeon*/1x1single_boss_room/1x1_boss_AP_A.layout.


it's looking good!
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Re: Post your Level Designs

Postby AelxProter » Tue Jan 12, 2010 3:59 pm

BanalityDUFF wrote:up near the 'snap angle' is a little light bulb. whack that and you see in-game lighting (at a projected point that you move around to see all the lights).


as for size, make your level a 'single_boss_room' or whatever it is, so that way it's not restricted by the yellow zoning when it comes to level play. I don't really recommend this method (i prefer creating a number of chunks that link together and restricting my use of boss_rooms for bosses) but it might be what you need. and with a number of chunks you can create a custom layout (in the rules) so it always appears like you want it to.

i don't know how much your level extends out from the shot you've posted but it doesn't look so big that it should be causing any hassle for the game.


just looking at your filepath, if you want it to work in-game correctly you need to modify it (how are you currently accessing it in-game? portal?).

a filepath like, media/layouts/crypt/1x1single_room_boss/1x1_boss_AP_A.layout would be more appropriate, or media/layouts/*customdungeon*/1x1single_boss_room/1x1_boss_AP_A.layout.


it's looking good!


Thanks, that helps a bunch. Do we have any methods for disabling shadows from going through bridges to the ground below? Can that be done through the logic menu? Can the same be done to prevent lighting from going through floors?
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Re: Post your Level Designs

Postby Morte » Fri Jan 15, 2010 3:01 am

this is my first map. need some polis but i thinkthe most parts are finised...
Image
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Re: Post your Level Designs

Postby VenomousRacoonKing » Wed Jan 20, 2010 1:13 pm

takes helluva lot of time to make anything significant, wow I've been working for nearly two evenings on a level and it still looks really primitive
Torched Templates:
Map Merchant ; Random Talking NPC ;
Rashnu's Tear Dungeon @ viewtopic.php?f=20&t=14861
@ http://vrkmods.viviti.com/
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Re: Post your Level Designs

Postby BanalityDUFF » Wed Jan 20, 2010 1:43 pm

yeah, it's deceptively deep.

i've just started making fortress levels and it's like starting all over again (i am very familiar with the Mine set and so was able to turn out a 'chunk' for it in 2 days (5-6 hours) and now i'm struggling to layout the floor and walls in the fortress set in 5-6 hours @_@
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Re: Post your Level Designs

Postby Volbard » Wed Jan 20, 2010 1:59 pm

AelxProter wrote:Thanks, that helps a bunch. Do we have any methods for disabling shadows from going through bridges to the ground below? Can that be done through the logic menu? Can the same be done to prevent lighting from going through floors?


There are floor tiles in the No Shadows category for that, use them in any area where the player can't go and shadows won't show up on them. Lighting always projects infinitely up and down, it's just how our system works. You have to be careful not to put lights near big vertical surfaces, because they can look stripey. |^)
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Re: Post your Level Designs

Postby AelxProter » Wed Jan 20, 2010 8:48 pm

Volbard wrote:
AelxProter wrote:Thanks, that helps a bunch. Do we have any methods for disabling shadows from going through bridges to the ground below? Can that be done through the logic menu? Can the same be done to prevent lighting from going through floors?


There are floor tiles in the No Shadows category for that, use them in any area where the player can't go and shadows won't show up on them. Lighting always projects infinitely up and down, it's just how our system works. You have to be careful not to put lights near big vertical surfaces, because they can look stripey. |^)



Thank you, I've actually figured that out since then, but I'm still trying to figure out if I want to make a level based on chunks or a specific design. Is there a difference in performance between the two? Also, is there no way to make slopes in editor without using shape specific slope model?
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Re: Post your Level Designs

Postby Volbard » Thu Jan 21, 2010 3:18 pm

I don't think there is any performance difference, just be careful that nothing is collidable that doesn't need to be. Use CTRL-k to double check every once in a while.

You may be able to create slopes by rotating floor pieces along different normals, but I don't really recommend it. You would have a tough time seaming everything up, and it would be a huge pain. You would be better off creating custom pieces, or getting someone with modeling skills to make you some.

It's really cool to see what you guys are making!
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Re: Post your Level Designs

Postby BanalityDUFF » Thu Jan 21, 2010 4:04 pm

Volbard wrote:Use CTRL-k to double check every once in a while.


wow, that is super handy. i don't suppose there is one for map vis, too? :P
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Re: Post your Level Designs

Postby GeneralLeeXD » Thu Jan 21, 2010 6:14 pm

Just some positive feedback id like to say wow everyone who's done this good work
i still have to learn how to make a nice one but once i create i will be glad to share :D

nice work everyone looks amazing :o
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Re: Post your Level Designs

Postby Isilrion » Fri Jan 22, 2010 8:13 pm

Here's a very early preview of a little something I'm working on.

Image
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Re: Post your Level Designs

Postby trashx » Tue Feb 16, 2010 4:28 am

d2 monastary inspired?
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Re: Post your Level Designs

Postby Omnifas » Sun Feb 21, 2010 9:59 pm

Working on a City
Image

The City of Ember, was originally a Mining Settlement like Torchlight(as seen on the Right Side); a city was built on the ruins.

Uses Revility's TownProps and Cliffside tilesets, and the default Fortress Tileset.
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Re: Post your Level Designs

Postby munsta0 » Thu Feb 25, 2010 7:40 pm

Here's what I've built so far of my "Castle" ;)

http://i49.tinypic.com/o9o7eo.png
http://i46.tinypic.com/1pigdx.png

The picture is way to wide to fit in the forums, check the link for the full view
Spoiler: show
Image


Working on Monster Spawn and details now
Spoiler: show
Image
.:Munsta:.
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Re: Post your Level Designs

Postby VoodooBenshee » Sun Feb 28, 2010 2:23 pm

here´s my w.i.p. level called "lost crypt of death". screen from the editor also. the playtime atm is at 20 min and my goal is a playtime of minimum 40 min.

Image
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Re: Post your Level Designs

Postby VenomousRacoonKing » Sat Mar 27, 2010 3:43 pm

Omnifas wrote:Working on a City
Spoiler: show
Image


The City of Ember, was originally a Mining Settlement like Torchlight(as seen on the Right Side); a city was built on the ruins. [...]


Really cute city ^_^ luv it! not digging the cliffs yet but ok
Torched Templates:
Map Merchant ; Random Talking NPC ;
Rashnu's Tear Dungeon @ viewtopic.php?f=20&t=14861
@ http://vrkmods.viviti.com/
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Re: Post your Level Designs

Postby XxMayhemxX » Tue Apr 27, 2010 1:33 pm

Omnifas wrote:Near Complete with my first half of a cliffside, don't want to make it too big since that would raise load times thru the roof.

Spoiler: show
To Torchlight Side:
Image
To Back Side of Main Dungeon Side:
Image
Lower Half:
Image
Full:
Image


gorogorosama, for something that is "a pain compared to the crypt", you did great with it :P

Edit, The green decals look better in-game, but Im thinking of changing them, replace the center with one of the green floor tiles from ST then covering the edges with it.


Im really interested in this... is it meant to be below the cliffside of the southern edge of town?
Did u release this as an actual mod?
Is this related to [TILESET]CliffSide outdoor tiles & props: http://forums.runicgames.com/viewtopic.php?f=20&t=10602&start=0
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Re: Post your Level Designs

Postby Omnifas » Wed Apr 28, 2010 8:08 pm

I lost that map in a virus attack, had to reformat. It was intended to be a new city built over a dwarven ruin.

And Yes it was built with that tileset and the other one released by revility
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