I am making my first bhop map. I know how to do everything from the functionality of the platforms themselves to the teleports. The only thing I'm not sure of is how far apart to place the bhop platforms from each other. How many units away from each other should the center of each bhop platform be? This map is intended for a server with regular bhop settings, not easy bhop. What is the max distance that a skilled bhopper should be able to hop from platform to platform if the platforms are on an equal horizontal level?
http://gamebanana.com/css/tuts/7295
Not my tutorial but i hope this help you to get start.
Thanks, but this is a tutorial I've already seen. I left a comment for him with my question. Thank you for your effort, but I know everything that is in his video already. All I need is the distance that each bhop platform should be. I need to know what the max distance is that a skilled bhopper could realistically hop.
It all depends on the intended difficulty of the map, the number of previous platforms, the speed at which the player comes at, the distance to the next platform, possible obstacles, etc. Try for yourself. If you cannot bunnyhop, making a bunnyhop map may not be the best option.
It all depends on the intended difficulty of the map, the number of previous platforms, the speed at which the player comes at, the distance to the next platform, possible obstacles, etc. Try for yourself. If you cannot bunnyhop, making a bunnyhop map may not be the best option.
Thanks. My issue is: for two years I have bhopped, but always on easy bhop servers. I am just now entering into the scene of bhopping with "normal" bhop settings. I want to make a map that is challenging for a skilled bhopper on regular settings, but not impossible.
Well, it's entirely possible to hop a distance of ~500 units but that requires over 700 velocity which isn't easy to get to or maintain (unless you're using a macro(/"script"), in which case you may as well be on an easyhop server).
Speeds that people are usually able to maintain are roughly 350-550 velocity which, at a guess, roughly translates to around 200-350 units. For easier sections you could probably go as low as 128-160. Just remember that speed isn't everything. No one likes grinding for enough speed for a few minutes each try. You should be testing people's control and their timing and such (strafing around things, through things etc, varying the height of the pads, the size of the pads, see Aoki's maps).
Make something that you can finish. Make sure that you enjoy playing it. That is all that matters. You do not need to change what you are making to please other people.
Do not worry too much about units and placement; if you can not finish it or find it annoying to play when it is too hard, then make it easier. Make it hard enough so you challenge yourself, but never sacrifice fun for the sake of making a "pro map".
Your map should appeal to yourself and anyone else who enjoys the same thing. There is no shame in making an easier map; they can be some of the most fun. I would be more concerned about making original/innovative gameplay and visuals that result in a fun map. Too many maps end up being more of the same old concepts that have been done to death.
Make something that you can finish. Make sure that you enjoy playing it. That is all that matters. You do not need to change what you are making to please other people.
Do not worry too much about units and placement; if you can not finish it or find it annoying to play when it is too hard, then make it easier. Make it hard enough so you challenge yourself, but never sacrifice fun for the sake of making a "pro map".
Your map should appeal to yourself and anyone else who enjoys the same thing. There is no shame in making an easier map; they can be some of the most fun. I would be more concerned about making original/innovative gameplay and visuals that result in a fun map. Too many maps end up being more of the same old concepts that have been done to death.
Thanks so much Aoki! I am very excited about this map, because it is a map depicting Heaven. I'm using background music from the orchestral score of the Lion King written by Hans Zimmer. Almost all of the textures will be custom, and I am purposely using no lighting to go along with the idea that Heaven has no shadows. There will be an ambient ocean breeze in the background in addition to the music which really completes the mood of the map. There are fire, and lion roaring, sound effects, and a beautiful collection of Heavenly artwork used as the texturing. Also the bhop platforms are made of a variety of different gold and pearl textures. I will send you a link once I have finished it so you can tell me what you think. =)
Make something that you can finish. Make sure that you enjoy playing it. That is all that matters. You do not need to change what you are making to please other people.
Do not worry too much about units and placement; if you can not finish it or find it annoying to play when it is too hard, then make it easier. Make it hard enough so you challenge yourself, but never sacrifice fun for the sake of making a "pro map".
Your map should appeal to yourself and anyone else who enjoys the same thing. There is no shame in making an easier map; they can be some of the most fun. I would be more concerned about making original/innovative gameplay and visuals that result in a fun map. Too many maps end up being more of the same old concepts that have been done to death.
Thanks so much Aoki! I am very excited about this map, because it is a map depicting Heaven. I'm using background music from the orchestral score of the Lion King written by Hans Zimmer. Almost all of the textures will be custom, and I am purposely using no lighting to go along with the idea that Heaven has no shadows. There will be an ambient ocean breeze in the background in addition to the music which really completes the mood of the map. There are fire, and lion roaring, sound effects, and a beautiful collection of Heavenly artwork used as the texturing. Also the bhop platforms are made of a variety of different gold and pearl textures. I will send you a link once I have finished it so you can tell me what you think. =)
You should still put lighting, just take the shadows out. Nobody likes a fullbright map.
Make something that you can finish. Make sure that you enjoy playing it. That is all that matters. You do not need to change what you are making to please other people.
Do not worry too much about units and placement; if you can not finish it or find it annoying to play when it is too hard, then make it easier. Make it hard enough so you challenge yourself, but never sacrifice fun for the sake of making a "pro map".
Your map should appeal to yourself and anyone else who enjoys the same thing. There is no shame in making an easier map; they can be some of the most fun. I would be more concerned about making original/innovative gameplay and visuals that result in a fun map. Too many maps end up being more of the same old concepts that have been done to death.
Thanks so much Aoki! I am very excited about this map, because it is a map depicting Heaven. I'm using background music from the orchestral score of the Lion King written by Hans Zimmer. Almost all of the textures will be custom, and I am purposely using no lighting to go along with the idea that Heaven has no shadows. There will be an ambient ocean breeze in the background in addition to the music which really completes the mood of the map. There are fire, and lion roaring, sound effects, and a beautiful collection of Heavenly artwork used as the texturing. Also the bhop platforms are made of a variety of different gold and pearl textures. I will send you a link once I have finished it so you can tell me what you think. =)
You should still put lighting, just take the shadows out. Nobody likes a fullbright map.
I like this idea, but it would take a long time to go through and disable shadows for every single entity one by one. It's a huge map. Is there a way to disable the shadows in everything collectively?