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> Worms Armageddon Map Collab
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Dracon
Posted: Jun 28 2008, 06:13 PM
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i'm guna headbut u
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alright quicky and the gang are tryin to start a map project on MFGG about Worms. Basically it's a MFGG themed map of it. Imagine harbl_hotel with worms and MFGG

topic about worms is here http://archive.mfgg.net/index.php?sh...2&st=0&hl=worms

quicky said he'll post a mapmaking guide so yeah wait for him

*QUICKY'S MAP GUIDE
http://www.nopaste.com/p/ayFzenDe5
* <pdk> http://www.nopaste.com/p/aQlGGtdAj extra things
<pdk> though edit out the mention of oekaki, thats from another forum

QUOTE
- worms has hard limits on the palette, image format and map size; please keep them in mind.  obviously we can't use alpha transparency so 8-bit PNG will be the preferred image format choice, and if needed, i'll convert the whole map to 8-bit in imagemagick for playtesting and after it's complete.

- Please read: some notes on the palette itself: solid black (hex #000000 or rgb 0,0,0) is used to represent empty space in worms maps, and worms will only allow for up to 64 other colors in the map before the gradient sky in the background starts dithering; maps can go up to 112 unique colors used at the absolute most (again, not counting black), but any more than that causes worms to straight-up choke on the map and crash.  as such, we'll need to whip up an appropriate palette for each collab, and every section of the map will use this palette.

- also keep in mind that this color limitation applies to the image file's actual palette, i.e. unused colors are still counted; however, worms can automatically remove unused colors, as can imagemagick.  if you want to start work on your sections before the palette is posted, feel free, but please convert them to the new palette afterward and correct any weird graphical glitches or ugly parts that the change causes.  if i recall, image viewers like irfanview and xnview can edit the palettes of GIF and PNG files, though obviously, if you were working in 16- or 32-bit PNG then you'll need to step it down to 8 in order to have a palette at all!

- worms has generous limits on map dimensions, but they must still be kept in mind; here they are, from the worms knowledge base:

CODE
the width and height of a map must (each) be divisible by 8;
a cavern map (a map with either the top border or all 4 side borders turned on) may now be up to 32512 pixels wide and 32600 pixels tall;
an island (a map without any borders on the sides) is limited to being 28416 pixels wide and 30552 pixels tall;
the minimum map size is 640×32 pixels.

QUOTE

nopaste.com (beta)
new paste — shell scripts

pasted by quicky at 2008-06-28 23:24:20 UTC
URL: http://nopaste.com/p/aQlGGtdAj
— repaste — plain text

Description: worms map junk (addendum)

- worms map files are just plain jane PNGs or even JPGs if you wanna go that route, you can whip em up easy as pie in photoshop or ms paint or... the oekaki!

- no alpha transparency, no layering, just a simple image file where solid black (rgb 0, 0, 0 or hex #000000) represents free space and every other color ends up becoming part of the land that our dear worms walk upon (ie. the map is a mask); this doesn't mean you can't use the layers in your image editor/oekaki since they're always flattened out when they're saved to pngs anyway, and removing any use of alpha is a fairly simple matter

- maps are limited to using 112 unique colors at most (this doesn't include solid black for obvious reasons); anything more and worms goes bonkers, but there's the power of imagemagick's convert function and possibly retouching by hand later on to bail us out

- it's not like a snes game where you're only allowed to pick colors that the system supports, you're able to use any 112 colors you darn well please just so long as you don't overstep that amount

- worms is smart enough to discard colors from the palette that aren't actually used in the image, no need to muck around in irfanview or imagemagick to remove the stragglers in your palette



This post has been edited by Dracon on Jun 28 2008, 06:33 PM


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Dracon
Posted: Jun 28 2008, 06:22 PM
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IRC stuff
<pdk> anyway if you wanna see what i mean when i say worms can be competitive
<pdk> i think taking a look at some of the big worms leagues and tourney events then talkin with the peeps in them would be a start
<pdk> worm olympics, xtc, ligaworms (spanish), some others i forget are good starts
<pdk> and part of the beauty is there's no goons going ITEMS MAKE IT NO SKILL running the scene
<pdk> team17 relies entirely on getting crates for your weapons but plays like chess
<CrashMan> worms... chess
<pdk> come to think of it that and hyst are probably my favorite schemes
<CrashMan> this concept is hard to think about
<CrashMan> without seeing it
<pdk> http://www.angelfire.com/nd2/worms/team17tut.htm this will give you an idea of team17 gameplay
<pdk> http://www.nanacide.com/wahelp/scheme-team17.php as will this
<pdk> the leagues/tourneys usually preserve recordings of the matches and they're like 200kb each so you could try those as well
<pdk> since they play back ingame
<pdk> btw dracon if you mind relaying this stuff for me that'd be grand
<pdk> never promised i'd post it personally :p
<HAUNTER> alright
<HAUNTER> ...maget


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Zero Chronii
Posted: Jun 28 2008, 08:12 PM
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My name is not Blood Ninji
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Schweet!


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