This is an old revision of the document!
For now, just random bits as they become available. Make sure to read the image guidelines
New maps can be created in one of two ways
Once this step is completed, the terrain can be edited, units can be added and then you're set to play!
The map editor button is found in the lower right corner of the main game screen.
The in-game editor has 5 main options:
There are also global settings that affects the flow of creeper on a map.
All decisions regarding maps, images and associated content is solely the decision of Knuckle Cracker LLC. No decision creates a precedent for subsequent decisions and any decision made may be reversed subsequently.
The aim is to provide maps that are fun to play and suitable for all audiences without being offensive to the majority of the player audience.
Do not use images that you do not have the right to use. If the image(s) require credit, make sure the credit is provided.
Prepare yourself for a shock. In 3D games, the map coordinates are stranger than you may think.
Here is a good resource:
3D Math Primer for Game Programmers (Coordinate Systems)
Also note that, in line with the underlying Unity3D engine, the game uses a left-handed coordinate system in contrast to the right-handed coordinate system you may expect.
Giuseppe Portelli wrote a series of articles about coordinate systems comparison between Autodesk 3ds Max, Unity 3D and Unreal Engine. If you are familiar with any of those other systems, then this may be the comparison you need.
Bear in mind that movement is always *along the axis, while rotation is *around* the axis.
For instance, for an propeller airplane to move in a specific direction the coordinate for that direction would have to change. At the same time, the rotational vector for the propeller movement would also change around the same axis.
Many coordinate APIs (commands) in the the game has an option to specify local vs world coordinates.
World Coordinates are immutable and always arae references from the map origin at (0,0,0) - in the lower, left corner.
Local coordinates are relative to a different (parental) unit and is used to integrate unit movement. Using the airplane example again, should the body of the plane move, the rotational component for the propeller should be in local coordinates so that it tracks and is always relative to the direction the body of the airplane points in .
Here is a write-up of all rich text formatting allowed in the A.D.A text editor. It is a more-or-less direct copy of http://digitalnativestudios.com/textmeshpro/docs/rich-text/
More about Creeper World 4 | |
Main pages: | Creeper World 4 |
Custom maps: | Custom Maps • Custom Units • Scripting |