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A Creation of Worlds: Passion (End of series)
Before I start this post, I just wanted to say, congrats on getting past that complex information. Background information is necessary to drive my point across; I hope I didn't confuse you.
Nevertheless, I love this hobby of mine. I see the creation of levels as a way to have fun and do something challenging, an activity that's unique. Every time I finish a map, it feels as if a little journey has ended. Spending hours to make sure everything functions properly, checking if the difficulty isn't too hard, and releasing it to the public for many to enjoy. It's a feeling that never gets old. Plus, there's always something new to learn in the editor. Advance Trigger System, Notepad editing, resizing objects, changing the wallpapers to display a texture, and so on.
However, there are moments of adversity or thoughts of regret, wondering why I do this. I get no money or fame off this, but I get to experience an act I truly hold dearly, and that's why I wanted to share this with the world. Thank you for taking the time to read this series of posts.
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I wanted to share a small number of maps I’ve created.
Maps: Reincarnation of a Community Fool’s Errand Warehouse & Disaster Dead Ahead Docks
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A Creation of Worlds: Comprehension Two
Ok, I'll be frank with you. This section is going to be long, but I'll make do and simplify it.
2. This section is what makes the magic happen, the actual creation of the level. Each Section does something (W.H.M.E.C.G.O.L.P.M.T).
Explanation:
W = Wall, one version allows you to make a room, the other is decorative)
*NOTE: THE REST WILL BE SHOWN IN ONE PICTURE*
H = House, the basic functions in the level. Streets, stairs, doors, balconies, elevators, crane towers, and cargo crates. (For simplicity, only doors and streets will be displayed).
M = Music, the game uses Diegetic Music(Muffled Effect), to prevent this there must be a speaker. E = Enemies, they give threat to level. Each group of enemies varies in threat level. (Zombies = Low | Vampires = Medium | Skeletons = High | Demons = Very High | C = Cover, this is a function that protects the player only from enemy fire.
G = Gun, only for the player and vary from knives to actual guns. O = Objectives, these are the rules given to the player to complete the level. (Assassination a certain target, burning evidence, to unlocking a safe). L = Lighting does as it says. This can be used strategically to help the player since being exposed to the light makes the player an easy target. P = Piping is a fast method of traveling around the map. (The player controls the Reaper, the God of Death). This too can be used effectively since it could be used for flanking enemies or having situations of high risk and reward. M = Miscellaneous objects that purely serve as visuals. They don’t affect the gameplay just the appearance of the level. (More on this later). T = Trigger or the Trigger System. This is a feature allows for the respawning of an enemy, cutscenes, or spawning anything in the editor. (This system is so simple yet difficult to understand. It can do a lot of functions to the game itself if used effectively and knowingly).
Editor Version and Ingame Version:
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A Creation of Worlds: Comprehension One
Confusion goes through everyone's mentality when exposed to something of unfamiliarity. And this case is no exception, but I'll gladly tell you how I make worlds through this program.
1. These 3 files allow you to: start a new, open, save, or edit a map. (N.O.S.E.)
1A. Mission Name = The name of the level. (Displayed at the beginning of the level, ingame).
1B. Dimensions = The height or width of a map (the visible and playable bounds of a map).
1C. Music Choice = The music that’ll play during the level (DEADBOLT OST).
1D. Background = The level’s background and the option of a city, docks, or a cloudy snowy night. (Not the playable zone).
1E. Objectives = What the player needs to complete to beat the level. (Examples, Kill all, Find Info, Assassin Targets, etc). The last ones all relate to the publication of the level to the Steam Workshop.
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Here’s how it looks like to pick a custom level ingame.
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First Image: The program themselves via desktop Second Image: The Level Editor when running.
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A Creation of Worlds: Introduction
I know the title seems quite ambiguous. How does one exactly create a world? Well, there are many ways: writing, stories, drawing, graphic novels, and the list goes on. However, I'll be discussing a topic that many are familiar with video games. But this where I'll draw the line. I'm not talking about the games themselves or being a gamer. I’ll discuss how I make worlds through games. In particular, the programs used make them.
Now, I'm no game developer. I'm just an everyday face you see in public. For the past three years, I've gotten into the habit of creating levels for others to play on the Steam Workshop platform. DEADBOLT's workshop is where I publish my creations, the DEADBOLT: Level Editor is where I make them.
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