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FPSC Classic Product Chat / My tutorial how to make good mazes.

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The Silent Ayehika
18
Years of Service
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Joined: 15th Apr 2006
Location: My Home
Posted: 21st Jun 2007 22:36
Foreword:
I have made this simple guide for mazes because there a lot of people who aren’t good at making mazes. So that’s why I made this one. Have a lot of fun and I hope you learn something ^^.Oh by the way. This thing is friendly for all and the pictures are at the last chapter.


Chapter 1: Items
To make a maze on FPSC it would be the best to have these items
FPSCreator (of course)
A Few Pencils
One or Two Erasers
A squares Notebook with squares of 1/2th centimeter a square (The notebook with all the squares in. I don’t know how it’s called.)
A lot of patience and and fantasy

Chapter 2:First Step
Before we start with anything, I would like to say that too big and too small mazes aren’t really fun. So (try to) make them middle size.
First get your book and make a 40 X 40 square in it (The amount FPSCreator can hold)
First make a small entrance and a arrow. Indicated like in the first picture. The arrow is the start position and the lines are the walls. That’s the start of your wonderful maze. The entrance is made by a square and one side gone.

Chapter 3:The Second part of your maze.
First. How I have learned is by making a straight path towards the end. Mark the end with an X. Now when you have done that you should remove some walls and place them somewhere else. The time taking depends on the person who is doing this.

Chapter 4: The fake paths.
Now you have made the maze a bit empty with your holes. Now draw some random paths, make them connect, make them split or dead ends. Or other things. This is the most time consuming part and you would need a lot from your fantasy to do this right. Remember..Not too big and not too small.
Chapter 5:Traps *Evil laugh*
The final things are the traps. Make yourself some reasonable traps and write them up. A few examples are (Moving platforms, Locked doors, Moving Walls , Fire launchers, fake walls and other stuff)
The most important is that you make them up and that you erase the ones you can’t do.. not everything is possible.. *starts to cry* You should get yourself a thing to remember where the traps are ( F for fake wall. A wall with a circle on it for a door. A smaller square with a arrow where it moves to for the platforms and all other stuff..

Chapter 6: Pictures
Sorry for the crappyness of the pictures. I hope you understand them ^^ If you don’t, just say so and ill put on the original ones on paper <D
Ch 2:

Ch 3:

Ch 4:

Ch 5:


Final Words:
Well…Yeah..That was all..I hope you liked my guide =D and I hope you learned a lot of it..Good luck in the future and oh..If you ever made a good maze you can send it to me if you want ^^.
P.S If i made any typos or something in this long post.Just tell me =D.Thank you and G'day/G'night.

*casts a flame proof cloak over his thread and disappears*

....Whatever.....
Storm 6000
20
Years of Service
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Joined: 10th Oct 2004
Location:
Posted: 21st Jun 2007 22:43
a good effort but id aim to give more examples, tips and post a .fpm of one of these fancy mazes with moving platforms or fire launchers lol id like to see it

Thanks
Adam
Roger Wilco
19
Years of Service
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Joined: 6th Jul 2005
Location: In the Shadow of Chernobyl
Posted: 22nd Jun 2007 03:44
Maze-making is so cheap Wolfenstein-mapping trick.
But anyway, decent tut I guess.

"Or perhaps we're just one of god's little jokes?"
tyrano man
18
Years of Service
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Joined: 26th Oct 2006
Location: Battle City - Kalspher :)
Posted: 22nd Jun 2007 19:38
Quite a good game design theory tut (it probably would have been better posted there, as this applys to games that aren't fpsc too).

But you missed out one thing. Use multiple levels to keep it in a small space rather than a really wide lag creating flat maze.

wizard of id
18
Years of Service
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Joined: 16th Jan 2006
Location: Sunny South Africa
Posted: 23rd Jun 2007 22:49
Quote: "
But you missed out one thing"
Missed one??Missed quite a few stuff.

Keep textures simple for example keep to one wall floor ceiling textures per level after all it is a maze and the idea is to get lost in it...

Add static and dynamic objects in your maze to block and entrances this requires some planning...

Keys would play a great part in any maze per example area 4 and area 1 is right next to one another however to get to area 4 you need to get area 2 and area 3's key with each area's key hidden in another area.

The objective is to confuse the player not to give up completely because you did not give little clues...
Little clues can be inform of dynamic lights an area protected by a few entities blood splatter bullet holes corpse even sound events...

Don't make the maze too big or the player is going to get bored looking for whatever exit key ect...

Lights work very well at confusing a player however use too many dark area's it might be next to impossible to find whatever the player needs to find make it to bright and it might be too easy...

Escape route even if a player is in a maze and under attack he should always have a route he can take should he need to escape from entities keep that in mind...


Pointless Assault RC1 Demo
http://fileho.com/download/534fc0519603/pointless.rar.html

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