Seeing how successfully rated beautiful places can be, I am looking for a skilled builder to construct a map for my upcoming League of ROBLOX sequel, ‘Battle for ROBLOX.’ The map must have a small part count to cut down on lag, and should use a minimal amount of CSG due to collision/raycasting fidelity being a requirement. It will also require strategically placed invisible colliders to prevent getting out of bounds.
Please PM me if you are interested and I will provide more details. Pay will be $100+ via PayPal, depending on the quality of the map.
Question: Do you want the maps before a certain date? I’m interested in making a map, but I got a to-do list with things that have a higher priority, so I probably won’t be able to finish one before the end of April.
(Also, a few more guidelines would be great, like part count and map size)
As I’m not an experienced builder, I can’t give any specific part counts. On a general range, I’m looking for something on the ‘medium low’ part of the spectrum. As for size, I’m using the basic 512x512 base plate. Here’s an image to get an idea:
While I may not show it perfectly well in this picture, symmetry about the origin is another necessity (negotiable). Time frame is loose. End of April works just fine.
A few questions:
How many parts is “medium” amount?
What kind of a map theme are you looking for (hills, forest, mountainous, snowy, city, etc)?
Have you already finalized your tower design or can we design one?
Should we expect minions to be able to jump (that was a big thing in LoR where minions would get stuck trying to climb over the bridge railings)?
Will attacks be able to follow the terrain elevation if it changes height (allowing for hills taller than 2 studs)?
Should our map be exactly 512 or should we go larger?
When you say “symmetric,” obviously you are talking about major gameplay elements, but, can scenery differ between sides ala TF2?
Should we make the path exactly straight, or can we make some curves in it (nothing major, just slight squiggling to break up the sightline and some chamfers or something on the outer path)?
A few questions:
What kind of a map theme are you looking for (hills, forest, mountains, snowy, city, desert, etc)?
Have you already finalized your tower design or can we design one?
Should we expect minions to be able to jump (that was a big thing in LoR where minions would get stuck trying to climb over the bridge railings)?
Will attacks be able to follow the terrain elevation if it changes height (allowing for hills taller than 2 studs)?
Should our map be exactly 512 or should we go larger?
When you say “symmetric,” obviously you are talking about major gameplay elements, but, can scenery differ between sides ala TF2?
Should we make the path exactly straight, or can we make some curves in it (nothing major, just slight squiggling to break up the sightline and some chamfers or something on the outer path)?
P.S. I think it would be neat to have a desert map where mid is in a dried-up river bed slightly lower than the rest of the map, and the jungle is a village of some sort with a canyon running on both sides of the map that end in the bases, like the two teams are fighting for the ability to use the canyon as passage.
What kind of a map theme are you looking for (hills, forest, mountains, snowy, city, desert, etc)?
Have you already finalized your tower design or can we design one?
Should we expect minions to be able to jump (that was a big thing in LoR where minions would get stuck trying to climb over the bridge railings)?
Will attacks be able to follow the terrain elevation if it changes height (allowing for hills taller than 2 studs)?
Should our map be exactly 512 or should we go larger?
When you say “symmetric,” obviously you are talking about major gameplay elements, but, can scenery differ between sides ala TF2?
Should we make the path exactly straight, or can we make some curves in it (nothing major, just slight squiggling to break up the sightline and some chamfers or something on the outer path)?
P.S. I think it would be neat to have a desert map where mid is in a dried-up river bed slightly lower than the rest of the map, and the jungle is a village of some sort with a canyon running on both sides of the map that end in the bases, like the two teams are fighting for the ability to use the canyon as passage. [/quote]
Plains with some hilly elements.
You can try one out if you’d like.
Minions will not jump.
No. Ensure that the map is as flat as possible. That is one of the most important criteria. Out-of-bounds scenery can be as interesting as you’d like, but the gameplay space must be completely flat.
You can go larger.
Sure.
Some slight deviation is fine, but the minions take straight paths.
I know in LoR there were checkpoints that the minions targeted, so the thought with that is the checkpoints would be placed at the curves.
Also, some more questions:
Outlines?
How wide do you want the paths?
EDIT: this is what I came up with as a preliminary mid:
it’s a little too cookie-cutter in my opinion so tomorrow I’ll make it a little less regular-looking by making the angle of the straight section at mid a little shallower, or even steeper like the one in the map I drew, and probably a little thinner as well (working on a 512 baseplate atm)