A Mini Manual for the PB2 MapMaker!

Tutorials and guides for Plazma Burst and community features.

A Mini Manual for the PB2 MapMaker!

Postby Charlie 5 Lives » 23 October 2015, 07:05

Hello, fellow PB2 Users!

Are you a new mapmaker? Are you starting out? Or are you already experienced but wish to add more elements into your map? Are you trying a new theme? Are you tired of reading this questions? Well, here's some good news!

To help the new mapmakers, I have made three map templates that can help you start out on mapmaking, or understand the basic trigger systems. They are also open-sourced for your convenience!

TUTORIAL / OPEN SOURCE MAPS

Spoiler: Show More
Open Source TDM Map
http://www.plazmaburst2.com/?s=9&a=&m=charlie%205%20lives-team-deathmatch&id=610271
charlie 5 lives-team-deathmatch

Your basic TDM map. Red vs. Blue, two bases, with a neutral base in the centre.

Open Source Saw Map
http://www.plazmaburst2.com/?s=9&a=&m=charlie%205%20lives-open-saw-map&id=634007
charlie 5 lives-open-saw-map

Your basic Saw/Escape map, with common traps including flying doors, multiple choice entrances, and explosions.

Open Source Base Map
http://www.plazmaburst2.com/?s=9&a=&m=charlie%205%20lives-open-base-map&id=663219
charlie 5 lives-open-base-map

Your basic base map. A small base with a bunker and a barracks.

The three basic and common maps in PB2 Multiplayer here to help you start out! Feel free to edit, make, or anything else to the map! (Note: Base, Gunshop, Hotel, School, and City maps function the same way)

Now for those who also wish to have what I call "Advanced elements" in their map, here are trigger layouts for some cool things, including a cube gun and a portal gun!

PORTAL GUN
Spoiler: Show More
TIMER 1 (Delay Input = 0) > Activates Trigger 1

TRIGGER 1
Infinite calls
Action 1 Type = Gun > Force Gun "A" spawn "B" projectiles per shot
Parameter A = Gun 1
Parameter B = 0
Action 2 Type = Same as Action 1 Type
Parameter A = Gun 2
Parameter B = 0

TIMER 2 (Delay Input = 0) > Activates Trigger 2

TRIGGER 2
Infinite calls
Action 1 Type = Gun > Call Trigger "B" when Gun "A" fired
Parameter A = Gun 1
Parameter B = Trigger 4

TIMER 3 (Delay Input = 0) > Activates Trigger 3

TRIGGER 3
Infinite calls
Action 1 Type = Gun > Call Trigger "B" when Gun "A" fired
Parameter A = Gun 2
Parameter B = Trigger 5

TRIGGER 4
Infinite calls
Action 1 Type = Region > Move Region "A" to player-initiator's cursor
Parameter A = Region 1
Action 2 Type = Movable > Force Movable "A" move to region "B"
Parameter A = Door 1
Parameter B = Region 1
Action 3 Type = Region > Move Region "A" to player-initiator's cursor
Parameter A = Region 2

TRIGGER 5
Infinite calls
Action 1 Type = Region > Move Region "A" to player-initiator's cursor
Parameter A = Region 3
Action 2 Type = Movable > Force Movable "A" move to region "B"
Parameter A = Door 2
Parameter B = Region 3
Action 3 Type = Region > Move Region "A" to player-initiator's cursor
Parameter A = Region 4

TRIGGER 6
Infinite calls
Action 1 Type = Region > Teleport player-initiator from Region "A" to Region "B"
Parameter A = Region 2
Parameter B = Region 4

TIMER 4 (Delay Input = 0) > Activates Trigger 7

TRIGGER 7
1 call
Action 1 Type = Movable > Change colour of Movable "A" to HEX colour "B"
Parameter A = Door 1
Parameter B = Any colour code.
Action 2 Type = Same as Action 1 Type
Parameter A = Door 2
Parameter B = Any colour code, but not the same as Action 1 Type Parameter B.

TIMER 5 (Delay Input = 0) > Activates Trigger 8

TRIGGER 8
1 call
Action 1 Type = Movable > Mute Movable "A"
Parameter A = Door 1
Action 2 Type = Movable > Mute Movable "B"
Parameter B = Door 2


GUNS THAT OPEN / CLOSE DOORS
Spoiler: Show More
TRIGGER 1
Enabled = Yes
Max calls = Infinite
Action 1 Type = Gun > Call Trigger "B" when Gun "A" fired
Parameter A = Trigger 2
Parameter B = Gun 1
Action 2 Type = Gun > Call Trigger "B" when Gun "A" fired
Parameter A = Trigger 3
Parameter B = Gun 2

Trigger 2 will open the door, Trigger 3 will close the door.

TRIGGER 2
Enabled = Yes
Max calls = Infinite
Action 1 Type = Movable > Force Movable "A" to region "B"
Parameter A = Door 1
Parameter B = Region 1

TRIGGER 3
Enabled = Yes
Max calls = Infinite
Action 1 Type = Movable > Force Movable "A" to region "B"
Parameter A = Door 1
Parameter B = Region 2

TRIGGER 4 (may require a timer, delay must be 0, connect it to this trigger)
Enabled = Yes
Max calls = Infinite
Action 1 Type = Gun > Force Gun "A" spawn "B" projectiles per shot
Parameter A = Gun 1
Parameter B = 0
Action 2 Type = Gun > Force Gun "A" spawn "B" projectiles per shot
Parameter A = Gun 2
Parameter B = 0


CUBE GUN
Spoiler: Show More
TIMER 1 (Delay Input = 0) > Activates Trigger 1

TRIGGER 1
Infinite calls
Action 1 Type = Gun > Force Gun "A" spawn "B" projectiles per shot
Parameter A = Gun 1
Parameter B = 0

TIMER 2 (Delay Input = 0) > Activates Trigger 2

TRIGGER 2
Infinite calls
Action 1 Type = Gun > Call Trigger "B" when Gun "A" fired
Parameter A = Gun 1
Parameter B = Trigger 3

TRIGGER 3
Infinite calls
Action 1 Type = Region > Move Region "A" to player-initiator's cursor
Parameter A = Region 1
Action 2 Type = Movable > Force Movable "A" move to region "B"
Parameter A = Door 1
Parameter B = Region 1


Some tips and facts to be aware of when mapmaking:
1. Be creative! But with that being said...
2. Don't make your map too big. The bigger the map, the longer it'll take to load and the higher chance it may lag for users.
3. Two triggers (8 and 47) are useless in Multiplayer, and are intended for Single Player only.
4. Remember that decorations are just decorations, and that you'll need to add more elements to make it look functional (example: Push zones with gravitator, regions and triggers with teleporters)
5. Use this website (there are many others, but this is my reliable source) for HEX Colour Codes
: http://www.december.com/html/spec/colorsafe.html

I hope this has helped you, and thank you for reading all of this. Feel free to add your comments or other cool elements below. Now that my fingers are tired, my last advice: Go start mapmaking!

alexwang32 wrote:There's another gun you might want to add to the list: The freeze gun

There are two types of freeze gun, the first freezes the player COMPLETELY, 100%, the players will be unable to shoot guns, move its head when frozen.

The second freezes the body only, meaning it can still shoot at you at turn its body direction.

This gun is not very popular, resulting in people calling it a hack. :nope:

Anyways here's the code:

Spoiler: Show More
Triggers:

#gunfire
Call trigger #move when gun #freezegun is fired
#move
Quickly move region #freeze to player-initiator's cursor
#execute
Multiply speed of players in region #freeze by 0
Harm the stability of players in region #freeze by 10000000000... ( Note, if you don't harm the stability, the enemy frozen will still be able to fire guns )

Regions:

#freeze
Activation on Character
Activation trigger: #execute


Note that you can also freeze yourself by accident.
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Re: A Mini Manual for the PB2 MapMaker!

Postby xChakra » 25 October 2015, 02:49

I can't thank you enough for explaining the portal gun, amazing guide.
[sarcasm] Yeah... Sure[/sarcasm]
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Re: A Mini Manual for the PB2 MapMaker!

Postby o_Sniper_o » 25 October 2015, 06:10

>Makes map templates
>TDM map has trigger begging for rates
>Saw map has traps that require dumb luck and lag, not skill
>bruh
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Re: A Mini Manual for the PB2 MapMaker!

Postby Charlie 5 Lives » 25 October 2015, 07:00

@o_Sniper_o

I forgot to mention this: The TDM Map was originally a normal TDM map before I made it a template. Some things are in there I forgot to remove.

>bruh, bruh.
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Re: A Mini Manual for the PB2 MapMaker!

Postby Kiriakos Gr96 » 27 October 2015, 14:14

thats a very good tutorial ^_^
very well detaled info
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Re: A Mini Manual for the PB2 MapMaker!

Postby mingo1 » 28 October 2015, 09:22

Excellent my friend!

This manual is extremely easy to follow. Brilliant work.

:)
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Re: A Mini Manual for the PB2 MapMaker!

Postby Silent Aurora » 28 October 2015, 19:45

Great, useful manual bud.
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Re: A Mini Manual for the PB2 MapMaker!

Postby lightwithin » 28 October 2015, 20:05

I like this, simple and easy to follow :) Im still clueless as to what maps I should make though cx
Cats go


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Re: A Mini Manual for the PB2 MapMaker!

Postby alexwang32 » 30 October 2015, 15:26

There's another gun you might want to add to the list: The freeze gun

There are two types of freeze gun, the first freezes the player COMPLETELY, 100%, the players will be unable to shoot guns, move its head when frozen.

The second freezes the body only, meaning it can still shoot at you at turn its body direction.

This gun is not very popular, resulting in people calling it a hack. :nope:

Anyways here's the code:

Spoiler: Show More
Triggers:

#gunfire
Call trigger #move when gun #freezegun is fired
#move
Quickly move region #freeze to player-initiator's cursor
#execute
Multiply speed of players in region #freeze by 0
Harm the stability of players in region #freeze by 10000000000... ( Note, if you don't harm the stability, the enemy frozen will still be able to fire guns )

Regions:

#freeze
Activation on Character
Activation trigger: #execute


Note that you can also freeze yourself by accident.

alexwang32
 

Re: A Mini Manual for the PB2 MapMaker!

Postby alexwang32 » 31 October 2015, 14:53

Hehe, agreed. This is one of the most impressive 'high tech' guns out there.

alexwang32
 

Re: A Mini Manual for the PB2 MapMaker!

Postby Silent Aurora » 31 October 2015, 16:07

sweet, ok I added Alex's one onto the main post since its useful and really easy to follow.
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Re: A Mini Manual for the PB2 MapMaker!

Postby ugive10k » 31 October 2015, 16:24

How do I make two or more players in a deathmatch map allies? I know it can be done because of the thing in luls-base.

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Re: A Mini Manual for the PB2 MapMaker!

Postby artichokecat » 31 October 2015, 19:34

Hello!
I've been reading this thread and I want to add something as well!

I've derived a sort of "Prison Gun"
From the Portal Gun
It's pretty basic compared the the Portal Gun

It teleports a player at your cursor to a set location,
in my case, the Prison Cell!

Here is the code for it:

Spoiler: Show More
Timer 1:
Launched on Start: Yes
Max Calls: 1 Call
Trigger on: Trigger 1
Delay: 0

Trigger 1:
Max Calls: Infinite
Action 1 Type: Force gun A to spawn B projectiles per shot
Parameter A: gun 1
Parameter B: 0

Timer 2:
Launched on Start: Yes
Max Calls: 1 Call
Trigger on: Trigger 2
Delay: 0

Trigger 2:
Max Calls: Infinite
Action 1 Type: Call trigger B when gun A fired
Parameter A: gun 1
Parameter B: Trigger 3

Region 1:
Activation Trigger: Trigger 4
Activation on: Character
[Make this region like 10 by 10 of the small squares or just big enough that it will fit someone]

Trigger 3:
Max Calls: Infinite
Action 1 Type: Move region A to player-initiator's cursor
Parameter A: Region 1
Action 2 Type: Set remain calls on Trigger A to Value B
Parameter A: Trigger 4
Parameter B: 1

Region 2:
Activation Trigger: None
Activation on: None
[Place this where you want to teleport the target to
In this case, I put the region in a jail cell but you can do whatever you want]

Trigger 4:
Max Calls: 1
Action 1 Type: Teleport all players at region A to region B
Parameter A: Region 1
Parameter B: Region 2


If you are wondering why I have 1 call on the teleport trigger
and why the trigger before it gives it another call,
it's so if people walk into the region where you last shot at
they won't be teleported into the prison cell
and be like "Waaaat?"

Note: The gun is faulty so sometimes it may take a couple shots to successfully teleport the person
If anyone has improvements that would be great.

Thanks!
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Re: A Mini Manual for the PB2 MapMaker!

Postby alexwang32 » 31 October 2015, 21:13

Uhh... artichokecat, as you pointed out yourself the prison gun is pretty much identical portal gun, no new "technology" really, though I fancy the idea. It would be more cool if one could develop and actual prison on site, like using movables. It would be hard because the positioning of the regions (movables) cannot be done accurately ( which is why we only have block guns that move a single block around ).

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Re: A Mini Manual for the PB2 MapMaker!

Postby artichokecat » 31 October 2015, 22:22

What you say is true. :/
Sorry if I wasn't too helpful.

Spoiler: Show More
I've been experimenting with what you said-
to build a Prison on-site,

with the
move region _ along relative position by X
move region _ along relative position by Y
triggers to make it more exact but things aren't going the the way i expected :P
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Re: A Mini Manual for the PB2 MapMaker!

Postby alexwang32 » 1 November 2015, 02:31

artichokecat wrote:What you say is true. :/
Sorry if I wasn't too helpful.

Spoiler: Show More
I've been experimenting with what you said-
to build a Prison on-site,

with the
move region _ along relative position by X
move region _ along relative position by Y
triggers to make it more exact but things aren't going the the way i expected :P


EXCELLENT! We're thinking the same thing! I had that idea for a while, but I haven't tested yet. Tell me about your progress, perhaps muting movable trigger might help, I'm not sure.

And any contribution has value, no need to be sorry, lol, I started as fool who couldn't even make a door move ( this was back when the advanced level editor didn't exist :D ) You already have a great start.

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Re: A Mini Manual for the PB2 MapMaker!

Postby Yuza » 4 November 2015, 06:03

Yo, the portal gun didn't work when i did it it turned out to be same as the cube gun like the door following the cursor or it might be better if you make an open source for the guns...


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Re: A Mini Manual for the PB2 MapMaker!

Postby Charlie 5 Lives » 4 November 2015, 06:27

To: All

If you are experiencing an error with the portal gun, here is the map for reference. It is open sourced.

http://www.plazmaburst2.com/?s=9&a=&m=charlie%205%20lives-testing_zone2&id=634684
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Re: A Mini Manual for the PB2 MapMaker!

Postby Yuza » 5 November 2015, 03:21

Yo, thanks for the open source but there's another gun same as the portal but it's a simple version of it
When you drag the cursor anywhere it teleport by shooting the gun..


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Re: A Mini Manual for the PB2 MapMaker!

Postby ugive10k » 5 November 2015, 03:32

Okay, I'm back with more questions.

1. How do I make a player from team A, come back to life as a player in team B when they die.

2. How do I make an AI attack someone in a multiplayer map?

That's all... Ugive10k out!

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