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HPSpeedLimit (16x16)

PostPosted: 07.02.2013, 10:57
by HPoltergeist
Hi!

Another one, with a bit different design.

Entering and leaving on the bottom side, going along a simple cloverleaf shaped route.

- 16x16
- 106 total path segments (plain path is 90, +2 tick for every stop -> +16)
- no blocked spaces
- stopping (3 ticks) at every stop line (4 stop place in the middle and one at each crosswalk)
- updated zip

Image

Image

HPSpeedLimit.zip
Map package - HPSpeedLimit
(16.99 KiB) Downloaded 166 times


Any feedback is welcome! =)

Thanks,

HPoltergeist

Re: HPSpeedLimit (16x16)

PostPosted: 07.02.2013, 19:53
by Pezinator
the idea with the street is awesome. The path is ok, nothing special, but definitely worth playing. I immediately thought, that the stopslines at the street would be stops in the path too. Would be a quite nice idea to make the path like this. Maybe you should delete all lines beside the ones at the crossing though!

Re: HPSpeedLimit (16x16)

PostPosted: 07.02.2013, 20:12
by C0re
Path and design are nice.
Unfortunately the hole picture is pixelated and these barriers look strange.
And why is there a grey block after the start? ;)

Re: HPSpeedLimit (16x16)

PostPosted: 07.02.2013, 20:52
by HPoltergeist
C0re wrote:Path and design are nice.
Unfortunately the hole picture is pixelated and these barriers look strange.
And why is there a grey block after the start? ;)


Thanks, but it's in the guidelines, that the jpeg must be 75%, so that is the quality with that. Obviously I can make it better, but then it will be out of bounds by the guidelines. =/

HP

Edit:
Oh and the grey block is a correction on the road because of a changed direction in traffic... =P (Design =D)

Re: HPSpeedLimit (16x16)

PostPosted: 07.02.2013, 20:53
by HPoltergeist
Pezinator wrote:the idea with the street is awesome. The path is ok, nothing special, but definitely worth playing. I immediately thought, that the stopslines at the street would be stops in the path too. Would be a quite nice idea to make the path like this. Maybe you should delete all lines beside the ones at the crossing though!


Thank you very much!

The idea with the stops is great, I have it in mind, but I don't really know how to do them.
Please help! =)

Thanks,

HP

Re: HPSpeedLimit (16x16)

PostPosted: 07.02.2013, 21:33
by Pezinator
HPoltergeist wrote:
Pezinator wrote:The idea with the stops is great, I have it in mind, but I don't really know how to do them.
Please help! =)

Thanks,

HP



Just let me know. I can help you with everything concerning paths and mapeditor. So simply let me know if you need help.

Re: HPSpeedLimit (16x16)

PostPosted: 07.02.2013, 21:56
by Pezinator
Well i have to add something. Even if i like the street the background, doesn't look that good. You definitely have to improve that, since there's a lot of free space there will be a lot of notice on the background.

Re: HPSpeedLimit (16x16)

PostPosted: 07.02.2013, 22:00
by HPoltergeist
Pezinator wrote:Well i have to add something. Even if i like the street the background, doesn't look that good. You definitely have to improve that, since there's a lot of free space there will be a lot of notice on the background.


Yep, I made the background quite fast, I'll work on it later... Sure it's not quite good... =/
Besides, I didn't wanted to be so complex.
I hope I can improve something finally... =P

Re: HPSpeedLimit (16x16)

PostPosted: 07.02.2013, 22:31
by HPoltergeist
Stops done. 3 ticks at every stop line.

Graphics later. =P

Re: HPSpeedLimit (16x16)

PostPosted: 07.02.2013, 22:36
by Pezinator
sry to tell you, but 3 is too much. As i said, you should only make them at the crossing and not more then 2 ticks. 3 is far to much i'd even go for 1

Re: HPSpeedLimit (16x16)

PostPosted: 07.02.2013, 22:40
by HPoltergeist
1 (first click) + 2 ticks, total of 3.

Why is it not good at the other small ways?
Maybe only 1+1 there?

Hm? =/

Re: HPSpeedLimit (16x16)

PostPosted: 07.02.2013, 23:17
by Pezinator
HPoltergeist wrote:1 (first click) + 2 ticks, total of 3.

Why is it not good at the other small ways?
Maybe only 1+1 there?

Hm? =/


OK so we got a different view of stops. i thought with 3 ticks you meant the normal one + 3 pathsegments. Ok so 2 should be fine

I'd not make the other ones cause i think, that then there are too many stops. If the creeps stops every 10 fields i think the game will get quite stagnate

Re: HPSpeedLimit (16x16)

PostPosted: 08.02.2013, 03:24
by HPoltergeist
I think, I'll leave the path this way for now. If it is terrible, then later I'll modify it. Let it be tested first. =P
But I'll make an other background graphics for it.

Re: HPSpeedLimit (16x16)

PostPosted: 09.02.2013, 14:42
by Pezinator
HPoltergeist wrote:I think, I'll leave the path this way for now. If it is terrible, then later I'll modify it. Let it be tested first. =P
But I'll make an other background graphics for it.


Ok i am waiting for it ;) I am excited what you are going to have for us.

Re: HPSpeedLimit (16x16)

PostPosted: 09.02.2013, 16:43
by HPoltergeist
Pezinator wrote:
HPoltergeist wrote:I think, I'll leave the path this way for now. If it is terrible, then later I'll modify it. Let it be tested first. =P
But I'll make an other background graphics for it.


Ok i am waiting for it ;) I am excited what you are going to have for us.


I'm waiting for it too...

I only promise pain and suffer! :evil: :lol:

Re: HPSpeedLimit (16x16)

PostPosted: 10.02.2013, 12:08
by Seraph07
I dont realy like the path, to boring always around the circle. Nice to deff - no inovation.

The design is.. new created someday.

The pathflow should be clear on the first contact with the map.

Re: HPSpeedLimit (16x16)

PostPosted: 22.01.2017, 14:44
by Seraph07
New name: speedlimit

Added to Testing

Survivor values
Easy: 117
Medium: 121
Hard: 125

[author] => HPoltergeist
[size] => 16x16
[starts] => 1
[ends] => 1
[splittings] => 0
[joins] => 0
[overgrounds] => 106
[undergrounds] => 2
[min_length] => 108
[max_length] => 108
[url] => http://www.creeptd.com/mapfiles/speedlimit.zip
Image