I WANT YOUR MAPS

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west131087
13 Posts
Posted Jan 17, 2013
Hi guys. I am an author of game Portalizer, that you can play on Android platform.
Here is short video of gameplay :

http://www.youtube.com/watch?v=XSTDE0WZ_eg

About my project. I dont want you guys to misunderstood me. I have published game on Android and soon with new interface i will launch it on iOS. I need to support gamers who already bought the game, because of that i need a 15-20 new maps for free to them. Also there is would be a store where gamers would buy a mappacks through in-app.

So here is a how i could cooperate with mapmakers. You make a map pack, i am importing it into Unity and we split the income from selling it through gamestore (that would be in near future with new interface).

If you are interested, please reply in this thread or mail me : [email protected]

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FelixGriffin
2,680 Posts
Posted Jan 17, 2013
Replied 3 hours later
What sort of level editor would there be for this? What enging does it run on?
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west131087
13 Posts
Posted Jan 17, 2013
Replied 1 hour later

FelixGriffin wrote:
What sort of level editor would there be for this? What enging does it run on?

The game is made on Unity Engine. Map could be done for example in new Portal 2 Map Editor, and you give me a drawing. If you want to get revenue from selling your packs, so there would be a little bit other conditions.
In game you can use:
- Material Emancipation Grill
- Lift
- Aerial Faith Plate
- Simple Panels
- Excursion Funnel
- Hard Light Bridge
- Thermal Discouragement Beam
- Toxic water
- Heavy Duty Super Button
- Weighted Companion Cube
- Discouragement Redirection Cube
- Switch

Later would be possible to use Turrets.
There is no GELS.

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BenVlodgi
633 Posts
Posted Jan 17, 2013
Replied 4 hours later
=\ the texture alignment

but it looks interesting overall

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wstrika
200 Posts
Posted Jan 17, 2013
Replied 3 minutes later
That actually looks really cool. I hope you don't get DMCA'd by Valve when you try to sell it, though.

Also, you said you're developing this on the Android platform, but you also said you're preparing to release on iOS. Are you not releasing on Android, as well?

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west131087
13 Posts
Posted Jan 17, 2013
Replied 13 minutes later

BenVlodgi wrote:
=\ the texture alignment

We are working on new level design, because current maps was made by myself in Google Sketchup

wstrika wrote:
That actually looks really cool. I hope you don't get DMCA'd by Valve when you try to sell it, though. Also, you said you're developing this on the Android platform, but you also said you're preparing to release on iOS. Are you not releasing on Android, as well?

We have already released game on Android : https://play.google.com/store/apps/details?id=com.HeavalRexet.Portalizer. The game is absolutely legal, that is why we try to make it larger, interesting and excellent looking. So we need new cool content, that would be selling as level packs, and original authors would have a revenue too.

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msleeper
4,095 Posts
Member
Posted Jan 17, 2013
Replied 3 minutes later
wstrika, Unity is cross platform for Android and iOS so brobro can release it on whatever he wants.

west131087 wrote:
If you want i could buy your ideas for 10-20 dollars per map (depends on quality), or give you a part of revenue from selling your pack (if you would make a whole pack with 20-25 maps).

$10 to $20 per map is a slap in the face to the huge majority of the map designers here. Also note to anyone: never ever ever get in on a "profit share", you are are literally just fucking yourself.

EDIT
Also it looks like the "source code" link on that video's description doesn't work anymore.

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BenVlodgi
633 Posts
Posted Jan 17, 2013
Replied 6 minutes later
I would be interested in designing a few levels for this medium. email me at [email protected]
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west131087
13 Posts
Posted Jan 17, 2013
Replied 5 minutes later

npc_msleeper_boss wrote:
$10 to $20 per map is a slap in the face to the huge majority of the map designers here. Also note to anyone: never ever ever get in on a "profit share", you are are literally just fucking yourself.

I respect you, and I don't mind if you would like share your map for free. I am not looking here for condemnation, I'm looking for support and understanding.

BenVlodgi wrote:
I would be interested in designing a few levels for this medium. email me at [email protected]

Ok

Here is video how it looks on phone:
http://www.youtube.com/watch?v=kp2X0ePJCA0

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msleeper
4,095 Posts
Member
Posted Jan 17, 2013
Replied 24 minutes later

west131087 wrote:
I respect you, and I don't mind if you would like share your map for free. I am not looking here for condemnation, I'm looking for support and understanding.

I am trying to give you constructive support. I think that if you want the really top-tier mappers to design puzzles for your game, you're going to have to pony up more than $20 for a map.

Look at it this way. Most of the better quality maps here have, at minimum, 100 hours put into them. Building, detailing, lighting, and an amazing amount of testing. So if someone puts 100 hours into making a map, and you want to give them $20 for it, you are basically paying them $0.20/hr for their work.

I can't think of anyone here, especially anyone with a map in the "Spotlight" category, who would be happy working for $1.60 a day.

EDIT
While the medium is totally different, an amazing prop designer named Matt Munson recently wrote an article on this very subject. If you are looking to pay people for their time and creativity, I urge you to take a few minutes to read it.

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west131087
13 Posts
Posted Jan 17, 2013
Replied 23 minutes later

npc_msleeper_boss wrote:
I am trying to give you constructive support. I think that if you want the really top-tier mappers to design puzzles for your game, you're going to have to pony up more than $20 for a map.

Look at it this way. Most of the better quality maps here have, at minimum, 100 hours put into them. Building, detailing, lighting, and an amazing amount of testing. So if someone puts 100 hours into making a map, and you want to give them $20 for it, you are basically paying them $0.20/hr for their work.

I can't think of anyone here, especially anyone with a map in the "Spotlight" category, who would be happy working for $1.60 a day.

You misunderstood me. I say about $10-20 per map for simple single map drawings. For example lets look on Portal 1 single player or first half of Portal 2 maps (before antigravity beam), it is really easy to make such maps but i need variety. IMPORTANT Also you can publish your mappack and split the income from selling it through in-app in gamestore.

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FelixGriffin
2,680 Posts
Posted Jan 17, 2013
Replied 30 minutes later
I'm also interested, send me a PM with details about the type of maps you need. But note that I mostly do new test elements, not puzzles with original ones.
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Lpfreaky90
2,842 Posts
Posted Jan 17, 2013
Replied 14 minutes later

west131087 wrote:
You misunderstood me. I say about $10-20 per map for simple single map drawings. For example lets look on Portal 1 single player or first half of Portal 2 maps (before antigravity beam), it is really easy to make such maps but i need variety. IMPORTANT Also you can publish your mappack and split the income from selling it through in-app in gamestore.

I think you make a small mistake here; a simple drawing isn't always gonna do it, specially on a device like a phone the design should be simple and your goal should always be in sight. To be honest I'd say a puzzle on a phone shouldn't take longer than 3-4 minutes to solve and should never rely on fast actions. Since you've already released your product you might have had some feedback on your maps already.

My point is; to make an easy chamber you need an experienced mapper. A person that understands how people play portal, a person who understands what tricks can be used to guide the player without giving the solution away and make a nice puzzle, the way items can interact with each other etc. To be honest, the level I saw on the phone didn't look like a level I'd enjoy, but I could be wrong. I'll have a playthrough and give me my thoughts about the puzzles and the game itself after I'm done with it.

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msleeper
4,095 Posts
Member
Posted Jan 17, 2013
Replied 4 minutes later
It's pretty incredibly insulting to tell people that their work is "easy".
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west131087
13 Posts
Posted Jan 17, 2013
Replied 12 minutes later

npc_msleeper_boss wrote:
It's pretty incredibly insulting to tell people that their work is "easy".

@npc_msleeper_boss Sorry if you think i told something wrong, but I can't understand why this topic is making you hurt so much

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msleeper
4,095 Posts
Member
Posted Jan 17, 2013
Replied 9 minutes later
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Lpfreaky90
2,842 Posts
Posted Jan 17, 2013
Replied 7 minutes later

west131087 wrote:
npc_msleeper_boss wrote:

It's pretty incredibly insulting to tell people that their work is "easy".

@npc_msleeper_boss Sorry if you think i told something wrong, but I can't understand why this topic is making you hurt so much

I suppose it's because level design is a lot harder than people think and there's a lot more to it than "just making a level". Take for example a completely other game:

Assassin's creed: super simple:
1) get your guy to be able to jump around on scenery (that's really easy, prince of persia could do that too)
2) get some textures, super easy, you can just make a few drawings each hour.
3) get some new models, that might take a day or two
4) write a nice story, well give it a week.
5) get some music
6) Record the voice lines, shouldn't take longer than a week.
7) Put some buildings down and done.

So on first sight it looks like you could make a game a-la- assassin's creed in about three weeks, with a team of like 10 people. Well, give them $20,-/hour 10 hours/day... that's a budget of 20x10x7x3x10 = $42,000,-

But yea... quite obviously that's not the time scale, the money, the team you're looking at for a game like that. Level design is often underestimated.

To give you another example, last Halloween Zivi7, Mevious and I have released a map called Aperture Halloween, it's a bunch of rooms, which can be solved in under 10 minutes if you know what you're supposed to do. There were some simple puzzles in to show some concepts and a few harder puzzles. Some nice detailing etc. How much time do you think that took the three of us? at least 300 hours in total

And to be honest: one of the hardest things to come up with is a simple thing. A thing that introduces something you've been playing with for ages. For portal 2 they could've just stick with the original introduction levels, but they didn't. They changed it in such a way that it's much clearer to new players what's happening.

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west131087
13 Posts
Posted Jan 17, 2013
Replied 9 minutes later
@Lpfreaky90 sent you pm
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west131087
13 Posts
Posted Jan 17, 2013
Replied 7 minutes later
I have updated first post, please read it before continue our talks.
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msleeper
4,095 Posts
Member
Posted Jan 17, 2013
Replied 1 minutes later
You're the one who "doesn't understand", not us. You don't think people are worth enough money for their time. So don't expect to get a lot of people wanting to help you.