Crater Creator

1 Submission

Rotating Items 1.0

Crater Creator on May 15th 2013


Back when items were strictly 2D sprites, there was little reason to care about their facing angle. We now have plugins that replace items with 3D models, yet in nearly all existing maps all weapons and ammo face the same direction.

This plugin addresses this cosmetic oddity by making all items slowly rotate (yaw), as seen in other shooters like Quake and Unreal. The 2D sprites were easy to identify because you could see them in profile from any angle. This animation restores that property, and the movement also makes them stand out more. Unfortunately, because the script physically manipulates the items in the environment, it's only expected to work in single player.

I've been using this for myself ever since thedoctor45 released his excellent 3D items plugin in February 2012. However, it's very simple and should work with any 3D items, for any scenario. Anyone making a "3D items" or similar plugin is welcome to bundle this into their work; one look at the lua and you'll see how simple the effect is to create.

1736 downloads, 2 reviews, 1 screenshot, 5.0 rating

3 Reviews

  • Currently 2/5 Stars.

Room for improvement Fart Or Die!

Crater Creator on Dec 28th 2014, Version 1.0

I played this the whole way through, and I would have to say beginning mapmakers should not study this as a good example.

  • -- You get stuck behind BoBs in narrow hallways all the time.
  • -- Monsters spawn on random polygons, including ones where they don't fit, instead of in thoughtfully crafted encounters.
  • -- Monster types are selected carelessly. Don't just throw in tiny BoBs because you think they're cool.
  • -- Height plays no role in gameplay.
  • -- Platform parameters are set poorly such that you have to wait for them.
  • ++ Mission parameters are functionally working, and are made clear in terminals.
  • ++ All green BoBs are assimilated, so at least I didn't have to get the BoBs mad at me.
  • -- Item placement is hit or miss. I get 2 shotguns but no shotgun ammo in the whole map. 4 invincibility powerups in a room is unnecessary.
  • -- Overuse of mission parameters. Not every level should require exploration.
  • -- Textures are misaligned, mismatched, or even missing.
  • -- The overall simplicity makes every level feel the same. How about a staircase? How about a high ceiling? How about a pillar to duck behind? How about a ledge? How about a window?
  • ++ Each level does have a story. There's a reason for your missions, and it's enough that I wanted to read what happened next.
  • -- Winning the game is impossible since the levels loop back on themselves. The player expects and deserves a resolution.

  • Currently 5/5 Stars.

Useful Copy/Paste Plugin for Weland

Crater Creator on Dec 16th 2014, Version 1.0

I didn't need this until recently, but it worked great. You could use this to work on a level in multiple sections. I use it to duplicate a level's geometry within the same level, for some experimental lua scripting.

  • Currently 3/5 Stars.

Somewhere in between Chains of Dreams

Crater Creator on Sep 2nd 2012, Version 1.0

I'd rate this as an intermediate level map - it's not full of beginner mistakes but it's not up there with the top maps, either. I think there was an overemphasis on monsters, though I will say the difficulty ramped up smoothly playing on normal. The battles would've been more interesting with a fusion pistol, to take advantage of many monster's weaknesses and to get more chain reactions going. You should also make sure there aren't whole groups of monsters that congregate together without attacking. The final battle was well constructed in a couple ways. First, the geometry was complex enough to allow the A.I. to chase the player in different ways, and secondly there was a good sense of anticipation after hitting the switch, waiting for the climax to arrive. Ironically, it was advantageous to leave the green fighters alive to absorb projectiles from later waves. I would've liked to see some small-scale nonlinearity, more glimpses of spaces the player will visit later, and some cases where the player gets the high ground. Lighting was odd in some places, particularly in the interior Jjaro-themed room. There's no effort put into story or exploration, but I say that's a good thing. It means you had the discipline to stay within a limited scope.