Drunken Robot Pornography

Drunken Robot Pornography

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City Arena Building Tips and Tricks
От Dies Horribly
Some basic advice I think people should have when making their own levels, as well as the workings of enemies and powerups that I know of.
   
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Introduction
So, you have some kind of idea going on about a grand new arena, or maybe just a humble little home for a Titan you just made. Well, there are good guides for people wanting to make Titans, but for city arenas themselves you all have been mostly on your own. Hopefully this informal guide I have here will at least give mapmakers a nudge in the right direction. Maps in this game fortunately don't have too many complicated steps but going back and editing out mistakes or trying to re-balance things can be a pain, and some things, like powerups and enemies, aren't explained enough by the game, something I intend to shed some light on.

So without further ado, let's get to learning!
General Advice
  • Okay, first off, remember to actually have an objective to clear the map with. Whether it be a target score, a Titan(s) that you kill to win, or a win trigger hidden somewhere. If your map is unfinished, unless you want suggestions from the public, you should probably not publish it. People generally don't like to wander around forever.

  • ALWAYS playtest your map! Every time you change something, you should play in your map to see if it works. If it doesn't, keep tweaking it. You can never assume that things will go exactly as planned.

  • It's generally a good idea to have a time limit, unless you're going for a more relaxed setup (Celestial Dream from my own collection of maps is an example). Make sure that it's possible to finish the map within that time limit, ideally with 30+ seconds left but not necessarily. Also remember that a timer that counts up will not kill you if it runs out. If you have Heavy Radiation as a challenge, you can disregard the timer if you want. Survival maps, however, don't need a timer unless an actual win condition is present.

  • Don't use very many particle effects. Things like smokestacks, particle emitters, lights, and anything with rockets will put strain on PCs not up to the task of handling such graphical effects if you overuse them. Especially if you also have Spitfires, Fiends, and/or Titans shooting up the place.

  • Don't overdo things in general. Sometimes it can work, but more often than not it doesn't.

  • Keep the death plane pretty close to the bottom of your map's terrain, ideally the terrain that's meant to be used. That way people won't be like "AAAHHHHH- Well, come on, I don't have all day." when they're falling out of bounds. Take your gravity settings into account when adjusting the height of the death plane.

  • Make your map look nice. Okay, maybe this isn't mandatory, but it's good to actually feel like you're fighting in a city arena instead of shapes mashed together.

  • Be aware that the purple variations of drones tend to be very nasty compared to any of their lower levels, so be careful with how you use them. It's easier than you think to get swarmed and killed by Seekers Mk. 3.

  • Make sure your Titans don't clip through terrain, or if they do by mistake, only by a little bit.

  • Use the right tags for a map. Only tag it as Survival if you actually are using the survival rules, and only use Cocktail Hunter if you're actually using the alcohol (a.k.a. Flag) pickups as intended.

  • You don't have to put a whole lot of different powerups or enemies in one map just because you can.

  • If you're doing a Cocktail Hunter map with no gun allowed, don't use purple drones (except maybe Chaos Fiends), or basic Kawazus. They would make it pretty much impossible to hold onto your booze. If you use a Titan, ideally make one that's tailor-made for Cocktail Hunter.

  • Don't make accelerator walkways move at absurdly high speeds because you can end up shooting yourself through walls.

  • Martinis make good breadcrumbs if you're making a map with vague objectives.

  • You can actually make invisible surfaces if you make a color scheme with a glow strength of 0. Things like transparent walls and domes owe their entire appearance to glow.

  • Remember that the mini versions of the gun powerups do not cap at 600. This means that someone can stockpile as much ammo as they want if you let them.

  • Parade Dragons count as multiple enemies per specimen for the purpose of global enemy count because of their segments. Their own spawners will count them as one enemy each, though.

  • There are some objects like power substations that can be made into a trigger, and any objects that are set to wait for that trigger will activate after all objects with that trigger are used. It is usually power substations that are the trigger, and both the activating and the successful hacking of one can be separate triggers. This is the main purpose of power substations.

I'll put more tips here if I think of them.
Types of Maps
Titan-centric: The most typical type of map for Drunken Robot Pornography has you battle against one or more giant robots. Because as we all know, chicks dig giant robots! The rules surrounding them may vary, but usually you win by setting loose and then killing the Titan(s) inhabiting the map. Not really much to explain here. When building one of these, try to make the Titan and its attack patterns work well with the map's terrain and any drones you're using.

Inago Rage: These are timed point-collection maps that have no Titans in them but usually many drones. Called as such because the gameplay is similar to Dejobaan's earlier game known as Inago Rage. DRP actually comes with that game as an added bonus and said game is a good way to learn to make these kind of maps.

Cocktail Hunter: Gather the cocktail mixers strewn about in the map and then take them to a designated blue zone to cash them in for points. The more you carry back to that spot, the better the reward. Getting shot or falling out of bounds will make you drop your loot. These usually don't let you have a gun, and if you intend yours to be like that, be a little more forgiving with enemies. Don't use enemies that would be guaranteed to ruin your day if they aren't shot.

Survival: A map with survival rules enabled. This means that Titans will keep spawning infinitely (and as such you can't win by killing them all), you'll get bonus points for Titans killed, falling out of bounds will shave off a fraction of your health, and if you die, you still get all your points. Essentially it's a contest to see how long you can hold out and kill Titans.

Protection: Rectangular buildings can be made to be destructible, rendering them able to be damaged by enemies, and they will target it. If all such buildings are destroyed, a corpse is you! Maps with this mechanic essentially make you have to protect one spot from the robot horde.

Platformer: A map that acts more like a platformer level than a bullet hell FPS. Something at the end of whatever obstacle course you made, like a win trigger, can be used to give a victory, with enemies acting as obstacles. Some good challenges to include can be things like no jetpack and falling permadeath.
Enemy Notes
The enemies you pick can greatly alter how a map plays out. Some are obvious, others are not.

Seekers are burger-shaped drones that will home in on you, intending to swarm you and crash into you. The more advanced models move faster while retaining precise homing ability.

Spitfires wander around the map, firing destructible bullets at you. The more advanced models fly faster and fire faster and more numerous shots. They like to stay bunched together, making them surprisingly lethal to crash into.

Kawazus act very differently based on their type. Normal Kawazus make a mad dash for your position, making them dangerous suicide attackers. Kawazu-Ni lurch like clockwork in the air, acting like obstacles. Kawazu-Suni seem to combine the traits of both, making a dash for you that moves around terrain and lacks total predictability.

Fiends float in place, firing vertical obstacle-ignoring beams similar to the Beam Shooters found on some Titans, though the damage is slightly lower. Spark Fiends fire single slow-moving beams. Arc Fiends fire two faster beams in a row. Chaos Fiends fire five wicked-fast beams in random directions. It should be noted that Arc Fiends have 12 health and Chaos Fiends have 45 health but are also worth 2500 points. You can kill these guys instantly by colliding with them if you don't mind the damage.

Parade Dragons are segmented direct attackers that will try to crash all their pieces into you for massive damage. Each piece is a separate drone in its own right and is worth points.

Crystals drift through the map, sometimes moving in to ram you. They release several smaller drones when broken. The mini-drones chase you and travel through walls, but are worth points when shot.

Kamikaze are drones that can't be destroyed, not even by crashing into you, which they will steadily attempt to do. Hitting them with any weapon will send them careening off as projectiles, slamming into whatever they encounter like a pinball. This includes other Kamikaze. You can exploit them to destroy other drones or damage Titans.

Brownians are tiny, indestructible drones that drift about in a specific but sort-of random pattern. Touching them will slowly erode your health bar, as opposed to the instant burst of damage from touching other drones. Shooting them knocks them around a bit, but generally doesn't affect them much. They're essentially obstacles.

Swarmers are really tiny drones that, well, swarm around you. They don't do damage at all, just jostle you around a little.

Cowards actively avoid you, then hold still when you're far enough away. They're essentially harmless, but are still worth points when shot. Being a coward doesn't protect them at all from your gun.

Gear Rain isn't actually an enemy. It's an indestructible robot that floats in place, dispensing green gears that are worth 1000 points each. Good for certain point-collection maps.
Item Notes
Having pickups is essential for most maps, even if you intend to just give bullet upgrades.

All bullet upgrades come in normal and "mini" versions. Normal pickups add 600 rounds and cap at 600. Mini pickups add 200 rounds and can put your ammo above 600.

Triple Fire causes your gun to fire three bullets per shot in a tightly-bunched pattern.

Rapid Fire significantly increases your rate of fire.

Splinter Fire causes your gun to fire three bullets in a widely scattered formation with each shot. Combining it with Triple Fire causes six bullets to fire in a fragmentation pattern per shot.

Heavy Fire significantly increases the damage of each bullet.

Repairs fully restore your health.

Extra Time adds a five-second bonus to your timer, relieving a bit of the pressure.

Jet Boost (a.k.a. Heavenly Boost) increases the vertical ascent of your jetpack for 20 seconds.

Lateral Boost greatly increases horizontal movement for 20 seconds. It also makes your vision blurry, so be careful.

Checkpoints re-set where you respawn if you go out of bounds to wherever the checkpoint was. Good to use if your map starts you far away from where the action happens.

Flags are the alcoholic drink mixers you need to collect in Cocktail Hunter. Nuff said.

Shadow Bolt gives you a single shot of a dark energy bullet that deals heavy damage but requires a second in between shots. It replaces your basic shot until you expend all ammo for the Shadow Bolt, making it impractical if you have normal bullet upgrades already.

RMB pickups remain in your inventory until activated, but you can only hold one at a time, and picking one up will replace the last one you got.

The Smart Bomb (a.k.a. Neutron Bomb) creates a wide-reaching field of destructive energy that continuously damages all enemies in range. It'll generally destroy drones and destructible projectiles immediately, and can soften up Titans and the tougher models of Fiends.

The Decoy (a.k.a. Attractor) produces a hologram of yourself that keeps attention away from you, drawing robots and their projectiles to it instead of you. It also deals continuous damage to enemies within its proximity, so it will handily dispose of drones and missiles for you. After a while, the decoy will vanish, causing everyone to focus on your butt again as usual.

The Invulnerability (a.k.a. Righteous Impunity) does exactly what the name implies. It makes you invinicible for a short while, allowing you to be as crazy as you want. However, if you fall out of bounds, the effect is immediately cut short. So don't fall out of bounds.

The Dash Blast sends you flying very rapidly toward the direction that your crosshair is centered on, dealing severe damage to anything you ram into along the way. This is a great tool for movement and a decent attack item, but if you crash into something and that something isn't destroyed, your momentum is immediately killed.

The Orbital Friendship Cannon is an orbital bombardment weapon that utilizes the power of rainbows! Love is a very powerful force, especially when it is focused into a coherent beam of destruction, and this item lives up to that. Activating it causes the beam to center on your current location, warm up for a few seconds, then finally make impact and inflict heavy continuous damage to anything caught in the ray. This includes you, so make sure you stay out of the area of effect yourself until the beam eventually dissipates. This item is most effective against stationary targets, such as Titans who don't move around very much.
Ending Blurb
So, that's all the information I have to offer right now. I've made quite a few maps myself, so I hope this information helps you all in making better city arenas.

Good luck on your future endeavors!
4 коментара
Dies Horribly  [автор] 9 септ. 2016 в 7:03 
No problem. :d4_smile:
Filthma 8 септ. 2016 в 21:38 
Ah, okay. I'll see what I can do with that. Thanks!
Dies Horribly  [автор] 3 септ. 2016 в 19:54 
Ooh, I honestly forgot about that. There are some objects like power substations that can be made into a trigger, and any objects that are set to wait for that trigger will activate after all objects with that trigger are used. It is usually power substations that are the trigger, and both the activating and the successful hacking of one can be separate triggers. I can't remember if other objects can be triggers or not, because it's been a while.
Filthma 3 септ. 2016 в 5:20 
Thanks for this, but do you know how to get triggers?
Like I want an enemy generator to activate when the player gets to a certain area, and in the settings for the enemy generator it says I can make it wait for a trigger and has a list of trigger IDs for it to use, but I can't seem to place anything relating to this kind of trigger, just win, death, flag, etcetera.