Petition: Level Editor DLC

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Ustrinaferalthorn's picture
Ustrinaferalthorn

It would seem appropriate that this finally got a petition. There have been countless threads demanding this, all with good points and reasonable suggestions that this would be beneficial in the long run.
First off, I'm going to put links to the main threads that I'm borrowing from:

Retaeq: http://forums.spiralknights.com/en/node/88971
El-Odio: http://forums.spiralknights.com/en/node/75220
Myself: http://forums.spiralknights.com/en/node/87765
Khamsin: http://forums.spiralknights.com/en/node/89107

Now let's get right into it:

The Setup
- This DLC will be purchased for a set amount in-game so that any player can use it (i.e. Kongregate, Steam, people who download the game from here) The DLC will be available account-wide, same as OCH.
- Once the DLC is unlocked, you report to one of the NPC's in the back of the Garrison to be introduced & walked through 5 quick turorial missions when you first access it. The tutorial missions will award you 100 Construction pieces overall. Afterwards, a new button will be added along with the '' Go To Haven '' '' Go to Ready Room '' buttons labeled '' Design Mode '' to quickly enter design mode rather than entering Haven and going all the way to the Garrison should you be in the Bazaar.
- The Level Designer will be based on a color-coded grid-block system. The player will:
1: Chose a Mode (Mission type, Prestige, Arcade, DLC)
2: Chose a Tier
3: Chose a theme (status effect)
4: Level type (Devilite Drudgery, Candlestick Keep, Wolver Den, ect.),
5: Design a floor plan before
6: Place enemies/traps and deciding how they trigger.
7: Place NPC's, props, & other obstacles ect.
8: Place prize boxes.
- Requirements for building per level:
Tier 1: 10 Construction Pieces
Tier 2: 20 Construction Pieces
Tier 3: 40 Construction Pieces
- When a level is complete, you have the option to make it open to the public via a Custom Arcade Gate (CAG for short).
- When you upload your level, keep in mind that the Admins will be able to view them. The point of this is that public levels that get the highest ratings will be evaluated for being implemented into the game.
- There is 3rd-party software used to preview and make sprites. In an advanced option for the level creator, you can upload a file of a sprite you created if you've gone through that kind of effort.
- Advanced Option: Edit Music. There are some unused files of music in the files of SK and some of them are fantastic! No idea why they aren't in-game.
- At the end of every level, a monitor will be stationed next to the elevator displaying the estimated amount of crowns dropped
(Suggested, but not mandatory) A new section in the forum will appear strictly for the CAG. This is to prevent swarmings in the
Feedback/Treasure Vault sections.

Building Explained?
Since it's been hinted at (or established I think) that the gremlins are responsible for the Clockworks, we have to explain the Knights' part in how we're building levels. Well, we aren't. Taken from El-Odio's thread, we're simply '' borrowing '' blueprints from gremlins who are being paid under the table. Ever wonder how the gremlins could still feel safe in Emberlight, still surrounded by the Clockworks?
SK HQ made a pact with any gremlin who was willing to turn in blueprints of any level that could be found in the Clockworks in exchange for protection from King Tinkizar. They're rather dusty though... I mean... REALLY dusty. Like 4 layers of dust is just sitting on that thing. All you're really doing is trying to remove it carefully without damaging the blueprints.
They have to be hundreds of years old...

Construct Pieces & Testing
- Construct Pieces (CP) will be drops from the testing levels used to submit votes for the tested levels of your choice as well as used for construction of your levels (hence the name)
- The first playthrough of the CAG + a questionnaire at the end will give bonus CP.
- To enter testing, you will go to the Arcade and enter a special gate that will be put here: http://imgur.com/w1labm7
- Levels will be filtered through 4 ways:
1. Default (alphabetical)
2. Level Type (Mission, Arcade, ect.)
Since this can't be sorted in a descending/ascending order, this filter will have 4 sub tabs, much like when you pull up your Missions Menu.
3. Intensity (this will be decided by the amount of enemies, enemies stats, obstacles present, and the space of the room. I'm sure that could be converted into an algorithm)
4. Ratings (levels with the highest amount of CP deposits will be at the top)
- A Complain button will be used to report the level (& the creator) for explicit content (i.e. A level is shaped like.... apples and bananas... or spells profanity.) Punishment for designing levels such as these is suspension from level design for 3 days, then 1 week, then a permanent ban with no refunds.
- Crowns, heat, and rarities will NOT be dropped in testing levels. In place of that, tickets for exclusive accessories only found in the CAG will be dropped as well as Construction Pieces. This is to avoid people farming testing levels but still giving them incentive to play.

Voting and Test Phases
- Players can put a donation of 1, 5, 10, or 25 Construction Pieces to one level but can only vote on a level once account-wide. Players can vote on multiple levels, the max amount of levels a player can vote on per phase will be set at the amount of levels that will be moved through the next phase
- Testing phases will go as followed:
Phase 1: Premium Member access only. The top picks from this period will move on to Phase 2 (Range from 25-50 based on level design output). Will last roughly around 1-2 weeks.
Phase 2: All-Member access. The top picks from this period will move on to Phase 3 (Range from around 10-25 based on level design output and voting process). Will last roughly around 1-2 weeks.
Phase 3: Dev Evaluation. The top picks from Phase 2 go through one last inspection by the developers. This is to make sure that no explicit content reach the whole community. All levels that have made it to this stage have the possibility to be implemented in-game as long as they are approved. No estimated time, but would prefer 1-2 weeks, same as the rest.
Phase 4: The approved levels will be put into an update and added in-game accordingly so. After this, things will pick up back at Phase 1 and go through the motions.

Pros
- With a simplistic level designer, it'll be easy to quickly learn how to use. The faster people learn, the more level designs that get pumped out.
- If a decent amount of levels are added, people wont be bored from playing the same levels over and over again (a personal problem that I and several older members are having)
- Once this takes off, I see an even larger increase in active users from both old and new users. I want to stress about the old users because it seems that as of lately OOO has been focusing more on gaining new users rather than keeping the old ones around. This would be fine if it weren't for the fact that older users are usually the ones that are spending money on this game rather than new people.
- In the long term, this will help in taking a lot of responsibility from OOO. They should still create their own content, of course, but I myself would like them to work on new weapons (not reskins), fixing some glitches involving some weapons, maybe create some new missions? We may or may not see the Core open ever, but I'd still like to know what's happened to the Recon squad.
- Since you have to buy something in order to gain early access to the CAG, players will want to start buying things from the store page to gain early access to the levels, make sure they get to promote the levels they want, and earn the exclusive accessories the CAG offers.

Cons
(In any proposition, it is important to outline problems proposed from the idea to help consider the users and devs if this is what they really want. It also helps to speak of any problems that may occur sooner rather than later as so that they can be addressed accordingly so to hopefully avoid it should it be implemented in-game)
- Should player activity increase, that means more and more servers will be filled. Hopefully the new funding from this DLC may combat that though.
- People will try to create levels that are purely for making money (a level just filled with prize boxes and no enemies.) One way to avoid this is to put in a limit so that there must be x amount of enemies per prize/health box. Red prize boxes, of course, will mean that there will need to be more enemies than a green prize box, seeing as how red ones are supposed to contain the more valuable drops.
- Players may also make rude content, but this issue has already been addressed above.
- Chance of major downtime when the update is implemented if the file size is anywhere near as big as the Battle Sprite update.

Rewards?
- Levels that are implemented in the game will have a small tag under them showing the username of the creator.
- A special artifact will be given to any player who contributes levels to the game:
Crumpled Blueprint
This is a blueprint of a level that has long been sweated over. Days and knights have passed with still manual labour seeming less never ending...
- A prize box will be gifted to any user whose levels successfully make it into the game + a 10% refund on the amount of CP used for level design.
- Players who contributed to a level that was chosen will get a random accessory ticket. The higher amount pledged, the more likely it will be something rare, like a pair of wings or an aura.
- Should someone make a set of levels that are so enjoyed by the community that they get support to be turned into it's own DLC, the creator should get 3-5% of the earnings converted to E if the developers decide to make it so.

Now that I've covered basics, I want to hear from everyone else, including the creators of the other 2 threads.
What should be added?
What should be taken out? And of course why.

This thread will be regularly updated should new ideas, corrections, ect. be needed so make sure to stop by periodically.

EDIT: 9/8/2013 01:07 Added specific testing system suggested by Khamsin
EDIT: 9/8/2013 01:41 Specified testing phases suggested by Khamsin and added a CAG Section for the forum
EDIT: 9/8/2013 02:57 Specified building details and voting system. Added Rewards. Reorganized thread.
EDIT: 9/8/2013 5:25 Added Advanced Option: Edit Music
EDIT: 9/8/2013 14:42 Added Building Explained? Adjusted rewards value suggested by Isekuube
EDIT: 9/8/2013 17:51 Added 5 mandatory tutorial missions. Tweaked voting system and construction requirements.
EDIT: 9/9/2013 00:21 Added Level Mode.

Khamsin's picture
Khamsin
.

Edit: Feel free to ignore this post, this discussion is continuing elsewhere.

Ustrinaferalthorn's picture
Ustrinaferalthorn
Khamsin's edit

has been implemented in the thread. Thank you for the contribution!

Khamsin's picture
Khamsin
Oh... I just figured out what

Oh... I just figured out what you were saying with the filtering. Herp a derpy derp. Some sort of interface where you can search for created content. I wasn't understanding that at first for some reason.

Yeah, I could go for that. I was thinking of testing levels in batches, but I guess you could do 'em all at the same time and use a search function to sort through the ones you want to test out. I guess with that implementation, you could get rid of having to use currency to determine which levels get selected and only have the ticket rewards, greatly simplifying the system.

In place of the previous verification process, which assumed any level that wasn't rejected was verified, you could have a process where levels have to get enough up votes from paid players in order to be authenticated as legitimate levels. That way, you don't necessarily have to worry about a level sneaking through the system in a free-for-all, since it would have to get a minimum amount of attention at least before it was opened to the public as a whole.

Ustrinaferalthorn's picture
Ustrinaferalthorn
@Khamsin

That's exactly what the initial premium membership testing was for. Once the highest voted ones from that stage are filtered in, they will become open to the public to play. I'd say it'd be the top 5-10 levels, depending on how much content is coming in. This will be when the DLC is first implemented in-game since I have no idea how many people will pay and participate in creating levels. If it gets to the point that hundreds of levels are being submitted, then the amount of levels that will be qualified to pass through initial testing to get through will rise to something like 25 or 50. This will give the basic members more to do with CAG. Going to edit this again to make sure that the phases are more clearly defined.

Khamsin's picture
Khamsin
Yeah, I understand now. I

Yeah, I understand now. I like this better than my own original idea.

Ustrinaferalthorn's picture
Ustrinaferalthorn
@Khamsin

But it was your idea for the most part! I just made it more specific!

Khamsin's picture
Khamsin
No no no... see originally,

No no no... see originally, the way I envisioned it was something akin to the way a regular gate operates - a bunch of random levels that rotate. That's why it was the custom ARCADE GATE, since it'd act like an arcade gate. But if I'm reading what you're saying, instead you can search and play individual levels, rather than dropping into a gate that will match you up with a chain of random user generated levels.

With selection of individual levels, you avoid the issue of how do you compare apples and oranges, in terms of how can one compare a long hard level to a shorter easier level accounting for differences in skill between players. Not everyone likes the same types of levels after all.

Ustrinaferalthorn's picture
Ustrinaferalthorn
@Khamsin

Ooh, I gotchya. Yeah, I guess this really can't be considered an Custom Arcade Gate if you go by how I'm making it. Still, it has a nice ring to it. Speaking of which, how'd you like the name '' Construction Piece? '' Was I in the ballpark or should it be called something else?

(I'm going to edit this again and make it a little neater)

Khamsin's picture
Khamsin
Construction Piece sounds

Construction Piece sounds fine. Although I don't think it sounds correct to say using them to rate maps is "bidding" anymore, I used that term before since there was only a finite number of level slots available and it was a resource to determine who would get those slots. Casting votes with construction pieces sounds more correct with the way you've got it setup.

Ustrinaferalthorn's picture
Ustrinaferalthorn
@Khamsin

Hm, good point. Just to clear up though, the player can vote on more than one level. The max would be set at the amount that would be passed onto the next phase.

Isekuube's picture
Isekuube
Derp. :3

Should someone make a set of levels that are so enjoyed by the community that they get support to be turned into it's own DLC, the creator should get 5-10% of the earnings if the developers decide to make it so.

That's a little steep don't you think?

Say they make: $1,250,000 Do you know how much money the creator would get?
I don't either, lemme get my calculator.
Alright, they would get 125,000. (Using the 10%)

Thaaaaaats a lot of money. Try cutting it down a bit, the creator shouldn't get more than $1,000. (Or Euros or Pounds, don't want to leave anybody out here. :P)

BUT, what I think should happen is, if they make the said amount of money, they should get ALL the earnings of the DLC. In crown form. :D
Or convert it to CE, like 12,500 CE or something.

Matters concerning to Purple Spiral:
I don't know if this should happen. This is an extremely rare prize. I feel like there should be a separate award for getting a level into the game. Like:
Crumpled Blueprint
This is a blueprint of a level that has long been sweated over. Days and knights have passed with still manual labour seeming less never ending...

Something like this, I'm not sure. I feel like the current owner(s) of the Purple Spiral would be cheated of their hard work over their help to the community, while someone spent 3 days at the most making a level. And one last question, do you earn money from the levels still in "beta"?
People will try to create levels that are purely for making money...
This could be solved with SCR (Simulation Crowns). Crowns to simulate how much money you would have gotten. Could be the same with heat SH, simulating how far your stuff would have leveled. Sorry if this was explained somewhere in there. (I did read all of it, my mind just tends to skip over text sometimes. No matter how ordered it is. :3)

This is my input, with one small pointer here: We are pretty sure that the Gremlins created the Clockworks, however, we are not certain if they did. Buuuuut, we know for certain that we, the knights, had no part in the creation of the clockworks. So what's going on with this?

My standing remains neutral, but I'd like to see some of this replied to. :3

Little-Juances's picture
Little-Juances

"If a decent amount of levels are added, people wont be bored from playing the same levels over and over again (a personal problem that I and several older members are having)"

This.Is.Wrong. We do need new levels, but with new enemies too. There is room for some puzzles and interesting mazes, but the core of your average arcade level is to move from room A to room B while killing any enemy in between.

Most levels will feel the same, with circular rooms instead of squared or brambles instead of spikes and silkwings instead of menders.

The idea helps, but you're glorifying it too much. It's just a temporary fix and only a few true new levels will be created.
-Half of them will be average levels, with the niche of monsters of opposite defenses/damage for challange. (compounds without minis)
-he other half will be puzzles with switches and doors, but as much as I'd like mind games, they will clash with the simple style of the clockworks. I'll be testing them all day, but developers would never approve them.

This game isn't an FPS where map design actually matters. Make beautifull maps, they'll impress me, but I'll still get bored killing dat wolver again, and you will, too.

Go do an FSC run. If it wasn't for the wooden wheels and shadow fire, isn't it just one big clockwork tunnel with a different background?

El-Odio's picture
El-Odio

"This.Is.Wrong. We do need new levels, but with new enemies too. There is room for some puzzles and interesting mazes, but the core of your average arcade level is to move from room A to room B while killing any enemy in between."

This.Is.Wrong. We had new Monsters and they only appear in the Arcade until at least lately. And tell you what? They made me choose which gate to take - by not appearing in it. I am actively evading those depths as I really loathe the new monsters.
It is rare for a game to throw new Monsters at people every few month; often it's just the boss fights that introduce new battle mechanics. The thing that changes most often is the surrounding. And while it is no FPS it is still an action game in which the terrain still makes a difference. Sure I'd like big monsters that I have to kite, but that would require an area where I CAN kite.
The thing is, we have a bunch of monsters that we are fighting over and over, yes, but we are doing it the same way, again and again. In an action game, the terrain makes all the difference. Fighting Wolvers in a narrow area is easy, fighting them in an area with corners, no problem, but take an open area with an outer ring of spikes and you have to start moving completly different. The first to simply require you to gather them up and shoot them down in a lump - but as soon as they have more room than you and no place to gather them, you are forced to keep moving. There are many ways where the terrain influences how hard and how easy a enemy can be.
Also, and this is something I find to be important, this game needs a lot more trap rooms. If the simple style of the clockworks is to be kill x and y all day, in the same room and without any reason, then it should be changed.

Ustrinaferalthorn's picture
Ustrinaferalthorn
Well then,

@Isekuube Okay, I completely understand on the earning for the DLC so I'll cut it down to something like 3% & convert to E.
I should have also added that the story behind the level editor was already covered by El-Odio so I'll just add that in there.
Regarding the Purple Spiral: I guess I hadn't thought about that so I think I'm going to use your idea instead if you don't mind.
Crown & heat output: Well the whole point of replacing those drops with accessories was so people wouldn't just grind these and flood the CAG. However, we could put a moniter at the end of the level displaying the estimated amount of cr you would earn. Not sure how heat would be translated though...

@Little-Juances I get where you're coming at, but people aren't exactly speaking up in the suggestion post about seeing new enemies as far as I've seen in the past few weeks. If you're that bent out of shape about it, we could collaberate on a few ideas together for new monsters, see how the general forum goers react, and should it be a positive reaction, we'll post a petition asking for those as well. You're not going to get what you want unless you speak up and show support for it. Also, El-Odio has it completely nailed. It does make all the difference. As soon as we get some intelligently designed levels, this WILL make a huge difference.

@El-Odio Couldn't have said it better myself.

Editing the post now, guys so give me a few minutes to put in and change around a few things.

Ustrinaferalthorn's picture
Ustrinaferalthorn
Post updated

Added in and changed a few things.

Isekuube's picture
Isekuube
Derp. :3

All you're really doing is trying to remove it carefully without damaging the blueprints.

Well, if all you're doing is removing dust from blue prints how does the level itself come to be, I see what you're doing, but it's not quite complete. What could happen is show a cutscene where you finish the blueprints, but then a bunch of gremlins come in and steal the blueprints. /shrug The best I have. Of course, this is your idea, not mine. ;)

Ustrinaferalthorn's picture
Ustrinaferalthorn
Hmm

The levels themselves have been there the whole time, but they're so old, that it's taken time fore them to resurface.

Khamsin's picture
Khamsin
I was thinking about

I was thinking about kickstarter and how that sort of model could be used as a template.

Instead of having a currency to vote and separate item drops as rewards for running instances, and instead of having two separate test stages, if you're going to have a pay wall to get the DLC in the first place, I may have another idea.

Basically, construction pieces would be used to make levels, support levels, and as a reward for testing levels. Basically, my thinking is this - to create a level, you'd have to have X number of construction pieces that you'd have to wager. Then, whenever a player completes your map for the first time, one of those pieces is subtracted and given to the tester. The tester then has the option of supporting your level by spending his own construction pieces, say, five of them, in order to boost the number of construction pieces on the level. If the level of pieces on the level falls too low (above zero though), then the level is failed to kickstart. If a level rises high enough though, then after inspection by 000, the level can pass, and everyone who supported the map gets a small gift box with unique random costume/accessory pieces along with the creator getting his own unique gift box that has different rewards. The number of construction pieces on a map isn't shown though, and since 000 has to inspect the final product anyways, you don't necessarily have to worry about people collaborating to boost blank maps so that all parties can get rewarded.

I think that may be more intuitive than what I myself proposed at first.

Ustrinaferalthorn's picture
Ustrinaferalthorn
?

If you need construction pieces to first create a level but can only obtain them by testing other levels, how do you get enough pieces to construct your own levels? Would you want me to change it so that the tutorial level is mandatory and offers enough construction pieces to start your own then wait for other to make their own and so on?

EDIT: Yeah, I guess that should be pretty self-explanatory. This would bring up the question of tier distinction for that too, probably should have put that in earlier... I guess I'll make 1 prompt mission where you just have an NPC brief you, 3 interactive missions, and then one final briefing. I'll put the details above.

Khamsin's picture
Khamsin
Purchasable with energy I

Purchasable with energy I guess. Buying the DLC could give you a starter box with construction pieces, and you could spend energy to buy more. The idea would be that they'd be a semi-precious resource that you wouldn't want to burn carelessly - it would eliminate a lot of the issues with people making obscene or blank maps if doing so would result in your construction pieces being depleted needlessly. People would only spend their pieces to make and support top-tier content otherwise they wouldn't get any return on them.

Ustrinaferalthorn's picture
Ustrinaferalthorn
@Khamsin

True.
... Back to the editing board xD

Frydhamstr's picture
Frydhamstr
Why dont we just...

Suggest a downloadable "Tool" on steam, like every other level editor. You can then upload finished levels to the NEW SK steam workshop. OOO can test these out for themselves if they need to implement anything.

I think this would make things MUCH easier.

Ustrinaferalthorn's picture
Ustrinaferalthorn
Because

It defeats the whole point of this: users from all client are supposed to feel like they're contributing to the game and actually having a say in what they want.

Sweet-Hope's picture
Sweet-Hope

Nepetatheleo, i would like to see user levels and all. i honestly agree.

But something i dont agree its user map give players: Loot. because i dont even need to make a jokemap which will make everything easy and give everything for drop to the player, this can be exploited easily even if you set an amount of CR and mats to be dropped in the map. so honestly not Loot, not Cr, no rarities, no mats dropped from user maps.

(for example i could make a map where melee enemies get stuck in a small fence so they can be hit with guns or swords easily without risk and get a easy loot ). and in that way i wouldnt need to make a joke map.

also the other point is if Devs need to reviews the map i honestly wouldnt like that, sure we could have a control quality in the maps but this takes time to devs to decide and even "adjust" stuff for players and honestly i prefeer they waste their time in develop new real content for players instead checking player stuff.

also a bad side is if they set a "voting" system which can be easily fooled.

BUT there a way that a level editor would work without need devs check the map, so everyone would be happy.

<<<< upkeep system for maps >>>>
lets agree something, user maps uploaded would require server memory, because if it hosted on the user side who made the map, would give you lag if the user lives away from you, also if the players who want to play such map host the game players would lag too if the host its bad connection.

so how could work? user level editor could be part of a Guild Hall Feature,e this would "Limit" who can make a map, well either can be a guild hall feature or a DLC feature, once the player have made a map, they can upload in a new section of spiral knights (this why i would prefeer why user level should be a guild hall feature because can be uploaded in something like a channel were guilds can upload the maps and show it to every guild or player without guild) depending on the size of the map will increase the costi n CR to keep your map UP in the server. so in this way we could make another crown sink, and we dont going to feed up the server with tons of useless, joke maps, since the Upkeep can be kinda high, so people who want to keep their map in the server should pay (can be weekly)so in this way no matter if your map is a joke map, always you pay the upkeep of your map you can keep it as much as you want << in this way we dont going to need devs review the map so they can work on better stuff even improving the level editor

the price would be determined by the size of the map and the number of puzzles you need to solve.

<<<< Design Mode >>>>
if this Level editor end as DLC. i guess this would be a place where players can choose the tiles, theme, music, etc. and you have predetermined assets of the game (like slopes, bridges, etc you get the idea) since we dont going to add "loot" to the enemies, we can add (but of course with some limits of the numbers of enemies which players can add in the map) many enemies we want, but here is the catch, each enemie would have a price in Cr. or if you like another mat sink, will cost mats to craft the "enemies" in your map.

sure there could be a limit (idk maybe max 40 monsters per map) once you have done your map the map will show you what amount of Cr and mats you need before "craft" your map" once you have your map made, can be saved and you can upload anytime in the "players level" channel once you pay the first upkeep for your map.

players can only have 1 map made, so if they want to make another, the old will be destroyed and players need again Cr and mats to do again the stuff.
Why i prefeer in this way? because with that we going to limit the numbers of maps we going to have in the server, also we can make another crown sink and mat sink with this so is a win win for everyone, sure people wouldnt like to lose all Cr and mats, but honestly would be good in this way, also people lose their Cr and mats everytimes with accesories, crafting guild trophies, so why not with this? (maybe they can have a refuund of 15% of the things they used idk i honestly preefer not refund),

Also to avoid mistake like "i didnt wanted to do this and this and this" the editor can ask "review your map before click again save" so players can see they have everything the liked, also the editor wouldnt spent Cr or mats until the player press the button to craft the map. but will show it the final price of your map.

<<<< the maps >>>>

i sitll prefeer this would be a guild hall feature where everyone can play the maps of others even if they dont have guild. but oh well, once the map were uploaded to the server they can be played anytime, without cost since they dont have loot you dont have to worry, but "hey whats the point?" the point of user level maps is play just map for fun not to make profit. but lets not be so sour, lets add a score system instead loot in user maps. there can be a leaderboard (like the ones for PvP) where the most played maps or most popular would have their leader boards, either can be for single player or non guild player party, or guild party scores, (i mean respective scores) so players can have a reason to play such maps to keep their scores, also if a player dies, well nothing happen, no sparks will be used but you will get a score reduction, everytime you get the reduction is worse. so in this way we going to have those maps which players can get access on their guild (can be a new room) or somewhere in haven.

or even better:

players without guild or dont want guild: can make non guild maps for any players (uploaded in the new part of haven)
players with guilds can make maps to be played in guild party. (uploaded in the guild hall user maps channel)

so in that way we can have a easy way to make leader boards so easy.

<<< final >>>

In this way, we can make our maps as we like, we make a new crown sink and mat sink, and devs dont need review maps to make adjustment so they dont waste their time in this, and can make good content. and there isnt a way to exploit stuff since we only make maps for fun for other players AND NOT FOR PROFIT OURSELVES WITH LOOT.

Also the editor wouldnt craft the map if the player tries to make a map without exit.

i think in this way is better. and even OOO would enjoy the user maps without worry for something (and probably they will get ideas from user maps)

Khamsin's picture
Khamsin
@ SweetHope

@ SweetHope Lack of rewards = the system will wither and die. Look how things are now. Even slightly-less-profitable arcade gates or danger missions are run less often than FSC. How do you think people will judge a system that has ZERO rewards? It'll end up being a gimmick and wasted effort, like Blast Network became.

Ustrinaferalthorn's picture
Ustrinaferalthorn
@Sweet-Hope

You only got one thing right, and that's maintenance and server issues, though since people will want to pay for early access and the chance to be a part in level creations, I think there may be enough funds from that to pay for another server, especially if this DLC was something like $10 USD.
'' if this Level editor end as DLC. i guess this would be a place where players can choose the tiles, theme, music, etc. and you have predetermined assets of the game (like slopes, bridges, etc you get the idea) since we dont going to add "loot" to the enemies, we can add (but of course with some limits of the numbers of enemies which players can add in the map) many enemies we want, but here is the catch, each enemie would have a price in Cr. or if you like another mat sink, will cost mats to craft the "enemies" in your map. ''
Paying for adding enemies? You just paid real money to buy the DLC, so no.
'' players can only have 1 map made, so if they want to make another, the old will be destroyed and players need again Cr and mats to do again the stuff. ''
So players that want to create missions, prestige, or DLC get hosed on this? I don't think so. Moving on. If there's any limit, it's 3 or 5.
'' i sitll prefeer this would be a guild hall feature where everyone can play the maps of others even if they dont have guild. ''
Read El-Odio's thread as to why that wont work. Besides, that takes away customers, which is what OOO would be wanting the most if they were to consider this.
'' the point of user level maps is play just map for fun not to make profit. but lets not be so sour, lets add a score system instead loot in user maps. ''
Okay, you have clearly not read this thread thoroughly. All drops were replaced for a new item to be used for the voting system and a small chance of picking up a ticket accessory.
Come back when you have completely read all the details and understand what everything means.

Ustrinaferalthorn's picture
Ustrinaferalthorn
@Khamsin

This was your idea in the first place, and frankly, you were right. The levels themselves would just be abused for cr farming if someone could figure out a way to evade parameters. So now what?

Khamsin's picture
Khamsin
No no no. He's saying no

No no no. He's saying no rewards, at all. I'm still saying there should be rewards, just not crowns and such. As I already explained. My point is that he wrote a big long post, but he didn't take that simple thing into account.

Perhaps I should have led my post with an @.

Ustrinaferalthorn's picture
Ustrinaferalthorn
Oh .-.

Nevermind then!

Phyrosite's picture
Phyrosite
I terms of loot...

I'm all for it, but what i'm thinking is that the loot system would be game generated, as would mob spawns for the most part.

- Mobs still drop their own loot, as per usual. But normal rooms spawn mobs like they normally would (like a room that would normally spawn 3~ minor mobs would still spawn 3~ minor mobs, and those mobs would drop their own loot.)

- the only time you could customize mon spawns would be when you have something like an arena, but you have a wave limit & mobs per wave limit.

I would love a level editor, in fact i'd love an editor with the capability to make levels like the Obsidian Nexus. I want there to be more levels like that!!!!

Encross
This idea has been brought up

This idea has been brought up many times, including myself almost two years ago (http://forums.spiralknights.com/en/node/41493#comment-264446)

Spiral-Spy, who's really the leading expert on everything Spiral Knights related on the coding side, wrote a blog post about the mapmaker he used when trying to tinker with it. Basically, considering all the efforts devs have been putting into this game elsewhere, it seems just as distant now as it was then.

For more: http://forums.spiralknights.com/en/node/41493#comment-264825

Khamsin's picture
Khamsin
Happy Halloween!

Happy Halloween!