Here you will find Maps for SynSpace. As different play modes become available I will begin putting in maps for those types. An example of this would be Capture the Flag, which should become supported any day now. Unfortunately, due to my web host, I cannot upload many types of files. Included in this is the .ini file type, so when you click on the map it will be in .txt format. This shouldnt be too much of a problem however, because you can either save the file and rename it afterwards, or merely cut and paste the file into the .ini file of your choice. I would suggest saving and renaming however, because you want to make sure you get the file name EXACT so you do not have incompatibility issues when playing with other people using that map.

If anybody wishes to add their own maps to this list, FIRST READ "So you wanna publish a map", then merely Email Bandit with the .ini file, and a screen shot. I prefer a .jpg screenshot but I will also work with .bmp if necessary. The screenshot should be a picture of the level from the map editor point of view. See SSKOTH101 for an example of this.


I create my maps using the synSpace Map Editor by Mosquito. Its a great map editor (and currently the only one) so give it a try. If you need help using it, click Here.

If you get a message saying you are missing MSVBVM60.DLL then download it from HERE and unzip it into your windows directory.

 

MAPS ON FILE

(Please be sure to use the exact capitalization that I show as the name of the file)

Death

Fortress

SSCTF101

SSKOTH101

SSSR102

SSSTB101

Starry

js_tcf_3

Note About Rating

ABOUT THE RATING SYSTEM:

Look/Feel: This is just the pretiness of the level. Do things that SHOULD be symmetrical appear as symmetrical? Does it just look completely random, or is there thought behind the design? Are there too many of one feature or too few perhaps? This statistic will reflect that.

Theme: This is a score that tells whether or not the author had an efficient "system" to the design. For example, were the gold walls bouncy at one point, the fly through at another? Was everything color coded correctly? (did red hurt and then heal? etc.) Was there a solid system basically. For example, *I* always use Gold for bouncy, Red for hurting, Blue for healing, and so on. Do other authors have a solid system for their map? You will know once you check this score.

Overall FUN: When all is said and done, is the map fun? That is what really matters after all right? Sometimes overcomplexity can actually remove fun from the play. Sometimes over simplicity can, so we utilize this factor.

Final Score: This is the overall average of the three scores.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 





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