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Lorbog's Maps UPDATE (June 5, 13)
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Topic: Lorbog's Maps UPDATE (June 5, 13) (Read 6247 times)
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June 03, 2013, 03:19:51 AM
Read 6247 times
lorbog
Standard Member
Date Registered: May 30, 2013, 05:09:36 PM
Lorbog's Maps UPDATE (June 5, 13)
«
on:
June 03, 2013, 03:19:51 AM »
Well these are my my maps. Tell me what you think.
Simulation
(click to show/hide)
My first map :) (has a ship)
Music from here:
http://www.nosoapradio.us/
Screenshots:
(click to show/hide)
Download:
http://camoy.sdf.org/wads/files/testmap_1.wad
School
(click to show/hide)
A map based on the layout of my school. (I made this just to put this song in it)
Song: (play the map first i want it to be a surprise :D)
http://www.youtube.com/watch?v=hnL-XglIhD0
Screenshots: Coming soon...
Download:
http://camoy.sdf.org/wads/files/school.wad
Boo's Mansion
(click to show/hide)
Coming Soon...
Logged
June 06, 2013, 02:28:52 PM
Reply #1
Chauer
Standard Member
Date Registered: November 16, 2012, 12:00:06 PM
Re: Lorbog's Maps UPDATE (June 5, 13)
«
Reply #1 on:
June 06, 2013, 02:28:52 PM »
OK, I'll try to criticise these.
Let's start with Simulation.
What we have here is a test map, and it does a pretty good testing job, but it's nothing more than a test.
-The narrow maze thing hinders the fast-paced deathmatch
-The ladders' graphic isn't appropiate
-ARGH GOD WHY DOES ANYONE NEED A 1200 HIGH SECTOR
-There's a large number of independent and teleporter-connected places, which turns any deathmatch weird
-You can go out of the window
-The textures are monotonous(everywhere), look out of place(the ship) or are just plain missing(a pillar, the window)
-The map is absurdly large, which turns any deathmatch into some kind of a hide-and-seek game
-The clock-trees have no collision
-The music. Please, at least insert a chiptune track.
-I doubt the Homing Sniper area should have wind instead of conveyor belts
-The checkered design was kinda pointless
-Try adding the sectordamage types
-I see you use zero height sectors for walls. Try removing the unneeded sectors.
-Try using straight lines instead of curves
-The boat sector is huge and has lots of unused space.
-The deadly sector in the maze should have a warning it's dangerous
About the pillar:
Somewhy in Zandronum, if a single texture of a linedef is seen, it's always the middle one.
The school map has no point in my opinion. The classrooms and the corridors are bad fighting spaces, the tables offer a near-infinite amount of health.
Logged
June 06, 2013, 09:51:33 PM
Reply #2
lorbog
Standard Member
Date Registered: May 30, 2013, 05:09:36 PM
Re: Lorbog's Maps UPDATE (June 5, 13)
«
Reply #2 on:
June 06, 2013, 09:51:33 PM »
Thanks for the feedback, I'm glad someone commented on this :D
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June 11, 2016, 09:19:20 PM
Reply #3
Samuel
Standard Member
Date Registered: June 06, 2016, 11:59:18 PM
Re: Lorbog's Maps UPDATE (June 5, 13)
«
Reply #3 on:
June 11, 2016, 09:19:20 PM »
Dear sir, might you be interested in reuploading the download links to your maps?
Dear heavens, I cannot find them anywhere! I'd really like to enjoy them, so please heed my request.
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Mega Man 8-bit Deathmatch
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Lorbog's Maps UPDATE (June 5, 13)