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Author Topic: [Map Pack] SHARP (Version 3b - Hotfix)  (Read 57403 times)

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August 05, 2011, 01:36:42 AM
Reply #15

Offline xColdxFusionx

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Re: Shade's Cave Of...Mapping...Stuff. [Drain Fortress V2]
« Reply #15 on: August 05, 2011, 01:36:42 AM »
Quote from: "lol"
(click to show/hide)

LOL, flying spikes...

Suggestion:
*Shift + Drag allows you to move without grid-snapping.
*[ and ] change the size of the grid.

August 05, 2011, 06:35:30 AM
Reply #16

Offline Shade Guy

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Re: Shade's Cave Of...Mapping...Stuff. [Drain Fortress V2]
« Reply #16 on: August 05, 2011, 06:35:30 AM »
I'd say you have a reason to be irked by that. Also, by 'little alcoves' do you mean the Gemini Cell things on the way to the E-Tank?
goddamnit now I have to edit that and rerelease it

August 05, 2011, 03:22:58 PM
Reply #17

Offline lol

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Re: Shade's Cave Of...Mapping...Stuff. [Drain Fortress V2]
« Reply #17 on: August 05, 2011, 03:22:58 PM »
I sawwy.  :(

It was just a suggestion, but yes.

August 06, 2011, 01:52:31 AM
Reply #18

Offline Blaze Yeager

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Re: Shade's Cave Of...Mapping...Stuff. [Drain Fortress V2]
« Reply #18 on: August 06, 2011, 01:52:31 AM »
Damn good map Shade!

I like how one of my favorite CommandyCam songs was used.

August 06, 2011, 02:54:11 AM
Reply #19

Offline Shade Guy

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Re: Shade's Cave Of...Mapping...Stuff. [Drain Fortress V2]
« Reply #19 on: August 06, 2011, 02:54:11 AM »
Heh, I've been meaning to put Spanish Robot Pirate Frenzy or Eusine's Theme in one of my maps. Maybe the next map could be on a pirate ship?

August 06, 2011, 03:00:24 AM
Reply #20

Offline Blaze Yeager

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Re: Shade's Cave Of...Mapping...Stuff. [Drain Fortress V2]
« Reply #20 on: August 06, 2011, 03:00:24 AM »
Do it. I DARE YA!

But Spanish Pirate Robo Frenzy would be Lulzy to have

August 06, 2011, 08:55:31 AM
Reply #21

Offline Shade Guy

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Re: Shade's Cave Of...Mapping...Stuff. [Drain Fortress V2]
« Reply #21 on: August 06, 2011, 08:55:31 AM »
One thing that I've been thinking about...I'm pretty sure that if I used some transfer heights sectors I would be able to make it so that when the raise/lower platforms sink into the water, the weapons/items on them would disappear under the water too. Do people think I should try to pursue this?

August 06, 2011, 04:33:10 PM
Reply #22

Offline lol

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Re: Shade's Cave Of...Mapping...Stuff. [Drain Fortress V2]
« Reply #22 on: August 06, 2011, 04:33:10 PM »
I suggest you try doing that.

August 06, 2011, 05:28:49 PM
Reply #23

Offline xColdxFusionx

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Re: Shade's Cave Of...Mapping...Stuff. [Drain Fortress V2]
« Reply #23 on: August 06, 2011, 05:28:49 PM »
Quote from: "Shade Guy"
One thing that I've been thinking about...I'm pretty sure that if I used some transfer heights sectors I would be able to make it so that when the raise/lower platforms sink into the water, the weapons/items on them would disappear under the water too. Do people think I should try to pursue this?

I tried this. It works well, but I cancelled the map I did it on because the map was going to end up way more complex than I expected (for other reasons *coughlinedefspamcough*).

My suggestion: DO IT.

August 16, 2011, 07:29:41 AM
Reply #24

Offline Shade Guy

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Re: Shade's Cave Of...Mapping...Stuff. [Drain Fortress V2B]
« Reply #24 on: August 16, 2011, 07:29:41 AM »
Okay, I think the Transfer Height thing has failed for the moment...So live with how it is now.

Just a quick update of Drain Fortress. Now it has coding such as 'x fell too far' and some other minor graphical tweaks. Also, the middle room has been edited a bit to be more user-friendly.

August 16, 2011, 11:26:34 AM
Reply #25

Offline Hallan Parva

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Re: Shade's Cave Of...Mapping...Stuff. [Drain Fortress V2B]
« Reply #25 on: August 16, 2011, 11:26:34 AM »
Eusine's theme? HELL YEAH. DO IT.

Oh, I'm DLing the maps by the way, will give feedback in a bit.

September 07, 2011, 10:44:22 AM
Reply #26

Offline Shade Guy

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Re: Shade's Cave Of...Mapping...Stuff. [Frozen Fantasy V2A]
« Reply #26 on: September 07, 2011, 10:44:22 AM »
Update time once again! This time to Frozen Fantasy.

Weapon layout has been altered a bit...And boss music! Picked fresh out of Mega Man 9000's corpse. I was constantly pestered by certain people wholeheartedly encouraged to use this track. And if you look at the Pk3 through Slade or Slumped, you might find two extra pieces of music...

September 26, 2011, 02:51:33 AM
Reply #27

Offline Mendez

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Re: Shade's Cave Of...Mapping...Stuff. [Frozen Fantasy V2A]
« Reply #27 on: September 26, 2011, 02:51:33 AM »
I took some time to review your map shade, and this is just the stuff I could gather from about 30 minutes of running around in offline mode.
First off, I actually thought this was an AMP map right off the bat. The music seems pleasant, and the attention to detail is solid all throughout the map. Also, just like any AMP map, the weapon/item placement and general layout seem a bit off. To begin with, I kinda felt like the concept made it so that some parts of the whole layout felt like inconvenient dead ends. This is seen in the crash bomb spot, where it's simply a path that leads to an eddie, which I could acquire with an item-1 anyways. I feel that the sinking section gimmick is properly executed in the section with Slash claw, since that weapon can be quite tough in small corridors. Then again, I could heal my way out of death.
That's the one thing I REALLY REALLY don't like about this stage. The amount of health in this stage is almost the same as the amount of weapon energy in this stage. That's a big no-no for deathmatch and duel. It makes killing someone unnecessarily longer and could drag a match on for quite a while in duel mode. Also, some of the health placement is silly at times. Here's my best example.
(click to show/hide)
In any case, the weapon placement doesn't seem too solid either. While slash claw is rightfully placed, it's a lot more convenient to acquire power weapons such as crystal eye and ballade cracker, which can deal A LOT of damage in this sort of stage.
(click to show/hide)
Overall, I'm liking the design of this map, despite the fact it feels inconvenient at times. Fix the weapon placement a little, and remove A LOT of the health. A smoother layout wouldn't hurt either. I haven't reviewed drain fortress because lollevelauthenticationfailed. In any case, here's to a solid map. And possibly a new addition to AMP. maybe?

October 01, 2011, 12:55:07 AM
Reply #28

Offline Shade Guy

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Re: Shade's Cave Of...Mapping...Stuff. [Frozen Fantasy V2A]
« Reply #28 on: October 01, 2011, 12:55:07 AM »
Okay, progress update just to let everyone know I'm actually doing stuff.

I'm thinking of completely redoing Drain Fortress (with the same layout and stuff though), since it has lines everywhere and it's difficult to edit the map and make it less cramped without messing up the rest of the layout. Expect less pits, a bit more room and a slightly tweaked weapon selection.

I've removed some HP from Frozen Fantasy and slightly tweaked how long it takes for the platforms to raise/lower. I experimented a bit with weapons and item selection too. Boss music should be fixed too, since before it was calling for 'SHABOS2' when it should have been looking for 'SHABOS1'...Damn numbers.

Also, third map should be coming soon. Expect multiple floors!

When I've done all this, I'll most likely make a small PK3 with all 3 maps in it, so that when I host it with friends to look at the maps, they don't have to get 3 separate files. Any objections, lady?

October 01, 2011, 07:33:46 AM
Reply #29

Offline Shade Guy

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Re: Shade's Cave Of...Mapping...Stuff. [Frozen Fantasy V2A]
« Reply #29 on: October 01, 2011, 07:33:46 AM »
Somewhat contrary to my previous post, here's a new map. Get it. NOW.

Also special thanks to BlueBrawl for helping me with the weapon layout.