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Author Topic: [Map Pack] SHARP (Version 3b - Hotfix)  (Read 57394 times)

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October 02, 2011, 12:27:34 AM
Reply #30

Offline Hallan Parva

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Re: Shade's Cave Of...Mapping...Stuff. [Focus V1A]
« Reply #30 on: October 02, 2011, 12:27:34 AM »
Quote from: "Shade Guy"
Music is a famitracker cover of Fighting, Fire and Science(?) clubs from Pokemon TCG by 8BitDanooct1.
I must download for that reason alone. :ugeek: ... Oh yeah, I also like 3D floors a lot. Heh heh heh.
Now add the Ronald's theme as a Drain Fortress easter egg and I will love you forever.

October 02, 2011, 12:40:00 AM
Reply #31

Offline Shade Guy

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Re: Shade's Cave Of...Mapping...Stuff. [Focus V1A]
« Reply #31 on: October 02, 2011, 12:40:00 AM »
Huzzah, I'm getting people to play my maps on music alone.

October 06, 2011, 03:51:11 AM
Reply #32

Offline Mendez

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Re: Shade's Cave Of...Mapping...Stuff. [Focus V1A]
« Reply #32 on: October 06, 2011, 03:51:11 AM »
It was pretty cool playing on focus, so here's some things that I'm sure everyone could agree on:
-Ice Slasher is extremely powerful in this stage.
-Rush coil is nearly useless.
-Tango and treble don't work too well in this map.
-Nobody really went for crash bomb or napalm.
-Most of the killing takes place on the second floor, whereas most other sections are ignored.

Having said that, here are the suggestions that came from everyone:
-Include more rush coils in this map, and replace the bubbles with ladders.
-Remove rush coil altogether from this map.
-Replace Ice slasher with something less powerful, like needle cannon.
-Replace Crash bomb with something more powerful, like hard knuckle or crystal eye.
-Just a personal opinion, but needs more texture variety plox. I think there's a good shade man wall texture you forgot to include on the corners of walls that would make the whole map look a bit more complete.
-remove tango from the map, since it's kinda broken.
I'll write more in this post as I keep playing. Overall, I'm liking the killing frenzy that occurs from it.

October 06, 2011, 10:16:39 AM
Reply #33

Offline Shade Guy

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I warned you about that Crash Bomb bro
« Reply #33 on: October 06, 2011, 10:16:39 AM »
And now I respond. Keep in mind that most changes should be considered as experimental.

Ice Slasher will be replaced by Needle Cannon. There is now a bubble bouncer (don't yell at me there are already a few in the map so there's no point not to use them now) where Rush Coil normally is, since I noticed people only really used Coil to get up to the bridge, so now you don't have to wait to pick Coil up to do that. Hard Knuckle has replaced Crash Bomb for the meantime, time will tell if it was a good idea. Napalm Bomb has been moved slightly more away from the teleporter, since I found it was too easy to run away from someone, quickly grab Napalm Bomb and throw a couple at the teleporter exit which effectively kills anyone who tries to follow you.

Tango Roll has been replaced with a WTank and the original WTank in this map has been replaced by and ETank. Hopefully the ETank will encourage more people to go up there, but once again, time will tell. To remedy the ETank, all HP near it has been removed.

Just letting everyone know, I'm not removing Magnet Missile or Scorch Wheel. At least, not for now.

Also, in response to the comment about the battle being centralised around the second floor, I tried to fix that with some of the changes already stated, but I must say, it isn't that much of a problem to have one part of a map be where the action is.

Another thing, can you be more specific about this Shade Man texture I should use? I can't do much about it unless you specify.

October 22, 2011, 01:00:28 AM
Reply #34

Offline Shmeckie

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Re: Shade's Cave Of...Mapping...Stuff. [Focus V1A]
« Reply #34 on: October 22, 2011, 01:00:28 AM »
Is there some kind of bundle to your maps you haven't linked to? I'm seeing it show up in the WADs of some servers I'd like to join, but I can't, nor can I find it.

Or is it a WIP you're testing?

October 22, 2011, 04:16:22 AM
Reply #35

Offline Shade Guy

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Re: Shade's Cave Of...Mapping...Stuff. [ShadeBundle V1]
« Reply #35 on: October 22, 2011, 04:16:22 AM »
Not a WIP, just happened to put it on Wadhost before putting it on my own topic...Talk about lazy.

But hey, it's there now. Download gogogogo

February 25, 2012, 05:44:54 AM
Reply #36

Offline Shade Guy

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Re: Shade's Cave Of...Mapping...Stuff. [SHARP V1]
« Reply #36 on: February 25, 2012, 05:44:54 AM »
Holy crap when was my last release

Some time halfway through last year probably

Anyway, new map pack is up go see the front page for information because I can't be bothered to explain it here.

February 25, 2012, 06:18:44 AM
Reply #37

Offline Vortale

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Re: Shade's Cave Of...Mapping...Stuff. [SHARP V1]
« Reply #37 on: February 25, 2012, 06:18:44 AM »
And you all thought I was dead! Mwahaha!...

...anyway, I'd like to thank Shade Guy again for fixing up my Roboenza maps to become more playable with DM games, something I wasn't quite able to do myself (CAUSE BAD).

Life and other fluff had me by the neck and I haven't had much energy to get myself back to making maps. Plus with Roboenza's fun factor slowly draining for me, I decided this project wouldn't be worth continuing.

It was clear many people still enjoyed these maps though, and I'm glad folk wanted to improve them to be more DM friendly and fix anything majorly broken (*cough*LEAF SHIELD*cough*). Without sounding too sappy, it makes me happy that people are still looking at these maps, let alone helping to improve them.

With that said, I'd like to test these out proper!

February 25, 2012, 01:40:33 PM
Reply #38

Offline Magnet Dood

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Re: Shade's Cave Of...Mapping...Stuff. [SHARP V1]
« Reply #38 on: February 25, 2012, 01:40:33 PM »
Nice to see you again Vortale. I actually have your map pack, it's a lot of fun.

I'll think about picking this one up.

February 26, 2012, 01:23:33 AM
Reply #39

Offline Hallan Parva

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Re: Shade's Cave Of...Mapping...Stuff. [SHARP V1]
« Reply #39 on: February 26, 2012, 01:23:33 AM »
Messatsu needs his servers to make sweet love to this map pack all night long.

... that is all.

December 01, 2012, 05:36:54 AM
Reply #40

Offline Shade Guy

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Maybe with more maps I can get this onto the Projects Forum
« Reply #40 on: December 01, 2012, 05:36:54 AM »
9 months later...
I think it's time to announce what I've been working on lately!

SHARPv2a will be released shortly after MM8BDM v3a's release. While I've been mapping for the MM8 expansion, I've also been making additional maps for SHARP and tweaking existing maps. So, SHARPv2a will have a grand total of 15 maps; 10 'SHA' maps, and 5 'VRP' maps, with spiffy MM8 content included.
Current changelog is here.
(click to show/hide)
While I can't release it now because of all the MM8 stuff, I can leave you guys with a screenshot of the first of the 6 new maps, 'Tree Junction'.
(click to show/hide)
Now would also be a good time to post any suggestions about any of the existing SHARP maps for the upcoming new version as well.

December 01, 2012, 06:37:19 AM
Reply #41

Offline Hallan Parva

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Re: Shade's Cave Of...Mapping...Stuff. [SHARP v2a in the wor
« Reply #41 on: December 01, 2012, 06:37:19 AM »
The bats that fly by in SHARP04?

Make those shootable. And they drop gold triangles that function exactly the same way as Weapon Energy.








I'm dead serious. :ugeek:

December 01, 2012, 06:01:51 PM
Reply #42

Knux

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Re: Shade's Cave Of...Mapping...Stuff. [SHARP v2a in the wor
« Reply #42 on: December 01, 2012, 06:01:51 PM »
That looks really creative and fun to play in, Shade. Can't wait to test it out. Reminds me a bit of Super Mario World for some reason.

December 22, 2012, 05:24:11 AM
Reply #43

Offline Shade Guy

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Re: [Map Pack] SHARP (Version 2a)
« Reply #43 on: December 22, 2012, 05:24:11 AM »
Okay! MM8BDMv3a is out, so it's time to release SHARPv2a. Go get it/play it/host it/critique it as you desire. More stuff on the front page about it.

September 24, 2013, 05:07:02 AM
Reply #44

Offline kraven

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Re: [Map Pack] SHARP (Version 2a)
« Reply #44 on: September 24, 2013, 05:07:02 AM »
can you give me the music codes?
 :|