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Author Topic: FGG Maps [Beta Maps on Page 11]  (Read 39742 times)

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December 21, 2011, 10:27:27 PM
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Offline fortegigasgospel

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FGG Maps [Beta Maps on Page 11]
« on: December 21, 2011, 10:27:27 PM »
Boss Arenas: http://www.mediafire.com/?iy5dc9ryrce5ze9
This is a pack of maps extracted out of the map "Unknown" out of the base game.
Changelog
(click to show/hide)

Classic Warfare Pack (FGGCW-V1bfix): http://www.mediafire.com/?rx75x58vhu8912s
CW pack Changelog
(click to show/hide)

ForteGigas Deathmatch (FGDM-V1b): http://www.mediafire.com/download.php?tyk6pizfbt8o1nb
Change log
(click to show/hide)


Map Pack: Classic Warfare Pack: This is a Team Deathmatch oriented map pack. The centers of the map are blocked to prevent teams from getting to close to each other keeping fights much like old wars where armies lined up and shoot back and forth, only with more movement.  Maps in this pack are simple and texturing may not be the best.  The maps have a decent variety of themes and layouts.
(click to show/hide)

Maps will be available as work comes to finishing them and making them show in game (and music is added).
More maps will be to come as I get better at this (maps based off the stages for my masters as well).

Boss Arenas are the arenas used for boss fights in 8BitDM. The Gamma arena has the weapons used against the Wily Machines placed.

December 21, 2011, 10:39:13 PM
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Offline FCx

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Re: Forte_Gigas.Gospel Maps
« Reply #1 on: December 21, 2011, 10:39:13 PM »
For being your first map, you did a good job ;) (because you didn't use the default airman textures). This first map could be good for Last Man Standing mode because its corridors. Try to make some windows: also you can learn to use an skybox, that you will surely use in your maps next time.

Small observation: if you make maps that have custom weapons like Oil Slider, Timer Slow, etc. those maps won't work with others maps (generally, servers hosts several mappacks that hasn't custom weapon).

¡Buena suerte amigo!

December 21, 2011, 10:43:36 PM
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Offline fortegigasgospel

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Re: Forte_Gigas.Gospel Maps
« Reply #2 on: December 21, 2011, 10:43:36 PM »
Quote from: "FCx"
For being your first map, you did a good job ;) (because you didn't use the default airman textures). This first map could be good for Last Man Standing mode because its corridors. Try to make some windows: also you can learn to use an skybox, that you will surely use in your maps next time.

Small observation: if you make maps that have custom weapons like Oil Slider, Timer Slow, etc. those maps won't work with others maps (generally, servers hosts several mappacks that hasn't custom weapon).

¡Buena suerte amigo!

Yea, Ice warned me about that, I was already planning on making a version that replaces the PU stuff with default things, such as a Charge Kick in place of Oil Slider and maybe Time Stopper in place of Time Slow.

December 21, 2011, 11:12:14 PM
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Offline Magnet Dood

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Re: Forte_Gigas.Gospel Maps
« Reply #3 on: December 21, 2011, 11:12:14 PM »
Do NOT put Time Stopper.

Put Flash Stopper instead. It will save you flaming.

December 21, 2011, 11:22:36 PM
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Offline fortegigasgospel

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Re: Forte_Gigas.Gospel Maps
« Reply #4 on: December 21, 2011, 11:22:36 PM »
Quote from: "Star Dood"
Do NOT put Time Stopper.

Put Flash Stopper instead. It will save you flaming.

Ok, thank you for the tip. I would probably not put Time Stopper anyway because of the location Time Slower is at, the bottom of the room with the cross, be to easy to get.

Also added screen shots for all three maps now.

December 21, 2011, 11:46:17 PM
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Offline Korby

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Re: Forte_Gigas.Gospel Maps
« Reply #5 on: December 21, 2011, 11:46:17 PM »
WIP maps still go in the maps subforum  :p

For square castle, I'd suggest adding pathways from the corridors into each other, because not only do they look INCREDIBLY cramped, it's also what's called a buster wall.

December 21, 2011, 11:56:05 PM
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Offline Jakeinator

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Re: Forte_Gigas.Gospel Maps
« Reply #6 on: December 21, 2011, 11:56:05 PM »
Also be shure (mispelled on accident purpose) remember that Health and weapon energy come in 2 sizes. Other than that this looks pretty good!
Edit: is it me or does the TAB map look like there is a purple dong (guess what this means) in the room on the bottom.

December 22, 2011, 12:45:49 AM
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Offline fortegigasgospel

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Re: Forte_Gigas.Gospel Maps
« Reply #7 on: December 22, 2011, 12:45:49 AM »
Quote from: "Korby"
WIP maps still go in the maps subforum  :p

For square castle, I'd suggest adding pathways from the corridors into each other, because not only do they look INCREDIBLY cramped, it's also what's called a buster wall.

Hm, if I could figure out how to make hidden rooms without the texture's not covering the whole wall I would love to do that actually.

Quote from: "Eon_and_Rush"
Also be shure (mispelled on accident purpose) remember that Health and weapon energy come in 2 sizes. Other than that this looks pretty good!
Edit: is it me or does the TAB map look like there is a purple dong (guess what this means) in the room on the bottom.

I know on the first map its all larges, there is no HP on the second, and the third has smalls in the side corridors (along with some large HPs) I still need to learn the right ratio of having HP in the maps.

Also, learned how to get music in and to get the map to show up in game. Now to figure out music that would fit. (Knight is going to play for the first map).

December 22, 2011, 02:55:41 AM
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Offline LlamaHombre

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Re: Forte_Gigas.Gospel Maps
« Reply #8 on: December 22, 2011, 02:55:41 AM »
MY FUCKING EYES

WHY WOULD YOU MAKE PACMAN SO HIDEOUS

Grargh, OZX syndrome!
The maps look really plain and not really suuitable for deathmatch.

You have some interesting ideas though.

December 22, 2011, 03:01:56 AM
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Offline -FiniteZero-

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Re: Forte_Gigas.Gospel Maps
« Reply #9 on: December 22, 2011, 03:01:56 AM »
When I first heard "Pac Man Map", I thought it would be a map based off of a level from Pacman. Which would be interesting.

December 22, 2011, 03:27:06 AM
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Offline Korby

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Re: Forte_Gigas.Gospel Maps
« Reply #10 on: December 22, 2011, 03:27:06 AM »
Go play GvH.

December 22, 2011, 03:36:38 AM
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Offline fortegigasgospel

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Re: Forte_Gigas.Gospel Maps
« Reply #11 on: December 22, 2011, 03:36:38 AM »
I'm so sorry it was born because I was in a Skype call and said "Well I made my first map for 8 Bit Deathmatch, it was simple but something" then someone said "can you make a Pacman map?" So, yea, I made a Pac Man map, literally.

These are all made with the idea of Deathmatch in mind, I'll state wither or not a map is for something else. But those will be when I'm more experienced with Doom Builder.

December 26, 2011, 10:46:40 AM
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Offline BiscuitSlash

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Re: Forte_Gigas.Gospel Maps
« Reply #12 on: December 26, 2011, 10:46:40 AM »
Good start to your maps! Although that Pacman map does give me an idea....
(click to show/hide)

January 18, 2012, 04:48:14 AM
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Offline fortegigasgospel

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Re: Forte_Gigas.Gospel Maps *Test release*
« Reply #13 on: January 18, 2012, 04:48:14 AM »
Ok, I'm going to try a play test pack, its just the three maps I've made in a zip, so individual, so people can give me feed back from first hand trying.
The maps are NOT done, not by a long shot. All I did from whats been posted already is up the spawn points to 32 each.
Feel free to use this maps how ever you please.

Here is the link: https://rapidshare.com/files/4256521771/FGMapPackTest.zip
Forte Gigas Fortress must be running Megaman PU WAD.

January 18, 2012, 09:30:22 PM
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Offline fortegigasgospel

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Re: Forte_Gigas.Gospel Maps *Test release*
« Reply #14 on: January 18, 2012, 09:30:22 PM »
Ok, sorry bout the double post also for the 3 people who DLed the test pack that I uploaded them as WAD and DLS but here is the same foulder with the PK3s included.
Also fixed the little error in FORTG with a wall being climbable.

https://rapidshare.com/files/1249193514/FGMapPackTest.zip