Cutstuff Forum

Mega Man 8-bit Deathmatch => Projects & Creative => Maps => Topic started by: Laggy Blazko on February 12, 2012, 11:51:24 PM

Title: Laggy Battlefields: Rural Post again
Post by: Laggy Blazko on February 12, 2012, 11:51:24 PM
Rural Post V5 (http://www.mediafire.com/?56mj56omefph0z3)
This is my first public map. (If we don't count "UBER BASE" as public).
I think I won't make too many big maps again. This one took too long and I still have to work on its music. Once it's finished I'll submit it to CSCM. LOL it was rejected long ago.

Screenshots

(click to show/hide)

(click to show/hide)

(click to show/hide)

Map design:
- Laggy Blazko
- MocoSuelto (Doesn't play online)

Testing:
- Care Boby
- MegaManRecharged
- Thuban
- Shadow Black
- Whoever tried it when I posted it in that "DB2 is trolling me" thread.

Also thanks to Knux for making a MAPINFO and Trying to solve a bug.

----
Exploitation (http://www.mediafire.com/download.php?638umo9pdgdf4f5)
Screenshots and explanation here (http://cutstuff.net/forum/viewtopic.php?f=29&t=4052&p=177053#p177053)
Title: Re: Laggy Battlefields: Rural Post.
Post by: Korby on February 13, 2012, 12:07:48 AM
Finally!
Someone else who knows how to emulate darkness without lowering the darkness!

I'll look at the map later.
Title: No. Really. It is.
Post by: MasterXman on February 13, 2012, 12:22:35 AM
This is the greatest I have seen today ever.
Some one must host this.
Title: Re: Laggy Battlefields: Rural Post.
Post by: TheMetalManu on February 13, 2012, 12:29:09 AM
I must admit it, the pump thing is just awesome. Nice job.
Title: Re: Laggy Battlefields: Rural Post.
Post by: xColdxFusionx on February 13, 2012, 01:04:02 AM
Damn, those screenshots look amazing.

Hope this gets into CSCM!
Title: Re: Laggy Battlefields: Rural Post.
Post by: Hallan Parva on February 13, 2012, 01:20:39 AM
Your first "public" map ends up being one of the best "not named IX" maps I've ever seen.

If this doesn't get in CSCM I will personally malice Messatsu with a shoehorn.
Title: crap my grammar's awful today
Post by: LlamaHombre on February 13, 2012, 01:21:49 AM
You should all consider if he wants it in CSCM or not.

Some people detest that pack.
Title: Re: Laggy Battlefields: Rural Post.
Post by: Galaxy Sisbro on February 13, 2012, 01:26:07 AM
Llama, you're kinda generalizing. THERE are good maps in CSCM. Not to say that there's a lot of talent lacking there.

Good job, Blazko. I love your job. Hope you make a lot of more maps!
Title: Re: Laggy Battlefields: Rural Post.
Post by: Hallan Parva on February 13, 2012, 01:26:28 AM
Quote from: "Laggy Blazko"
Once it's finished I'll submit it to CSCM.
just sayin'
Title: Re: Laggy Battlefields: Rural Post.
Post by: Galaxy Sisbro on February 13, 2012, 01:30:27 AM
Next version of CSCM is coming soon, maybe this week or the other. And yeah, I'm impatient to see your work there Blazko.
Title: Re: Laggy Battlefields: Rural Post.
Post by: TheMetalManu on February 13, 2012, 01:42:58 AM
Blazko, you should put this music in your map for instant win.

Title: Re: Laggy Battlefields: Rural Post.
Post by: Ivory on February 13, 2012, 02:05:40 AM
Well, since someone has to criticize the map, because when you get past it looking beautiful, the layout sucks. Period. Was this made for Roboenza? It's too obnoxiously big to be played in any other mode.

I won't go after every little detail, but I'll capture the biggest problems with the map, other than just saying size.

1) The Rainflush area is beyond one of the most cryptic things no one would ever find without blindly jumping or mini-mapping. There is no way to tell you can even get past those areas. Everything is the same blue color, which while does a good job at emulating darkness, it causes everything to blend together. Which is a problem. Look at the screenshots. Would you guess you could get past there?
(click to show/hide)

2) The entire camp site is way off in a corner of the map that shouldn't exist. It's just there. You access at the bottom of a pit, or through a tiny gap in the wall that looks like all the rest of the same colored trees that leads back to the building. I never noticed it, even with the minimap. Even from the building side it's painful to notice. I thought it was a dead end for the longest time before realizing there was a tiny gap there. Again this relates to everything being blue and black.

3) Dinning Tables. EVERYWHERE. That location by the pump? 8 big energies, 4 large health and 10 small energies, 6 small health in that section and near by areas. Forget that, pretty much a majority of the areas have giant health and energy everywhere. Coupled with Plant Barrier...

4) Death Pits. I'm sorry, but in a stage with no deathpits to worry about, you have those random spike pit. The worst offender however is Napalm Bombs. You climb extremely steep stairs, run up a slope...and whoops, there was a death pit at the top. No other part of the level does this, it's just there.

5) You have that pump thing that adds MORE to the level. Not to mention it leads to yet another dinning table to eat from. 2 big energies, 2 large health, bubble lead (such a powerful weapon sure needs to be hidden, especially compared to water wave), an E-Tank and Exit Unit. Sounds perfect for camping! Not to mention you have a corner to hide in that no one will ever check. If someone manages to get into your hiding hole, you can just Exit Unit out of it. The only bright side to this addition of the level is that it makes it more obvious that the Rain Flush area exists.

Oh right, and you have to press the use key as far as I can tell. I can safely tell you most players don't even bother binding it, because it's never used.

6) Weapon Problems. Rolling Cutter AND Knight Crush? Needle Cannon and Yamato Spear? Water Wave (which isn't hidden) and Bubble Lead (which is?).  This is all redundant. You also have Leaf shield here with only 4 weapons (Flame Blast, Scorch Wheel, Rolling Cutter and Metal Blades) to counter it. It's a giant map. You can exit unit low gravity. Oh my. This has suddenly turned into stallers paradise. I've been running about this stage for 30+ Minutes and only just found Search Snakes? I think there is a huge, huge problem here.

I know I may be sounding harsh and critical, but you are basically starting the way I did with I-Packv1. Big Doom player, never mapped in MM8BDM fashion and applies doom conventions and logic to the map. The result is a map that isn't good for MM8BDM. Comparable to Wave Trench or Gravity Core in terms of being large and annoying. This one isn't as bad, but it's matching up there in terms of hiding items. The map is visually beautiful, but the actual gameplay is atrocious. Sadly, there isn't much I can really suggest to improve this map. If it were me making it, I would just drop it and start fresh with a new layout.

None the less, keep at it, think about what I said, and don't give up with your future mapping endeavors.
Title: Re: Laggy Battlefields: Rural Post.
Post by: Galaxy Sisbro on February 13, 2012, 02:21:53 AM
After talking with Messatsu about the map, and to add with Ivory's critic message regarding the map layout, I have some things to tell.

1st- The main forest area (the one where you can past over the bushes) should be completely cropped. As Ivory said, no one could ever know that there's a hidden area though these trees. It took me 15 minutes to notice it, and the whole thing was just about jumping everywhere without having the most little sense of where I was going neither where I was. Suddenly I got into a lake, which texture was identical to the floor one. It was pretty confusing

2nd- The inside textures DOESN'T match. polyobject doors are nice, though it doesn't really fit the conventional way of playing MM8BDM. Also, the whole base didn't made sense, with just death pits everywhere that no one could notice, at all (Further problem in MM1DW1X, mind you). I would completely delete the base, but that's up to you. Since I don't see any way to make it better.

3rd- Ivory probably forgot this problem, but I'm telling you anyway: LAG. this map has lags for the gigantic amount of trees actors. Funny enough, the map is called LAG01. I had this problem in CSCM14 before, and, quite frankly, it was a pain in the ass. It can be fixed by deleting some areas and actors, but that's really up to you.

How would I fix this map:

-Keep the main corridor, wooden house and camping area, by adding bigger entrances to the later. The lake can be moved somewhere else WITH a noticeable water texture.

-Delete the base. The outside section of it can be decorated nicely, though by making a whole base, it just makes the map gigantic. I would add bridges-things of that sort

- Delete forest area.

-Add a bit more platforms.

This map is beautiful, intricate and VERY, VERY detailed. The overall layout is fine, though some sections really needs to be trashed. Feel proud of yourself.
Title: Re: Laggy Battlefields: Rural Post.
Post by: Laggy Blazko on February 13, 2012, 02:28:14 AM
Quote from: "Korby"
Finally!
Someone else who knows how to emulate darkness without lowering the darkness!

I'll look at the map later.
I stole that idea from Urban Brawl =P.
Quote from: "MetalManu"
Blazko, you should put this music in your map for instant win.

If I'm authorized to use that and CSCM allows all those channels, then you saved me a lot of work!

Quote from: "Ivory and Galaxy"
A lot
Well, thanks for the criticism.
My original idea was much smaller, but I kept having more ideas for this (well, MocoSuelto and some testers asked me to add some things). Next time i'll save some of them for a next map, heheh. For now I'll just relocate some Items and remove some trees. If it didn't have a base its name wouldn't fit.
BTW, there's more than one way to get to the Exit Unit area.NVM i failed it.
Title: Re: Laggy Battlefields: Rural Post.
Post by: Galaxy Sisbro on February 13, 2012, 02:32:40 AM
Quote from: "Laggy Blazko"
If it didn't have a base its name wouldn't fit.
.
Kinda hard to tell when the name is rural post. If so, then you can completely make the base again. It was based in more of a personal opinion anyway.
Title: Re: Laggy Battlefields: Rural Post.
Post by: Laggy Blazko on February 13, 2012, 03:48:05 AM
Wagh!
Quote from: "Laggy Blazko"
BTW, there's more than one way to get to the Exit Unit area.
I failed at something there. I'll fix that tomorrow.
Title: Re: Laggy Battlefields: Rural Post.
Post by: Joseph Collins on February 13, 2012, 06:39:13 AM
So, I popped it in and loaded it up.  Here's my opinions on the map.

The Good
- Very unique map with a few interesting features, such as horizontal sliding doors and a couple outside areas.
- The map is gigantic!  There is absolutely no limit to all the places one could hide and explore.
- The outdoor textures are done very well.  I like the fact that, as some else said, you emulated dark areas without actually changing the sector darkness.

The Bad
- Linedefs.  I can see far, far, far too many linedefs.  Maybe it's just me, but I don't like being able to see places I can't actually get to on my map, nor every single line in a random area.  It's worth noting that some of the linedefs were hidden for the aforementioned reasons, but far too many remain visible once you've seen the actual areas.
- Due to how the Doom II: Hell on Earth engine works, it's incredibly easy to get snagged on trees and bushes in the outside areas.  Granted, this would happen in real life if you were blindly running through the woods, but still.
- The map is perhaps a bit too massive for its intended play mode...  Or really, many other play modes.  It's about the size of a medium Doom level.  The only thing missing are keycards, locked doors, and enemies.

The Ugly
- I heard something about the map being laggy, but I had no problem running the map myself, even with 8 bots going.  There was minimal lag, but nowhere near as bad as say... Cloudman's stage.
Title: Re: Laggy Battlefields: Rural Post.
Post by: MusashiAA on February 13, 2012, 08:41:59 AM
Screw Hard Corps, this is the song you want:

(click to show/hide)
Title: Re: Laggy Battlefields: Rural Post.
Post by: Joseph Collins on February 13, 2012, 05:15:31 PM
Feck.  Yes.  That song needs a hell of a lot more love than it gets.
Title: Re: Laggy Battlefields: Rural Post V2
Post by: Laggy Blazko on February 13, 2012, 09:38:55 PM
Ok, I removed some trees and moved some items. Also I fixed the drillable tunnels and added a "teleporter" (if you discover what it is, hehehe).

About the music, Maybe I should use that one from Rambo as normal music and that one from Hard Corps as boss music.
Title: Re: Laggy Battlefields: Rural Post V2
Post by: Knux on February 13, 2012, 10:04:59 PM
Next version of CSCM is coming soon, maybe this week or the other.
I lol'd.

Hey Blazko, you should keep a copy of the original map for other purposes. This reminds me of when I made Floating Sports Park to submit it to GvH. It was my first time mapping something serious, and I thought it would get accepted, but it turns out I didn't have the gameplay in mind. I raged after it got rejected because I worked on it for months (I've been wanting to apologize to Mike for that, it haunts me), then I turned it into a one player adventure map, like the Void.wad. Muuuuch later on, I took some aspects from it, minimized them a lot and placed them in a map I recently submitted to CSCM.

MM6TOMX went through quite a few versions before I got it "right" as well, and I had decided the second one would be making it again from scratch. Granted, a new version of it is also coming next CSCM, but this isn't about my maps. Don't be discouraged at first! First, take a look at all the cool stuff you did in the map, pat yourself in the back and move on. You have the skill to make great effects, all you need now is to execute them properly.

The map as it is right now would be excellent for a single player campaign, if one is ever done. Trust me, there are other possibilities for it. Don't scrap it, and instead do another from scratch, having in mind how a DM map better flows.

Yes, I went there, guys. You'll see I can make smaller maps soon enough.  :lol:
Title: Re: Laggy Battlefields: Rural Post V2
Post by: Laggy Blazko on February 16, 2012, 11:47:04 PM
New version.
http://www.4shared.com/zip/Jg45Ua_6/RuralPostV3.html (http://www.4shared.com/zip/Jg45Ua_6/RuralPostV3.html)
I remade most of this map. It's still big but I think it's a bit better.
I'll post screenshots later.
Title: Re: Laggy Battlefields: Rural Post V3
Post by: Laggy Blazko on February 17, 2012, 01:07:19 AM
Double post.
1.- Am I allowed to use that rambo music without asking? (I think I'll ask for permission to use that 8-bit Hard Corps music)
2.- One of the drillable tunnels isn't drillable from one side and I can't figure out why.
3.- Posted screenshots.
Title: Re: Laggy Battlefields: Rural Post V3
Post by: MusashiAA on February 17, 2012, 01:29:08 AM
The Rambo music is from the Rambo NES game... you don't need permission for that
Title: Re: Laggy Battlefields: Rural Post V3
Post by: Knux on February 17, 2012, 07:25:31 AM
Some areas outside still feel like a maze, however this version feels better than the previous one. I'll just say you're getting there. Slowly, but certainly.
Title: Re: Laggy Battlefields: Rural Post V4
Post by: Laggy Blazko on February 20, 2012, 11:01:12 PM
http://www.4shared.com/zip/EDn11xwS/RuralPostV4.html (http://www.4shared.com/zip/EDn11xwS/RuralPostV4.html)
Last update (I hope) because I started to work on another map and I still have to finish other projects.
- Fixed drillable tunnels.
- Made some halls more wide.
- Added that Rambo music. (I didn't add the Hard Corps one because I was too lazy to ask for permission)
And I didn't feel like removing any area.
Title: Re: Laggy Battlefields: Rural Post V4
Post by: Laggy Blazko on June 19, 2012, 01:53:48 AM
New map.... Well, not too new. I made it long ago but I wasn't completely satisfied. But now I fixed some things and put a music (which sounds weird, I suck at Famitracker D:).

Exploitation (http://www.mediafire.com/download.php?638umo9pdgdf4f5)

Screenshots:
(click to show/hide)
(click to show/hide)
(click to show/hide)
(click to show/hide)

If you remember a screenshot I posted long ago, I deleted the other island (and the "bridge") because it was too lame.

EDIT: I Forgot 2 points:

1.- I made this map to learn more about 3D floors, so this is a "mom, I can make 3D floors" kind of map.
2.- The music is a cover of an unused soundtrack for DooM. (Any similarity with some "Alice in Chains" song is Bobby Prince's fault)
Title: Re: Laggy Battlefields: Exploitation
Post by: Hallan Parva on June 19, 2012, 08:00:49 PM
Does the ladder weapon...

Make a ladder appear out of thin air!?!?!?

"I CAN CLIMB ALL THE WALLS!!"


On a more serious note, unless you have a somewhat large map pack (coughAMPcough) then I'd leave the custom weapons out. It breaks compatibility if players want to use any mods alongside your map.
Title: Re: Laggy Battlefields: Exploitation
Post by: Laggy Blazko on June 19, 2012, 08:29:50 PM
Nope, it's not a custom weapon, so it should be compatible with any mod.
Title: Re: Laggy Battlefields: Exploitation
Post by: OrangeMario on June 26, 2012, 04:28:28 AM
(click to show/hide)

I'm surpised that no one else thought of this item, I see this very useful and entertaining to use. No longer do i need to have to wait for a eternity (felt time) to reach places any more, and it get's me out of those tough binds quickly without letting my guard down as long as it use to.

I look foward to your progress on these maps, and items!
Title: Re: Laggy Battlefields: Exploitation
Post by: SaviorSword on June 26, 2012, 06:33:18 AM
The Step Booster only seems to work only on yar own map. It'd be nice if it worked everywhere else.
Title: Re: Laggy Battlefields: Exploitation
Post by: Laggy Blazko on June 26, 2012, 03:44:57 PM
Yeah, that's because the ladders' script "asks" if you have it, and if you do you move faster.
You'd have to modify other maps if you want it to work there. :/
Title: Re: Laggy Battlefields: Exploitation
Post by: Hallan Parva on June 26, 2012, 09:10:40 PM
Would you mind if I were to make a "prettier" icon for Step Booster? I have an idea...
Title: Re: Laggy Battlefields: Exploitation
Post by: Laggy Blazko on June 27, 2012, 12:58:56 AM
Go ahead.
Title: Re: Laggy Battlefields: Rural Post again
Post by: Laggy Blazko on March 31, 2013, 01:21:21 AM
Ok, i just updated the destroyable walls and changed something that doesn't matter in Rural Post.
http://www.mediafire.com/?56mj56omefph0z3 (http://www.mediafire.com/?56mj56omefph0z3)
I think I was going to change something else but I forgot it.
Title: Re: Laggy Battlefields: Rural Post again
Post by: Knux on April 01, 2013, 08:46:43 PM
I'm gonna try this on Friday when I get home.
Title: Re: Laggy Battlefields: Rural Post again
Post by: Laggy Blazko on April 01, 2013, 09:03:47 PM
Don't expect anything new anyway.
Title: Re: Laggy Battlefields: Rural Post again
Post by: Shadow Blade on May 31, 2013, 11:55:47 AM
It looks good but as I ventured Rural Post with noclip and tried getting to some sectors with normal means, I couldn't some of them are unnaccessable like to the Water Wave location.
Title: Re: Laggy Battlefields: Rural Post again
Post by: Laggy Blazko on May 31, 2013, 02:38:25 PM
The water wave location is a secret area. You'll need luck to figure out how to get there.
Title: Re: Laggy Battlefields: Rural Post again
Post by: Chauer on June 06, 2013, 12:54:38 PM
Can I use your UN19 cover for my map?
Title: Re: Laggy Battlefields: Rural Post again
Post by: Laggy Blazko on June 06, 2013, 01:24:09 PM
OK, but it sucks.