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Author Topic: Laggy Battlefields: Rural Post again  (Read 12936 times)

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February 13, 2012, 03:48:05 AM
Reply #15

Offline Laggy Blazko

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Re: Laggy Battlefields: Rural Post.
« Reply #15 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.

February 13, 2012, 06:39:13 AM
Reply #16

Offline Joseph Collins

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Re: Laggy Battlefields: Rural Post.
« Reply #16 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.

February 13, 2012, 08:41:59 AM
Reply #17

Offline MusashiAA

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Re: Laggy Battlefields: Rural Post.
« Reply #17 on: February 13, 2012, 08:41:59 AM »
Screw Hard Corps, this is the song you want:

(click to show/hide)

February 13, 2012, 05:15:31 PM
Reply #18

Offline Joseph Collins

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Re: Laggy Battlefields: Rural Post.
« Reply #18 on: February 13, 2012, 05:15:31 PM »
Feck.  Yes.  That song needs a hell of a lot more love than it gets.

February 13, 2012, 09:38:55 PM
Reply #19

Offline Laggy Blazko

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Re: Laggy Battlefields: Rural Post V2
« Reply #19 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.

February 13, 2012, 10:04:59 PM
Reply #20

Knux

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Re: Laggy Battlefields: Rural Post V2
« Reply #20 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:

February 16, 2012, 11:47:04 PM
Reply #21

Offline Laggy Blazko

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Re: Laggy Battlefields: Rural Post V2
« Reply #21 on: February 16, 2012, 11:47:04 PM »
New version.
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.

February 17, 2012, 01:07:19 AM
Reply #22

Offline Laggy Blazko

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Re: Laggy Battlefields: Rural Post V3
« Reply #22 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.

February 17, 2012, 01:29:08 AM
Reply #23

Offline MusashiAA

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Re: Laggy Battlefields: Rural Post V3
« Reply #23 on: February 17, 2012, 01:29:08 AM »
The Rambo music is from the Rambo NES game... you don't need permission for that

February 17, 2012, 07:25:31 AM
Reply #24

Knux

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Re: Laggy Battlefields: Rural Post V3
« Reply #24 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.

February 20, 2012, 11:01:12 PM
Reply #25

Offline Laggy Blazko

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Re: Laggy Battlefields: Rural Post V4
« Reply #25 on: February 20, 2012, 11:01:12 PM »
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.

June 19, 2012, 01:53:48 AM
Reply #26

Offline Laggy Blazko

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Re: Laggy Battlefields: Rural Post V4
« Reply #26 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

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)

June 19, 2012, 08:00:49 PM
Reply #27

Offline Hallan Parva

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Re: Laggy Battlefields: Exploitation
« Reply #27 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.

June 19, 2012, 08:29:50 PM
Reply #28

Offline Laggy Blazko

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Re: Laggy Battlefields: Exploitation
« Reply #28 on: June 19, 2012, 08:29:50 PM »
Nope, it's not a custom weapon, so it should be compatible with any mod.

June 26, 2012, 04:28:28 AM
Reply #29

Offline OrangeMario

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Re: Laggy Battlefields: Exploitation
« Reply #29 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!