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Mega Man 8-bit Deathmatch => Projects & Creative => Maps => Topic started by: fortegigasgospel on December 21, 2011, 10:27:27 PM

Title: FGG Maps [Beta Maps on Page 11]
Post by: fortegigasgospel on December 21, 2011, 10:27:27 PM
Boss Arenas: http://www.mediafire.com/?iy5dc9ryrce5ze9 (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 (http://www.mediafire.com/?rx75x58vhu8912s)
CW pack Changelog
(click to show/hide)

ForteGigas Deathmatch (FGDM-V1b): http://www.mediafire.com/download.php?tyk6pizfbt8o1nb (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.
Title: Re: Forte_Gigas.Gospel Maps
Post by: FCx 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 (http://doom.wikia.com/wiki/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!
Title: Re: Forte_Gigas.Gospel Maps
Post by: fortegigasgospel 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 (http://doom.wikia.com/wiki/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.
Title: Re: Forte_Gigas.Gospel Maps
Post by: Magnet Dood on December 21, 2011, 11:12:14 PM
Do NOT put Time Stopper.

Put Flash Stopper instead. It will save you flaming.
Title: Re: Forte_Gigas.Gospel Maps
Post by: fortegigasgospel 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.
Title: Re: Forte_Gigas.Gospel Maps
Post by: Korby 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.
Title: Re: Forte_Gigas.Gospel Maps
Post by: Jakeinator 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.
Title: Re: Forte_Gigas.Gospel Maps
Post by: fortegigasgospel 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).
Title: Re: Forte_Gigas.Gospel Maps
Post by: LlamaHombre 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.
Title: Re: Forte_Gigas.Gospel Maps
Post by: -FiniteZero- 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.
Title: Re: Forte_Gigas.Gospel Maps
Post by: Korby on December 22, 2011, 03:27:06 AM
Go play GvH.
Title: Re: Forte_Gigas.Gospel Maps
Post by: fortegigasgospel 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.
Title: Re: Forte_Gigas.Gospel Maps
Post by: BiscuitSlash 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)
Title: Re: Forte_Gigas.Gospel Maps *Test release*
Post by: fortegigasgospel 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.
Title: Re: Forte_Gigas.Gospel Maps *Test release*
Post by: fortegigasgospel 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
Title: Re: Forte_Gigas.Gospel Maps
Post by: Rozark on February 05, 2012, 07:08:55 PM
Quote from: "Michael712"
Good start to your maps! Although that Pacman map does give me an idea....
(click to show/hide)


I would play this map, at least once everyday, regardless if i'm not in the mood at the time for mm8bdm. (if its ever made that is) :D
Title: Re: Forte_Gigas.Gospel Maps *Test release*
Post by: fortegigasgospel on February 05, 2012, 11:33:52 PM
Need to ask before I do this, would it be allowed for me to release an extraction of the Enker, Punk and Ballade Duel maps? Also working on extracting the other boss maps such as Dark Man's, Skull Robot's, Met Daddy's and Gamma's but I need to figure out the music codes for those ones first.
Title: Re: Forte_Gigas.Gospel Maps *Test release*
Post by: GameAndWatcher on February 06, 2012, 06:09:56 PM
Quote from: "fortegigasgospel"
Need to ask before I do this, would it be allowed for me to release an extraction of the Enker, Punk and Ballade Duel maps? Also working on extracting the other boss maps such as Dark Man's, Skull Robot's, Met Daddy's and Gamma's but I need to figure out the music codes for those ones first.
enkmus, punmus, balmus
Title: Re: Forte_Gigas.Gospel Maps *Test release*
Post by: fortegigasgospel on February 06, 2012, 06:59:32 PM
Quote from: "Game&Watcher"
Quote from: "fortegigasgospel"
Need to ask before I do this, would it be allowed for me to release an extraction of the Enker, Punk and Ballade Duel maps? Also working on extracting the other boss maps such as Dark Man's, Skull Robot's, Met Daddy's and Gamma's but I need to figure out the music codes for those ones first.
enkmus, punmus, balmus
I have those three, I ment the music for Dark Man, Doc Bot, Met Daddy and the RM boss rush, so the MM3,4,5 and 6 final boss battle songs.
Title: Re: Forte_Gigas.Gospel Maps *Test release*
Post by: Gummywormz on February 06, 2012, 10:20:08 PM
DRBmus, MM4BOSS2, MM6BOSS2, MM3BOSS2
Title: Re: Forte_Gigas.Gospel Maps *Test release*
Post by: fortegigasgospel on February 06, 2012, 10:38:56 PM
Quote from: "Gummywormz"
DRBmus, MM4BOSS2, MM6BOSS2, MM3BOSS2
Oooh, they are longer then the others, thats why I couldn't find them. ty.
Title: FGG Maps [Boss Arenas]
Post by: fortegigasgospel on February 10, 2012, 10:16:43 PM
Boss Arenas: https://rapidshare.com/files/3069015870/Duel_Maps.pk3
The arenas used for boss fights in 8BitDM.
Codes are "ENKER" "DOCBO" "METDE" "PUNKD" "DARKD" "BALAD" and "ROBOT" in that order.
Punk's arena has no weapons.
Dark Man arena has 2 Proto Busters on the spawn points to make it more like the fight against Dark Man.
The Gamma arena has the 7 weapons used against the Wily Machines through out the series (except for MM5 which the Wily Press' weakness is used) as well as the weakness of World Machine III.
Title: Re: FGG Maps [Boss Arenas]
Post by: Rozark on February 11, 2012, 04:55:53 AM
sounds interesting. ill probably check these out.
Title: Re: FGG Maps [Swimming Map]
Post by: fortegigasgospel on March 02, 2012, 09:55:18 PM
Made a new map "Acidic Diving" and its code "SWIM01" put together after seeing sorrow of lack of swimming in the upcoming MM8 expansion, it is a simple map featuring swimming (and drowning explained by being in "acid")
(click to show/hide)
Possible more maps similar to come depending on demand.

Download link added to first post and here: http://www.mediafire.com/download.php?ta844iwvu3ic9yz

I also want to announce my first map pack I am working on for a "pseudo game-mode" "Classic Warfare"
Rundown of Classic Warfare
(click to show/hide)
More details to come once my third map is done, and two are done already.
Title: Re: FGG Maps [Swimming Map]
Post by: Korby on March 02, 2012, 10:41:01 PM
Quote from: "fortegigasgospel"
Made a new map "Acidic Diving" and its code "SWIM01" put together after seeing sorrow of lack of swimming in the upcoming MM8 expansion, it is a simple map featuring swimming (and drowning explained by being in "acid")
(click to show/hide)

I'm pretty sure I speak for everyone when I say MY EYYYYYYYYYYYYEEEEEEEEESSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS
Title: Re: FGG Maps [Swimming Map]
Post by: fortegigasgospel on March 02, 2012, 11:00:03 PM
Quote from: "Korby"
Quote from: "fortegigasgospel"
Made a new map "Acidic Diving" and its code "SWIM01" put together after seeing sorrow of lack of swimming in the upcoming MM8 expansion, it is a simple map featuring swimming (and drowning explained by being in "acid")
(click to show/hide)

I'm pretty sure I speak for everyone when I say MY EYYYYYYYYYYYYEEEEEEEEESSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS
Need to ask, for the fact I made a swimming map, or the color? If the color since I used Burst's water I wanted to use the underwater effect it had too, and the map being filled with this water light would be reflected off this purple water thus the rest of the room would have a glow to match.  Its logical.

Though I only thought of it after I noticed drowning came with the "swim under fake floor" or it would have just been BWater texture without the color.
Title: Re: FGG Maps [Swimming Map]
Post by: Magnet Dood on March 02, 2012, 11:04:08 PM
Definetely the color.

Sounds like an interesting gimmick though.
Title: Re: FGG Maps [Swimming Map]
Post by: Mr. X on March 02, 2012, 11:42:27 PM
Actually, the color, the tileset, the random megaton of weapon energy, pretty much everything.
Title: Re: FGG Maps [Swimming Map]
Post by: Ivory on March 02, 2012, 11:52:46 PM
But this is hardly new! There are already maps that have water you can swim in.
Title: Re: FGG Maps [Swimming Map]
Post by: Beed28 on March 03, 2012, 12:28:10 AM
Quote from: "fortegigasgospel"
(and drowning explained by being in "acid")

Can't you add "airsupply = 0" to the MAPINFO definition to prevent players drowning?
Title: Re: FGG Maps [Swimming Map]
Post by: Rozark on March 03, 2012, 02:07:09 AM
im more shocked that theres an actual mm8 expansion IN PROGRESS (if what you said is true :3.
Title: Re: FGG Maps [Swimming Map]
Post by: Mr. X on March 03, 2012, 02:10:00 AM
Nope, there's no expansion underway. (http://www.cutstuff.net/forum/viewtopic.php?f=34&t=4111)
Title: Re: FGG Maps [Swimming Map]
Post by: fortegigasgospel on March 03, 2012, 02:26:08 AM
Quote from: "Beed28"
Quote from: "fortegigasgospel"
(and drowning explained by being in "acid")

Can't you add "airsupply = 0" to the MAPINFO definition to prevent players drowning?

I did not know of this command, I can reset it back to normal with this, thank you.  I can easily cut back on the weapon energy. As for the tiles? I don't see what is wrong with them. It is not like the map is very detailed, to warrant needing more then floors, walls and cielings. It isn't a big map and more textures would be a bit overboard.
Title: Re: FGG Maps [Swimming Map]
Post by: Rozark on March 03, 2012, 02:32:11 AM
Quote from: "Mr. X"
Nope, there's no expansion underway. (http://www.cutstuff.net/forum/viewtopic.php?f=34&t=4111)

you sir have made my day.
Title: Re: FGG Maps [Classic Warfare Pack]
Post by: fortegigasgospel on March 11, 2012, 09:12:51 PM
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.

Download here: http://www.mediafire.com/?g616r9d358hf0ma

Map details and screenshots here (map details are much like Light's comments in the campaign)
FGGTD01 - Chemical Breakdown: Trash disposal center that both crushes the trash and breaks it down with chemicals.  Uncrushed junk offers some cover.
(click to show/hide)

FGGTD02 - Sky High Platforms: Two platforms over the clouds connected to towers.  Higher ground leaves you open but allows you to shoot past enemy's cover.
(click to show/hide)

FGGTD03 - War Ships: Two ships flying through space, combat your enemies over the gaps.  Bring the fight to your enemy by using the door teleporters to reach the catwalk on the other ship.
(click to show/hide)

FGGTD04 - Hot Place: Lava separates you from your foes, hit them from long range or close in to lower their chances to dodge.  Oil pits are connected to the one on the opposing teams opposite side, burn it to take out anyone in it, but be careful.
(click to show/hide)

FGGTD05 - Bounce House: Little cover in this large arena, use springs to bounce yourself out of the way of your opponents attacks.  Some better weapons are higher up, but riskier to get to.
(click to show/hide)

FGGTD06 - Research Center: Gravity and Light is being tested in this facility.  When the gravity is low the lights are off, and when the lights are on gravity is high.
(click to show/hide)

FGGTD07 - Crystal Mine: This underwater mine shimmers beautifully.  It is wider then it is long, and hallways are tight, use the weapons available to hit your opponents even behind cover.
(click to show/hide)
Changes in mind: Removing gravity hold in War Ships and replacing it with another weapon, as of what is uncertain.  Possible removal of Gravity Hold in Bounce house depending on feedback and replacing it with Air Shooter.  Possible replacing Napalm Bomb in Sky High Platform, replacment uncertain.

Known bugs/issues: In Chemical Breakdown if someone dies in the water and no one else is in it the low gravity in it reverts to normal.
The Junk Lava in Hot Place can not be frozen and cause an error when hit with freeze cracker, which is not in the map so should not be a problem.
Music for Crystal Mine (MM7BOSS) is very low and hard to hear.

The map for Sky High Platforms shows the second Ice Slasher and Napalm Bomb on the wrong side, it has been fixed.

Well all I have to say is, give it try, and give me your feedback.  I suggest not using this pack for LMS, some weapons were picked for usefulness.
Title: Re: FGG Maps [Classic Warfare Pack]
Post by: ice on March 12, 2012, 05:35:13 AM
Quote
I suggest not using this pack for LMS, some weapons were picked for usefulness.

Ironic as wars are basically massive real LMS matches.

Tried it, all I can tell you is that separating teams is borderline impossible outside of ctf, though it seems to ironicly work better with TLMS
Title: Re: FGG Maps [Classic Warfare Pack]
Post by: fortegigasgospel on March 12, 2012, 06:22:17 AM
Yea, I noticed the spawn point thing, but there is one thing I have noticed, in (at least 1v1) in a DM, TDM you will automaticly spawn at a the farthest spawn from the most enemies. I have managed to get into these with the bots on one team on the other side from the other, and since you can't go to the other side the other team will never spawn on your side.

And the lack of LMS is the random weapons. I would have loved for this pack to be LMS compatible but last thing you need is to get Slash Claw in any of them, you can only get close enough to hit with it in bounce house but there is a hole at the barrier point.

Also bots can get stuck on all maps, though Research Center is the worse because you can't hit them all that easily, all other maps have a weapon that can easily find and hit them, and "stuck spots" in them often have them facing the other side.
Title: Re: FGG Maps [Classic Warfare Pack]
Post by: Gummywormz on March 12, 2012, 11:49:02 AM
So how about that "each time fights on it's own side."

(http://imageftw.com/uploads/20120312/Screenshot_Doom_20120311_165942.png)
Title: Re: FGG Maps [Classic Warfare Pack]
Post by: fortegigasgospel on March 12, 2012, 05:20:28 PM
Quote from: "Gummywormz"
So how about that "each time fights on it's own side."

(http://imageftw.com/uploads/20120312/Screenshot_Doom_20120311_165942.png)

Quote from: "ice"
Quote
I suggest not using this pack for LMS, some weapons were picked for usefulness.

Ironic as wars are basically massive real LMS matches.

Tried it, all I can tell you is that separating teams is borderline impossible outside of ctf, though it seems to ironicly work better with TLMS

That is the problem with it, there is no "Team Deathmatch Spawn" decor only "Player" ones for Campaign, Deathmatch, CTF/SF Blue and Red and a dummy CTF one. The only team spawn decorate is CTF/SF, the only way to get people onto the other side is when they respawn they will spawn on whichever side the other team is farther from.  After I uploaded it I went through one last time and on the same map you showed I managed to have it mostly 3 blues on one side and 3 reds on the other in a 3v3 only 1 blue spawning on reds side once due to one of the platforms not being occupied so we were far enough away for him to use that spawn point.
Title: Re: FGG Maps [Classic Warfare Pack]
Post by: Rozark on March 12, 2012, 07:32:29 PM
not gonna lie, these maps look hella good, from a screenshot point of view. im going to check these out later. :D
Title: Re: FGG Maps [Classic Warfare Pack]
Post by: fortegigasgospel on March 12, 2012, 07:46:19 PM
Quote from: "Rozark"
not gonna lie, these maps look hella good, from a screenshot point of view. im going to check these out later. :D
Don't expect much in game, the screenshots were just enough to give an idea of what you are going to be in, and are pretty much the entire maps.

There is one thing I know forgot to fix in Chemical Breakdown the ramps leading out have water and ramped ceilings, but due to the water the ramped ceiling isn't visible but is still there, I'm going to remove the ramped ceiling in an update to make it work like it looks.  Gravity Hold in War Ships is very likely to go and not be replaced, the map has plenty of other weapons.  Napalm Bomb in Sky High Platforms is very likely to be replaced as well due to how hard it is to get it to clear the gap.

There will defiantly be an update after the MM8 expansion is released to mix Homing Sniper and Water Balloon into maps.
Title: Re: FGG Maps [Classic Warfare Pack]
Post by: Gummywormz on March 13, 2012, 12:37:57 AM
You can code ACS scripts to force teammates to spawn on either side.
Title: Re: FGG Maps [Classic Warfare Pack]
Post by: Rozark on March 13, 2012, 02:48:10 AM
Quote from: "fortegigasgospel"
Quote from: "Rozark"
not gonna lie, these maps look hella good, from a screenshot point of view. im going to check these out later. :D
Don't expect much in game, the screenshots were just enough to give an idea of what you are going to be in, and are pretty much the entire maps.

There is one thing I know forgot to fix in Chemical Breakdown the ramps leading out have water and ramped ceilings, but due to the water the ramped ceiling isn't visible but is still there, I'm going to remove the ramped ceiling in an update to make it work like it looks.  Gravity Hold in War Ships is very likely to go and not be replaced, the map has plenty of other weapons.  Napalm Bomb in Sky High Platforms is very likely to be replaced as well due to how hard it is to get it to clear the gap.

There will defiantly be an update after the MM8 expansion is released to mix Homing Sniper and Water Balloon into maps.

again, like i said, from a screenshot point of view.
Title: Re: FGG Maps [Classic Warfare Pack]
Post by: fortegigasgospel on March 13, 2012, 03:24:35 AM
Quote from: "Gummywormz"
You can code ACS scripts to force teammates to spawn on either side.
Ok thank you for saying this, I went on a quest on finding this info on how and I found from the skulltag forums.

Quote from: "rific453"
Code: [Select]
#include "zcommon.acs"

script 1 ENTER
{
Teleport(PlayerTeam + 100, 0, 0);
}

script 2 RESPAWN
{
Teleport(PlayerTeam + 100, 0, 0);
}

But when I tried to use it I got an error saying line 4 was missing a "(." But seeing as I copy pasted it like that into the script I don't know why it is giving me that error.
Title: Re: FGG Maps [Classic Warfare Pack]
Post by: xColdxFusionx on March 13, 2012, 08:13:57 PM
Code: [Select]
PlayerTeam
Should be

Code: [Select]
PlayerTeam()
...Yay, the joys of coding...
Title: Re: FGG Maps [Classic Warfare Pack]
Post by: fortegigasgospel on March 13, 2012, 09:16:29 PM
Quote from: "xColdxFusionx"
Code: [Select]
PlayerTeam
Should be

Code: [Select]
PlayerTeam()
...Yay, the joys of coding...
Well I have the error gone, but it isn't making the teams spawn on the correct side.

This is what I have in the map script.
Code: [Select]
#include "zcommon.acs"

script 1 ENTER
{
Teleport(PlayerTeam() + 100, 1, 0);
Teleport(PlayerTeam() + 101, 2, 0);
}

script 2 RESPAWN
{
Teleport(PlayerTeam() + 100, 1, 0);
Teleport(PlayerTeam() + 101, 2, 0);
}

According to the post back at skulltag I got the command from 100 and 101 were for the teams but I have a feeling that may not be the case.
Title: Re: FGG Maps [Classic Warfare Pack]
Post by: Gummywormz on March 14, 2012, 12:09:15 AM
1. Make 32 Teleport Destination things outside the map.
2. Go and tag these things 1-32. Put 1-16 on the Dr Light side. Put 17-32 on the other. Keep the player deathmatch starts. Drag the teleport destinations to the same location as the deathmatch starts.
3. Insert this script.

Code: [Select]
#include "zcommon.acs"

script 1 ENTER
{
if (PlayerTeam() == 0);
{
Teleport_Nofog(Random(1,16));
}
if (PlayerTeam() == 1);
{
Teleport_Nofog(Random(17,32));
}
}

script 2 RESPAWN
{
ACS_ExecuteAlways(1,0);
}

Also do not leave spaces in your wad names. It makes people using doomseeker unable to join.
Title: Re: FGG Maps [Classic Warfare Pack]
Post by: fortegigasgospel on March 14, 2012, 01:01:31 AM
Quote from: "Gummywormz"
1. Make 32 Teleport Destination things outside the map.
2. Go and tag these things 1-32. Put 1-16 on the Dr Light side. Put 17-32 on the other. Keep the player deathmatch starts. Drag the teleport destinations to the same location as the deathmatch starts.
3. Insert this script.

Code: [Select]
#include "zcommon.acs"

script 1 ENTER
{
if (PlayerTeam() == 0);
{
Teleport_Nofog(Random(1,16));
}
if (PlayerTeam() == 1);
{
Teleport_Nofog(Random(17,32));
}
}

script 2 RESPAWN
{
ACS_ExecuteAlways(1,0);
}

Also do not leave spaces in your wad names. It makes people using doomseeker unable to join.

Working on doing this thank you very much.  As for the spaces thank you for that too, I'm going to come up with a code for this like other things.  My next post here shall be an update with a real V1a.
Title: Re: FGG Maps [Classic Warfare Pack]
Post by: Gummywormz on March 14, 2012, 01:30:37 AM
You can also change the LMS rotation if you really want to.
Title: Re: FGG Maps [Classic Warfare Pack]
Post by: fortegigasgospel on March 14, 2012, 02:15:00 AM
Quote from: "Gummywormz"
You can also change the LMS rotation if you really want to.
Thats for weapons right? That would actually work.

Now there is an issue that both teams are spawning on the same side, I've been using Crystal Mine due to no other scripts.
Title: Re: FGG Maps [Classic Warfare Pack]
Post by: Gummywormz on March 14, 2012, 03:41:14 AM
Or you can just do it the incredibly easy way. Add team starts and use this:

Code: [Select]
#include "zcommon.acs"

script 1 OPEN
{
ConsoleCommand("SV_UseTeamStartsindm 1");
}
Title: Re: FGG Maps [FGGCW-V1a]
Post by: fortegigasgospel on March 14, 2012, 06:36:49 AM
Ok, fixed it up and it is working, thank you very much Gummy, and its code is now FGGCW, which is now in official V1a

So here is Fortegigasgospel's Classic Warfare Pack Version 1a: http://www.mediafire.com/download.php?75c2wnv3vjci463

All map codes are the same.

:Changelog:
FGGTD02 - Sky High Platforms: Napalm Bomb replaced with Crash Bomber.  Leaf Shield replaced with Super Arm.  Crash Bomber and Ice Slasher positions fixed so one on each side.
FGGTD03 - War Ships: Replaced Gravity Hold with Flash Stopper. Replaced Quick Boomerang with Scorch Wheel.
FGGTD05 - Bounce House: Replaced Gravity Hold with Air Shooter
Title: Re: FGG Maps [FGGCW-V1b]
Post by: fortegigasgospel on March 15, 2012, 06:03:24 PM
Within 24 hours of V1a I made a new map and updated to V1b

The new map is FGGTD08 - Light's Simulator.  Sadly imgur isn't allowing me to upload atm so I'll add screenshots at another time.  It is a small map using only Light's Labs textures and feature's weapons from MM1.  It is similar to the weapon test room and has an upper floor that lets you get behind the other team, like all the other maps it has an invisible wall blocking the two sides, but unlike them it is 1 wall and you can run right up to it for close range weapons such as slash claw (which isn't in the map though but Fire Storm is).

Here is the dl link: http://www.mediafire.com/?ukobuz9ukfc3o7b

Also I will be making a PU version which automatically gives everyone the Energy Balancer at spawn as well as mixes the weapons in.
Possibly LMS update will be done as well once I know how to have maps not give certain weapons.
Title: Re: FGG Maps [FGGCW-V1b]
Post by: fortegigasgospel on March 16, 2012, 03:03:21 PM
Triple post oops.  Ok Imgur is working again so screenshots for Light's Simulator are here:
(click to show/hide)
Title: Re: FGG Maps [FGGCW-V1b]
Post by: Rozark on March 17, 2012, 02:06:21 PM
first response to seeing this map:
the double weapons seem unnecessary..
Title: Re: FGG Maps [FGGCW-V1b]
Post by: Ukiyama on March 17, 2012, 02:51:17 PM
If I understand correctly, you can only be on one half of the map while a opposing team is on the other so having the same weapons on one side means balance for the teams. (Haven't tried the maps myself but I think thats how they work.)
Title: Re: FGG Maps [FGGCW-V1b]
Post by: HD_ on March 17, 2012, 02:51:32 PM
They're necessary. Invisible wall, remember?

EDIT: UKI WHY????????
Title: Re: FGG Maps [FGGCW-V1b]
Post by: fortegigasgospel on March 17, 2012, 03:26:59 PM
As they both said, every map has double weapons because it is impossible for the teams to get to the other team's side so having the weapons replicated on both sides allows both teams to get all the weapons available in the map.

All maps except Bounce House, Research Center and Crystal Mine have invisible wall between the sides.  War Ships blocks off at the rails.  The maps listed have nets, fences and webs as visual differences.

Also I'll for the PU version Light's Simulator will have Time Slower and Oil Slider, they will likely not be on any other maps though. But the Energy Balancer I do intend to add to all.
Title: Re: FGG Maps [FGGCW-V1b]
Post by: fortegigasgospel on March 22, 2012, 06:16:43 PM
Going to update the Duel Maps pack, give it a code to get rid of the spaces in the PK3, as well as adding 3 new maps, Yellow Devil Arena, Guts Dozer Arena, and Wily Capsule Arena, but I need the song names for them YD and WC before uploading it to Mediafire.
Title: Re: FGG Maps [FGGCW-V1b]
Post by: Beed28 on March 22, 2012, 07:10:25 PM
Yellow Devil Boss Theme = MM1WBOSS
Wily Capsule Boss Theme = MM7FBOS
Title: Re: FGG Maps [Boss Arenas]
Post by: fortegigasgospel on March 22, 2012, 07:48:10 PM
Thank you Beed, and here is the pack
http://www.mediafire.com/download.php?us38csuxiehewh9
MM8BDUELMAPSV1b
Title: Re: FGG Maps [Updates and FGDM-V1a]
Post by: fortegigasgospel on April 18, 2012, 09:25:33 PM
Bumping for both
FGGCW-V1bfix: http://www.mediafire.com/?rx75x58vhu8912s
special thanks to Knux and Gummyworms for music help, the songs no longer change to MM6BOSS at the end of the fights.
MM8BDUELMAPSV1b-fix: http://www.mediafire.com/?iy5dc9ryrce5ze9
more special thanks to Knux and Gummyworms for music help, again songs keep playing, Met Daddy changes to MM4BOS2 at end, GAMMA changes to FINAMUS at end, and CAPSULE changes from MM7OBOS to MM7FBOS at the end.

Also bumping for FGDM-V1a: http://www.mediafire.com/?5ky5w2hv94zz398
Special thanks to Knux and Gummyworms for same reasons as above with the music, special thanks to Rozark with underwater help.

Maps can be seen here.
ForteGigas Deathmatch pack:
FGDM01 - Forest River: Octagon shaped map within a forest. River circles the map pushing players and items alike. Extra weapons hidden in the trees on the island.
(click to show/hide)

FGDM02 - Pac Map: Look at the map, I don't think I need to explain much more. I don't want to hear whining about getting lost or the textures, thats how Pac Man would feel in while running around the map.
(click to show/hide)

FGDM03 - Dynaman Proto: The map I pulled from the DOS expansion is making its return here.
(click to show/hide)

FGDM04 - Blood Gulch: A not so great replica of the popular Halo map. Pistol = Buster, Assault Rifle = Yammato Spear, Plasma Rifle = Bass Buster, Shotgun = Air Shooter, Rocket Launcher = Hard Knuckle, Grenades = Hyper Bomb, Sniper Rifle = Dive Missle, Fuel Rod Launcher (from the PC version) = Crash Bomber, and Flame Thrower (PC version) = Fire Storm
(click to show/hide)

FGDM05 - The Pit: MORTAL KOMBAT!!!  Not really, the idea was to replicate it. Lots of holes with walkways, watch where you are stepping.
(click to show/hide)

FGDM06 - Castle Cortyard: Vertical Level with not many weapons, but an Eddie at the top to help with this. Crowrangs are numerous.
(click to show/hide)

FGDM07 - Torchman Proto: I bet some of you wished this died in the bowels of my hard drive, well it didn't and its gotten a slight visual facelift.
(click to show/hide)

FGDM08 - Orbital Elevator: Three floors and an elevator shaft, the "ground level" is the only part with normal gravity.
(click to show/hide)

FGDM09 - Simple Deathmatch: Exactly what the name implies, not too much space keeping fights short.
(click to show/hide)

FGDM10 - Sand Pit: Another small map but mostly in the open this time around.
(click to show/hide)

Download above and in Original Post.

See if you can find all the Yashichis
Title: Re: FGG Maps [Updates and FGDM-V1a]
Post by: Hallan Parva on April 18, 2012, 10:00:20 PM
HD COME HOST THIS RIGHT NOW

Also, what are those other two things you bumped?
Title: Re: FGG Maps [Updates and FGDM-V1a]
Post by: fortegigasgospel on April 18, 2012, 10:08:33 PM
Quote from: "SmashBroPlusB"
Also, what are those other two things you bumped?
ForteGigasGospel's Classic Warfare Pack.
Megaman 8-bit Deathmatch Boss Arenas (the map pack with maps out of the Unknown map)
Title: Re: FGG Maps [Updates and FGDM-V1a]
Post by: Magnet Dood on April 18, 2012, 10:29:26 PM
THEY'RE ALL SO LINEAR AGHHHHHH

They seem nice anywho.
Title: Re: FGG Maps [Updates and FGDM-V1a]
Post by: HD_ on April 18, 2012, 10:34:49 PM
Quote from: "SmashBroPlusB"
HD COME HOST THIS RIGHT NOW

Also, what are those other two things you bumped?

Huh what which one
Title: Re: FGG Maps [Updates and FGDM-V1a]
Post by: fortegigasgospel on April 18, 2012, 10:39:34 PM
Quote from: "Star Dood"
THEY'RE ALL SO LINEAR AGHHHHHH

They seem nice anywho.
Quote
The word linear comes from the Latin word linearis, which means pertaining to or resembling a line.

A Linear map would imply that the map only has 1 way to go with little to no side paths.  People complained about FF13 being to linear because the first "half" of the game had no side paths and you went from room to room as you progressed.  Also Blood Gulch is based off a map from another game, so if you think its linear blame them.

Oh also Blood Gulch is CTF and SFCTF compatible. Forgot to add that part.
Title: Re: FGG Maps [Updates and FGDM-V1a]
Post by: Magnet Dood on April 19, 2012, 12:38:39 AM
Bah, I meant you know like all paralell and stuff
Title: Re: FGG Maps [Updates and FGDM-V1a]
Post by: Rozark on April 19, 2012, 01:04:40 AM
i believe the word youre looking for is symmetrical.
Title: Re: FGG Maps [Updates and FGDM-V1a]
Post by: Hallan Parva on April 19, 2012, 09:04:09 AM
Quote from: "fortegigasgospel"
Quote from: "SmashBroPlusB"
Also, what are those other two things you bumped?
ForteGigasGospel's Classic Warfare Pack.
Megaman 8-bit Deathmatch Boss Arenas (the map pack with maps out of the Unknown map)
I kinda know that since you said it in the post

but what exactly are they

I need definitions man! :ugeek:
Title: Re: FGG Maps [Updates and FGDM-V1a]
Post by: fortegigasgospel on April 19, 2012, 05:04:22 PM
Quote from: "SmashBroPlusB"
Quote from: "fortegigasgospel"
Quote from: "SmashBroPlusB"
Also, what are those other two things you bumped?
ForteGigasGospel's Classic Warfare Pack.
Megaman 8-bit Deathmatch Boss Arenas (the map pack with maps out of the Unknown map)
I kinda know that since you said it in the post

but what exactly are they

I need definitions man! :ugeek:
Both are defined in the original post. but here is screen shots of the boss duel arenas.
(click to show/hide)
Title: Re: FGG Maps [Updates and FGDM-V1a]
Post by: Fyone on April 21, 2012, 01:01:33 PM
A problem that I've seen in all the maps was usually:

a) The weapon placement is terrible and little to no weapon energy or health, most of the time I see a place with lots of health and energy, but in another place with nothing.

b) Alot of the maps are cramped and hard to play in.

The only maps I really liked but still had alot of a) in them were: FGDM04, FGDM07, FGDM10
Title: Re: FGG Maps [Updates and FGDM-V1a]
Post by: fortegigasgospel on April 21, 2012, 03:03:11 PM
Quote from: "Fyone"
A problem that I've seen in all the maps was usually:

a) The weapon placement is terrible and little to no weapon energy or health, most of the time I see a place with lots of health and energy, but in another place with nothing.

b) Alot of the maps are cramped and hard to play in.

The only maps I really liked but still had alot of a) in them were: FGDM04, FGDM07, FGDM10

Weapons themselfs are in common locations for weapons in FPSs imo, unless you mean placement being the weapons I picked.  As for health and energy I put them out of the way of normal combat to try and discourge health running.  Buy putting them outside rooms where fighting takes place people are less likely to want to run off to get them.

FGDM07 is not going to be in the next build though, for reasons.
Title: Re: FGG Maps [Updates and FGDM-V1a]
Post by: Fyone on April 21, 2012, 03:32:02 PM
Yeah but IMO I like constant health grabbing... Also the weapon placement is bad, I know you placed the weapons where people would expect it to be placed but you should always think of how bots would play in the maps. (Some people play like a bot lol). So I think it'd be better if you placed the weapons right in the open instead of in the middle. Also a big problem I've seen in some of your maps is that you place like 4 weapons near each other and not much anywhere else, why? <== and same goes for energy and health.

And seeing that you didn't say anything about the cramped issue, I'm guessing your gonna fix?
Title: Re: FGG Maps [Updates and FGDM-V1a]
Post by: fortegigasgospel on April 21, 2012, 04:14:16 PM
Quote from: "Fyone"
Yeah but IMO I like constant health grabbing... Also the weapon placement is bad, I know you placed the weapons where people would expect it to be placed but you should always think of how bots would play in the maps. (Some people play like a bot lol). So I think it'd be better if you placed the weapons right in the open instead of in the middle. Also a big problem I've seen in some of your maps is that you place like 4 weapons near each other and not much anywhere else, why? <== and same goes for energy and health.

And seeing that you didn't say anything about the cramped issue, I'm guessing your gonna fix?
I was being rushed out of the house and can properly respond now.

I'll see what I can do about the crampedyness when I get around to updating this pack.

As for the weapons being near eachother, the only map I can think that has that problem is Blood Gulch, but thats because I was doing my best to keep true to the original placement (to the best of my memory), I only doubled up the Hard Knuckles due to the White flag being where I would put it, but I may replace one with a crash bomber and remove the two crash bombers on the team sides.

As for bots having a hard time getting weapons, I defenently need to fix that problem in Dyna Proto's top and bottom floors, as well as Castle Courtyard (I've seen one bot get a weapon in the latter that wasn't noise crush, it was the Sakugarne, that bot won).

As for FGDM07, it is being replaced completely, but its moving elsewhere, its currently being touched up by me and Lego, so next build will have a brand new FGDM07, likely a revised Torch Sewers (the second version of Torchman's map).
Title: Re: FGG Maps [some Skull GB Textures]
Post by: fortegigasgospel on April 29, 2012, 04:06:04 PM
Double post for some extra textures to put into your Skull Man themed maps.  The glowing bones from the end of his Gameboy stage, the ladder from the same game, AND the spikes from there as well.

I made the bones glow white as apposed to 4MI's neon blue.

Some textures from Skullman's stage in Megaman III for the Gameboy
(click to show/hide)
Title: Re: FGG Maps [Aries - Iron Works demo]
Post by: fortegigasgospel on May 14, 2012, 09:46:04 PM
(Demo Map) Aries - Iron Works: http://www.mediafire.com/download.php?1rk2qzximjcq4mn
Small map designed to be simple, similar to MM1CUT - Cutman.  Rails Block the lava flowing through the middle of the stage, Hyper Bomb and Flame Blast are up high and along with Scorch Wheel over little cover getting.  Scorch Wheel is serving as Heat Wave's possible placeholder, Flame Blast and Hyper Bomb are in the map due to the bosses that gave both weapons having been in Aries' stage in the original game.
Map ID = RMSARI
(click to show/hide)
Title: Re: FGG Maps [Aries - Iron Works demo]
Post by: Fyone on May 15, 2012, 12:50:24 AM
Looks pretty good from dem screenies.
Title: Re: FGG Maps [Aries - Iron Works demo]
Post by: Knux on May 15, 2012, 07:20:59 PM
Map's looking good. Nice and small. There's a major problem though: health and ammo right in the middle of the roads. Anyone can just zip along and get it all, which is almost as bad as having an excess of them. Try dispersing them to near walls, and don't stick them so close together either.
Title: Re: FGG Maps [Aries - Iron Works demo hotfix]
Post by: fortegigasgospel on May 15, 2012, 07:37:08 PM
Quote from: "Knux"
Map's looking good. Nice and small. There's a major problem though: health and ammo right in the middle of the roads. Anyone can just zip along and get it all, which almost as bad as having an excess of them. Try dispersing them to near walls, and don't stick them so close together either.
Simple enough change, fixed and reuploaded

http://www.mediafire.com/download.php?07wf35c82tr1dae
Title: Re: FGG Maps [Aries - Iron Works demo hotfix]
Post by: Knux on May 15, 2012, 09:26:11 PM
Only the small healths in the middle of the hallways remain. You really shouldn't leave them in the way in such a small level.
Title: Re: FGG Maps [Aries - Iron Works demo hotfix]
Post by: fortegigasgospel on May 15, 2012, 09:49:16 PM
Quote from: "Knux"
Only the small healths in the middle of the hallways remain. You really shouldn't leave them in the way in such a small level.
Hm, I removed 1 from each spot cause those are in choke points and there is no other health in the top and bottom halls.  If I cut them back to just 1 in those spots would it be better of should I just remove those ones?
Title: Re: FGG Maps [Aries - Iron Works demo hotfix]
Post by: Knux on May 15, 2012, 10:31:31 PM
See the 3 and 3 ammo to the sides? Why not replace the ammo of the middle with health and take out the ones in the middle of the road?
Title: Re: FGG Maps [Aries - Iron Works demo hotfix]
Post by: fortegigasgospel on May 15, 2012, 10:46:52 PM
Quote from: "Knux"
See the 3 and 3 ammo to the sides? Why not replace the ammo of the middle with health and take out the ones in the middle of the road?
http://www.mediafire.com/download.php?qz9oelsienkjwg3

Ok, took out the HP up there and swapped all the rest of the HP and Ammo in the halls, so now top and bottom has HP, the sides have Ammo with HP in the middle.
Title: Re: FGG Maps [Aries - Iron Works demo hotfix]
Post by: Magnet Dood on May 16, 2012, 08:38:11 PM
Um, hrm. I find this map a bit too small.

I'd actually prefer this layout on a larger scale with some more added stuff. It's pretty nice, though.
Title: Re: FGG Maps [Aries - Iron Works demo hotfix]
Post by: fortegigasgospel on May 16, 2012, 11:19:01 PM
Quote from: "Star Dood"
Um, hrm. I find this map a bit too small.

I'd actually prefer this layout on a larger scale with some more added stuff. It's pretty nice, though.
If you recall, I started the Strategy expansion, hence this is the demo, and Aries is the first listed Constellation Droid, so this would be the first map, out of about 11, so its to be a warm up map, its even the same size as Cut, I checked.
Title: Re: FGG Maps [Aries - Iron Works demo hotfix]
Post by: Magnet Dood on May 16, 2012, 11:40:07 PM
Well, yeah, but, not all beginning maps have to be small. Air Man's isn't, Toad Man's isn't, Freeze Man's isn't...

I mean, it's a nice start, but I think it would benefit from a larger size... like maybe a little bigger than Flash Man.
Title: Re: FGG Maps [Aries - Iron Works demo hotfix]
Post by: Rozark on May 20, 2012, 01:42:44 AM
mm2 starts with bubbleman, not airman.
Title: Re: FGG Maps [Aries - Iron Works demo hotfix]
Post by: fortegigasgospel on May 20, 2012, 02:17:52 AM
Star, the map is influenced by Cutman's, which is the simplest map, and again, remember, Strategy had 12 main bosses AND Luna and Apollo. 2 of those bosses used the same map layout, and the last two's map layouts were the same taking place in the same spot.  So a 10 map campaign should probably start off soft and end rough.
Cut, Bubble, Snake, Pharaoh, Charge, Tomahawk, Freeze.  All are rather simple maps, Pharaoh maybe being the most complex layout wise.
Title: Re: FGG Maps [Aries - Iron Works demo hotfix]
Post by: Magnet Dood on May 20, 2012, 02:40:14 PM
Yes, I know, but... It just seems TOO small. Cut's map isn't exactly what I would want to base a map off of, since it's really small. I'd just make it a little bigger if I was making it.

Whatever. Looks good otherwise.
Title: FGG Maps Touching up older maps
Post by: fortegigasgospel on June 30, 2012, 08:11:44 PM
Nothing new just gave Dynaman Proto a facelift using Nemz' textures.

Not toooo keen on the selection of floor based textures with there being only 2 and all.
(click to show/hide)

Middle floor with some new textures
(click to show/hide)

The caves now have two new paths each to connect the ends also quick boomerangs
(click to show/hide)

More weapons all round both on and off the main path to give incentive to go looking for better weapons and opponents.
(click to show/hide)

Lastly that god awful conveyor belt room got a good face lift where it is a bit more like Danger Wrap in Yamato Man's map.
(click to show/hide)

Old scraped version of Skull MI may be in the next release of this if I get around to updating this.
Also Torch Proto is being swapped since it is going into the DOS expansion in place of the other one, which is going here in its place.
Title: Re: FGG Maps [FGDM-V1b]
Post by: fortegigasgospel on July 27, 2012, 06:59:48 PM
FGDM-V1b: I wanted to get this out for Mapchella, the only change is Dynaman Proto so that map is quiet AS bad.
http://www.mediafire.com/download.php?tyk6pizfbt8o1nb

That is the whole change log, want screenshots of the new look, check the prior post.
Title: Re: FGG Maps [POLL]
Post by: fortegigasgospel on December 27, 2012, 05:49:15 PM
Before updated my Deathmatch pack for V3 I wanted to get some opinions. I'm holding a poll to see what maps I should get rid of or keep (upgrade). If you have suggestions on how I can improve a map, please please pleeeease give it, I wanna be a lot less stingy about this and I will do (almost) all recommended suggestions.
Also I will be putting all maps that will not be redeemed into my "Crap Pack" which I will title "FGGCP" for use with Best Map Ever servers if wanted.
Now I wanna critic my own maps but I'm gonna spoiler it to keep this not TL:DR. I AM giving negative reviews of my maps.
(click to show/hide)
Ok, their is my attempted unbias review of my DM pack. The poll is up for 7 days, please help me make this pack better to improve maps by me in the future.
Title: Re: FGG Maps [POLL]
Post by: SaviorSword on December 29, 2012, 09:19:03 PM
If ya had screens of each map, that'd be nice to remind each of us on which maps' what.
Title: Re: FGG Maps [POLL]
Post by: fortegigasgospel on December 30, 2012, 12:14:48 AM
Quote from: "SaviorSword"
If ya had screens of each map, that'd be nice to remind each of us on which maps' what.

They were all on the first page but here they are as a refreasher. I updated the pictures for Torch and Dyna for this. Also I don't remember but the textures for Torch should have been made better since those screenshots were taken.

Quote from: "fortegigasgospel"
FGDM01 - Forest River:
(click to show/hide)

FGDM02 - Pac Map:
(click to show/hide)

FGDM03 - Dynaman Proto:
(click to show/hide)

FGDM04 - Blood Gulch:
(click to show/hide)

FGDM05 - The Pit:walkways, watch where you are stepping.
(click to show/hide)

FGDM06 - Castle Cortyard:with this. Crowrangs are numerous.
(click to show/hide)

FGDM07 - Torchman Proto:
(click to show/hide)

FGDM08 - Orbital Elevator: Three floors and an elevator shaft, the "ground level" is the only part with normal gravity.
(click to show/hide)

FGDM09 - Simple Deathmatch:
(click to show/hide)

FGDM10 - Sand Pit:
(click to show/hide)

Edit: I forgot to put Castle Courtyard in the poll, that map sucked so hard even I forgot about it.
Title: Re: FGG Maps [POLL]
Post by: Rozark on December 30, 2012, 09:23:17 AM
Quote from: "fortegigasgospel"
Edit: I forgot to put Castle Courtyard in the poll, that map sucked so hard even I forgot about it.

That map reminds me of Elecman's stage, but it could definitely use more weapons.
Title: Re: FGG Maps [POLL]
Post by: fortegigasgospel on December 31, 2012, 01:10:34 AM
Quote from: "Rozark"
Quote from: "fortegigasgospel"
Edit: I forgot to put Castle Courtyard in the poll, that map sucked so hard even I forgot about it.

That map reminds me of Elecman's stage, but it could definitely use more weapons.
And less crowrangs. I hate the map myself honestly so I'm probably putting it into crappack regardless. I will fix the crowrang and weapon problem before release of it though, all maps will also probably get weapon reworks to mix some V3 ones in them before they get canned.
Title: Re: FGG Maps [POLL]
Post by: fortegigasgospel on January 03, 2013, 06:27:18 PM
Ok so the votes are in.
Forest River will be scraped at 2 votes.
Pac-Map will be scraped at 3 votes.
Blood Gulch, The Pit, Simple Deathmatch and Sand Pit will all be scraped at 1 vote.
Torch Man Proto (other version) will be scrapped at 0 votes.
All of the above were below "I think you should scrap them all" at 4 votes.
Orbital Elevator is on the fence at 4 votes.
Dynaman Proto will be revised and recovered as the only one to beat scrap all at 5 votes.
Castle Courtyard will be scraped due to negligence of me to put it on the vote.

"FGGDMCP" (FGG Deathmatch Crap Pack) will consist of Forest River, Pac-Map, Blood Gulch, The Pit, Simple Deathmatch, Sand Pit, and Castle Courtyard. All will have new v3 additions to them (Party Balls and Weapons). Possible reworking of maps such as scale up of Simple Deathmatch and Castle Courtyard.

Torch Proto, Skull MI Proto will both be added when the files are recovered from my old computer.

I will attempt to remake Orbital Elevator from the ground up (which I would have done either way with the old version going in CP) due to it being at the same votes as scrap all. Dyna will get reworking if suggestions on how to improve it are made, otherwise same version will be in next release with new v3 stuff.
Title: Re: FGG Maps [POLL]
Post by: Magnet Dood on January 04, 2013, 01:39:52 AM
I'm willing to accept Dyna back into the DOS expansion if you can rework it to be a better map.
Title: Re: FGG Maps [POLL]
Post by: fortegigasgospel on January 04, 2013, 03:07:24 AM
Quote from: "Magnet Dood"
I'm willing to accept Dyna back into the DOS expansion if you can rework it to be a better map.
That isn't giving me a way to improve it. And since it was voted to be "redeemed" I plan on keeping the general premise of the map, but improving it based on what it is as is.
Also this is Dynaman Proto, I wanna keep my proto maps separate from ones that get into expansions. If the general concept of this map isn't what you want then Proto will never become an expansion version.

I'm doing this process to try to improve my map making and be able to make quality maps so I can help with more expansions and such, until then I'm going to keep to a not so great map pack until I can make something worth while that I feel comfortable with for CSCM, DOS (other then Torch) and Rokko.
Title: Re: FGG Maps [Beta Maps]
Post by: fortegigasgospel on October 23, 2013, 08:52:47 PM
Ok folks, I'm releasing 2 Beta maps now. This are Betas as I do not want them to represent any final products until improvements can be made upon them. I'm posting these to get feedback on them and try to improve the layouts or see community opinion on things regarding them, wither they remain for the original intended use or not will be depended on this feedback. The downloads will be at the bottom of this post.

First up is M&B2 Robot Manufacturing Facility (aka my attempt of an R-Shadow map for the Fortress Compo). This was originally going to be a serious attempt at a map, until halfway through I realized it wasn't going to be as good as I had hoped, now it is just a foreground for testing the gimmick I used for the map, which this is what I want reviewed in this map, layout is not as important as the different ways I used the gimmick to me and I wanna know which ones are more popular/deemed lest conflicting to gameplay.

For some screenshots of the uses I'll put them here with the intended use.
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The next map is a beta version intended for Aeries from Rockman Strategy. His stage took place in an Iron Works and the field had lava flowing through it, the original concept for this map was to be the first map area from the original Teenage Mutant Ninja Turtles game for the NES and the map still uses the entire layout. There are teleporters (in place of the man holes) that lead to a hub room (intended specifically to avoid telefraging), which houses holes leading back down at the 4 corners of the main room. Tornado Hold and Wire Adapter are on the ground level of the map to help players reach the upper ground where better items are places while GHold is located in the hub room to try and punish players using them (this may be replaced, but as is Ghold isn't as good as it once was (IMO) and this map actually makes it dangerous again).
And for screenshots
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Manufactoring Facility (http://www.mediafire.com/download/qlxhopq958n1n11/M%26BManufactoringFacility.wad)
Iron Works - Mongolia (http://www.mediafire.com/download/a3kca5sl93sk6es/IronWorks-Mongolia.wad)
Title: Re: FGG Maps [Beta Maps on Page 11]
Post by: fortegigasgospel on March 13, 2014, 09:08:22 PM
Finally got around to uploading CBMCTM - Class Based Mod Class Test Map (https://www.mediafire.com/?k0loaf12j4xyfo7). Feel free to make test rooms for classes, but only if you feel you are able to give some use of all of the class' functions, that people wanting to try out a class have a way to get a feel for what it can do before going into a server for field testing.
Title: Re: FGG Maps
Post by: fortegigasgospel on May 24, 2016, 06:00:05 AM
Wow it has been over 2 years since I posted here, nothing new to bring you all but I am posting see if I can get a little feed back.
Regarding the CBMCTM (Class Based Mod Class Test Map), I'm curious How people feel about the current layout, the placement of each game, the narrow halls and stairways, and the general single player feel of the hub.
Should I rearrange the hub layout? Make everything better connect to the main room? Make the halls and stairs more adjusted for multiple players to traverse? Should doors be used to each room and be teleported to the game's room, or keep the teleporter idea as is?
Also has anyone perhaps designed any rooms for classes they might want to throw my way or send a copy featuring? I might look to make actual targets and the like to throw into the next version if not, maybe even look for assistance in designing rooms.
Thanks in advance to anyone, I'll be using any information for the Project Prism Class Test Map hub as well. Any changes made to this will also obviously be carried over to the Justified version as the hub is the same.

Also, planed ideas: adding room at least to fit the Rockman Strategy characters, and the DOS Reborn versions. The hub's intention is to try to open all possibilities of featured characters so only rooms need to be added and in no way should be a goal or expectation to fill in spots for the uncanon characters.