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Author Topic: [Map Pack] Alpacka (Planning)  (Read 2040 times)

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October 01, 2016, 02:15:23 AM
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Offline LlamaHombre

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[Map Pack] Alpacka (Planning)
« on: October 01, 2016, 02:15:23 AM »


Hey everyone, figured that with v5 out and the modding scene starting to gather steam again, now would be a pretty optimal time to start up a thread detailing my personal project.

Alpacka is a map pack featuring any custom maps that I haven't submitted to expansions or community projects.
It's made 100% with custom assets in mind, and aims to feel as fresh as a new expansion.

That said, you'd probably be better off asking a dog to sprite than I can, so for the most part I'm stuck with debitting tilesets, covering stuff in Famitracker, and scraping together a map with the pieces of something that I aim to put together into something excellent.
So this thread is about half me showing off my progress, and half me asking where the hell to start with some of the ideas I have. But more on that in a bit.

Current Downloads:
Spoiler for Hiden:
None yet. Stay tuned for future demos, alphas, releases, etc.

Map Listing:
Spoiler for Hiden:
Completed Maps:


ALP01: Egg Corridor?
(As seen in Cave Story)
Runner-Up in the Finish That Map 2 Competition and the one that started it all.
Egg Corridor? is a medium sized map with focus split between large firefights in open rooms and close quarter combat along stretches, chokepoints, bridges, etc.
Barrels are laid out for shortcuts and to open platforming options.


ALP02: Brinstar Depths
(As seen in Metroid: Zero Mission)
Winner in the INSPIRE Competition.
Brinstar Depths is a small map split down the center between two open arenas and a series of interlocking chambers surrounding them.
Shootable doors are used to add tension to what would otherwise be standard halls or exits.


ALP03: Mad Castle Outskirts
(As seen in Rokko Chan)
New for Alpacka v1.
Mad Castle Outskirts is a small map built around layout shape and converging layout paths. From above, the layout is strictly triangular.
Following the lower paths will reap better rewards, but place you in risk of being trapped by pursuers.


ALP04: Ghost House III
(As seen in Super Mario Maker)
Made for the Halloween 2015 expansion.
Ghost House III is an average sized map built with a eerie mansion at the centerpiece. Weave in and out to explore the mansion's mist.
Spookiest part about this whole map is probably that I had to get involved with the rotating boos. Terrifying.

Maps Under Construction/Concepting:
ALP05: Izzy Glow
(As seen in Mega Man X5)
Izzy Glow will be prioritized for now for a few reasons. One, I just got around to playing X5 for the first time and loved the shit out of it so I kinda wanna do something while the hype's at its highest. Two, I'm gonna need practice with handling heavy textures like this for some of the maps listed below.
Layout wise, aiming for a medium sized map with a focus on the crushers. While they can be used to enhance threat, I also see potential in them as potential lifts. Probably won't incorporate much of the psychadelic stairwell, but hopefully the castle aesthetic will be enough to carry the map.
Any advice at all as for how to start with the textures would be greatly appreciated.

ALP06: Crateria Surface
(As seen in Super Metroid)
Crateria Surface is finished in the texture department, but I anticipate that it will be one of the harder maps for me to make for one key reason.
I want to make a large map again, hopefully without running into some of the pitfalls I see in MMBBUR's attempt to be large. Interlocking pathways will be huge to promote the explorative atmosphere present in the source material.
If I steal a few ideas from Metroid Prime it's not my fault

ALP07: Rogueport Sewers
(As seen in Paper Mario: The Thousand Year Door)
Rogueport Sewers is but a pipe dream right now but I really wanna give it a shot
It's got some tricky textures to work with but it gives me an excuse to make a 100% indoors map, which will be the first of its kind for me since Brinstar.

I have a few other ideas but I wanna aim for 7 maps right now. Too much more and I can't guarantee I'll ever get this thing out lol

I'll probably drop by here and there to ask for help with layouts, resources, whatever. Gonna try to keep scope small and sweet for now, but then branch out from there.

October 01, 2016, 03:00:31 AM
Reply #1

Offline Magnet Dood

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Re: [Map Pack] Alpacka (Planning)
« Reply #1 on: October 01, 2016, 03:00:31 AM »
Spoiler for Hiden:
Quote
ALP07: Rogueport Sewers

Quote
a pipe dream
yu fuccin kiddin me rn

Looking forward to seeing the Enigma make its 8-bit debut


 

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