People are bumping topics all over the place, so why not me?
Working on a layout for Dyna Man's map because Sonic Man is giving me argh.
Should it be a smaller map in your opinions? Most start out with Dyna Man in DOS1, so I thought it might be justifiable to make it small because apparently every first map in a campaign has to be small according to FGG
Well...judging from the fact that you have been getting a bit better at mapping, I'd say make the layout small, but not cramped. Aim for a size between Cutman and Airman. If you really feel you need to, make it suffer Crystalman syndrome and make the level multiple layers, but that's not needed, judging by the tileset. I would say try to avoid making it really open, but not too cramped, basically don't make it as open as Oil, nor as cramped as Blade.
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-After looking at the tileset, I think the layout should kind of be loosely based off of Aquatic Mines from Sonic Adventure 2, but that's just a layout suggestion for ideas. -As for other layout things, I recommend looking at the inside areas of Napalmman, Stoneman, and Gutsman, as well as their remixed/powered up maps. -There were some Doom Maps left over in Skulltag when 8BDM is loaded, there are a few cave areas in those, but you would need either a doom2.wad or a textures wad replacement for that. I have a wad with all of Doom 2's textures, which allows people to gain full access to the doom maps, PM me for it later.
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Weapon layout will be taken care of when we get my weapons fully balanced and ready for basic play.
Oh yea, quick tip: A Gimmick will be added to 8BDM v3 that I think everyone and thier father will end up using in some map somewhere, you may want to keep that in mind because that could be pretty fun in this map...
Sounds like a good idea to me. I'll probably link three rooms/areas together, going off all three of the main parts of Dyna's stage- warehouse, lava area, and then the cave. After that, we'd just about be ready to start beta testing the maps, since I wanted to start with three maps for the first session.
Anyone who would like to beta test (who isn't already part of the team) may say so now.
Funny enough because Sonic's the easiest and Dyna is actually pretty hard (if not for that lack of invisibility)
Star Dood wrote:
because apparently every first map in a campaign has to be small according to FGG
I don't say they NEED to be small, they should be simpler because they should warm you up.
Also I take it we aren't going in numerical order? Sonic > Volt > Dyna (as proven by the order they are fought in the last stage) and Bit > Shark > Wave > Oil > Blade > Torch (again order in final stage)
Most playthroughs go with Dyna, then Sonic, then Volt, so I figured that would probably be better.
Also, a while ago, Blaze brought up the idea of taking the old MM1 Dr. Wily 2 and converting it to Sonic's stage. I'd rather have it more maze-like (or at least bigger) but I guess I'll let you guys decide. We've gotten permission from Cutmanmike to use it, but I wouldn't just want to slap on new textures and weapons and call it a day. There was a reason CMM scrapped the map, anyway.
Yea, I know...I think the map needs a bit more diversity to it, like a larger underwater area and maybe some more above ground space...I think I'll go play around with the map.
Alright, so I finally got off my lazy behind and sent Star the prototype Shark Man blueprint. It was pretty much just the pirate ship and Star says he wants a focus on the ocean, so more than likely it's getting scrapped in favor of a new version.
Here's the Cutmail I sent him earlier:
Spoiler:
I finished this ages ago so I forgot how bad this was
if you don't like it I can do another one for you but
well
yeah
this is the one I did a while back so yeah
have at you
While I'm over here saying hello, are there any other maps that haven't been tackled?
Alright, so I finally got off my lazy behind and sent Star the prototype Shark Man blueprint. It was pretty much just the pirate ship and Star says he wants a focus on the ocean, so more than likely it's getting scrapped in favor of a new version.
Here's the Cutmail I sent him earlier:
Spoiler:
I finished this ages ago so I forgot how bad this was
if you don't like it I can do another one for you but
well
yeah
this is the one I did a while back so yeah
have at you
While I'm over here saying hello, are there any other maps that haven't been tackled?
Well the ship was such a miniscule part of the stage, but its a good layout, could probably work for Wave even (his is on a Tanker Ship) with some minor adjustments.
As for other maps, Torch is probably the only thats really set in stone (but still up for change) I think and Sonic we have an idea for as mentioned. Oil could still probably use some work (no offense Dood). With good blueprints I can probably make good maps, so I may run this through and put the layout together for something.
What should I still do for Oil? I know I'm supposed to update the textures, but I thought the map was already done.
I'm going to wait until a third map is completed and we start the beta-testing, and then I'll put the suggestions you guys give to fix the map to use.
Also, I'm not exactly sure this blueprint would fit Wave... It's more of a tanker than a ship like that.
Also, I'm thinking we should change the names of the repeated Robot Masters. More for compatability issues, really, and plus the PC at the end of their names just looks silly.
Oil, I was thinking Lube or Petrol, both of which have been mentioned before. Blade could be Slice or Shred, and Wave could be Wash or... maybe Tide? Water Man would sound silly.
What are your guys' thoughts?
Also, the open maps are: Volt Sonic (For the most part... I'd like to see what you could come up with) Wave Bit (hoo boy) Blade (Nitro died again sooooo)
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