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Mega Man 8-bit Deathmatch => Projects & Creative => Maps => Topic started by: SaviorSword on August 12, 2011, 09:35:53 PM

Title: Savior's Map(s)
Post by: SaviorSword on August 12, 2011, 09:35:53 PM
At last I have finished one of my map. In the future, expect more from me!

SAVDM01: Gravity Facility
Screenshots
(click to show/hide)

Grab it now here!
http://www.mediafire.com/?s4djbqc43ckct6q (http://www.mediafire.com/?s4djbqc43ckct6q)

Questions or anythin' to say? Please drop off a word or two here as well!
Have fun folks!
Title: Re: Savior's Map(s)
Post by: OZX on August 12, 2011, 09:49:20 PM
By the looks of these, i have words to say

(click to show/hide)
Title: Re: Savior's Map(s)
Post by: CHAOS_FANTAZY on August 12, 2011, 10:30:43 PM
Cool map bro.  Just a couple things.

One:  Considering there are bottomless pits and the like in this stage, how about you decrease the amount of time for gravity to switch a bit?
Two:  I feel that you ascend/descend too quickly for a gravity theme.  I would give off an electromagnetic feel, but, you know,
> Opinions

That is all.  For now.
Title: Re: Savior's Map(s)
Post by: Alucard on August 12, 2011, 10:52:40 PM
I believe the reason the gravity switching times are so short is so that you can get the Gravity Hold without being too open.
Title: Re: Savior's Map(s)
Post by: SaviorSword on August 12, 2011, 10:59:46 PM
The normal Gravity Man map changed every 30 seconds.
My map changes every 45 seconds (I think).

Some like the gimmick, some don't. Rather polorized on the gimmick part. Same with the size as well. Some think its big, some think its fine.
Title: Re: Savior's Map(s)
Post by: Shade Guy on August 13, 2011, 02:43:25 AM
The gimmick is...Interesting...Maybe you could use some ACS so that when the gravity gets changed to -8000 or whatever, a thrustthingz is applied to all players, so they can't stay on the ground if they don't jump.

To me, some areas seem a little big vertical-wise. Maybe lower the ceiling for some areas a bit?
Title: Gravity Facility review
Post by: Mendez on August 15, 2011, 07:24:32 PM
(http://img607.imageshack.us/img607/3105/screenshotdoom201108121.png)
SaviorSword - SAVDM01: Gravity Facility
7.6/10

Not long ago, Savior went and gave me some tips on how to improve AMP10. Some of the remarks were a bit harsh, but I managed to stomach it and push through. Now, we have Savior begin his venture into mapping. Is it a successful first map? This review calmly says no.

The biggest plus this map has going for it is the interesting gimmick that comes from his gravity antics back on his server. After a while, the gravity changes to the point you're stuck on the ceiling, and the layout of the map is completely changed. Overall, it's what I like the most about this map, but that's to say that's probably the only thing I like about this map.

Ignoring the small texture error noticeable in the first screenshot, we see that there are some sections where there are weapons at a height. I'm mostly talking about the blizzard and bass buster up high. The problem with this is that in order to get those weapons, you have to wait for gravity to rise you up, and then position yourself right above the block, and then wait for the gravity to drop you back down onto the weapon. Also, if you don't land on the desired weapon, you'll most likely fall back to the ground, weaponless and annoyed. For the same amount of waiting, I can get myself a gravity hold.

Gravity hold is probably the most dangerous weapon in the entire map, and that concerns me to nearly no end. On one hand, you can kill the ghold user quickly, or on high gravity, and suffer minimal damage. If high gravity kicks in and we were playing, oh say, 32 PLAYER DEATHMATCH, you end up with a player who can abuse ghold for 45 seconds straight and rack up kills quickly. Of course, you still have to wait for about a minute to get ghold, and you can easily be killed in that time, provided they're weaponless.

Another negative I kind of have with this map is how fighting goes in different modes. We tried to fight in duel mode, and it took us a long time just to find each other. Fighting in TLMS, we still had a bit of a tough time finding each other, although firefights went relatively faster. Deathmatch is probably the only mode where the map is best played, and that's on paper. Because not many people downloaded the map, deathmatch with people was out of the question. Instead, we resorted to bots. With just 8 bots, the match was going at a comfortable pace. The bots did not account for realistic accuracy or evasion.

The weapons in this map are annoying to work with. With somewhat-ample cover, the three-hit-kill weapons that are abundant in this map make it annoying to chase someone and kill them. Another odd thing about this map is the fact that Savior put water wave. Here's the thing I never knew: Water wave works well in both low gravity and high gravity settings. This makes it the most powerful weapon in the map, meaning that all the mediocre weapons will have a tough time getting a kill on someone with water wave.

Overall, this is a very interesting map Savior has presented before us. However, a slightly unbalanced weapon selection and an inconvenient layout prevent the map from really impressing me. If you want improvement, I would say that you should put water wave in some more places, and cut the entire middle section out of the map to improve flow. This will mean relocating ghold and treble sentry elsewhere, but it will also mean that finding your opponent is no longer a giant hassle. Keep them up, Savior. I'll be waiting for more.

-Bluebrawl, August 15, 2011
Title: Re: Savior's Map(s)
Post by: Darkseed on September 21, 2011, 01:48:16 AM
Nice map Master Saviorsword

cant play online cuz im master banned! DX