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W.I.P Forum / Re: AMP 2
« on: March 15, 2016, 07:48:43 AM »
Nice work Mendez.
Seein' how I just appear here and there, so ya can take what I have to say with a grain of salt.
Size matters, sure, but size isn't EVERYthin' when it comes to mappin' for ANY game really. Games with naturally fast pace say ol' Sonic games will naturally demand bigger maps to accommodate the pacin' of said game. This is why if ya threw Sonic into say Mega Man 3, the rather "large" game we would know of it would be a rather short experience. Same goes with if Mega Man was thrown into say Sonic 3. Mega Man just doesn't have the speed to navigate the massive environment without the environment gratin' on the player's patience to simply go from point A to point B. This example does consider the mechanics of the Spin Dash for Sonic and Mega Man's weapons.
Now with the game mechanics/physics/pace in mind, those are probably the utmost important elements to tailor yar map to. For MM8BDM there's no vanilla weapons that is hitscan in any sense of the word and the player travels rather slow on foot, so the effective weapon range of most weapons are rather short-range'd. To translate that feature of MM8BDM to a map means that maps can't exceed a certain size else the size itself will become a permanent obstacle in the map and interfere with the game's pace/flow.
Not to mention there's not a whole lot of mobility when it comes to vertical travelin' either, so tall maps will also be playin' on a shortcomin' of MM8BDM.
Now I would go on with other examples and what have ya, but I've gotta go durin' this post. I might finish the post another time.... or never....
Seein' how I just appear here and there, so ya can take what I have to say with a grain of salt.
Size matters, sure, but size isn't EVERYthin' when it comes to mappin' for ANY game really. Games with naturally fast pace say ol' Sonic games will naturally demand bigger maps to accommodate the pacin' of said game. This is why if ya threw Sonic into say Mega Man 3, the rather "large" game we would know of it would be a rather short experience. Same goes with if Mega Man was thrown into say Sonic 3. Mega Man just doesn't have the speed to navigate the massive environment without the environment gratin' on the player's patience to simply go from point A to point B. This example does consider the mechanics of the Spin Dash for Sonic and Mega Man's weapons.
Now with the game mechanics/physics/pace in mind, those are probably the utmost important elements to tailor yar map to. For MM8BDM there's no vanilla weapons that is hitscan in any sense of the word and the player travels rather slow on foot, so the effective weapon range of most weapons are rather short-range'd. To translate that feature of MM8BDM to a map means that maps can't exceed a certain size else the size itself will become a permanent obstacle in the map and interfere with the game's pace/flow.
Not to mention there's not a whole lot of mobility when it comes to vertical travelin' either, so tall maps will also be playin' on a shortcomin' of MM8BDM.
Now I would go on with other examples and what have ya, but I've gotta go durin' this post. I might finish the post another time.... or never....