Cutstuff Forum

Mega Man 8-bit Deathmatch => Projects & Creative => Topic started by: Duora Super Gyro on March 01, 2012, 11:58:41 AM

Title: DRSG Rebirth vB.1 - v6 Patch 07/26/2022
Post by: Duora Super Gyro on March 01, 2012, 11:58:41 AM
DRSG Rebirth vB.1 Download

So this thing has been sitting here broken and collecting dust for nearly eight years now (11/15/2014). But a patch that fixes up the teleports, water, and corrects the spawns and such has been created by Stardust so this thing can be played without fear of crashing... I think... ANYWAY Download for both the maps and the patch are below.

Mappack:
https://www.dropbox.com/s/1p00fb18mln0vlm/DRSG_Rebirth_vB.1.pk3?dl=0 (https://www.dropbox.com/s/1p00fb18mln0vlm/DRSG_Rebirth_vB.1.pk3?dl=0)
Stardust's Patch:
https://www.dropbox.com/s/u946de6kxz6bkhk/DRSG_Rebirth_vB.1_v6patch.pk3?dl=0 (https://www.dropbox.com/s/u946de6kxz6bkhk/DRSG_Rebirth_vB.1_v6patch.pk3?dl=0)

The Maps
The Map Pack has 22 Maps which are listed as follows:

DRSG01: Asteroid Assault
DRSG02: Burning Fields
DRSG03: Chill Hill
DRSG04: Generator Room
DRSG05: Frosty Fire Ruins
DRSG06: Icicle Palace
DRSG07: Sand Slide
DRSG08: Nature's Best
DRSG09: Sandstone Arena
DRSG10: Shiver Peak
DRSG11: Title City
DRSG12: Cliff Side
DRSG13: Flakes Neo City
DRSG14: Great Canyon
DRSG15: Hidden Lands
DRSG16: Star Crater
DRSG17: The Underground
DRSG18: Dark Matter
DRSG19: Grid City
DRSG20: Septic Tank
DRSG21: Jungle Trouble
DRSG22: Clockwork Cavern


Screen Shots
(click to show/hide)

Old Stuff
Below:

======Master Pack======
DRSG Master Pack
DRSG_MPX_v1.1 Download Link (http://www.mediafire.com/?jw572zeyoxlcda5)

======Capture the Flag======
DRSG Capture The Flag Pack
DRSG CTF Pack Download (http://www.mediafire.com/download.php?1psltoi1deka3s0)

=====Special Thanks=====
(click to show/hide)

======Anything Else?======
Not really.
Title: Re: DRSG Master Pack Beta 1
Post by: SaviorSword on March 01, 2012, 04:24:19 PM
Pictures would only take about an hour tops to take all of'em. To reduce messiness on the first post, ya could put all of them on another post. I highly recommend ya get yar screens ASAP.
Title: Re: DRSG Master Pack Beta 1
Post by: Ukiyama on March 01, 2012, 04:26:24 PM
Alright a couple things I noticed right away, on Termination in the deadly oil pit, there is a weapon ammo capsule in the pit, guessing its supposed to be on the edge that its right next to, and in the Celestial Lake if you turn around right at the beginning, there is a hall of mirrors (found in open gl and software)
(click to show/hide)
Title: Re: DRSG Master Pack Beta 1
Post by: xColdxFusionx on March 01, 2012, 05:04:54 PM
Quote from: "Duora Super Gyro"
Other Things:
DRSG Gun Game
(click to show/hide)

WHOHOHOHOHOHOHOA!

I hate to be that guy, but what, exactly, are you planning on doing with this?
And why have I not bee informed?
Title: Re: DRSG Master Pack Beta 1
Post by: -Daiki-TheOni on March 01, 2012, 05:18:22 PM
!! :shock: By the gods of Skyrim, the best pack of MM8BDM :shock: !!
Title: Re: DRSG Master Pack Beta 1
Post by: Duora Super Gyro on March 01, 2012, 05:46:40 PM
Quote from: "xColdxFusionx"
Quote from: "Duora Super Gyro"
Other Things:
DRSG Gun Game
(click to show/hide)

WHOHOHOHOHOHOHOA!

I hate to be that guy, but what, exactly, are you planning on doing with this?
And why have I not bee informed?

Remember when I asked if I could edit it and you said that I could?
All I actually did was change the order of the weapons.
Title: Re: DRSG Master Pack Beta 1
Post by: xColdxFusionx on March 01, 2012, 05:56:01 PM
Quote from: "Duora Super Gyro"
Remember when I asked if I could edit it and you said that I could?
All I actually did was change the order of the weapons.

...Yeah, I'm going to have to ask you to not release that. Sorry, but I don't think just switching the weapon order around counts as an entirely new mod.
Title: Re: DRSG Master Pack Beta 1
Post by: Duora Super Gyro on March 01, 2012, 05:58:28 PM
Quote from: "xColdxFusionx"
Quote from: "Duora Super Gyro"
Remember when I asked if I could edit it and you said that I could?
All I actually did was change the order of the weapons.

...Yeah, I'm going to have to ask you to not release that. Sorry, but I don't think just switching the weapon order around counts as an entirely new mod.

Alright.
Title: Re: DRSG Master Pack Beta 1
Post by: Rui on March 02, 2012, 01:20:49 AM
Ooooh, can't wait to try this out. 0:
Title: Re: DRSG Master Pack Beta 1
Post by: Laggy Blazko on March 02, 2012, 01:36:30 AM
I like your style and the new textures (though some of them look like they aren't scaled).
I think you should make a version without the new weapons in case someone wants to play with other weapons or classes in it.
Title: Re: DRSG Master Pack Beta 1
Post by: Ukiyama on March 02, 2012, 02:17:10 AM
Ditto >.> as much as I love my weapons having some attention, the ability to play with any other mod that changes weapons should be considered (besides if people wanted my weapons they would just use the mod anyway)
Title: Son I am dissapoint
Post by: ice on March 02, 2012, 02:36:11 AM
;^; No fire frost ruins? I'll download this as soon as my bro gets off minecraft
Title: Re: DRSG Master Pack Beta 1
Post by: Duora Super Gyro on April 18, 2012, 04:49:42 PM
New poll on wether I should keep custom weapons or remove them. Please vote and download :D
Title: Re: DRSG Master Pack Beta 1
Post by: BiscuitSlash on April 18, 2012, 05:23:23 PM
I say keep, although if no, here's an idea:

Make 2 versions. The normal version, and a compatibility version that doesn't contain any custom weapons, meaning it can be used for things such as classes and stuff.
Title: Re: DRSG Master Pack Beta 1
Post by: Russel on April 18, 2012, 06:07:09 PM
I had the same idea as 712, nice job with the maps, they're really cool.
Most of the music used was really good too.
Title: Re: DRSG Master Pack Beta 1
Post by: Knux on April 18, 2012, 06:15:49 PM
Quote from: "Michael712"
I say keep, although if no, here's an idea:

Make 2 versions. The normal version, and a compatibility version that doesn't contain any custom weapons, meaning it can be used for things such as classes and stuff.
It would be somewhat the same as with IX-Pack and IX-Legacy. One will be played so much more than the other. I believe that's the reason the poll was made: to not make two versions.

By the way, I say keep the normal weaponry for compatibility with other things.
Title: Re: DRSG Master Pack Beta 1
Post by: Mr. X on April 18, 2012, 06:18:10 PM
Quote from: "Knux"
It would be somewhat the same as with IX-Pack and IX-Legacy. One will be played so much more than the other.

That's the point:  one is crappier maps that we didn't like and thus didn't want to be played as often.
Title: Re: DRSG Master Pack Beta 1
Post by: xColdxFusionx on April 18, 2012, 07:46:33 PM
The mirror placements in Electric Sands make me want to punch kittens.

That is all.
Title: Re: DRSG Master Pack Beta 1
Post by: Duora Super Gyro on April 20, 2012, 11:45:36 AM
Quote from: "xColdxFusionx"
The mirror placements in Electric Sands make me want to punch kittens.

That is all.
...Thanks for the info... I guess...
Ok. Could someone please give me some feedback on the Domination Stages.
Title: Re: DRSG Master Pack Beta 1
Post by: fortegigasgospel on April 20, 2012, 04:58:11 PM
Quote from: "Duora Super Gyro"
Quote from: "xColdxFusionx"
The mirror placements in Electric Sands make me want to punch kittens.

That is all.
...Thanks for the info... I guess...
Ok. Could someone please give me some feedback on the Domination Stages.
They are good, I like that you added Domination. Just maybe needs more then 3 points if possible?
Title: Re: DRSG Master Pack Beta 1
Post by: Duora Super Gyro on April 24, 2012, 09:40:40 AM
Im going to take a break from the DRSG Pack for a couple reasons.
1: I have LOZ Skyward Sword. Who knows how long its going to take me to beat that.
2: I will have more free time to work on other stuff.

Im only taking a break until the MM8 Expansion comes out though.
Title: Re: DRSG Master Pack Beta 2 (More maps and compatibility)
Post by: Duora Super Gyro on November 02, 2012, 09:22:00 PM
Updated the pack, go to first page and download :)
Title: Re: DRSG Master Pack Beta 2 (More maps and compatibility)
Post by: -Daiki-TheOni on November 02, 2012, 10:08:45 PM
A MUST DOWNLOAD map pack
Bug: clockwork factory has a rare screenshot...
Some maps can,t be opened for some reason.
anyway, one of the best map packs in the comunity.
(I love that Crash Bandicoot theme)
Title: Re: DRSG Master Pack Beta 2 (More maps and compatibility)
Post by: Duora Super Gyro on November 02, 2012, 11:41:12 PM
Quote from: "TheunlosingQuint"
A MUST DOWNLOAD map pack
Bug: clockwork factory has a rare screenshot...
Some maps can,t be opened for some reason.
anyway, one of the best map packs in the comunity.
(I love that Crash Bandicoot theme)

which maps cant be opened?
And thanks :)
Title: Re: DRSG Master Pack Beta 2 (More maps and compatibility)
Post by: -Daiki-TheOni on November 03, 2012, 12:05:24 AM
DCTFMS03-speedy house: could not find map DCTFMS03
COMP01-Guts Man (target blaster): could not find map COMP01
Thats all
Title: You removed Uki's weapons and the domination maps hfvdlhgdsj
Post by: Russel on November 03, 2012, 05:50:25 PM
I...kinda like some of the newer maps, but there are quirks I kinda need to point out...

I like a lot of the music, but that is the reason for the gigantic file size, I suggest you compress the music or have some else compress it for you
(I compressed the music in beta 1 so that it would not cause a memory problem when hosting...because that can happen...)

The CTF maps Have incorrect music listing in the bottom left
CTF 1 Should say "Interdimensional Voyage of the Ghostly Passenger Ship - Hertzdevil"
And CTF 2 should say "Nostalgic Blood of the East ~ Old World - Hertzdevil"
I don't know what the other 2 are because I cannot access CTF3 and CTF4 has music I don't recognize.

Another thing I found was you seem to have a problem with texture sizes...you are using 16x16 textures in the wrong size (they are half size)
This appears to be a semi-common problem...the textures need to be double normal size in order to work, but you can do that in code
What I mean is, 16x16 textures need to be 32x32 map units in size, as they will look out of place when comparing them to the 8BDM textures
Some textures don't have this issue, but others do seem to fuss up with this setup

another issue Is the incredible number of DoomEd number errors
To fix this, I recommend having a composite DECORATE file in the root folder of your pk3 that contains the target code and maybe the "things" from other maps that are map specific, such as the props in Toy Town.

My only other issue is the missing maps, the missing maps being CTF03 and COMP01

I kind of want to make some modifications to this pack. Things like music compression, script errors and visual effects (like aforementioned texture sizes)

But I kind of like some of the layouts, they look like they could work well for a lot of things.
Title: I was too lazy to read the rest of Lego's post
Post by: Awbawlisk on November 03, 2012, 06:39:19 PM
Btw Duora

(click to show/hide)

This is a texture error isn't it? I found it in REDRSG06 (I think) - Termination and it was right over in this area

(click to show/hide)

Was this error intended? I shouldn't think that. Try fixing it :]
Title: Re: DRSG Master Pack Beta 2 (More maps and compatibility)
Post by: Duora Super Gyro on November 03, 2012, 08:12:37 PM
Quote from: "TheunlosingQuint"
DCTFMS03-speedy house: could not find map DCTFMS03
COMP01-Guts Man (target blaster): could not find map COMP01
Thats all

Could have sworn I removed the guts man stage.

Quote from: "Obelisk"
Btw Duora

<span>
(click to show/hide)
">http://imageshack.us/a/img833/1107/issue1y.png[/img][/spoiler]</a></span>

This is a texture error isn't it? I found it in REDRSG06 (I think) - Termination and it was right over in this area

<span>
(click to show/hide)
">http://imageshack.us/a/img38/629/issue2o.png[/img][/spoiler]</a></span>

Was this error intended? I shouldn't think that. Try fixing it :]

Thats not a texture error, It was a weapon I must have missed when I got rid of the extra weapons.

Quote from: "Lego"
I...kinda like some of the newer maps, but there are quirks I kinda need to point out...

I like a lot of the music, but that is the reason for the gigantic file size, I suggest you compress the music or have some else compress it for you
(I compressed the music in beta 1 so that it would not cause a memory problem when hosting...because that can happen...)
I'm gonna handle the music myself, When I made the map pack, I was gonna have alot more older maps, and others, but I wasnt able to include all the maps I wanted.

The CTF maps Have incorrect music listing in the bottom left
CTF 1 Should say "Interdimensional Voyage of the Ghostly Passenger Ship - Hertzdevil"
And CTF 2 should say "Nostalgic Blood of the East ~ Old World - Hertzdevil"
I don't know what the other 2 are because I cannot access CTF3 and CTF4 has music I don't recognize.
The problem with this is I had computor problems. I had all the music, the names, the creators, everything. But it all got erased, I was only able to keep the pack.

Another thing I found was you seem to have a problem with texture sizes...you are using 16x16 textures in the wrong size (they are half size)
This appears to be a semi-common problem...the textures need to be double normal size in order to work, but you can do that in code
What I mean is, 16x16 textures need to be 32x32 map units in size, as they will look out of place when comparing them to the 8BDM textures
Some textures don't have this issue, but others do seem to fuss up with this setup
...I kindof got lazy with the textures. I plan on fixing alot of it.

another issue Is the incredible number of DoomEd number errors
To fix this, I recommend having a composite DECORATE file in the root folder of your pk3 that contains the target code and maybe the "things" from other maps that are map specific, such as the props in Toy Town.
Im new to coding and could use some help with that.

My only other issue is the missing maps, the missing maps being CTF03 and COMP01

I kind of want to make some modifications to this pack. Things like music compression, script errors and visual effects (like aforementioned texture sizes)
Feel free to make any modifications you want as long as it isnt any major map layout edits. I could use alot of help with this. :)

But I kind of like some of the layouts, they look like they could work well for a lot of things.

Edit: If you guys recognize any of the music, could you please pm me it, It would help alot.
Title: Re: DRSG Master Pack Beta 2 (More maps and compatibility)
Post by: FTX6004 on November 03, 2012, 11:15:27 PM
i found a problem in title city is a small problem but i can show it here.
(click to show/hide)
Title: Re: DRSG Master Pack Beta 2 (More maps and compatibility)
Post by: EazyDI on November 04, 2012, 01:39:27 AM
Hey Duora, I was wondering, what's the name for Generator Room's music?
Title: Re: DRSG Master Pack Beta 2 (More maps and compatibility)
Post by: CHAOS_FANTAZY on November 04, 2012, 03:00:44 PM
Duora's at it again?  Well, let's see what we've got here...
DISCLAIMER:  If I didn't comment on a map, it means I liked it and it was good, but I couldn't think of anything notable to say about it.

(click to show/hide)
Title: Re: DRSG Master Pack Beta 2 (More maps and compatibility)
Post by: Duora Super Gyro on December 07, 2012, 01:32:06 AM
So the next update will be after MM8BDM V3 is released. Its going to have some new music, New Maps, and fixes to old maps.
The only big thing is music, im redoing the music to shorten the size on the map pack and trying to get some new ones as well. Only thing is I want to keep some of the old music but cant find it due to some problems I had with my computer. Right now im trying to find the music from Astroid Assault, Nature's Best, and Generator Room. If you guys know the actual name of the video on youtube and arthur and stuff, Please PM the info. I have a list of some of the music on the main post on page 1 that I already have but I need a little more help.
Title: Re: DRSG Master Pack Beta 2 (CTF Maps sold seperatly) March
Post by: Duora Super Gyro on March 31, 2013, 11:56:16 AM
Bump and double post because i released a capture the flag pack. check the first page
Title: Re: DRSG Master Pack Beta 2 (CTF Maps sold seperatly) March
Post by: FTX6004 on March 31, 2013, 12:03:27 PM
I wonder a thing about the map pack i mean not the CTF one wheres uki's weapon is saying ther is uki's weapons in the map pack but is not.
Title: Re: DRSG Master Pack Beta 2 (CTF Maps sold seperatly) March
Post by: Duora Super Gyro on March 31, 2013, 05:46:03 PM
now that i think about it, i dont think iv updated that in a long time...
Title: Re: DRSG Master Pack Beta 2 (CTF Maps sold seperatly) March
Post by: -Daiki-TheOni on April 01, 2013, 10:09:34 PM
Duora, the bridge map has 2 bugs

-1- the castle of the skybox is.....¿?
-2- in the cave, a "invisible" section

also, cool maps! keep up the good work!
Title: Re: DRSG Master Pack Beta 2 (CTF Maps sold seperatly) March
Post by: Knux on April 09, 2013, 01:47:40 AM
Okay, blunt stuff ahead. I might sound like an asshole, but PLEASE bear with me.

Duora, your maps have pretty awesome themes. They look pretty, and seem creative. However, with this update, they don't play better. In fact, they're worse now. You have these maps with mazes, huge distances to cover and hundreds of 3d floors that create lag, dining tables, tall ass stairs to scale, and OIL SLIDER. I'll divide this into parts for ease of reading:

When making CTF maps, you have to take into account players as obstacles. You don't need to kill yourself over detailing things like the chairs in Silent Library (3d floor lag). I'll admit they look pretty damn awesome, but instead of focusing on detail first, LOOK AT THE LAYOUTS!

The bridge map reminded me of Shrine to Saku without the obstacles. You have this football stadium of a bridge to cover, with towers of babel that lead to... Thunder Bolt?

On the water map, you have a full scale armory in each base (which, by the way, are too plain), with a bunch of jump stairs to the flag, and the rest of the map is scarce on stuff. Uh oh.

The sewer map felt like a maze, and you have swimming (!) water on it. The main problem though, is how easy you have buster upgrades and other hard hitting weapons like Napalm Bomb easy to get.

Sky fortress map. "It looks so great." Then I realized I was falling into a pit I couldn't see on time because the 3d floor I was walking on covered it.

Race map. Oil Slider. Dining tables. How about no?

See, if someone gets Oil Slider (read: VERY likely), they pretty much win the game. All they need to do is get the flag, sip dining tables, and return to base. There's a reason one does not place taboo weapons (see the CTF Compo topic's first post) in CTF, or mass amounts of health/ammo together in ANY mode. One player goes by and gets everything.

I know I forgot one map, but listen. CTF maps like to be a LOT smaller than this. Players getting in the way already makes for obstacles. You can imagine how frustrating it would be to die right after crossing all of the bridge and getting the enemy flag.

I suggest you go see other packs, compare, and try again. Don't fear deleting maps entirely, either. I've had to do that a couple of times before I started to get the gist of what's a good size for a CTF map. I say you have some real potential. You just need to tone down the size of everything and distribute things nicely and in a balanced manner.

Good luck, pal. CTF can always have more love.
Title: Re: DRSG Master Pack Beta 2 (CTF Maps sold seperatly) March
Post by: Duora Super Gyro on April 09, 2013, 04:38:12 PM
Quote from: "Knux"
Okay, blunt stuff ahead. I might sound like an asshole, but PLEASE bear with me.

Duora, your maps have pretty awesome themes. They look pretty, and seem creative. However, with this update, they don't play better. In fact, they're worse now. You have these maps with mazes, huge distances to cover and hundreds of 3d floors that create lag, dining tables, tall ass stairs to scale, and OIL SLIDER. I'll divide this into parts for ease of reading:

When making CTF maps, you have to take into account players as obstacles. You don't need to kill yourself over detailing things like the chairs in Silent Library (3d floor lag). I'll admit they look pretty damn awesome, but instead of focusing on detail first, LOOK AT THE LAYOUTS!

The bridge map reminded me of Shrine to Saku without the obstacles. You have this football stadium of a bridge to cover, with towers of babel that lead to... Thunder Bolt?
hmm...thunder bolt...that needs to be changed. As for the distance, guess i could shorten that some more.

On the water map, you have a full scale armory in each base (which, by the way, are too plain), with a bunch of jump stairs to the flag, and the rest of the map is scarce on stuff. Uh oh.
I could probably make ramps to the flag and move some of the weapons outside.

The sewer map felt like a maze, and you have swimming (!) water on it. The main problem though, is how easy you have buster upgrades and other hard hitting weapons like Napalm Bomb easy to get.
Yeah, i dont know how to do megaman styled water, iv tried alot but it just never seems to work. I could probably just make it a floor or somthing.

Sky fortress map. "It looks so great." Then I realized I was falling into a pit I couldn't see on time because the 3d floor I was walking on covered it.
...you mean the big square pit in the inside part of the bases? if so, i might be able to change it and add a fence or somthing.

Race map. Oil Slider. Dining tables. How about no?
dining tables?...?

See, if someone gets Oil Slider (read: VERY likely), they pretty much win the game. All they need to do is get the flag, sip dining tables, and return to base. There's a reason one does not place taboo weapons (see the CTF Compo topic's first post) in CTF, or mass amounts of health/ammo together in ANY mode. One player goes by and gets everything.
sip dining tables? what? anyway, less health and ammo and remove all oil slider, okay.

I know I forgot one map, but listen. CTF maps like to be a LOT smaller than this. Players getting in the way already makes for obstacles. You can imagine how frustrating it would be to die right after crossing all of the bridge and getting the enemy flag.
I might have to delete that map...

I suggest you go see other packs, compare, and try again. Don't fear deleting maps entirely, either. I've had to do that a couple of times before I started to get the gist of what's a good size for a CTF map. I say you have some real potential. You just need to tone down the size of everything and distribute things nicely and in a balanced manner.
im good at designing maps but when it comes to balance, thats where i need more practice at... but, il see what i can do. but it would be later in time because of other stuff.

Good luck, pal. CTF can always have more love.

anyway, thanks for the info Knux
Title: Re: DRSG Master Pack Beta 2 (CTF Maps sold seperatly) March
Post by: Knux on April 09, 2013, 07:37:41 PM
A dining table is just what I said earlier. A bunch of health and ammo lumped together in one place (don't do it!).
Title: Re: DRSG Master Pack Beta 2 (CTF Maps sold seperatly) March
Post by: Duora Super Gyro on April 28, 2013, 12:11:06 AM
alright, the DRSG Pack will be released soon, im working on weapon placement and health (Removing dining tables) and items right now and just overall testing now. All the maps are done as far as texture fixes, scripts and stuff so, yeah. One thing i need you guys to do when I release it, I want you guys to be brutally honest about the maps. Afterwards, Im gonna work more on expansions and just fixing up the maps I already have.
Title: Re: DRSG Master Pack Beta 2 (CTF Maps sold seperatly) March
Post by: Rozark on April 28, 2013, 12:43:42 AM
Quote from: "Duora Super Gyro"
brutally honest

I can't, it wouldn't be appropriate for the forums.
However, I certainly won't hold back besides that.
Title: Re: DRSG Master Pack v1.1 (Official Release) May 04
Post by: Duora Super Gyro on May 04, 2013, 11:32:24 AM
Alright, finally released the next version. Im making it an official release now, no more beta.
Title: Re: DRSG Master Pack v1.1 (Official Release) May 04
Post by: FTX6004 on May 04, 2013, 11:53:02 AM
The new maps looks awesome! i hope someone will host a server with this. Nevermind i saw a server with this.
Title: Re: DRSG Master Pack v1.1 (Official Release) May 04
Post by: -Daiki-TheOni on May 04, 2013, 02:44:24 PM
Long ago I played this mappack and it was like " whoa this is pretty cool, this guy has potential" now, I downloaded your mappack ¿and you know what? THIS is art man, you have super improved your cool maps like no one, the variety of maps, the structures, all of the new 4 maps are incredible, in music and concept terms: harder better strenger, love you love, the custom textures.

I dont know what to say, but, Duora Super Gyro, I,m proud to play this mappack, my eyes are full of magic things now.

IMPORTANT: Only one thing, there are mising textures in "termination" map, no bookshelf....
Title: Re: DRSG Master Pack v1.1 (Official Release) May 04
Post by: Ukiyama on May 04, 2013, 02:53:57 PM
(http://img823.imageshack.us/img823/4074/smallcrackinreality.png)
There is a small crack right there that kinda sticks out with no gutsman mountain. Otherwise the new maps seem pretty nice. The star hill's trees look nice but they seem to like eating my frames when I get most of them on the screen. The layouts of the maps are simple to navigate. Doom Water is so much what though :I And the breakable boxes in Neo City trap you inside them, as well they should have some sort of indication of being destroyed.
Title: Re: DRSG Master Pack v1.1 (Official Release) May 04
Post by: Beed28 on May 04, 2013, 03:52:51 PM
Some complaints:
Title: Re: DRSG Master Pack v1.1 (Official Release) May 04
Post by: SmashTheEchidna on May 04, 2013, 04:12:50 PM
It's probably some inside joke we're not getting.
Title: Re: DRSG Master Pack v1.1 (Official Release) May 04
Post by: Duora Super Gyro on May 04, 2013, 05:07:47 PM
Quote from: "Beed28"
Some complaints:
    The boss music scripts are extremely primitive. I suggest looking at the ones in CSCM, which allows the boss music to play in duel, and victory themes.
    Okay, thanks
    Some graphics and sprites are not 8-bit.
    yeah.....might have gotten a bit too creative...
    Included is a skin of an apple with arms and legs and a pair of eyes. No, I am not making this up (http://tvtropes.org/pmwiki/pmwiki.php/Main/NotMakingThisUpDisclaimer). What the hell is that got to do with this map pack? Apple is a skin I made a couple years, I made it because I used to play the game named Ninja Apple...I for some reason never deleted it and forgot it was a thing... and even worse, the arms and legs were ripped from megaman and placed on a recolored apple from kirby.


Quote from: "Gizmo The Cat"
It's probably some inside joke we're not getting.
No...just somthing i completely forgot about...
Title: Re: DRSG Master Pack v1.1 (Official Release) May 04
Post by: Knux on May 04, 2013, 07:31:22 PM
Quote from: "Duora"
*Note* If I missed someone, please let me know
Tested your CTF maps and gave feedback. :I

So anyway, let me go test the master pack. Been looking forward to it.
Title: Re: DRSG Master Pack v1.1 (Official Release) May 04
Post by: Rozark on May 04, 2013, 07:40:07 PM
I've arrived and am going to keep my word about brutally honest. Also be noted that these are my opinions, and you have the choice to either take them into consideration or not to.

(click to show/hide)
Title: Re: DRSG Master Pack v1.1 (Official Release) May 04
Post by: MagnetMan497 on May 04, 2013, 08:55:24 PM
Rozark, I think Star Hill may be a reference to that of Paper Mario (considering all the Nintendo music, I wouldn't be surprised). It reminds me a lot like that, and that had a lot of open space. If he isn't trying to replicate that, then it needs less open space.
Title: Re: DRSG Master Pack v1.1 (Official Release) May 04
Post by: Rozark on May 04, 2013, 09:04:15 PM
Quote from: "MagnetMan497"
Rozark, I think Star Hill may be a reference to that of Paper Mario (considering all the Nintendo music, I wouldn't be surprised). It reminds me a lot like that, and that had a lot of open space. If he isn't trying to replicate that, then it needs less open space.

I know what Star Hill is, and the map can be replicated without as much space.
Title: Re: DRSG Master Pack v1.1 (Official Release) May 04
Post by: Duora Super Gyro on May 04, 2013, 09:25:50 PM
Quote from: "Rozark"
Quote from: "MagnetMan497"
Rozark, I think Star Hill may be a reference to that of Paper Mario (considering all the Nintendo music, I wouldn't be surprised). It reminds me a lot like that, and that had a lot of open space. If he isn't trying to replicate that, then it needs less open space.

I know what Star Hill is, and the map can be replicated without as much space.

It is actually based on Paper Mario, but it could be a little less open still.
Title: Re: DRSG Master Pack v1.1 (Official Release) May 04
Post by: Rozark on May 04, 2013, 10:48:34 PM
Quote from: "MagnetMan497"
(considering all the Nintendo music, I wouldn't be surprised)

I may be mistaken, but there's only 2-3 tracks from Nintendo. The other 7-8 tracks are either fanmade or from Touhou, with an exception being Starforce.
Title: Re: DRSG Master Pack v1.1 (Official Release) May 04
Post by: Shade Guy on May 05, 2013, 05:39:45 AM
Oh, darn. Rozark beat me to commenting on these maps, but whatever. If I'm repeating something he said, it just means it's more immediate of a problem. Strength in numbers and whatnot. This is only based on the time I've spent looking at this map last night and earlier today.

General
-The music! This pack is 47 MB, and about 43 MB of it is music. I like to think that a map pack's file size shouldn't be too much larger than the amount of maps, eg. SHARP has 15 maps and is 12 MB and IX-Pack has 35 maps and is 36 MB. This pack however, has 21 maps and is, as mentioned before, 47 MB. Following this trend, it should probably be around 25 MB or less. Looking at the music in Slade, there are several unused/unnecessary songs. Tracks from the now-separated CTF maps are still included, there are a few tracks that replace stuff like D_GHOSTS and D_TTFTW and there is a whopping 13 easter egg tracks.
-Music should not have to be set using ACS. Add the line 'music = "[music code]"' to the mapinfo instead.
-Ballade Cracker is everywhere (which is bad)! I like to think that not using the same weapons over and over again helps make a map pack better when looking at it as a whole. There's probably some other overused weapons, but I'm just using Ballade Cracker as an example (I think I saw Danger Wrap quite a few times too).
-Thunder Claw Peg placement in general seems awkward. Most of the time, it looks like they've just been dumped there and the player is expected to be able to make a shortcut out of them.

DRSGDM03
-Space is an issue here. That is, it's too cramped. This is caused by two things: excessive use of those Metal Man screw things, and the fact that most rooms are connected by 64x64 tunnels. As such, removing some of the Metal Man screw things and opening up those tunnels would help considerably.
-The 64-height rails also make the map a bit more cramped. Consider editing them so they're only 32 units high. They also provide a ridiculous amount of cover as-is, and you can jump on them to reach Skull Barrier easily...Both of which would be fixed by shrinking the textures.
-The Atomic Fire tunnel is excessive. Since that whole room is a dead-end, I would suggest making the staircase leading to it smaller, to make it closer to the main area. The path to Eddie is also excessive, especially considering how it can be completely bypassed by using Skull Barrier.
-The staircase connecting the lower tunnel area with the WTanks to the area with Super Adaptor is also too large.
-Screw what Rozark said about using Skull Barrier to reach Wild Coil; using Skull Barrier to reach Danger Wrap of all things is more ridiculous.

DRSGDM04
-I enjoy this map. I just wanted to put that out there.

DRSGDM06
-The path to the ETank is fairly awkward, due to the concealed 32-height ledge behind the bush. That is, most people would get curious and try running through the bush, but be stopped by what they would assume is a wall (when it's actually the ledge), and think nothing was there. Of course, that might be intentional, but I don't really like it regardless.

DRSGDM07
-The layout is incredibly open and large. Consider scaling down the map.
-The deep water makes the size problem worse, since being slowed down while traversing most of the map makes it more of an inconvinience.
-The bridges are excessive, unnecessary and completely disconnected from the rest of the map, further emphasised by the weird visual stuff going on there which gives no indication that there's more to the map. Since size is an issue here, I would also suggest simply removing this area. That is, keep part of the mountain area as a small path between Danger Wrap and the interior, but the rest can be cut, including the interior path to the Knight Crush side of that area.
-The Flash Bomb ledge is fairly large for an area that only has one entrance, and is only accessible using Thunder Claw. It's also possible to reach it without the use of Thunder Claw with some careful jumping. That is, you can jump on the ledge with the fence midtexture and jump from that to the other side. Try moving the fence midtexture to the very edge where it is, so you can't stand on that ledge. That, or just make the ledge impassable.

DRSGDM08
-This map sure is big! So big, that there are teleporters in each corner to help players get around. The map could certainly do without the grey tunnels around the sides. They don't go with the 'disco rave' theme the map has going, either.
-The gratings around the water aren't impassable.
-I would suggest fencing off the edge of the yellow brick wall with Bubble Lead and that Raichu dude on the other side. It feels weird that you can fall into the water and die there, while there is water present in the map that isn't instakill.
-The destroyable boxes are problematic, since some weapons don't damage them at all. You can also get stuck in one if it respawns on you. I would suggest basing them off the Oil Canisters; damageable by everything, and you can still make them instantly break when hit by explosives like they are currently...Except, you know, without the damaging explosion like the Oil Canisters.
-The Astro Sun changing from green to orange is supposed to indicate platforms appearing/disappearing, but hey.
-Spoiler'd for seeecrets
(click to show/hide)
DRSGDM09
-Yep, this place sure is big and open. I would suggest scaling the hill in the middle down, moving some of the other structures closer to the middle so there isn't a bunch of empty space between them, and you could probably get rid of some of the other structures as well.

DRSGDM10
-Entire rooms moving up and down is excessive, especially since they move excruciatingly slow, blocking access to them for long periods of time. I think the sand moving up into the lava is alright, though.
-Fairly bland visually.

I always get a sort of 'adventure' feel whenever I look at these maps. Mainly because most of them are huge (usually bordering on excessively huge), but regardless, it's a nice feeling.
Title: Re: DRSG Master Pack v1.1 (Official Release) May 04
Post by: Russel on May 06, 2013, 05:55:51 PM
Thing about the way the easter egg is handled. It turns out you cannot log messages into the server in the way he had it handled. He just needs to clientside said script and it should work fine...assuming all that happens with the script in question is a log and an ambientsound, otherwise, he needs two scripts, one to handle the log and ambientsound and the other to handle the music change.

As for the whole crate thing, that can be handled with models...but models ONLY workin OpenGL and even then they need to be enabled to work correctly. Either you have ot wait for Voxel support (You have an eternity to wait???) or some absolutely obscene scripting shenanigans.
Title: Re: DRSG Master Pack v1.1 (Official Release) May 04
Post by: Duora Super Gyro on May 07, 2013, 12:32:35 AM
I might just remove the crates, thinking about it, they kind of just feel like their there just to be there but il vae to think about it.
But its gonna be a while before i resume working on the DRSG Pack, Im gonna try to help out with expansions and mods here and doom2, right now im thinking about attempting an all out war map, and a who dun it map, I also plan to finish that butter building map, and some other stuff. im also waiting for more reviews, the more info i have on whats wrong with the maps, the more i can do to fix the maps.
Title: It's probably meant for "RACE TO THE TIME STOPPA!"
Post by: Awbawlisk on May 07, 2013, 09:36:59 PM
If you're going to plan on removing the crates in the Flakes Neo City Map, then try and re-arrange the thunder claw pegs in order to make getting Time Stopper that much harder, or just an entirely different way of platforming (T. Claw pegs and Yoku Blocks :+DDDD). I'm saying this because, right not as it is, once you get a good weapon to break open the crates then its just easy pickings getting Time Stopper. You could also completely remove it from the map, or just not listen to me and not remove it (which I could expect and understand since Time Stopper in Chill Hill his not too hard to get either...)
Title: Re: DRSG Master Pack v1.1 (Official Release) May 04
Post by: Knux on May 08, 2013, 09:02:59 PM
I'm just gonna copy/paste from Skype:
(click to show/hide)
That's just a nutshell. I have a lot of other things to say, but those are the things that stuck out the most to me.

Oh yeah, Icicle Palace. Huge paths that almost go on forever. Please don't, dude.  :|
Title: Re: DRSG Master Pack v1.1 (Official Release) May 04
Post by: ChaoticChao on May 14, 2013, 12:45:23 PM
Would there be suggestions for this map pack (or ideas)?
Title: Re: DRSG Master Pack v1.1 (Official Release) May 04
Post by: Duora Super Gyro on May 15, 2013, 02:04:40 AM
Quote from: "ChaoticChao"
Would there be suggestions for this map pack (or ideas)?

not sure exactly what you mean by this...
Title: Re: DRSG Master Pack v1.1 (Official Release) May 04
Post by: Rozark on May 15, 2013, 05:40:27 AM
He wants to submit map ideas and you make them.
Title: Re: DRSG Master Pack v1.1 (Official Release) May 04
Post by: -Daiki-TheOni on May 15, 2013, 01:10:34 PM
Even if you dont accept sugestions...

You know what a "rats" map is??



Think of it like a challenge for you (can you imagine all the robot masters and etc runing around in that map?)...
Title: Re: DRSG Master Pack v1.1 (Official Release) May 04
Post by: Duora Super Gyro on May 15, 2013, 01:49:05 PM
Quote from: "TheunlosingQuint"
Even if you dont accept sugestions...

You know what a "rats" map is??



Think of it like a challenge for you (can you imagine all the robot masters and etc runing around in that map?)...

Hmm... I might try somthing like that..
Title: Re: DRSG Master Pack v1.1 (Official Release) May 04
Post by: SmashTheEchidna on May 26, 2013, 05:30:36 AM
By the way, I noticed in one of the levels (Beach cliff I believe) that staying under water too long causes you to take damage, presumably from lack of air.

While this probably doesn't make sense for the most part, given the fact that robots don't need to breath, I think it's a pretty cool idea. Might I add the suggestion that instead of having you take damage, you instead are given a timer before you drown fully? and perhaps have this music play until you get out the water? (http://www.youtube.com/watch?v=9Yw5jkAHgME)
Title: Re: DRSG Master Pack v1.1 (Official Release) May 04
Post by: Knux on May 26, 2013, 06:51:12 AM
That's Doom water, Gizmo. To do something like what you ask, it would need to be scripted.
Title: Re: DRSG Master Pack v1.1 (Official Release) May 04
Post by: SmashTheEchidna on May 26, 2013, 09:03:49 AM
Doom water automatically drowns you?

...Really? This is the first I've ever seen or heard of it. And I've encountered it numerous times.
Title: Re: DRSG Master Pack v1.1 (Official Release) May 04
Post by: Rozark on May 26, 2013, 10:16:55 AM
Quote from: "Duora Super Gyro"
Quote from: "TheunlosingQuint"
Even if you dont accept sugestions...

You know what a "rats" map is??



Think of it like a challenge for you (can you imagine all the robot masters and etc runing around in that map?)...

Hmm... I might try somthing like that..

I was going to attempt that in the late future. By late, I mean like a year from now. However, I'd like to see you do it- It's likely I'll never do it and you use creative textures more often than I do. By all means go for it.
Title: Re: DRSG Master Pack v1.1 (Official Release) May 04
Post by: xColdxFusionx on May 29, 2013, 04:51:10 PM
Quote from: "Gizmo The Cat"
Doom water automatically drowns you?

...Really? This is the first I've ever seen or heard of it. And I've encountered it numerous times.

What he's trying to say is that the "swimmable water" code in ZDoom/Zandronum is what's being used for that particular water. Sonic-style drowning would have to be scripted in.
Title: Re: DRSG Master Pack v1.1 (Official Release) May 04
Post by: SmashTheEchidna on May 29, 2013, 05:33:34 PM
Well yeah, I understand that much, but I did not know that ZDoom/Zandronum's "swimmable water" could drown you.
Title: Re: DRSG Master Pack v1.1 (Official Release) May 04
Post by: Duora Super Gyro on May 30, 2013, 09:57:17 PM
Ima try to get Megaman styled water next version, hopefully il get it right this time.
Also, I could use more feedback on the REDRSG maps if its not to much trouble.
Title: Re: DRSG Master Pack v1.1 (Official Release) May 04
Post by: Rozark on May 31, 2013, 03:39:22 AM
Oh hey, it seems that the other half of the pack was requested. Before I begin though, I want to ask you a question. I'm not sure if you handmade or ripped any of these textures (Besides WWGUTS), but is it alright if I use some of them for a certain map project that I've been working on? Anywho, on to the review. Do note that I'm not doing weapon layouts simply because I'm not good at them myself and that this is my opinion. It's ultimately your choice to decide what to do with the maps.

(click to show/hide)
Title: Re: DRSG Master Pack v1.1 (Official Release) May 04
Post by: Duora Super Gyro on May 31, 2013, 05:49:23 PM
Quote from: "Rozark"
Oh hey, it seems that the other half of the pack was requested. Before I begin though, I want to ask you a question. I'm not sure if you handmade or ripped any of these textures (Besides WWGUTS), but is it alright if I use some of them for a certain map project that I've been working on? Anywho, on to the review. Do note that I'm not doing weapon layouts simply because I'm not good at them myself and that this is my opinion. It's ultimately your choice to decide what to do with the maps.

You can use whatever textures you want as long as you give credit

(click to show/hide)
Title: Re: DRSG Master Pack v1.1 (Official Release) May 04
Post by: Knux on May 31, 2013, 11:36:31 PM
A texture soup is what happens when you take too many different colored textures and use them in a map. A good way to avoid this is by selecting 2-3 RM tilesets for the map's theme. You can use a few others too, if they fit with the overall color scheme.
Title: Re: DRSG Master Pack v1.1 (Official Release) May 04
Post by: Hinatediz on June 12, 2013, 11:37:24 PM
Hi...

You map is good for health... yes.

i came to put another easter egg music for your good goodies

Title: Re: DRSG Master Pack v1.1 (Official Release) May 04
Post by: Knux on June 13, 2013, 08:20:54 PM
Some thoughts and advice:

Most of the DM maps are incredibly huge, which makes it a pain to fight. A special mention goes to that pink/purple map with the soft music, mountain and trees (which I forget the name of). For the next version of this pack, you should concentrate first on making the map layouts easier to navigate. As much as I like your decoration style, which is very creative, it's not fun to get lost in a map and wait 10 minutes to get a single frag. PLEASE keep this in mind next time. It's for the best, trust me on this.

Of course though, with layout reduction comes reduction of excess items, but work first on wrapping up the layouts first.

EDIT: By "wrapping up layouts", I mean take the look of the map (or the aspects you think make the map different from the rest of the ones in the pack). Now let's say the map is a birthday cake. A cake has (of course durr) the cake itself, the candles and maybe plastic decorations. You don't need (or rather shouldn't!) eat the candles/plastic decorations, so you take them away and THEN eat the cake. Tastes better, no? And one slice at a time, too. You don't wanna eat the whole cake at once. It'll do... stuff to your system.
Title: Re: DRSG Master Pack v1.1 (Official Release) May 04
Post by: Duora Super Gyro on June 14, 2013, 12:56:16 AM
Quote from: "Hinatediz"
Hi...

You map is good for health... yes.

i came to put another easter egg music for your good goodies


I like that song, il see if i can fit it in...but I know Iv heard that theme from somthing, just dont know what...
Title: Re: DRSG Master Pack v1.1 (Official Release) May 04
Post by: Emmanuelf06 on June 14, 2013, 10:37:44 AM
This map pack is really original (specially the first part), good musics!
I agree with Knux, Just 1 problem: Some parts of some maps are really HUGES and useless for a TDM or TLMS...
We are not often more than 12 people on 1 map... Don't forget, it can be boring to try to find the others if the maps parts are too big. (we need to find each other  :lol: )
But its pretty beautiful anyways.
Title: Re: DRSG Master Pack v1.1 (Official Release) May 04
Post by: Hinatediz on June 15, 2013, 02:41:33 AM
Quote from: "Duora Super Gyro"
I like that song, il see if i can fit it in...but I know Iv heard that theme from somthing, just dont know what...

well... whould be an alternate easter egg for Star Hill :P
Title: Re: DRSG Master Pack v1.1 (Official Release) May 04
Post by: Knux on June 15, 2013, 03:01:58 AM
I used analogy to make the problem of this pack easier to understand. Why bother? Because I believe there's potential. I mean, look at those textures and the way they're used. Just like Stonefunk put it: beautiful. It's just I'm the kind of person that likes layouts that work for most modes. And although that can't always be the case, I think it's great to be able to play whatever one wants in one map.

That's not to say this pack is completely unplayable. It's perfect for Hide and Seek (just needs a bigger timer hnnnggfff), Rage Robo/Saxton in some cases and some would make bases for great CTF maps.

Forget that last part about CTF, I ramble on. :P

Sometimes, a lot of space is needed for testing some things. But really, that map with the looooong bridge has to be cut down, too. Reminds me of Floating Sports Park lag croak.
Title: Re: DRSG Master Pack v1.1 (Official Release) May 04
Post by: -Daiki-TheOni on June 15, 2013, 01:56:05 PM
I said something like Stonefunk before, this is incredible, Duora should work on the next official expansion MM9. I know, i,m exagerating a bit but think about it. Also, Knux, I know you are one of the most veterans in "cartography", and the point is, you are right, a lot of maps are tooo big, but something that makes these maps diferent is the "hand" of the mapper, In my opinion, even if the map breaks the gameplay, I can't imagine Star Hill smaller than now, is like if I change the "Mona Lisa" because something is mising.

Anyway is my opinion. (I,m not a mapper so...)
Title: Re: DRSG Master Pack v1.1 (Official Release) May 04
Post by: Rozark on June 15, 2013, 02:28:03 PM
Quote from: "TheunlosingQuint"
I said something like Stonefunk before, this is incredible, Duora should work on the next official expansion MM9. I know, i,m exagerating a bit but think about it. Also, Knux, I know you are one of the most veterans in "cartography", and the point is, you are right, a lot of maps are tooo big, but something that makes these maps diferent is the "hand" of the mapper, In my opinion, even if the map breaks the gameplay, I can't imagine Star Hill smaller than now, is like if I change the "Mona Lisa" because something is mising.

Anyway is my opinion. (I,m not a mapper so...)

Except the truth of the matter is and summary:

These maps ARE beautiful, just some of the layouts don't seem to work because they're too huge or just bad -coughwhateverthatsandtempleofdoommapwascough-

If by hand you mean style, then yes I would agree. Everyone has their own style of mapping and Duora certainly knows how to make things pretty. But again, pretty maps don't do anything if the map doesn't play well AKA too big.
Title: Re: DRSG Master Pack v1.1 (Official Release) May 04
Post by: Duora Super Gyro on July 27, 2013, 05:50:13 PM
Quote from: "Rozark"
Quote from: "TheunlosingQuint"
I said something like Stonefunk before, this is incredible, Duora should work on the next official expansion MM9. I know, i,m exagerating a bit but think about it. Also, Knux, I know you are one of the most veterans in "cartography", and the point is, you are right, a lot of maps are tooo big, but something that makes these maps diferent is the "hand" of the mapper, In my opinion, even if the map breaks the gameplay, I can't imagine Star Hill smaller than now, is like if I change the "Mona Lisa" because something is mising.

Anyway is my opinion. (I,m not a mapper so...)

Except the truth of the matter is and summary:

These maps ARE beautiful, just some of the layouts don't seem to work because they're too huge or just bad -coughwhateverthatsandtempleofdoommapwascough-

If by hand you mean style, then yes I would agree. Everyone has their own style of mapping and Duora certainly knows how to make things pretty. But again, pretty maps don't do anything if the map doesn't play well AKA too big.
Yeah, that sand temple place was pretty lame wasnt it... well, ima still try to use the textures, probably edit them and make more to go with it so it looks better... I was more focused on the gimmick then the look. and the gimmick wasn't executed too well...

Recently, I have been thinking about the DRSG Pack maps and... I'm just not good at this stuff. My maps are pretty but they aren't good for death matches and stuff. And I have kind of been losing intrest in this because I'm not sure what to do, I've just been kind of winging it. Anyway, So I probably wont be updating these maps. But im not done mapping, I've decided that since my maps are always big and pretty but not good for death matches, maybe I should try somthing else. And then I thought about doing Co-op Maps and Play Around maps (or whatever...just somthing to play around on and stuff...like the hotel maps) so expect a couple map packs from me in the future. that is all.

Edit: I'm still gonna attempt maps for competitions and expansions and stuff, but yeah...
Title: Re: DRSG Master Pack v1.1 (Official Release) May 04
Post by: Jdude330 on August 06, 2013, 07:12:37 PM
oh so dats where these came from. good job!
Title: Re: DRSG Master Pack v1.1 (Official Release) May 04
Post by: Duora Super Gyro on August 06, 2013, 08:32:16 PM
Quote from: "Jdude330"
oh so dats where these came from. good job!
Thanks, but im not continuing this, Im doing a new map pack, most of the maps probably wont be coming back in the remake, but some of them, Im going to do my best to keep like Nature's Best, and Cliff Side. I also plan to keep some of the textures from them and this time, Im gonna avoid so many pointless easter eggs. A lot of things wont be coming back like Duora dolls and a lot of the other props I made. Im trying to make it cleaner, and better this time, so less maps, but better quality ones is what im aiming for here. The textures are going to be custom made and actually 8-bit this time or ripped from games. And im also gonna be making these maps with mods in mind so things like Ghouls vs Humans 8-bit will be more fun here. Right now im only planning about  10 maps though it may be more depending on what ideas I get. on the other hand. Its gonna be some time though, I plan to be using custom sound effects, Im going to try to make my own music for some of the maps though its hard to say if all of it will be custom made.
Maps with similar designs, gimmicks, or textures to those of Nature's Best, Cliff Side, Dark Matter, Jungle Trouble, Frosty Fire Ruins, Asteroid Assault, and Title City will be in the pack, but they will also be very different as far as the lay outs. So they may not be what you expect. I also plan to make maps based on games like Minecraft, Cave Story, Call of Duty, Mario Bros, and possibly more.
It will be some time before this is done, but I want to make it worth the wait, and put more effort into everything in the maps instead of certain things in them.
Title: Re: DRSG Master Pack v1.1 (Official Release) May 04
Post by: FTX6004 on August 06, 2013, 08:45:36 PM
Quote from: "Duora Super Gyro"
I also plan to make maps based on games like Minecraft, Cave Story, Call of Duty, Mario Bros,

Thats a wonderful idea i hope it wont come easter eggs in those maps and minecraft could use one of the disc to the theme of the map.
Title: Re: DRSG Master Pack v1.1 (Official Release) May 04
Post by: Rozark on August 06, 2013, 10:37:47 PM
Quote from: "Duora Super Gyro"
And im also gonna be making these maps with mods in mind

Take my word when I say DON'T DO THIS.
That is, unless these aren't just traditional deathmatch maps.
Title: Re: DRSG Master Pack v1.1 (Official Release) May 04
Post by: Duora Super Gyro on August 07, 2013, 09:53:46 AM
Quote from: "Rozark"
Quote from: "Duora Super Gyro"
And im also gonna be making these maps with mods in mind

Take my word when I say DON'T DO THIS.
That is, unless these aren't just traditional death match maps.

I mean like I wont use any gimmicks that are annoying to deal with in other mods and I wont make it to big or have to many ways to camp, like Waveman or Iceman Remix.

Edit:...Or sand ruins temple...whatever that place is I made... and there wont be cliffs everywhere.
Title: Re: DRSG Master Pack v1.1 (Official Release) May 04
Post by: Rozark on August 07, 2013, 01:29:49 PM
Still don't do that.
Compatibility for mods should be the last thing on your list, rather, just providing a fun experience should be one of the primaries.
But then again, I don't know the kind of maps you plan on making.
Title: Re: DRSG Master Pack v1.1 (Official Release) May 04
Post by: Magnet Dood on August 07, 2013, 02:55:57 PM
I have been meaning to ask this for a while and I'm pretty sure I'm right, but...

Did you get those muscular statue guys from Pokemon TCG 2?
Title: Re: DRSG Master Pack v1.1 (Official Release) May 04
Post by: Duora Super Gyro on August 07, 2013, 05:33:23 PM
Quote from: "Magnet Dood"
I have been meaning to ask this for a while and I'm pretty sure I'm right, but...

Did you get those muscular statue guys from Pokemon TCG 2?
...what?
Title: Re: DRSG Master Pack v1.1 (Official Release) May 04
Post by: Duora Super Gyro on October 13, 2013, 01:31:22 PM
Okay, so some of you guys may have noticed I haven't really been active on this site. I recently got into drawing and have been working on comics and stuff. I just lost interest on mapping for a while, haven't done anything since the official release. But the little that I did do for the new maps got me thinking... And I have been trying to do a bit to much, with that. That, and I just cant forget about the maps I already have. But I really needed some time away from mapping.

So I plan to make some big changes to the current maps to try to make them work, hopefully I can get it right this time, and I also plan to remove a lot of the unnecessary content like the easter eggs, the duora doll (the heck was I thinking!?), and textures and fix up the music and the broken water. So yeah. Im gonna try to upload screen shots this time around so people can see what I actually did. I plan to do 20 maps, maybe a new one. It will probably be released sometime after the next expansion. so yeah. that is all.
Title: Re: DRSG Master Pack v1.1 (Official Release) May 04
Post by: Rozark on October 14, 2013, 12:56:40 PM
20 maps.
Oh boy have fun with ideas.
Also yea, fixing the textures so they have definitions would be nice; I tried using a few earlier only to find that you just had them in a textures folder.

Good Luck.
Title: Re: DRSG Master Pack v1.1 (Official Release) May 04
Post by: Duora Super Gyro on September 15, 2014, 07:32:28 PM
So just a little progress report or something. I now have 20 layouts complete for the maps, I have 1, maybe 2 more maps I'm working on, and one of them is Jungle Trouble, so there isn't too much work to do for that one aside from textures. I still have to place the things for most of them, and a little script work, but that's basically it. I'll post some screen shots sometime this week, depends on how my internet is, its been going really slow lately.
Title: Re: DRSG Master Pack v1.1 (Official Release) May 04
Post by: Duora Super Gyro on September 17, 2014, 11:49:52 AM
First Batch featuring Dark Matter, Septic Tank, Shiver Peak.
(click to show/hide)

Second Batch featuring Jungle Trouble, Grid City (New), Hidden Lands (New)
(click to show/hide)

Final Batch featuring Cliff Side, Great Canyon, Underground.
(click to show/hide)
Title: Re: DRSG Master Pack v1.1 (Official Release) May 04
Post by: Russel on September 18, 2014, 11:08:26 PM
Those new maps look nice and all, but I would like to know if you're fixing some of the issues I consistently see in your pack...

specifically you should seriously consider fixing all your textures by defining them like you would in core. This should fix all the issues you have with textures and mixing bittages. Also make sure no errors show up in the console with just the pack loaded to make sure all the custom actors and textures all show up as intended. This will make your map pack appear more polished and cleaner when it is finally released.

Also you should seriously change all the music to be handled through mapinfo instead of straight scripts...typing "changemus *" in the console should change the song to the default song of the map, not nothing.
What really gets me on this particular comment is how inconsistent you had it in your pack...some maps had default music others didn't and this was completely random...you don't need to have your boss music script force the stage music back upon map start...it also increases map loading time a little bit and could potentially cause memory crashes. [Running scripts with immediate effects can do this, especially when bots are involved...but that isn't as important.]
Title: Re: DRSG Master Pack v1.1 (Official Release) May 04
Post by: Duora Super Gyro on September 18, 2014, 11:47:19 PM
Quote from: "Lego"
Those new maps look nice and all, but I would like to know if you're fixing some of the issues I consistently see in your pack...
For a second, I thought you were going to ask about oversized maps that could be split into 2-3 smaller maps. Which I actually did for a couple...

specifically you should seriously consider fixing all your textures by defining them like you would in core. This should fix all the issues you have with textures and mixing bittages. I have defined all the textures in the pack, with the textures being in the map wads like in the core.

Also make sure no errors show up in the console with just the pack loaded to make sure all the custom actors and textures all show up as intended. This will make your map pack appear more polished and cleaner when it is finally released.
I'll try, never been too good with coding, but I only have like 4 or 5 actors this time around, so it shouldn't be too difficult to figure out.

Also you should seriously change all the music to be handled through mapinfo instead of straight scripts...typing "changemus *" in the console should change the song to the default song of the map, not nothing.
I plan to do this and already have for some of the maps.

What really gets me on this particular comment is how inconsistent you had it in your pack...some maps had default music others didn't and this was completely random...you don't need to have your boss music script force the stage music back upon map start...it also increases map loading time a little bit and could potentially cause memory crashes. [Running scripts with immediate effects can do this, especially when bots are involved...but that isn't as important.]Wasn't aware of the possible crashes, or the extended loading time. I am aware that some maps have default music and some don't though. I probably grabbed some coding from the core maps, while using some I attempted to write myself or something. But I'll try to make sure I'm more consistent this time around.
Title: Re: DRSG Master Pack v1.1 (Official Release) May 04
Post by: Stardust on September 19, 2014, 04:08:20 PM
Hi Duora could you --if you didn't do it already-- change the water system like in DRSGDM07 (the Beach/Mountain map I think) so they use the standard water (low gravity) instead of the Doom Water (slowing down)??
This would make crossing the water portions smoother ; and as a matter of fact your maps wouldn't have the Hotel pool issue T_T if you didn't know about this one, the HOTEL map was banned from B.E because you could shoot certain things (Dr Wily's "forgive me" corpse, his lightning balls as well, Woody's leaves, Plantman's seeds, Heatman's fire blasts or Oil Man's oïl blobs, etc.) in the water and they wouldn't disappear until the pool would refill, causing stocking and as such, some lags.
Title: Re: DRSG Master Pack v1.1 (Official Release) May 04
Post by: Duora Super Gyro on September 19, 2014, 05:11:00 PM
Quote from: "Stardust"
Hi Duora could you --if you didn't do it already-- change the water system like in DRSGDM07 (the Beach/Mountain map I think) so they use the standard water (low gravity) instead of the Doom Water (slowing down)??
This would make crossing the water portions smoother ; and as a matter of fact your maps wouldn't have the Hotel pool issue T_T if you didn't know about this one, the HOTEL map was banned from B.E because you could shoot certain things (Dr Wily's "forgive me" corpse, his lightning balls as well, Woody's leaves, Plantman's seeds, Heatman's fire blasts or Oil Man's oïl blobs, etc.) in the water and they wouldn't disappear until the pool would refill, causing stocking and as such, some lags.
DRSGDM07 has been removed. The map just wasn't that good, I might use some stuff from it at a later date though. As for the water, The only map to feature swim-able water now is Chill Hill, and the water there is fixed with the low gravity It was a pain getting that to work, but I did it.
Title: Re: DRSG Rebirth vB.1 (Official Release) 11/15/2014
Post by: Duora Super Gyro on November 15, 2014, 06:03:45 PM
Guys. I did it. DRSG Rebirth Pack is done...for the most part, the beta is up on media fire now and is ready for download.

Anyway, updated the first post with the media fire link and screenshots.

Edit: Feedback would be very appreciated :3
Title: THE DEED IS DONE
Post by: Rozark on November 20, 2014, 08:54:10 PM
GENTLEMEN and ladies
I PRESENT TO YOU

THE OMEGA DRSG PACK GIFT BASKET

CONTAINS THE FOLLOWING GOODIES:
- GOODIES
- MORE GOODIES
- CRITICISM
- SWEAT
- .GIFS INVOLVING ICECREAM
- SO MUCH MORE

THE FORUMS COULDN'T HANDLE THE SHEER SIZE THAT IS

THE OMEGA DRSG PACK GIFT BASKET

IT CAN'T HANDLE MORE THAN SIZE 200
LOOK AT THAT RESTRICTION

SO I PLACED IT IN THIS HERE .ZIP FOR YOU TO DOWNLOAD
GRAB IT
DO IT
NOW

https://www.mediafire.com/?vbkr32p5wy055cs

now if you'll excuse me I'm going to take a break I've been busy for the entirety of this thursday
Title: Re: DRSG Rebirth vB.1 (Official Release) 11/15/2014
Post by: Hilman170499 on December 24, 2014, 02:34:15 AM
Bump: Uh, I think I found an error:

(click to show/hide)
Title: Re: DRSG Rebirth vB.1 (Official Release) 11/15/2014
Post by: fortegigasgospel on December 24, 2014, 02:37:39 AM
Oh crap, I forgot to get back to you on that one.
Title: Re: DRSG Rebirth vB.1 (Official Release) 11/15/2014
Post by: hansungkee on March 26, 2021, 08:16:23 AM
Think We Need a Update.
Title: Re: DRSG Rebirth vB.1 (Official Release) 11/15/2014
Post by: ice on April 20, 2021, 02:27:06 AM
...Bro... the thread's been dead since 2014