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Messages - LlamaHombre

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Maps / Re: LlamaHombre's One-Off Maps (Current: guest MM2QUI updates)
« on: November 03, 2022, 03:25:09 AM »
Updating this topic with a guest star appearance from MM2QUI - Quick Man.
I'm mostly going to be stepping out of the way here and letting my REALPack partner Thunder explain what's going on, but I'm here mostly to explain why it's here. In short, he made this and wanted to get some testing + feedback going into v6b and later versions of core, but didn't want to add yet another map wad to servers. It makes sense to me, and since my trust in him as a mapper and a person is unflappable, it's going in here. This is probably going to be a one-time thing, so don't expect random updates to other non-LlamaHombre maps in the future.
Next version of this pack will include updates to MM10DW3, MM2BUB2 (aiming to eventually remove the "2"), and maybe more, but I haven't had time for any of that yet. So for now, enjoy the bonus! I sure do.

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Maps / Re: LlamaHombre's One-Off Maps (Current: MM10DW3 updates)
« on: October 02, 2022, 11:37:25 PM »
Updating this topic with some some changes-in-testing for MM10DW3 - Wily Station Ascent. This is a map I actually sometimes see in servers, but one that has a bit of grime on it. I blame a lot of that on not 100% knowing what I wanted this map to be when I started out, and going along with it even after having a fuller picture in mind.

Main changes:
- General terrain update: map height is overall shorter, jumps still create valuable routes but not as mandatory to get around. Moving around should be way more fun now
- Two new areas on the north and southeast sides to make traversal easier and less chokepointy
- Cut down on number of cross-map sightlines to better promote fights and cqc
- Water layer slightly reworked, traded a couple of open holes in the main path for glass chutes along the side
- Teleporter leads directly to BHB instead of in the water section

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For my own convenience, I'm bundling this with MM2BUB2 above for a couple reasons.
1) These are all tests and not finalized (I will return to MM2BUB2 when I have time / will), and having a .pk3 name more indicative of that helps.
2) I'd like to eventually get around to other experiments (MM10COM comes to mind) and having all that in one spot also helps.


Bugs/Suggestions / Re: Teamspawn feedback
« on: June 11, 2022, 12:34:49 AM »
On-off topic, I remember toying around with team spawns a little on v6a MM7SHA so that teams don't "spawn with a crosshair over a player" and while that's true, I stopped that, there really doesn't have to be much effort placed on either team to recreate that same effect.

Worth possibly looking into rotating (I think Light team, whoever spawns outside) around the side of the building, that way they start in about the same spot but avoid immediate sightlines on spawn easier.

Bugs/Suggestions / Re: Bars and Numbers: a New Default UI?
« on: February 22, 2022, 02:12:53 AM »
Submitted my survey. A couple of personal points, mostly to jot my thoughts down. For perspective, I've chosen Vanilla with an open mind to change, but not seeing the change I imagined from any of these options.

- Though subjective, I greatly prefer NES style bars to the alternatives shown. I have in the past (circa-v8b classes) used HUDShot, but since we adopted health numbers officially I haven't returned and prefer the simplicity and versatility of the current bars' looks. I'm willing to (reluctantly) play softball with the Genesis style bars, but would still greatly prefer not to use them. I think Health/Ammo numbers have reduced the number of situations where the black separations in the bar actually hide information (e.g. when you have one more Screw Crusher but you think you're empty). I understand the point mentioned in Genesis "Goals" but have more recently only come into contact with that during single player campaign bosses, where they live with a sliver of health. Even then, we custom bars for the final boss so something like Genesis would actually be fitting there. In every other situation I can, if need be, use the numbers.

- The MM8 style bars are very ugly in my opinion - the 8 bit style of this game does not suit them well and even in other huds like HUDBall I'd prefer anything else.

- Who is this bar change for anyways? The NES bars hit the nostalgia and coolness factor of "oh man that's cool, they got the health bars straight from the games in here?" and health/ammo numbers already fix the problems that the other bars will fix as well. You could argue that the health and ammo numbers are kinda tacked on, and yeah they are. I'm not gonna deny that at all. But it's not like the other bars fix that either - there will always be more precision in the numbers, and more novelty from the NES bars. Will the casual player (numbers don't matter so much) get that much more value from the other bars? And will the seasoned player (numbers matter more) ever want to turn numbers off?

- I use Vertical, and have always found discomfort with Horizontal bars. No matter which direction they deplete, it doesn't quite feel right. I respect people who do use them, and have never advocated for things to change to fit my standards (which I wouldn't have really), but they've never sat right. As a result, I really do just sorta need an option to have my bars to deplete from the top and end at the bottom.

- I think closer to my crosshair, as my eye travels away from my crosshair, what needs to hit me first in terms of "can I continue this fight I'm in?" is my health. Ammo is important as well, but I trust my periphery with weapon ammo % more than I would health, where each point can matter against certain weapons.

- I need some selling on the gap between bars present in compromise. I don't understand what use it serves, and it just clutters more of the screen.

- Anarchy looks clumsy aesthetically. The squared white boxes around everything don't do it for me, and a newcomer is going to have very little idea what any of the numbers on screen mean. Health/Ammo numbers are now mandatory, and are both buried in between visual information and tucked into the border of the screen. 1 2 3 4 5 6 7 means less when a user rebinds keys to make using slots more ergonomic, and plenty of maps leave some numbers unlit. Possibly known, but switching from Buster to another weapon results in a short flicker in the ammo number Infinity (which I thought was 00 for a while) before the other number comes in. Not having items leaves multiple empty boxes on screen. etc. etc.

- Questions a newcomer are more likely to ask (as someone who's been introducing more of his friends to the game recently) are things like: "What weapons do I have?" "Do I have other items to switch to?" "Can I swap to a specific weapon (say, Hard Knuckle) quickly?" and so on. None of these are answered by the HUDs provided, and even Anarchy which tries to fill in the gaps some fails to answer questions more on a newcomer's mind than "do I have a slot 3 weapon to switch to?". This question itself becomes less relevant in modded play anyways. Vanilla play itself is all about understanding the inventory and item layout on the map, and a newcomer can become encumbered by all of that when they're unsure what tools they do or don't have. An improvement on the HUD then, could reduce the knowledge barrier required to dive deeper into vanilla MM8BDM, or mods where a number of weapons and inventory management are required.

- How much is the 8bdm dev team familiar with Zandronum's Alternative HUD? You can enable it in Options -> Advanced Options -> HUD Options -> Alternative HUD. While definitely not made for MM8BDM, there are some extremely cool parts of this HUD that it seems are 1) important to newcomers 2) useful even to seasoned players 3) relatively nonintrusive and able to be built around the current HUD. A screenshot included:
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Note the inventory shown in relative detail on the bottom corners. I think if the HUD does develop, in an ideal world it should be trying to incorporate the existing HUD bars into this alternative HUD's inventory style. This could then still be an option (that could still be enabled by default!), or bound to a key similarly to how we add Map Cards to the HUD with MAPCARD command. Curious what could be done within the MM8BDM team's limits.

I like the transparency, and even though I disagree with the options provided here and would prefer to stick to v6a HUD over these options, I understand the plea and am interested in where this heads.

Events / Re: Teamplay, Textures, Tango - A MM8BDM team mapping competition!
« on: November 02, 2021, 05:43:14 PM »
Thunder did a stunning job with pretty much everything he put into the map, from the general concept to the visual identity to overall direction. I'm on this map, and I'm not downplaying my own contributions to it at all, but this map would be very dramatically different without him. What Spectral Echo ended up being was something extremely special, something one perspective alone cannot get you - we both learned a lot from making this map, and we're pretty much both in agreement with our enthusiasm for MM8BDM mapping going forward.

I don't have much of novel to add from the layout-wise end of things that could be added - Thunder did a pretty good job of summing everything up - so I'm just going to talk a little bit about texturework, texture preparation, and so on. It can be a lot of fun if you devote some time to it, and it's really damn important since most people will notice odd visuals before they notice an odd layout. Some of this may be no-brainer information, but with another Jam on the way I'd like for my posts here and in CMCP to provide valuable information to new mappers or mappers that want to learn some intermediate tricks.

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Thank you to Mendez for hosting, thank you to the judges for the very generous scores, thank you to the other contestants for making some fun maps, and thank you Thunder for being the best!

Maps / LlamaHombre's One-Off Maps (Current: guest MM2QUI updates)
« on: October 26, 2021, 03:17:27 AM »
Hey, LlamaHombre here. I made the CMCP04 (Echelon and Flow) map present in Sweatpack and Catalyst Series 1, I'm as of writing this post still in judging for the TTT map competition for the map I made with my bestie Thunderono, and in general I'm continuing to make maps that I grow increasingly more fond of and proud of as time moves on. So as per tradition, I'm looking back on pretty much every old map I've ever made with an iron pick and breaking them into my new standards! yayyy

Thankfully a good number of my core maps are ones that I hold in relatively-to-high regard, with MM2DW2 being a staple in both casual and comp play since its v5a overhaul (no changes needed there) and MM9TOR being my baby, my favorite map I've ever made (that I would still probably poke at just a little haha). Bringing my old maps up to my modern day practices and whatnot is something I enjoy doing a lot and I figured this time I'd share what I've got just for public discussion and to try and get things in a hunky-dory space. I have just one map today but I'll probably update with some other ones later on down the line, or put anything here that I don't think quite fits into REALPack (which you should also check out, since the maps in it are great!).

This is all just a whole bunch of words saying "I really wanted to make bubbleman better without designing a brand new underwater map jesus christ so here's what I've got" lol

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I did design this as a direct replacement, but do think it is a dramatic change from the existing map both visually and structurally so I'm releasing it first and foremost as its own thing. If it makes it into core, great! If not then I still don't regret doing this, I'm a very big fan of how it turned out. Hopefully you all are too! Let me know.

Credit to Molly for some of the extra tiles used here, I think they look great and match the existing NES tiles about as well as anyone would hope. Credit to TrojanHorse711 for the swing version of Bubble Man's theme used in the map, I think it fits the "fresh coat of paint" feel I had while working on this map.


Events / Re: Cutstuff Mapping Jam 7: Jamomma
« on: October 25, 2021, 09:31:22 PM »
Who's jam?

Yeah sure I'm down (and this time I'm gonna finish my PBJ map too)

Events / Re: [EXPANSION] HAUNTED 8-bit deathmatch: Halloween returns!
« on: October 17, 2021, 09:21:16 PM »
I planned on helping out on the map-side but between TTT and a recent development in my real life I'm gonna miss the deadline unless I make something pretty terrible. Wishing everyone luck!

Forum Games / last post for a while
« on: January 02, 2021, 04:35:34 PM »
Bubble Man
Frost Man
Knight Man

Needle Man
Junk Man
Crystal Man
Stone Man

Forum Games / Re: [Round 2] Cutstuff 2020's Best Robot Master EVER
« on: December 28, 2020, 11:00:08 PM »
Shadow Man
Gravity Man
Concrete Man
Dust Man
Flame Man

Centaur Man
Jewel Man
Bounce Man
Metal Man

Forum Games / Re: [Round 2] Cutstuff 2020's Best Robot Master EVER
« on: December 26, 2020, 10:48:46 PM »
Magnet Man
Fuse Man
Blade Man
Hornet Man

Heat Man
Burner Man
Cut Man

Forum Games / Re: [Round 2] Cutstuff 2020's Best Robot Master EVER
« on: December 24, 2020, 06:51:55 PM »
Tundra Man
Splash Woman
Torch Man
Solar Man

Shade Man
Quick Man
Guts Man
Slash Man

Forum Games / Re: Cutstuff 2020's Best Robot Master EVER
« on: December 22, 2020, 01:43:38 AM »
Charge Man
Quick Man
Concrete Man
Spring Man
Snake Man

Splash Woman
Tundra Man
Crystal Man
Tomahawk Man

Forum Games / Re: Cutstuff 2020's Best Robot Master EVER
« on: December 20, 2020, 05:13:38 PM »
Pharaoh Man
Needle Man
Blast Man
Nitro Man
Torch Man

Flame Man
Wood Man
Ground Man

Forum Games / Re: Cutstuff 2020's Best Robot Master EVER
« on: December 19, 2020, 04:01:51 PM »
Blade Man
Magma Man
Dust Man
Pump Man
Tornado Man

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