Pictures look a little fuzzy, but from what I can gather, I'm seein' a shitload of Stone Man textures.My maps are too rocky.
Sorry if you see a grammar mistake or something like that, my english isn't good. Overall, the MapPack looks nice, I've played in each map with bots and without them. So far I've found some problems in some maps :
KAP01 - Glitchy skybox, just entered to it and I found it. Also the spot with the Crystal Eye seems impossible to reach, putting a ladder from the outside part to get there can be an idea or just a Rush Coil. There is a squared area with some blue fences in which you can go to the "back" of the are which leads to a pit. I think you should close that area. You can put the Rush Coil (If you are going to put it) or maybe a W-Tank. Well, I think (just me maybe) that the lava pool should be smaller (not to much).
KAP02 - Glitchy skybox, but this is less notorious, still is there.
KAP03 - I kinda like this map. The pool of death needs to die, make the water area a normal floor. Also I think the E-Tank is in a really easy place. There is a stair that leads to a pit in the last step, I think the last step should have a small wall to avoid this.
KAP04 - I like this map. My only complain so far in one of the water exits doesn't make you jump out of the water (The one in the Freeze Cracker spot if I'm correct) this can lead to some problems.
KAP05 - I like this map too. I really had a good time playing on it. The dependance on Item 1 to get some items is a bit odd. I think Super Adaptor can do a really good job here. Besides Bass Buster and Metal Blade - ¿Scorch Wheel? - (so far what I see) there is no more weapons that rip through the Leaf Shield. Adding one more weapon can help this.
So far this is what I've seen, the maps are OK in my opinion. I can't talk about weapon balance because I'm not good at it. Hope you can fix some of the problems.
(http://i584.photobucket.com/albums/ss288/Mubarik1995/bugirlsketchy.png)I feel extremely flattered, but thanks.
Kapus - Kappak V1a
7.1/10
[breakout maps/ first maps]
(http://pitchfork.com/media/frontend/images/best_new_music.gif)
The community loves Kapus, and Kapus loves the community back. From spriting for the mm7 expansion, to making maps in his spare time, Kapus has given back more than enough to the community. Clearly, Kapus is the closest thing we have to a role model. However, does his rep match his mapping skills? This review says the answer might surprise you.
=Gurgu Volcano=(KAP01)Ah, yes. Good, long paragraphs.
A mediocre start to a solid map pack, if you ask me. The textures don't stray too far from what's expected, with a sweet blend of red on the inside, accompanied by orange on the out. It screams "I didn't want to make anything too risky, so I stuck to what's safe." If maps could speak, this map would speak in a mouse's voice and only say "fun" over and over in a monotone accent. That is to say that's a good thing. Playing these maps have many open spots that allow for a large amount of players to get at each other without the restraint of walls or tough navigation. It's what this map aims for, and it hits its mark with a satisfactory punch. The layout is somewhat bland, with inconvenient level heights. The weapons don't seem too solid either, with a powerful noise crush that outclasses almost every weapon, with the exception of the rolling cutter. The skybox is considered an issue, although I had opengl at the time of this review.
If you want improvement, I would say to make the weapon layout a little more solid and add more rush coils elsewhere. Otherwise, you're fine.
=Rocky Land=(KAP02)This is actually a very good point that I had not considered. The outside portion of this map is very open, yet most of the weapons in this map are close ranged. Worse yet, the very close ranged weapons (Quick Boomerang and Fire Storm) were placed on the outside portion. I can definitely work at this.
This is another map that follows the same safe formula of the first. It feels like our dear mapper thought that making walls that weren't straight would fool me into not seeing the weak layout presented before me. item placement feels incredibly random, especially when the e-tank is laughably easy to acquire. Weapon choices are also a negative, with a lack of long-range weapons to really take advantage of the open space. This leaves noise crush to (again) dominate the map. Tomahawk should be put in more places to promote long range fights, while quick boomerang should get the boot since it's alongside wild coil, fire storm, and shadow blade.
=Sapphire Caverns=(KAP03)I just want to say that this is my favorite map.
Our mapper is learning, and it shows in this map. The weapon selection isn't horribly imbalanced this time, with weapons like search snake, dive missle, and drill bomb to take advantage of the map's layout. Music is favorable in this stage, but the real flaw of this stage (aside from the water pit) is the lack of textures. there aren't many cave textures out there, but that is no excuse to simply stick to the same two colors and present a basic map. Otherwise, it's enjoyable. Also, a quick note: If you're going to make me jump up a freakin' flight of stairs, I better see something worth the effort. With search snake and drill bomb in this map, proto buster isn't as useful as you would think. Super adaptor, though...
=Wily Stage 1=(KAP04)Ordinarily I could just add Rush Coil to make the stairs easier, but that would defeat the whole purpose. Maybe I could just make the sector heights lower?
Our mapper is no longer as inexperienced as before, coming out with a more preferable map. With a good layout and solid weapon selection, our young mapper is starting to recognize the difference between good and bad maps. One flaw nags me throughout, however. Having to jump twice to get out of the water felt annoying, as did the flight of stairs just to get drill bomb. Otherwise, it felt fun. Just like the maps are supposed to.
=Wily Stage 2=(KAP05)I'm sorry, but, this map is based off of the second half of MM4's wily stage. I only used textures from those two wily stage levels, so I was kinda limited. I did my best!
Note how I write smaller columns as we go down the pack. That's because this map shows the growth of a mapper, as he begins to learn his mistakes. This map, however, might be a bit longer than the last one. When you make a map that's symmetrical, they should at least be pretty. This map, however doesn't seem too beautiful to look at. The textures never stand out and leave me begging for more, only to be handed generic light blue textures in a worthless effort to look appealing. The green wall textures aren't much of a help either. Weapon selection is not a problem at all, although I feel that the bigger weapons could be easier to get, and that rush coil would play a bigger role in this map pack. The layout isn't very good, although it's far from bad. An okay end to an okay map pack, I suppose.
...Are you sure this was susposed to be released? There are lots of huge texture glitches everywhere. Some of the floor bits seem to be textured at random. Most of the maps are too small, with no real gimmicks at all. Some areas (Water pit in 03, random water texture above f cracker in 04) actually make it seem like you were going to add more areas in, but decided to cut them out. The death pits are placed in areas no one would fall into ever. The MM4 maps have only 2 of the actual mm4 weapons. Speaking of the MM4 stages, they aren't really based on them too much. There's no met area or similar anywhere in the first one. Finally, WHY SO MANY ROCKS? AHHHHHH.Yes, I was ready to release this. The only texture glitches were the two skyboxes and a couple of things in MM4DW1. I had no idea the skybox would go crazy in Software mode, so I didn't test that. The MM4DW1 texture problems were actually fixed. The map just didn't save for some reason.
he death pits are placed in areas no one would fall into ever.I'm gonna assume you mean Sapphire Caverns and Gurgu mountain. Not all death pits are used for actual traps; I often use them for decoration to make the map look nicer.
he MM4 maps have only 2 of the actual mm4 weapons.Already working on that. Keep in mind, though: Actual weapon balance comes first. If a MM4 weapon would be underpowered or overpowered in said map, I wouldn't add it.
There's no met area or similar anywhere in the first one.Play the Mega Man 4 and go to the Wily Stages. Then come back here. Both maps are completely based on the 4 Wily stages.
KAP01: The boss music kept overiding my custom music. Also, add "Block Monsters" to the deathpit linedefs to stop bots from killing themselves.I believe the boss music starts again when someone else triggers the "last 5 frags" song. Nothing I can do about that, and not really a problem anyway.
KAP03: Make the water nondeadly, to provide some consistancy with KAP04. If the water really needs to be deadly, at least put some Blizzardman Spikes in there. Like KAP01, adding "Block Monsters" to the deathpit linedefs will prevent bots from suiciding.Yeah, I'm already working on making the water non deadly, so don't worry about that. MM4DW1 and Sapphire Caverns have nothing to do with each other in terms of design, so I wouldn't worry about making it consistent. I hadn't really considered the issue with bots so much, but I'll add block monsters if everyone wants.
KAP04: Remove the fake water opening above the Freeze Cracker.As I stated many times now, that was a bug I fixed before release that didn't save for some reason. Fixed for real now.
Testing it out, it seems you have the "Block Monster" flag on some cliff linedefs in KAP01 and KAP03, but not all of them. You should try to make sure the this flag is applied to every linedef surrounding every deathpit or whatnot.
(P.S. The reason I complained about boss music overiding my custom music is because I play skirmishes with no frag limits, and the boss music kept activating whenever a bot reached -5 frags from suicides)
Quote from: "Beed28"Testing it out, it seems you have the "Block Monster" flag on some cliff linedefs in KAP01 and KAP03, but not all of them. You should try to make sure the this flag is applied to every linedef surrounding every deathpit or whatnot.
(P.S. The reason I complained about boss music overiding my custom music is because I play skirmishes with no frag limits, and the boss music kept activating whenever a bot reached -5 frags from suicides)
I'll double check the linedefs.
As for the Boss Music, I'm actually not sure what to do about that..
script 4 ENTER
{
if(PlayerFrags() == GetCVar("fraglimit") - 5){
SetMusic("BATLE",0);
terminate;
}
Delay(1);
restart;
}
script 203 (void)
{
if(GetCvar("lastmanstanding")==1){terminate;}
if(GetCvar("teamlms")==1){terminate;}
if(GetCvar("ctf")==1){terminate;}
if(GetCvar("oneflagctf")==1){terminate;}
if(GetCvar("possession")==1){terminate;}
if(GetCvar("teampossession")==1){terminate;}
if(GetCvar("duel")==1){
if(PlayerFrags() == GetCVar("fraglimit") - 1){SetMusic("BATLE");} terminate;}
if(PlayerFrags() == GetCVar("fraglimit") - 5){SetMusic("BATLE");}
}
Note: It does need to be script 203.I actually didn't notice that. Noted.A texture misalignment here?(click to show/hide)
I didn't notice that, either! The bridge up there is really just for show; I didn't intend for a pellet to be up there.Kinda find it odd that there's a bridge to nowhere with one small weapon pellet.(click to show/hide)
Noted
-Bots keep falling off cliffs on Gurgu Volcano.
-My song for Gurgu Volcano doesn't seem to properly loop. Why didn't you tell me?. Also, why didn't you tell me to make a FF1 boss music remix for KAP01?Doesn't loop properly? I thought the looping was okay. I'll see what I can do.
-IIRC, MM4Wily1 had a underwater part where underwater tiles were used, instead of the regular surface ones. I think I'm mixing this one up with MM5Wily1...Wha? Really? I did not see this at all while testing.
-Flappy Fortress is denominated as KAP07, instead of KAP04....dorp.
-Doropie Stage 1's song is VERY quiet. Also, why didn't you use my song? :<It is now very safe to say that I have been very forgetful as of late.
Gurgu Volcano or whatever it is...Pits everywhere. Mr. X was trying to resist the urge to ragequit from the sheer volume of suicides, apparently.Shall I add more Beat spawns?
MM4DW1...To me, there isn't much point going to the underwater section. Crystal Eye and other good weapons are on the surface, so the only reason you will see people fighting in the underwater section is because they spawned there. And watching the two duke it out would end up being quite boring, since you only really have access to Freeze Cracker and your buster down there.I'll see what I can do with that.
One thing I will say about the weapon selection in general: you seem to love Crystal Eye, Plant Barrier, Blizzard Attack and Ring Boomerang. Also, in general, you've placed the more powerful weapons in relatively easy-to-reach spots, which renders the weaker weapons also littered around the map useless, since everyone has access to the stronger weapons preeeetty quickly.I try to be as diverse as possible when thinking up weapon selections, but I try to bring weapon balance as higher priority. It would help if you were a bit more specific about easy to reach weapons, though. I never had an issue with this.
Quote-My song for Gurgu Volcano doesn't seem to properly loop. Why didn't you tell me?. Also, why didn't you tell me to make a FF1 boss music remix for KAP01?Doesn't loop properly? I thought the looping was okay.
Interestingly, it doesn't look like a single Hard Man texture was used in this Needle/Hard map.Those rock floors are Hard Man. :>
Those rock floors are Hard Man. :>
Musashi made a nice cover of Gurgu Volcano just for that map.fork it over baby I want to use it :ugeek:
I'd like to remake it and use that song again, but I have no ideas for a fire themed map right now.Hold your horses, I might end up using it anyway.