Cutstuff Forum

Mega Man 8-bit Deathmatch => Projects & Creative => Maps => Topic started by: Kapus on August 09, 2011, 01:14:18 AM

Title: Kappak (Version 2c)
Post by: Kapus on August 09, 2011, 01:14:18 AM
This is a map pack. It is made by Kapus. You can download it here.


V2c
http://www.mediafire.com/?tyrptu2ktjfr6cu (http://www.mediafire.com/?tyrptu2ktjfr6cu)



V2b
http://www.mediafire.com/?avw277bji9x1o81 (http://www.mediafire.com/?avw277bji9x1o81)


V2a
http://www.sendspace.com/file/e90jwq (http://www.sendspace.com/file/e90jwq)



V1b
http://www.sendspace.com/file/idtj1v (http://www.sendspace.com/file/idtj1v)



V1a
http://www.sendspace.com/file/0xr7vm (http://www.sendspace.com/file/0xr7vm)

Screenshots, mapcodes and map names are below.

(click to show/hide)

Many thanks to my friends King Yamato, Ivory, Myroc and Lakister for giving me feedback and teaching me various mapping techniques.


Please have fun.
Title: Re: Kappak V1a
Post by: Magnet Dood on August 09, 2011, 02:06:20 AM
Whoo first to comment

Pictures look a little fuzzy, but from what I can gather, I'm seein' a shitload of Stone Man textures.

Can't wait to play em! (even though I have too :V)
Title: Re: Kappak V1a
Post by: SaviorSword on August 09, 2011, 02:07:02 AM
Lookin' forward to see the maps, not enough time today, I hope that these will be great!
Title: Re: Kappak V1a
Post by: Kapus on August 09, 2011, 02:07:36 AM
Quote from: "Star Dood"
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.

=(
Title: Re: Kappak V1a
Post by: RollGravityHolds on August 09, 2011, 02:48:47 AM
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. There is a squared area with some blue fences in which you can go to the "back" of the area which leads to a pit. I think you should close that area (The one with blizzard attack). You can put a Rush Coil (to compliment Item 1) or maybe a W-Tank and move the Blizzard Attack or change the Item 1 with Rush Coil . 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.

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.
Title: Re: Kappak V1a
Post by: King Dumb on August 09, 2011, 02:51:21 AM
Haven't looked at the maps yet, BUT I strongly advise against using sendspace, as it tends to contain particularly 'tricky' false download links, and I find it will often lag as it spams the mandatory pop-up, which often causes people to download the file twice, which is just annoying.. Also, wadhost is so much more convenient.

Anyways, congratulations on a release.
Title: Re: Kappak V1a
Post by: Kapus on August 09, 2011, 03:07:14 AM
Quote from: "RollGravityHolds"
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.

First of all, thanks for downloading and testing. I really appreciate the feedback. Now to address the problems..

KAP01: I took a look at the skybox myself, and I assume you mean the Clouds not looping properly. I can and will easily fix that.

Crystal Eye is not impossible to reach. You need item 1 to get to it. However, Crystal Eye didn't turn out to be as destructive in that level as I anticipated, so I think a ladder is probably better now. Or maybe I could just swap the position of Rolling Cutter and Crystal Eye. Either way, I think Rush Coil is probably a better choice than item 1, anyway.

Thanks for pointing out the fence problem. I'll get to that.


KAP02: Thanks for finding this.


KAP03: I spent a long time thinking about the Death water. Some people said to keep it as a death pit, while others said it might be better as an underwater sector. I'll wait for more comments before deciding anything.

As for the E tank, you are pretty vulnerable when going through that path. During testing, I tried many times to get to the E Tank only to be attacked by Air Shooter and Needle Cannon. I don't think it's too easy at all.
I have no idea what you're talking about with the stair leading to a pit, though.

KAP04: That water error is still there? I fixed that a while ago. Map must have not saved..


KAP05: Glad to hear you had a great time here. Personally, I think Metal Blade, Scorch Wheel and Bass Buster are enough to counter Leaf Shield, but Super Adapter really does sound nice in this map. I have no idea where I would place it, though..



Once again, thanks for downloading and giving feedback.
Title: Re: Kappak V1a
Post by: SaviorSword on August 09, 2011, 03:55:31 AM
I lied! Turns out I did have some time to look over these maps. For a beginner mapper, I'd say this is passable.
Instead of repeatin' what's said (as much as possible), I'll throw in a few thoughts here.

KAP01:
Ya use OpenGL, right? Look at the map from software, then ya'll see the Skybox problem. This might be overlooked very often, but add the linedef property that block monsters so bots won't fall down every turn.

KAP02:
Not much else to say more about here.

KAP03:
I'll have to decide on what to say about weapon and item placement (more so item placement). At the end the stairs, ya should extend that so after a treacherous climb up the stairs ya won't simply fall into water. SAPPHIRE Caves? Why don't I see a single crystal texture from Crystal Man's stage? Addin' veins of crystals would make the map a lot more visually pleasin' instead of the bland solid Freeze Man cliff textures everywhere.

KAP04:
The energy placement can be vastly improved, but I'm in a loss of words on how to describe it at the moment.

KAP05:
This has a Jack Corvus map feel to it (which is a bad thin'). LOTS and LOTS of weapons clustered together. There's only 1 spot for Item 1 to appear, which (strategically) encourages campin' there so the player can access hard to come by items and weapons. Another Item 1 spot will work, but then it causes the better/higher tier weapons and items to dominate the field. That's best solved by lowerin' the tier of the weapons/items.

KAP01, 03, 04 all have rather bland wall textures, addin' some more textures can help give it more variety.
Title: Re: Kappak V1a
Post by: Kapus on August 09, 2011, 04:08:26 AM
Most of those problems were already addressed by Roll, but I take note of the textures.

KAP04 isn't getting any new textures, though. I already used everything from MM4's first two wily stages.
Title: Re: Kappak V1a
Post by: SaviorSword on August 09, 2011, 04:25:42 AM
The walls could have an indention towards the wall and then give the indention another texture or add another pillar on the wall are ways to give walls a less solid monotextured look.
Title: Pitchfork-esque review
Post by: Mendez on August 09, 2011, 04:32:48 AM
(http://i584.photobucket.com/albums/ss288/Mubarik1995/bugirlsketchy.png)
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)
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 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)
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)
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)
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.

- Bluebrawl, August 8, 2011

Hope this helps kapus. Great to see you mapping now!
Title: Re: Pitchfork-esque review
Post by: Kapus on August 09, 2011, 04:57:36 AM
Thanks for the feedback. Before I actually respond to any of this, I would like to clarify something: The order in which the Kappak maps are listed is NOT the order in which they were made. For example, KAP01 is actually the last map to be made in the expansion, not the first. KAP03 was actually the second to last map I made, etc.


Quote from: "Bluebrawl"
(http://i584.photobucket.com/albums/ss288/Mubarik1995/bugirlsketchy.png)
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.
I feel extremely flattered, but thanks.

Quote
=Gurgu Volcano=(KAP01)
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.
Ah, yes. Good, long paragraphs.

I agree that the weapon selection could use some more tweaking. I actually fiddled around with the weapon placement and selection quite a bit before the release. I'll see what I can do.
Already went back and added Rush Coil.

Quote
=Rocky Land=(KAP02)
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.
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.

I found nothing wrong with the actual map layout, though. The map seemed to flow perfectly fine when I was testing it. Could you elaborate on that, please?

Also, I could have sworn I removed that E tank already..

Quote
=Sapphire Caverns=(KAP03)
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...
I just want to say that this is my favorite map.

Yeah, I have gotten several complaints on the textures already, so I'm going to work at that. Proto Shield is already being replaced, too. I'm also planning on changing the water pit into an actual underwater sector.

Quote
=Wily Stage 1=(KAP04)
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.
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?

Quote
=Wily Stage 2=(KAP05)
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.
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!

Once again, thanks a lot for taking the time to write this. I'm working on v1b right now. Hopefully I can finish and release it tomorrow
Title: Re: Kappak V1a
Post by: Gummywormz on August 09, 2011, 01:43:04 PM
...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.
Title: Re: Kappak V1a
Post by: Beed28 on August 09, 2011, 04:12:58 PM
I was testing these alone in Classes, so I won't go into detail about weapons or every map but here's the important details anyway:

KAP01: The boss music kept overiding my custom music. Also, add "Block Monsters" to the deathpit linedefs to stop bots from killing themselves.

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.

KAP04: Remove the fake water opening above the Freeze Cracker.

Other than that, good work so far!
Title: Re: Kappak V1a
Post by: Kapus on August 09, 2011, 05:21:47 PM
Quote from: "Gummywormz"
...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.

Quote
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.

Also, I have seen people fall down in Gurgu mountain quite a few times before, so you're wrong about that.

Quote
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.

Quote
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.




Quote
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.

Quote
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.

Quote
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.
Title: Re: Kappak (V1b Released)
Post by: Kapus on August 10, 2011, 09:31:45 PM
V1b released.

Change log:

KAP01
(click to show/hide)

KAP02
(click to show/hide)

KAP03
(click to show/hide)

KAP04
(click to show/hide)

KAP05
(click to show/hide)

Hope I didn't forget anything!
Title: Re: Kappak (V1b Released)
Post by: Beed28 on August 11, 2011, 01:01:31 PM
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)
Title: Re: Kappak (V1b Released)
Post by: Kapus on August 11, 2011, 06:50:11 PM
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..
Title: Re: Kappak (V1b Released)
Post by: Beed28 on August 11, 2011, 09:07:25 PM
Quote from: "Kapus"
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..

Here's how to fix the boss music. Instead of using this:

Code: [Select]
script 4 ENTER
{
if(PlayerFrags() == GetCVar("fraglimit") - 5){
SetMusic("BATLE",0);
terminate;
}
Delay(1);
restart;
}

Use this:

Code: [Select]
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.

There, the boss music will activate when a player's frag only increases to the remaining 5 frags. For example, in a match with no frag limit, the boss music can still trigger if a player has -6 frags and then bumps it back to -5 after fragging someone. No more boss music activating from suicides alone. Sorry if I couldn't bring up a good explanation.

As a bonus, this also allows boss music to play in Duel mode.
Title: Re: Kappak (V1b Released)
Post by: Kapus on August 11, 2011, 09:18:31 PM
Hm..interesting.


Many thanks for that! I will apply this to all of my maps now.
Title: Re: Kappak (V1b Released)
Post by: Kapus on October 06, 2011, 07:35:10 PM
Version 2A Released now.

Added 3 new maps and tons of changes to the previous maps.
Title: Re: Kappak (V2A)
Post by: Hallan Parva on October 06, 2011, 09:10:23 PM
Might I ask what sorts of changes were made?
Title: Re: Kappak (V2A)
Post by: Korby on October 07, 2011, 12:25:35 AM
But that's what playing is for.
Title: Re: Kappak (V2A)
Post by: LlamaHombre on October 07, 2011, 12:40:58 AM
Oh, hey!

I've been meaning to do a review of this, but I knew you were updating and I didn't want to beat around the bush with any problems.
Title: Re: Kappak (V2A)
Post by: SaviorSword on October 07, 2011, 01:10:39 AM
Here's the immediate problems I see so far.

(click to show/hide)
Ya really should test out yar maps in software at least once.

(click to show/hide)
A texture misalignment here?

(click to show/hide)
Again with the software test.

(click to show/hide)
Kinda find it odd that there's a bridge to nowhere with one small weapon pellet.
Title: Sorry for the harsh negative feedback
Post by: Awbawlisk on October 07, 2011, 01:15:21 AM
Expected... -.-
Title: Re: Kappak (V2A)
Post by: MusashiAA on October 07, 2011, 01:27:38 AM
FINALLY

But wait, software issues?

Tsk tsk tsk. Man, you need to software test your maps. Some people can't use OpenGL, you know?

EDIT:

-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?

-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...

-Flappy Fortress is denominated as KAP07, instead of KAP04.

-The song in Wily's MM6 stage map has a slightly higher volume than the rest of the songs.

-Doropie Stage 1's song is VERY quiet. Also, why didn't you use my song? :<
Title: Yo ho ho and a bottle of rum, 16 men on a dead man's chest.
Post by: Shade Guy on October 07, 2011, 07:20:23 AM
Aside from the Software problems (which I don't get because I use Opengl too *high five*), the gang and I decided to romp through the map pack. To be more specific, the gang was me, Ken, Roc, Korby, Nemu, Mr. X, Ivory (yes we had Mr. X and Ivory with us :cool: ) and near the beginning BlueBrawl.

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.

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.

The MM6 Wily stage...The MTank is not worth the precarious climb across the edge of the map. If anyone shoots you while you try and traverse the deadly chasm, you're bound to fall. And you'll probably fall off anyway.

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.
Title: Re: Kappak (V2A)
Post by: SickSadWorld on October 07, 2011, 09:44:52 AM
Kapus pakus

Neat idea needs more soft wear though

I like sweat pants
Title: Re: Kappak (V2A)
Post by: Kapus on October 07, 2011, 09:50:40 AM
Okay, firstly, I don't know where the software issues came from. I fixed the software problem for my maps ages ago and tested them. I don't know why they're all broken again, so I'll look into them.

Quote from: "SaviorSword"
(click to show/hide)
A texture misalignment here?
I actually didn't notice that. Noted.


Quote from: "SaviorSword"
(click to show/hide)
Kinda find it odd that there's a bridge to nowhere with one small weapon pellet.
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.

Quote from: "Musashi-COM"

-Bots keep falling off cliffs on Gurgu Volcano.
Noted

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. I'll see what I can do.
As for the boss music, I had planned to contact you about it, but I completely forgot. Sorry. You can make one if you want; I'd really appreciate it, but you don't have to.
Quote
-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.
Quote
-Flappy Fortress is denominated as KAP07, instead of KAP04.
...dorp.

I'll fix.

Quote
-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.

Quote
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?

Quote from: "Shade Guy"
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.



Quote from: "Shade Guy"
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.
Title: Re: Kappak (V2A)
Post by: Shade Guy on October 07, 2011, 10:05:52 AM
Apologies for not being specific about the weapons, in the future I might be able to point some specific things out.

With the death pits in Gurgu Volcano, the reason deaths are so common is more about...I'm not sure how to explain it, but it's like people don't realise if they jump down this ledge, they will lose a frag. Often with stuff like this it helps to make it more obvious that there's nothing down there. For example, you could put more 'railings', not like Tomahawk fences, but more like the edges to Heat Man's stage, just 32 unit blocks along the edges of the stage so people don't accidentally fall off mid-battle. And I guess some more Beat spawns would help, too.

Also, the lava section where the ETank is in the same map; after jumping in to grab it, I was very hesitant to try and jump out, since to me it felt like if I tried to jump back onto land I would die. It took me a while to notice the lower part of the rocks which were safer to jump to. Same thing happened to Korby, who was circling the rocky island trying to figure out how to get off. Similar to the other issue, making it more obvious that this jump is possible would help a lot.
Title: Re: Kappak (V2A)
Post by: Kapus on October 07, 2011, 10:07:41 AM
Alright, I'll remember that.

Thanks for the feedback and such.
Title: Stop stealing my job when I'm not around, dang it
Post by: Gummywormz on October 07, 2011, 11:39:16 AM
(http://imageftw.com/uploads/20111007/Screenshot_Doom_20111006_183738.png)

(http://imageftw.com/uploads/20111007/Screenshot_Doom_20111006_183908.png)

Software is allergic to your skyboxes.
Title: Re: Kappak (V2A)
Post by: Kapus on October 07, 2011, 11:52:13 AM
Thank you, Gummy, but everyone else already posted that issue.
Title: Re: Kappak (V2A)
Post by: MusashiAA on October 07, 2011, 05:05:57 PM
Quote from: "Kapus"
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.

Yeah, it appears using wav songs instead of ogg songs doesn't make the loop perfect. This also happens in Wood Man's Revenge as well. So I should find a way to convert those songs into ogg
Title: Re: Kappak (V2A)
Post by: Korby on October 07, 2011, 06:33:46 PM
I have a few problems with the volcano map. Most notably the lava right in front of the Proto Upgrade. I want to go into the center of the building, dagnabbit  :cry:
Title: I heard you like rocks, so we put Roc in your Rocks so you c
Post by: Tesseractal on October 07, 2011, 10:39:24 PM
Well, Kapus, you seem to have demonstrated interest in improving these maps, so I'll share some thoughts.

Here's some incidental music.
(click to show/hide)

KAP01: This map suffers from the old "FPS problem". When making jumps, if the platform you're jumping to is too far below your FOV, you can't reliably make the jump and you die. The most egregious case is the Crystal Eye spawn - you can't make the jump UNLESS you jump down first, to a platform you can't see if you're on the move. Which is counter-intuitive, so most of us went for the jump and fell in the lava. Note as the creator of the map you wouldn't have this problem, as you'd be aware of all the "blind spots", but these blind jumps frustrated the lot of us greatly. The interior section seems to have improved a bit in complexity, which is nice. My main issue is the Proto Buster spawn - all this traversing to get an item, and then you have to... turn around?

As for weapons - considering this map as a "wide open" map, you did good by remembering to include critical Blizzard and Magnets. However, some of the weapons placed fall flat because of the setting - Cutter doesn't have a lot of walls to bounce off; Slash Claw doesn't have any close quarters to ambush people. Tomahawk and Snakes are great additional long-range weapons that could be added here (Shadow and Yamato take care of the close-range weapons quite nicely). The main issue though is that MagKnuckles generally outclass anything from sheer usefulness - or BlizKnuckles, BassKnuckles, etc. and because of the map size, you might want to reconsider having both in the map. My personal favorite solution to both the above problems - drop the Buster upgrades in favor of Super Adaptor. With Super Adaptor in the Proto spawn, you can immediately equip it and make the jump down the waterfall. It'd help with the rampant blind falls, and help people get around the map faster in general. Because the inner-area is lava, Beat doesn't really help much. Both Beat and the Item-1 are too sparse to really see use; more of them could also work if you don't want to go for the Super Adaptor. I say go for the Adaptor Upgrade, and I'm certain Chinchilla would agree.  :cool:

KAP02: Loop's a tad off. it also isn't the awesome Rockman Exile version Anyway, the immediate gripe I have is actually the severe lack of power weapons. Really, there's not much to get the match going. On my game here, I won most of my frags with Power Stone... a bit of an odd choice for the "star" weapon. The only "rapid fire" weapon here is Yamato, and that's quite out of the way and limited in ammo, so you're left with a bunch of slower weapons. P-Stone, Charge, and Tomahawk don't compliment the others real well as they're all 3HKOs. Snakes are a good low-tier weapon, Magnets are surprisingly ineffective, but because of the mutilations, Wind Storm and Wild Coil are largely useless. This map screams for a high power weapon like Shadow or Quick that's not too far out of the way to speed up matches.  As for possible weapon additions? A "bomb" weapon would certainly help here, take your pick. Speaking of the Wild Coil area, it seems a tad barren, naked, and yet also cramped - when you spawn from the teleporter, there's almost no room at the platforms you have. Rather than leaving that area as a giant gorge, you could add some "mountains" into it to spice it up. Or at the least, lengthen the platforms up at the top so you're not inclined to tip-toe around them so much.

KAP03: For Thunder Bolt and Drill Bomb, two lackluster weapons, going up a mountain of stairs is a bit much. Weapon diversity seems a bit lacking here, something boomerangs / shields / bombs could fix up. (For clarification, Drill Bomb does not count as a bomb weapon! The splash damage isn't high enough per clip to be of any use! Anyway.) This map is on the verge of being too large, as it seems each large open area's entry/exits seem to point away from each other, almost to the point of confusion. In a way, it almost relies a bit on Super Adaptor too much. I suppose with 3D floors it'd be possible to make corridors to help connect it a bit more... I'm unsure how to respond to the item-placement.

KAP04: As with above, the value of Drill Bomb is a bit overplayed here. I also find Freeze / Crystal one of the most redundant weapon choices imaginable here. Ring seems to outclass the majority of the "ground" weapons so try going for some diversity like shield or bomb weapons (see above comment about Drill). Water Wave, Thunder Beam would possibly fill an interesting niche here.

KAP05: Treble is a bit strong to be in the center there (particularly on Ken's servers), and symmetrical E-Tanks is a bit much, so kill two stones with one roc by moving Treble to one of the E-Tank Spawns. (Blame V2C for Treble's insane power, which rivals Cossack Buster. I need to remind Chinchilla to remove them from the CTF maps) Ring Boomerang outperforms most of the weapons here as well.

"UNKNOWN MIDDLE TEXTURE "CANSKY" ON THE FIRST SIDE OF LINEDEF 1335
etc.
etc.

Loading KAP06...

This map actually has the opposite problem of 01! In the outer "Wind Storm" area, the majority of that area I did not go to because I assumed it's a death pit. That's right, it was actually so low I couldn't see it, and didn't go down there (only after Korby's leap of faith did I venture down). The fence surrounding Tomahawk seems unnecessary. I'd be careful about Eddie in this map, as it allows for potential WindHolding. Yikes.

KAP07: This seems like something out of one of my less-malevolent nightmares. Main gripe: Having to bounce on springs multiple times to gain height is downright cruel. What happens is that while you're boinging, someone else sees you and stunlocks you with Drill Bomb. Now you respawn and you have to go get weapons again, which is... difficult. Given the size of the map areas, the only weapons that were useful to me were Ring Boomerang and Crystal Eye. So after I respawn, I could spend a huge chunk of time just going for those weapons. Sure, weapons like Needle/Thunder/Air etc. were there to "tide me over", but didn't provide a whole lot in the long run. (Drill Bomb's great in the short run!) Adding any number of weapons here would be a plus, but I'm thinking more of the long range ones that we saw in KAP01: magnets, Blizzard, "Yamato", etc. so I don't feel like I'm wading through a bunch of weapons that are mediocre for this map's size. This map is incredibly purple. The tango rush spawn is an "awkward" stair case area that you could easily replace with a Burst Bubble (or springs, if you like those. But don't make me jump off them twice!)
Title: Re: Kappak (V2A)
Post by: Jc494 on October 08, 2011, 09:49:22 AM
I'm not sure if anyone said this or if you've done it already, but if you raise the Skybox view point actor by a little (10 or 20 is good) it would fix your skybox problem. If this has already been said, or you have already done it, forgive me.
Title: Re: Kappak (V2A)
Post by: Kapus on October 08, 2011, 06:31:29 PM
Thank you for the extensive review, Roc. You have raised a lot of good points!

And thanks to everyone else who took the time to play around with this pack and provide feedback. You have given me lots of insight, and I take all your points into consideration.


I thought I'd take a break from mapping after this, but looks like I still have more work to do!
Title: Re: Kappak (V2A)
Post by: Kapus on October 25, 2011, 02:29:41 AM
Done fixing up KAP01

Change log:
(click to show/hide)

Just need to fix up the music, then I can move on to the next map.
Title: Re: Kappak (V2A)
Post by: Jakeinator on October 30, 2011, 09:57:00 PM
Can you please make a second download for mediafire? My computer doesn't like sendspace for some odd reason... :(.
Title: Re: Kappak (V2B)
Post by: Kapus on November 08, 2011, 01:56:12 PM
Version 2b released.

I think I was able to address all of the problems up to this point. File is uploaded to Mediafire this time instead of Sendspace.
Title: Re: Kappak (Version 2c)
Post by: Kapus on November 17, 2011, 08:08:21 AM
Version 2c released.

I'm bad for having to update this again within a week.
Title: Re: Kappak (Version 2c)
Post by: Shade Guy on November 17, 2011, 10:16:46 AM
Psh, that's nothing. Remember the release of MM8BDM version 2A? Released 2B a day after.

Hopefully I might be able to conduct some further research into these maps and suggest things accordingly.
Title: Re: Kappak (Version 2c)
Post by: Kapus on December 06, 2012, 09:19:08 PM
Hi, guys.

Working on the MM8 expansion has given me lots of mapping practice and experience. Since I'm done all my MM8 work now, I figured I'd go back and try and make kappak less of a crappak. My good friend Lakister, who assisted me in my MM8 maps, offered to help fix up the Kappak. Together we will be fixing up old maps as well as making brand new ones.
This new version of Kappak will be called Lakapack, as it is a team project by Kapus and Lakister.




We are just about finished work on KAP02. Here are some screenshots of the updated map.
(click to show/hide)


I will post screenshots and progress of the other maps as they come along. Stay tuned!
Title: Re: Kappak (Version 2c)
Post by: Magnet Dood on December 06, 2012, 09:54:21 PM
That looks incredible, Kapus! Kind of looks like Hard Man mixed with Needle, two stages that look great together.

Can't wait to try out the new pack when released!
Title: Re: Kappak (Version 2c)
Post by: Korby on December 06, 2012, 10:31:55 PM
Interestingly, it doesn't look like a single Hard Man texture was used in this Needle/Hard map.

also lakapack is the best name
Title: Re: Kappak (Version 2c)
Post by: LlamaHombre on December 06, 2012, 10:37:04 PM
Lakapack sounds like some sort of chocolate candy

Regardless, I love joint projects like this, so enjoy yourselves! I'm sure to, at least.
Title: Re: Kappak (Version 2c)
Post by: Magnet Dood on December 06, 2012, 10:37:47 PM
Oh hey you're right

Those are Stone Man textures

still looks great
Title: Re: Kappak (Version 2c)
Post by: Kapus on December 06, 2012, 10:39:54 PM
Quote from: "Korby"
Interestingly, it doesn't look like a single Hard Man texture was used in this Needle/Hard map.
Those rock floors are Hard Man. :>

Also, many thanks for the compliments and well wishes!
Title: Re: Kappak (Version 2c)
Post by: Zard1084 on December 06, 2012, 10:40:06 PM
Well i have something else to look forward too i can't wait!

Darn Ninjas!!!
Title: Re: Kappak (Version 2c)
Post by: SmashTheEchidna on December 06, 2012, 10:42:30 PM
I'm definitely looking forward to playing on these newly improved maps. Good luck to ya both!


EDIT: A ninja complaining about ninjas after ninja'ing me?? Tsk. Freaking ninjas...
Title: Re: Kappak (Version 2c)
Post by: Korby on December 06, 2012, 10:59:12 PM
Quote from: "Kapus"
Those rock floors are Hard Man. :>

but they're also stoneman floors for now
Title: Re: Kappak (Version 2c)
Post by: Kapus on April 07, 2013, 12:41:58 AM
KAP03

There's no thing placement yet, but I finished revamping the general map design.

(click to show/hide)
Title: Re: Kappak (Version 2c)
Post by: -Daiki-TheOni on April 07, 2013, 12:53:18 AM
looks pretty good and platformystic!
Keep up the good work!! (^_^)
Title: Re: Kappak (Version 2c)
Post by: SmashTheEchidna on April 07, 2013, 12:59:37 AM
Ooooh. Looking good, Kap!
Title: Re: Kappak (Version 2c)
Post by: Caprice on April 07, 2013, 01:19:18 AM
...It's beautiful. *Sniff* I will wait to see this masterpiece in it's entirety.

...Anyone have a napkin?
Title: Re: Kappak (Version 2c)
Post by: Shade Guy on April 07, 2013, 03:05:06 AM
Seems like the height variation is much more sensible than the previous incarnation of KAP03. Looking forward to checking out the next version, especially since you've proved you can make core-quality maps (with the combined forces of Lakister)!
Title: Re: Kappak (Version 2c)
Post by: MagnetMan497 on April 07, 2013, 03:48:55 PM
Looking good. I am not a big fan with all the ... "openness" in the current KAP03, if you get what I'm saying. Looks like much more variation here.
Title: Re: Kappak (Version 2c)
Post by: FTX6004 on April 07, 2013, 03:50:53 PM
KAP03 looks wonderful is looks like im in heaven of ice.
Title: Re: Kappak (Version 2c)
Post by: Kapus on April 07, 2013, 11:23:37 PM
Thanks!

Both KAP02 and KAP03 are completed now. Sadly, I think I am going to scrap KAP01, something I really hate to do because Musashi made a nice cover of Gurgu Volcano just for that map. I'd like to remake it and use that song again, but I have no ideas for a fire themed map right now.

KAP04 is my next target. The map is kind of bland (especially for a Wily Stage) and contains a lot of bad hallways, but I have a few ideas for it. I'm not quite sure what I'm going to do with KAP05, though. I'll cross that bridge when I get there, I guess!

I think 06, 07 and 08 are the only maps that aren't going to be changed radically.
Title: Re: Kappak (Version 2c)
Post by: SmashTheEchidna on April 08, 2013, 01:15:26 AM
Aaw. And I liked Gurgu volcano. Though I guess it was mainly the music that got to me.

The first thing that came to mind for ideas was making a Mario styled fire trap; fireballs that leap up and down out of the lava. Not sure if this has already been done before but it could be interesting.
Title: Re: Kappak (Version 2c)
Post by: Hallan Parva on April 08, 2013, 05:33:42 AM
Quote from: "Kapus"
Musashi made a nice cover of Gurgu Volcano just for that map.
fork it over baby I want to use it :ugeek:
Title: Re: Kappak (Version 2c)
Post by: Kapus on April 08, 2013, 05:35:44 AM
Quote from: "Kapus"
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.


Of course, Musashi made the cover, so if you really want to use it I don't have the right to tell you otherwise.
Title: Re: Kappak (Version 2c)
Post by: Knux on April 08, 2013, 04:54:06 PM
You really pay attention to detail, Kapus. I wish I had time for that. Looking good!
Title: Re: Kappak (Version 2c)
Post by: Kapus on April 08, 2013, 07:40:58 PM
I do not take all the credit for that. A lot of the decoration done around the map (especially where ceiling/floor height varies a lot) were done by Lakister. Kudos to him!
Title: Re: Kappak (Version 2c)
Post by: Kapus on April 11, 2013, 06:01:24 PM
Screenshots. Just a couple...

(click to show/hide)
The under water sections aren't going to be completely omitted, but I'm going to try and move them around a bit to make them more relevant.
Title: Re: Kappak (Version 2c)
Post by: FTX6004 on April 11, 2013, 06:23:18 PM
That looks alot better now kapus!
Title: Re: Kappak (Version 2c)
Post by: Steve Johnson on April 11, 2013, 07:58:09 PM
Looks nice! Cutmanmike may use it!
Title: Re: Kappak (Version 2c)
Post by: SmashTheEchidna on April 11, 2013, 08:04:19 PM
I don't think so. The MM4 fortress stage is already Dr. Cossack.
Title: Re: Kappak (Version 2c)
Post by: Kapus on April 11, 2013, 08:19:39 PM
CutmanMike has expressed minor interest in adding the missing fortress stages (MM4 Wily, MM4 Cossack 1, MM5 Wily, MM6 Wily, etc.) at some point, perhaps after work on all of the main expansions are done.
Title: Re: Kappak (Version 2c)
Post by: SmashTheEchidna on April 11, 2013, 08:23:31 PM
True, I do remember a discussion like that before.
Title: Re: Kappak (Version 2c)
Post by: Beed28 on April 11, 2013, 09:03:59 PM
The missing fortress stages do add a little bit of fridge brilliance; the Wily Castles from MM4 and MM5 were destroyed at the end of their games. MM8BDM's main campaign is set after MM6 (although we don't actually see what happened to the MM6 Wily Castle, though).
Title: Re: Kappak (Version 2c)
Post by: Ceridran on April 15, 2013, 01:47:08 PM
I believe KAP02 has "stonemanstagesyndrome" where there's no invisible wall to block you in a mountain wall area.
Title: Re: Kappak (Version 2c)
Post by: SmashTheEchidna on April 15, 2013, 02:09:54 PM
Yeah, I already reported that to him personally. He's already fixed it.
Title: Re: Kappak (Version 2c)
Post by: Kapus on July 27, 2013, 08:22:46 PM
I haven't forgotten about this.

(click to show/hide)

For anyone wondering, my Spring Man competition map will be going into this pack, replacing Gurgu Volcano as KAP01.
Title: I don't even know what good and bad is anymore...
Post by: Awbawlisk on July 27, 2013, 08:29:43 PM
Aw, I'm going to miss that map.
Title: Re: Kappak (Version 2c)
Post by: ZeStopper on July 27, 2013, 08:31:50 PM
The Spring Man Map could be renamed as KAPSP or something like that.
Title: Re: Kappak (Version 2c)
Post by: Kapus on July 27, 2013, 08:40:45 PM
There's no reason for that. All of the Kappak maps are organized by numbers.
Title: hue hue hue hue hue hue hue hue
Post by: Hallan Parva on July 27, 2013, 09:32:27 PM
I'm stealing Kapus's volcano :ugeek:
Title: Re: Kappak (Version 2c)
Post by: Kapus on November 03, 2013, 09:03:37 PM
I haven't done a whole lot of work on this pack since Smash's mapping expo, but here's a list of planned maps for Lakapack's v1a release.

LK01 - What happened to Gurgu? (Spring Man comp map, complete)
LK02 - Rocky Land (Complete)
LK03 - Sapphire Caverns (Complete)
LK04 - MM4 Wily Stage 1 (Complete)
LK05 - MM4 Wily Stage 2 (Complete)
LK06 - Dinosaur Killer (Not yet started, still figuring things out)
LK07 - Doropie City (Unfinished)
LK08 - MM5 Wily Stage (Unfinished)
LK09 - Flappy Fortress (Not yet started, still figuring things out)
LK10 - Sweet Fantasy (Not yet started, still figuring things out)
LK11 - MM6 Wily Stage (Unfinished)

I was originally planning on dropping Flappy Fortress completely, but someone said they liked the map, so I'm going to see if I can do anything interesting with it.