Cutstuff Forum

Mega Man 8-bit Deathmatch => Projects & Creative => Topic started by: Messatsu on December 01, 2010, 11:48:35 PM

Title: [Maps] CSCM Pack. V5c + Remixed maps (Under new management)
Post by: Messatsu on December 01, 2010, 11:48:35 PM
V5c by Darkaura here
http://cutstuff.net/forum/index.php?topic=2546.msg336706#msg336706 (http://cutstuff.net/forum/index.php?topic=2546.msg336706#msg336706)
Title: Re: DM Levels from yesteryear
Post by: Disco on December 02, 2010, 12:41:07 AM
Pretty good, here are a few thoughts

1. I would change the map code to something a little more signature-esque. Even MMKDM1 etc would be better

2. The music in MMDM1 isn't remotely 8-bit, I feel like a version you had going before was though.

3. I know you just modded these maps for MM8BDM but maybe add another entrance or two to that fortress thing
Title: Re: DM Levels from yesteryear
Post by: Messatsu on December 02, 2010, 02:14:42 AM
Quote from: "Disco"
Pretty good, here are a few thoughts

1. I would change the map code to something a little more signature-esque. Even MMKDM1 etc would be better

2. The music in MMDM1 isn't remotely 8-bit, I feel like a version you had going before was though.

3. I know you just modded these maps for MM8BDM but maybe add another entrance or two to that fortress thing
1.) Yup, prolly going to change the map names and titles going forward.  
2.) Oh yes, the music in the first stage is not staying.  I may or may not change the second stage, waiting on feedback on that.  
3.) The castle has two floor entrances (front and back) and many more if you have item-1 or rush coil.
Title: Re: [Maps] Need feedback on DM map pack
Post by: Messatsu on December 06, 2010, 04:41:09 AM
Depreciated
Made a bunch of changes on the first two maps based on feedback and converted another two.  With the total of maps now at 4 I feel comfortable saying that this is near the final version assuming nothing is really broken.  I'm looking for as much feedback as possible on this since I'm considering making it a part of my servers (or one of them anyway).  I have a test server available to try this out in deathmatch. (DW's test server) Please let me know what you all think.

http://www.mediafire.com/?netv52j3alw2b5u (http://www.mediafire.com/?netv52j3alw2b5u)

Map names are :
DWDM1
DWDM2
DWDM3
DWDM4
Title: Re: [Maps] Need feedback on DM map pack
Post by: tsukiyomaru0 on December 06, 2010, 06:55:48 PM
Here are some flaws i found:
(http://img405.imageshack.us/img405/5395/screenshotdoom201012061.th.png) (http://img405.imageshack.us/i/screenshotdoom201012061.png/)
Note: in that same room, there's ANOTHER hall of mirrors, hidden behind another "boss door" that is narrower and leads outside too.

(http://img686.imageshack.us/img686/5395/screenshotdoom201012061.th.png) (http://img686.imageshack.us/i/screenshotdoom201012061.png/)
The effect, even though is a flaw, looks awesome. Keep this one, I guess

(http://img249.imageshack.us/img249/5395/screenshotdoom201012061.th.png) (http://img249.imageshack.us/i/screenshotdoom201012061.png/)
Uh... No comment.
Title: Re: [Maps] Need feedback on DM map pack
Post by: Messatsu on December 06, 2010, 08:04:11 PM
Whoa. Those are some weird glitches.  Strangely enough I don't actually see them like that.  The hall of mirrors is actually a sky on my end.  Must be an option somewhere that does that.  Gonna have to look.
Title: Re: [Maps] Need feedback on DM map pack
Post by: tsukiyomaru0 on December 06, 2010, 08:14:59 PM
Quote from: "Messatsu"
Whoa. Those are some weird glitches.  Strangely enough I don't actually see them like that.  The hall of mirrors is actually a sky on my end.  Must be an option somewhere that does that.  Gonna have to look.
If memory serves me well, there's an Open GL option that stretches textures. That option, however, can disfigure the texture, if it is to cover a large area. Maybe that's on?
Title: Re: [Maps] Need feedback on DM map pack
Post by: Mr. X on December 06, 2010, 08:18:58 PM
Sometimes, things that appear as sky to OpenGL users appear to be hall of mirrors for software users.  The solution is to make a sector that surrounds the sky area and set the ceiling height to the same as the floor height.  Here's a screenshot that better explains what I mean.

(click to show/hide)
Title: Re: [Maps] Need feedback on DM map pack
Post by: TERRORsphere on December 06, 2010, 08:19:29 PM
Test your maps in software before releasing them.
Title: Re: [Maps] Need feedback on DM map pack
Post by: Messatsu on December 06, 2010, 09:47:31 PM
Quote from: "Mr. X"
Sometimes, things that appear as sky to OpenGL users appear to be hall of mirrors for software users.  The solution is to make a sector that surrounds the sky area and set the ceiling height to the same as the floor height.  Here's a screenshot that better explains what I mean.

(click to show/hide)
Ah thanks dude.  That makes sense.  Much appreciated!

Quote from: "tsukiyomaru0"
If memory serves me well, there's an Open GL option that stretches textures. That option, however, can disfigure the texture, if it is to cover a large area. Maybe that's on?
I think you're running in software man. As soon as I switched from opengl to software I experienced exactly the same issues as you were describing.  Stretched textures alone doesn't do it.

Quote from: "DoomThroughDoom"
Test your maps in software before releasing them.
I did test them, but I knew I'd miss things hence why I'm asking for feedback and not claiming this is a release.
Title: Re: [Maps] Need feedback on DM map pack
Post by: TERRORsphere on December 07, 2010, 12:37:01 AM
But you didn't test them in software.
Title: Re: [Maps] Need feedback on DM map pack
Post by: tsukiyomaru0 on December 07, 2010, 02:03:50 AM
Quote from: "DoomThroughDoom"
But you didn't test them in software.
DTD, please, don't be a jerk at Messatsu, K? Not everyone is professional as you may expect, and everyone is prone to make mistakes, like the Hall of Mirrors that can only be found as a spectator in Cutmanmike's Wily Castle Entrace.
Title: Re: [Maps] Need feedback on DM map pack
Post by: Ivory on December 07, 2010, 02:08:04 AM
What DTD means to say is you should test your maps to make sure they look correct in both Open GL AND Software mode. I made the same mistake once in a submission for GvH, and now I check both renders to make sure there are no issues with the map.

Also, there are lots of HoM's in MM8BDM that only spectators can see, and who cares if a spectator can see them? as long as the players actually playing the game can't view them, that's what really matters.
Title: Re: [Maps] Need feedback on DM map pack
Post by: Messatsu on December 07, 2010, 02:24:00 AM
Quote from: "Ivory"
What DTD means to say is you should test your maps to make sure they look correct in both Open GL AND Software mode. I made the same mistake once in a submission for GvH, and now I check both renders to make sure there are no issues with the map.

Also, there are lots of HoM's in MM8BDM that only spectators can see, and who cares if a spectator can see them? as long as the players actually playing the game can't view them, that's what really matters.
Yea. I had no idea the software renderer could have issues like that.  I toyed around with Doom Legacy before Skulltag and the OpenGL renderer was loaded with bugs if the level wasn't created correctly.  I didn't even think the other way was possible.  I'm still learning this stuff.
Title: Re: [Maps] Need feedback on DM map pack
Post by: tsukiyomaru0 on December 07, 2010, 02:31:40 AM
Quote from: "Ivory"
Also, there are lots of HoM's in MM8BDM that only spectators can see, and who cares if a spectator can see them? as long as the players actually playing the game can't view them, that's what really matters.
They can, with Rush Jet.
Title: Re: [Maps] DW_DM map pack
Post by: Messatsu on December 25, 2010, 11:02:02 PM
Well I've gotten some great feedback on this.  Definitely learned a lot about Doom Builder.  So the question is should I continue updating this pack? Ideas include fixing the textures in dwdm1,2,4,  increasing the overall size of dwdm3 and updating dwdm5 to the latest version.  Maybe adding another map or so.
Title: Re: [Maps] DW_DM map pack
Post by: Blaze Yeager on December 25, 2010, 11:31:19 PM
You should Continue updating...i'd like to see more maps
Title: Re: [Maps] DW_DM map pack
Post by: TERRORsphere on December 26, 2010, 01:52:35 AM
Go for it.
Title: Re: [Maps] DW_DM map pack
Post by: chuggaafan1 on December 26, 2010, 02:35:27 AM
A D2 Map w/o Creepy Doom Stuff......
Oh HELL Yes
Oh, I Said Creepy Because I Am Not Used To it.
(Yeahhhh... I Dont Like GvH, No Offence CMM)
Title: Re: [Maps] DW_DM map pack
Post by: Korby on December 26, 2010, 04:39:50 AM
Doom IS Creepy, Mr. Fan. You're fighting off Hell itself, things are going to be creepy.
Title: Re: [Maps] DW_DM map pack
Post by: Max on December 26, 2010, 09:43:45 AM
Replace the kutman map with something else.

You know.
Title: Re: [Maps] DW_DM map pack
Post by: Messatsu on January 06, 2011, 05:37:55 PM
So I've started working on V2 of this.....slowly.  Basically I'm going to revamp some of the maps so that they're a bit more fun to play.  For example DWDM2 is 25% larger so navigating the castle will be easier.  DWDM3 is 50% bigger so that it's not smaller than freaking Cut Man's stage.  I'm also going to retexture some of the maps and arrange them to fit better on 32x32 grid.  

I did have another thought though.  I was thinking that a lot of people are making maps.....why not just bundle them all together?  No point in having maps if nobody plays them and by putting them all together it makes for one file to download.  

Good idea? Bad idea? Whatcha all think? Or is something like this being done and I'm just blind as hell?
Title: Re: [Maps] DW_DM map pack
Post by: Korby on January 06, 2011, 07:34:43 PM
Please make the maps more like actual Mega Man maps, with stairs you have to jump up(Wow, did I really request that?) and things like that.

And for the love of God, change the road in the house map. Please.
Title: Re: [Maps] DW_DM map pack
Post by: Messatsu on January 06, 2011, 08:09:53 PM
Quote from: "Korby"
Please make the maps more like actual Mega Man maps, with stairs you have to jump up(Wow, did I really request that?) and things like that.

And for the love of God, change the road in the house map. Please.

Yea, you did just request that.  *Head Explodes*  I did contemplate making those sections ladders.  Why change it?  Also, what's wrong with the road in the house map? You mean by it blocking water wave etc?
Title: Re: [Maps] DW_DM map pack
Post by: Korby on January 06, 2011, 08:44:40 PM
No. It looks fugly.
Title: Re: [Maps] DW_DM map pack
Post by: Max on January 06, 2011, 08:46:04 PM
Most of the textures look fugly so I think you should re-do the entire pack with better layouts and better texturing...
Title: Re: [Maps] DW_DM map pack
Post by: Ivory on January 06, 2011, 08:59:52 PM
The lesson here is that maps that work for Doom do not necessarily function the same in MM8BDM. Layouts need to be redone, texture choices need to be better.
Title: Re: [Maps] DW_DM map pack
Post by: tsukiyomaru0 on January 06, 2011, 09:04:58 PM
Quote from: "Ivory"
The lesson here is that maps that work for Doom do not necessarily function the same in MM8BDM. Layouts need to be redone, texture choices need to be better.
Plus the 32x32x32 or 16x16x16 grid?
Title: Re: [Maps] DW_DM map pack
Post by: Ivory on January 06, 2011, 09:10:19 PM
MM8BDM should be strictly 32 as the smallest. The only exceptions are things like the ice and napalm trees. But for the most part it should stay strictly in a 32 grid. Also Diagonals would be strictly 45 degrees in strict MM8BDM structure.
Title: Re: [Maps] DW_DM map pack
Post by: Messatsu on January 06, 2011, 09:48:10 PM
Yea, that's the goal.  V1 was just to test the playability and to get some experience with Doom Builder.  Gonna take a while though.  Seriously almost need to rebuild half the maps to make them not look like 8-bit-barf.
Title: Re: [Maps] DW_DM map pack
Post by: Galaxy Sisbro on January 06, 2011, 10:25:40 PM
Im gonna make a map, so if i can add it to the dwdm pack, please advise me ;D
Title: Re: [Maps] DW_DM map pack
Post by: Messatsu on January 06, 2011, 10:42:14 PM
That's a bit broad.  Can you elaborate?
Title: Re: [Maps] DW_DM map pack
Post by: Galaxy Sisbro on January 06, 2011, 11:00:43 PM
don't worry, i know how to make maps, and some basically tricks, like making stairs, animated tiles, etc. If i can, im going to make some custom texture to this.

you can decide the map ;D My imagination sucks
Title: Re: [Maps] DW_DM map pack
Post by: Messatsu on January 07, 2011, 02:11:13 AM
I can't really give you any ideas because quite frankly I struggle myself.  Make whatever you want.  Just make something you think will be fun.
Title: Re: [Maps] DW_DM map pack
Post by: TERRORsphere on January 08, 2011, 06:59:15 AM
Quote from: "Galaxy"
and some basically tricks, like making stairs, animated tiles
... these are tricks? Is making a wall a trick too? Lets not use the term "trick" loosely will we now?  :ugeek:
Title: Re: [Maps] DW_DM map pack
Post by: Galaxy Sisbro on January 08, 2011, 05:26:13 PM
OH, MY MISTAKE!!!  :geek:
Just... Ignore it... sorry I am spanish and seriously i confuse some terms. sorry  :(

And for the map, i am making an ice-fire forest map. from now i'm making some of the custom textures.
Title: Re: [Maps] DW_DM map pack
Post by: Anonymous on January 10, 2011, 02:01:49 AM
The [.pk3] file isn't loading automatically...but I do agree, nice maps. Very accurate.
How do I get it to load up into the game? *n00b alert*
Title: Re: [Maps] DW_DM map pack
Post by: Messatsu on January 10, 2011, 03:44:10 AM
Load it exactly as you would roboenza.  Just use the add file function.  If that doesn't work it may be corrupted, try to redownload.
Title: Re: [Maps] DW_DM map pack
Post by: Hallan Parva on January 13, 2011, 06:51:26 PM
Quote from: "Galaxy"
And for the map, i am making an ice-fire forest map. from now i'm making some of the custom textures.

Freezeflame Galaxy. DO IT.
Fire and ice map would pwn.

Or you can just look here (http://cutstuff.net/forum/viewtopic.php?f=18&t=1794) at a blueprint of mine, The Cage 2.0
Title: Re: [Maps] DW_DM map pack
Post by: Galaxy Sisbro on January 14, 2011, 01:26:54 PM
Mario galaxy easter egg... LOL

My custom maps are planets. That comes with my user name :D

My computer crashed yesterday, so im hopping that i can fix it today. From now I have a room of the ice part (My english course is really annoying :/) This is going to have an space background and possibly, on the sky View, I'm going to make a big volcano.
Title: Re: [Maps] DW_DM map pack
Post by: Anonymous on January 15, 2011, 10:32:22 PM
Quote from: "Messatsu"
Load it exactly as you would roboenza.  Just use the add file function.  If that doesn't work it may be corrupted, try to redownload.
*Re-downloads*
Kay, it works now. Goodbye, random kicks!  :D
Maps are really nicely done, I must say.
Title: Re: [Maps] DW_DM map pack
Post by: Galaxy Sisbro on January 22, 2011, 04:55:16 PM
Due of the time, i wasn't working on the map little ago. But now I am Starting other time and redoing it, and now this is better.
This is going to take some time to finish it. Sorry Messatsu if it takes so much time. Also, i was thinking on it, and i think is better a planetarium than a forest, With some planets with trees.

EDIT: Oh my...
My pc was having problems before, and now the map magically was deleted. I am very sorry, i really wasn't waiting this to happen :/. I tried to use programs to recover the map, but there is not any archive with it.
I don't wanna make a map after seeing what happened to my PC. I am very sad, Seeing of how hard i was working on it. I am very sorry.
Title: Re: [Maps] DW_DM map V1 pack *Updated Info 2/9/11 about V2
Post by: Messatsu on February 11, 2011, 03:24:03 PM
Updated first post.  Also side question:

Should I release this with just 5 maps that are fixed as like v1a before I go for the full 10 or so in V2 or nah just wait till I've got enough?
Title: Re: [Maps] DW_DM map V1 pack *Updated Info 2/9/11 about V2
Post by: Flandre Scarlet on February 11, 2011, 07:11:07 PM
WEEEEELL, I've sent you the maps already. If you feel like any of them is good, you can add any of the three I've sent you. They have 18 DM starts though; Do you want me to do them, or would you like to place them yourself?(Assuming you found any of them good enough.)
Title: Re: [Maps] CS_CM Pack V1a Released! (Old: DW_DM Thread)
Post by: SickSadWorld on February 14, 2011, 10:24:35 PM
(click to show/hide)
Title: Re: [Maps] CS_CM Pack V1a Released! (Old: DW_DM Thread)
Post by: KentuckyFreidDuo on February 15, 2011, 08:13:56 PM
Why did they changed the Map pack name?
*Downloading map pack*
Title: Re: [Maps] CS_CM Pack V1a Released! (Old: DW_DM Thread)
Post by: ambrose on February 16, 2011, 02:03:19 AM
I think he did it because when he adds all of these maps by other people, calling it Deathwind's Map pack would be a little incorrect.
Title: Re: [Maps] CS_CM Pack V1a Released! (Old: DW_DM Thread)
Post by: Messatsu on February 16, 2011, 09:47:28 PM
Yea, that's it.  I want this to grow as a community effort, so as good maps are created they can be added by request of the creator.

Been finding a few bugs though, some a little more serious than others.  May end up releasing a v1b to address these issues....maybe add another map as well.
Title: Re: [Maps] CS_CM Pack V1a Released! (Old: DW_DM Thread)
Post by: CHAOS_FANTAZY on February 20, 2011, 01:27:16 AM
I haven't taken a look at it in-game yet, and I have no authority to do this, but...do you think that Kackebango Cavern (http://mm8bdm.wikia.com/wiki/Kackebango%27s_Cavern) would be a good addition to the Cutstuff Community pack?

Also, I'm trying to brew up a map for the pack, but no promises.  I suck at making maps more than I do at weapons.  I have little understanding of vertical depth perception, making a large map seems to take FOREVER, and--worst of all--I have little inspiration.  So maybe, maybe not.
Title: Re: [Maps] CS_CM Pack V1a Released! (Old: DW_DM Thread)
Post by: Mr. X on February 21, 2011, 01:36:27 AM
Is there any chance you can make servers that don't use these maps?  Quite frankly, all but one of the maps are vastly inferior to the maps included in MM8BDM and having to play on these maps in order to use your servers is just not fun.

(BTW, Sick Sad World, your map is easily the best and ALMOST makes me reconsider the quality of the MM8 songs)
Title: Re: [Maps] CS_CM Pack V1a Released! (Old: DW_DM Thread)
Post by: MagnetMan497 on February 21, 2011, 02:03:41 AM
Agree with X. The only map I like in there is SSW's.
Title: Re: [Maps] CS_CM Pack V1a Released! (Old: DW_DM Thread)
Post by: tsukiyomaru0 on February 21, 2011, 03:58:37 PM
Okay, let's see:
Wily's Another Castle is a bit dull now, because of the teleporter position change.
Bass' Colloseum is perfect now. No complaints.
Wily's Cottage is cool, but the "Yellow Devil" painting needs to be closer to the wall, leaving only one map unit of distance. Also, the negative zone glitch (That everyone loves. Make a starry dark room and save it somewhere, making it only accessible by the toilet at the right point and with an exit invisible in the center of said room)
That other map I can't remember the name of is basically the same from before. If possible, expand it next?
SickSadWorld's map is interesting, but there are few ways to reach a perfectly safe zone (where the yashichi rests), which makes it easy for survivors and impossible to infects.
That new map whose name i can't remember is interesting but feels repetitive. could branch into more rooms, have fake walls and  have something else to trigger the secret music other than the duck (maybe shooting a moon on the sky?)
Title: Re: [Maps] CS_CM Pack V1b Released! (Old: DW_DM Thread)
Post by: Gummywormz on February 25, 2011, 11:49:31 PM
Goodbye negative zone....I'll miss you and the massive amounts of glitches caused by you.  :cry:
Title: Re: [Maps] CS_CM Pack V1b Released! (Old: DW_DM Thread)
Post by: Max on February 26, 2011, 11:25:44 AM
You shouldn't host these as much as you do. I understand roboenza, because you have two servers for it, but I don't want these bad maps coming up when I'm playing TLMS or classes. They're just plain bad and I'd prefer the normal maps.
Title: Re: [Maps] CS_CM Pack V1b Released! (Old: DW_DM Thread)
Post by: Flandre Scarlet on February 26, 2011, 04:22:25 PM
Quote from: "Yellow Devil"
You shouldn't host these as much as you do. I understand roboenza, because you have two servers for it, but I don't want these bad maps coming up when I'm playing TLMS or classes. They're just plain bad and I'd prefer the normal maps.

What bad maps? You could be more specific and say what's so bad about them. And no, there are no bad maps at all, if you think about it. Yes, they have some flaws, but you cant expect perfection and nothing less. We are all human beings doing the best we can at mapping, and like every human beings, we make mistakes, and NO ONE can make everyone happy about something - (Sorry for the religious reference.) Not even Jesus was able to do it. AND, think about it - They're different maps. The MM8BDM maps ARE good, but playing them repeatdly will get boring sooner or later. Just because YOU dont like a map doesnt mean anyone else likes it.
Title: Re: [Maps] CS_CM Pack V1b Released! (Old: DW_DM Thread)
Post by: Max on February 26, 2011, 04:32:39 PM
oooh he mad.
Title: Re: [Maps] CS_CM Pack V1b Released! (Old: DW_DM Thread)
Post by: Flandre Scarlet on February 26, 2011, 04:34:32 PM
Quote from: "Yellow Devil"
oooh he mad.
Is that really the best reply you can give? I expected more from someone that apparently is good enough to critiscize maps with no reason at all.
Title: Re: [Maps] CS_CM Pack V1b Released! (Old: DW_DM Thread)
Post by: Max on February 26, 2011, 04:36:00 PM
Okay here's some feedback

Official maps are better.

SickSad's is the only one worth playing.
Title: Re: [Maps] CS_CM Pack V1a Released! (Old: DW_DM Thread)
Post by: CHAOS_FANTAZY on February 26, 2011, 04:40:05 PM
Quote from: "Yellow Devil"
Okay here's some feedback

Official maps are better.

SickSad's is the only one worth playing.

Eh-hem.
WHY ARE THEY SO MUCH BETTER?!  HOW CAN THE NEW MAPS IMPROVE?!  DETAILS, MAN, DETAILS!!!

Quote from: "CHAOS_FANTAZY"
I haven't taken a look at it in-game yet, and I have no authority to do this, but...do you think that Kackebango Cavern (http://mm8bdm.wikia.com/wiki/Kackebango%27s_Cavern) would be a good addition to the Cutstuff Community pack?

WHOOSH!  Path of comment:  right over your head.


And, in the Project section, someone's been trying to create a Cutstuff community CTF pack.  May I ask if that is officially affiliated with this?
Title: Re: [Maps] CS_CM Pack V1b Released! (Old: DW_DM Thread)
Post by: Galaxy Sisbro on February 26, 2011, 05:15:23 PM
GODAMNIT, STOP!!!

This is a free cutstuff map pack!!! what do you think to expect? All the maps objectively are good, because thoses are new maps. But, subjectively, for some people are good maps, for some others are bad maps, and we can't change the mind of other persons. But think about it: They are new maps. As flandre said, playing repeatdly the original maps will get bored sooner or later. Just deal with it. Imagine that you made a map, and then there are comments saying that is a very bad map. How do you feel?  AND IF YOU WORKED ON IT HOURS AND HOURS AND YOU GOT NOTHING MORE THAN COMMENTS AND COMMENTS CRITICIZING YOUR MAP? No matter what number of comments here, thoses maps never are gonna be deleted. And i am sure most of the users here (Including Mr.X and me) are not perfect map makers.
We are humans, GOD!
Title: Re: [Maps] CS_CM Pack V1b Released! (Old: DW_DM Thread)
Post by: Ivory on February 26, 2011, 07:37:37 PM
I'll agree. The largest problem this community has right now is...

In the servers, you'll hear people criticizing aspects of the map,mod,etc. This information almost NEVER ends up being heard by the maker. Nothing gets improved if no one wants to report anything. Thus the problem continues to exist unless they spend time just idling in a server watching every thing. That is annoying though. It could be far more efficient if the community could just come in and actually state the bugs and issues instead of, at most saying "this sucks" and offers no constructive feedback.

Even if I know there are issues in my maps, like Edge of the Dam and Gravity Core. I refuse to actually touch and fix up those maps unless I actually start hearing where the problems are. Except no one but Mr X ever give me constant useful feedback.

So unless the community actually starts providing constructive feedback, project/map/mod/etc issues won't be solved.
Title: Re: [Maps] CS_CM Pack V1b Released! (Old: DW_DM Thread)
Post by: Mr. X on February 26, 2011, 09:32:01 PM
I'll explain my problems.  I thought I did so in my first post, but I must have been too tired.  Most of them have rather ugly textures or use too much of the same texture.  Most of them also have a layout that is both boring and symmetrical.  Some maps don't make any sense (what's up with the ice in the center of Bass' Coliseum?  Also, the netting area has that dead end room).  Also, there's too much of a dependence on doors which quite frankly don't open and close with 100 percent accuracy.  Some times, I find myself having to back up and run forward again to go through the door.  There's also too many areas that depend on teleporters which can lead to telefrags.  All of these combined just make the maps not that fun.

EDIT:  Forgot to mention, SickSadWorld's level is a good example of mostly symmetrical yet fun.  It looks nice and plays well.  Kero's place is also good, but could use some better textures.
Title: Re: [Maps] CS_CM Pack V1b Released! (Old: DW_DM Thread)
Post by: SickSadWorld on February 27, 2011, 03:02:06 PM
Thanks for all your positive feedback

One thing that's not apparent on the forums but I should maybe point out is that I have received a lot of critical feedback on the map making process but I have solicited feedback very directly from a large number of people.. too many to list. Thanks to those people, btw. Much of it wasn't exactly positive, but I see it as such because it results in a net positive for the enjoyment of others. There's no use offering feedback if it only falls on deaf ears. A willingness to listen critically to feedback and pick out what is real and important and what isn't (and be able to justify this choice) is a crucial skill that you can't really teach someone.

William Zinsser says "the essence of writing is re-writing". Perhaps the same can be said about making levels. I still continually feel that things like Deathmatch item placement can be improved in some way to maximize gameplay enjoyment. Naturally, it is not possible to reach a point where "enough playtesting" has been achieved. It is only through the playtesting process that flaws can be identified and addressed.


tl;dr It's natural for people to rag on maps, but will you as the creator listen?
Title: Re: [Maps] CS_CM Pack V1b Released! (Old: DW_DM Thread)
Post by: Mr. X on February 27, 2011, 10:37:40 PM
Very good point as well.  While a bit of defense for your own work is warranted in certain occasions, I try to be open to critiques, hence why CTF05 changed dramatically from prerelease to v1b and again to v1c.  Another helpful piece of advice is to observe others playing the level.  That worked wonders with the same map (and will again.  After recent observations, Proto Buster is getting the boot in the next version as soon as I get around to it).  It's definitely a give and take thing.
Title: Re: [Maps] CS_CM Pack V1b Released! (Old: DW_DM Thread)
Post by: OZX on March 06, 2011, 08:33:13 PM
just out of curiousity(sorry if i spelled it wrong) does one of them have x vs zero music? :D
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps coming soon!
Post by: Galaxy Sisbro on April 01, 2011, 02:18:22 PM
I don't know if someone posted it yet, but i think this is now a project rather than maps, for obvious reasons.

Someone could please move this topic?
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps coming soon!
Post by: Korby on April 01, 2011, 06:16:28 PM
Why is it a project? It's simply a collection of maps.
Unless there's some sort of hidden weapon/skin in there or sommat, this really isn't under what I define to be a Project.
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps coming soon!
Post by: Messatsu on April 01, 2011, 06:31:25 PM
I agree with Korby.  I intend for this to be maps only, no weapons as I want all these to be compatible with all expansions.  BTW, this should be released any day now :D
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps coming soon!
Post by: Galaxy Sisbro on April 02, 2011, 10:53:00 PM
Ok, then.

I can't wait for the release  :mrgreen:
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps coming soon!
Post by: Tesseractal on April 03, 2011, 07:43:31 AM
Alright. I'll admit this: the work put into the maps is good. Props for that. Now it sounds like an update is coming along, but I'll try and squeeze in some *useful* criticism into the current maps. My problem with CSCM01-04? They're a bit repetitive. You have two "large ring maps with doors & stuff" and "big castle with huge outer area". So... For the "colossuem maps", I'm a bit stuck on how to diversify it. You could try making it more contiguous, or really: make outer areas seem more important. It's real bad on the map with the Ice thing in the middle: other elements are there, but nothing really happens outside one room. It's really pushing "big circle room with stairs" and CSCM08 has similar problems.

Now for the "big castle maps": One, the insides are really claustrophobic. They're narrow, hard to get through, and can't really fit more than one person. Look at Ivory's MMCTF08 from v1c to v1d. The immediate change (besides Rushjet area overhaul) was the expansion of bridges/hallways so that the map can support more than four people. It makes it look *much* more official and refined. In roboenza in the Kottage going inside is almost useless because it's impossible to avoid running into someone in the hallway: zombies get stuck in the chimney frequently(and I have won a match that way). If the castles are expanded, the outer areas will be shrunk(this is desired) and not near so barren and empty(which they are right now: you have a lot of grass and space). These are serious overhaul changes I'm talking about, but I'm trying to highlight issues that elicit the "this sucks" reactions you'll get from people who don't like the maps. I'm sure others may agree with sentiments...? I've heard these maps called "more Doom-y" as well. Take that as you will.

(also: Kottage has EVERY SINGLE WEAPON KNOWN TO MAN! it's a little overkill, and these are roboenza maps anyway)

 CSCM5+ starts to get a little more interesting. For one it's not so grey. "Strange Castle" is nice,  but it still has the unintentional ability to stand on the 'fence' next to the gutsmen. It's also a little claustrophobic, mainly exiting hallways(the halls themselves are not so bad): for example, the stairs leaving the Gutsman area. It's impossible to get out smoothly. You have to awkwardly jump on one stair which slows you down. (or go in the middle and get out easily) then jump again to escape. In rage mode you'd be infected instantly. The tall towers also have difficulty getting to: you have to jump off the edge of a stair-thing. Really, tricky areas in a map to get through shouldn't be in the main area; it should be on the fringes and not so common. Of course you can add a hard-to-reach spot in a map; but putting it in the center seems terribly out of place. But I'd like to see the Bass/Colosseum maps more like this one: a bit more diverse, not so centralized. (this map does not focus entirely on the center)

Kero Palace... Better name, please, as now it's just a name plug for the author and not creative in the slightest. I like the map however- but this one actually lacks centralization and seems like a blend of mini-maps tossed together. It's not cohesive. You have the outer-areas and the brown corridor(stone?) hallway which is a key claustrophobic issue; you have the inner area with the crescent pit and then there's random firetraps? The area with next to the firetraps (elevated plateau, four-pillars) seems to have *no* room for anything except for passing through it. You can't really stand and do anything on it... Which is odd. Where as cscm1-4 were all 'big area' this is trying to be 'all outer area' and seems to lack focus. I like the map though because I've made similar things: it focuses on little details and like I said, is sort of a mini-map hodgepodge. It's got various textures which help diversify it and sort of blend 'ivory-style' imo. (this is a good thing, I like the way Ivory's maps cross textures).

SSW's map is pretty good so I'm not gonna say much. The reliance on item-1 to get saku/other powerups is a bit annoying. You CAN reach the corner towers from the window/fence but that's frustrating.

Fireball Deathmatch - it's a really a flashier version(colors wise) of one of the "kolosseum" maps, which are like I said: big rings with stairs & stuff. People get bored of that easily. It needs more bells & whistles, really. Maybe throw in say, fans to make the top area accessible in LMS? Lava to make it an *actual* fireball deathmatch? (Mess doesn't like deathtraps and neither do I, but they spice up roboenza) It's gotta have more spice. Make it more deathmatchy. I'm a bit stuck on expanding the whole "big circle" maps but really: make the outsides more interesting.

That's what I try to call useful input on maps. I'm just one opinion but I feel like others will share my sentiments. Oh, and like I said: the work done is good. You want to do more work here's my idea. Or they don't, and that's their decision and I respect that.
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps coming soon!
Post by: Mr. X on April 05, 2011, 04:40:54 AM
I'd just like to point out how refreshing it is to have a very wonderful critic give very insightful opinions on Cutstuff rather than the usual complain in the servers, say nothing on here attitude.  Ice-IX, keep up the good work!
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps coming soon!
Post by: SickSadWorld on April 05, 2011, 08:47:09 AM
Quote from: "Ice-IX"

SSW's map is pretty good so I'm not gonna say much. The reliance on item-1 to get saku/other powerups is a bit annoying. You CAN reach the corner towers from the window/fence but that's frustrating.


I will respond as a player

I've actually never been able to jump from the window/fence to the corner towers myself lol.

This is how I intended it to work
(click to show/hide)

Thanks for your feedback
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: Max on April 05, 2011, 02:17:28 PM
What happened to my map?
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps coming soon!
Post by: ambrose on April 05, 2011, 05:55:35 PM
Quote from: "Ice-IX"
Kero Palace... Better name, please, as now it's just a name plug for the author and not creative in the slightest. I like the map however- but this one actually lacks centralization and seems like a blend of mini-maps tossed together. It's not cohesive. You have the outer-areas and the brown corridor(stone?) hallway which is a key claustrophobic issue; you have the inner area with the crescent pit and then there's random firetraps? The area with next to the firetraps (elevated plateau, four-pillars) seems to have *no* room for anything except for passing through it. You can't really stand and do anything on it... Which is odd. Where as cscm1-4 were all 'big area' this is trying to be 'all outer area' and seems to lack focus. I like the map though because I've made similar things: it focuses on little details and like I said, is sort of a mini-map hodgepodge. It's got various textures which help diversify it and sort of blend 'ivory-style' imo. (this is a good thing, I like the way Ivory's maps cross textures).

This criticism of my map is pretty helpful, and I would like to respond to a lot more of it, but I don't have the time to do so at the moment. So I'll just address your concerns with the name for now. I just needed a name and somebody suggested that so I took it. I'm no good with names so I never messed with it, but I might change that if I can think of a new name.
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: Flandre Scarlet on April 05, 2011, 08:55:33 PM
Ok, So people are just senselessly bashing my map for no consistent reasons at all. People are complaining about things I already gave awnsers to, and sometimes not even giving reasons for the complaints. People are complaining about the darkness, I will not change it, too. I knew the maps were supposed to have 255 lighting. However, my map is different and that is something I will not change. People are saying the map is confusing, but really, You expect to know the whole map design in the first time you play it? Pretty much, that's impossible to do. You'll get used to it sooner or later. People say the map is "Cramped", but they don't specify HOW. The worst complaint that, IMO, was just PURE bi***ing was "Eye hurt". I don't even know what the person meant by that.
Instead of simply bi***ing about stuff, why not SPECIFY what the problems are and give possible solutions to these?

Seriously, I was about to just say "**** you" to every single complaint, but I've decided not to do it. So, Instead of complaining in-game, I will awnser anything about it here (If mess doesnt complain about that.)
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: Hallan Parva on April 05, 2011, 09:06:20 PM
The problem is, many of the things you decided to do (like dark lighting, allegedly "eye hurt" tileset, etc.) is because you modeled it after a TOUHOU level. If it wasn't a fucking vampire mansion, it would probably have full lighting and use re-colored tilesets like every other level in the pack, and it wouldn't be a square surrounded by a front lawn.

Original layouts and cool stage gimmicks are what people look for in a level. That's why the one frozen level with the ice blocks and Sakugarne (damn forgot the name :geek: *facepalm*) was the most popular in the previous pack version. It wasn't JUST a circle or a square surrounded by path. (Fireball Deathmatch Pit, I'm looking at YOU.) It had a camping bridge, and a slippery oceanside area, and plenty of pillars blocking up the hallways.

I'm not saying I hate your map, it's just not one that I immediately think of when I visualize this pack. Also, it attracts trolls like flies to honey, since it's dark and Touhou.

I don't mean to bash you or anything for using a Touhou theme, I'm just saying that the bland map layout itself (combined with abnormal lighting) isn't exactly helping things out.

If you make any more stages in the future though I'd love to see one in Patchy's library, it'd be fun to hide behind bookshelves and snipe from higher-level balconies.
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: Flandre Scarlet on April 05, 2011, 10:40:10 PM
Quote from: "SmashBroPlusB"
The problem is, many of the things you decided to do (like dark lighting, allegedly "eye hurt" tileset, etc.) is because you modeled it after a TOUHOU level. If it wasn't a fucking vampire mansion, it would probably have full lighting and use re-colored tilesets like every other level in the pack, and it wouldn't be a square surrounded by a front lawn.

Original layouts and cool stage gimmicks are what people look for in a level. That's why the one frozen level with the ice blocks and Sakugarne (damn forgot the name :geek: *facepalm*) was the most popular in the previous pack version. It wasn't JUST a circle or a square surrounded by path. (Fireball Deathmatch Pit, I'm looking at YOU.) It had a camping bridge, and a slippery oceanside area, and plenty of pillars blocking up the hallways.

I'm not saying I hate your map, it's just not one that I immediately think of when I visualize this pack. Also, it attracts trolls like flies to honey, since it's dark and Touhou.

I don't mean to bash you or anything for using a Touhou theme, I'm just saying that the bland map layout itself (combined with abnormal lighting) isn't exactly helping things out.

If you make any more stages in the future though I'd love to see one in Patchy's library, it'd be fun to hide behind bookshelves and snipe from higher-level balconies.

The different thing about it is the darkness, indeed. And really, I'll simply ignore whatever these trolls say. And, if the layout is bland, how could it be improved? that would be something nice to know.
And yes, I will make more. There's the small version (that's on the pack) and there will be an extended version. It will have the basement (which WILL make people confused) (and will be even darker FYI) and it will have the library, and the "main" part is getting extended, and I mean, by a lot.
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: Hallan Parva on April 05, 2011, 10:58:51 PM
See, there's the thing. The answer to having a dark and confusing map is to make it more confusing and even darker?
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: Flandre Scarlet on April 05, 2011, 11:01:28 PM
The extended version will not be intended for being played. Just for RP / cheating servers. That's why there's two different versions.
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: Mr. X on April 05, 2011, 11:18:21 PM
Let me get this straight:  You're saying people are senselessly bashing the map with no good reasons...and then go on to list all of the good reasons people have for bashing the map.  I mean, too dark and eye hurt are pretty obvious:  it's too dark and the textures hurt their eyes.  As for confusing layout, there isn't much more you can say if you're confused by the layout.  If I'm lost in a maze and say the layout confuses me, the only reason I can give for why it's confusing is "it's a maze."  Finally, cramped is also self-explanatory.
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: Anonymous on April 05, 2011, 11:21:32 PM
Please, put in other server....I can't access wadhost.  :(
anyone can make a mirror for me? please
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: Flandre Scarlet on April 05, 2011, 11:24:37 PM
Quote from: "Mr. X"
Let me get this straight:  You're saying people are senselessly bashing the map with no good reasons...and then go on to list all of the good reasons people have for bashing the map.  I mean, too dark and eye hurt are pretty obvious:  it's too dark and the textures hurt their eyes.  As for confusing layout, there isn't much more you can say if you're confused by the layout.  If I'm lost in a maze and say the layout confuses me, the only reason I can give for why it's confusing is "it's a maze."  Finally, cramped is also self-explanatory.

Textures and darkness are things I've decided to not do anything about. I've made it like that. The layout isn't THAT confusing. Just for the first times you play, it kind of is, but you'll get used to it. And personally, I don't think it's cramped. the only smaller spaces are at corridors, and there's enough space.
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: Korby on April 05, 2011, 11:28:15 PM
There's enough space for two people to get through. In roboenza, this is a very big problem.
And considering literally half of the map is corridors, this is very very bad.
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: Flandre Scarlet on April 05, 2011, 11:32:15 PM
Quote from: "Korby"
There's enough space for two people to get through. In roboenza, this is a very big problem.
And considering literally half of the map is corridors, this is very very bad.

There's space for two people. But, you can always go at the opposite direction, unless you're cornered. IMO, that's something good for roboenza, because it kind of helps the zombies.
Half of the map is corridors? The outside, the main area of the mansion, the dining room, the clock tower are more than Half of the map. the only places with corridors are leading to the ballade cracker room, and to the stairs that lead to that corridor with the windows.
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: Hallan Parva on April 05, 2011, 11:38:18 PM
JUST FIX THE DAMN MAP.

You complain that people "senselessly" rage against your map. Then about five people come up with VALID REASONING as to why your map isn't "that popular" with players, and what do you do? You don't fix it, you don't consider it, you hardly even listen. You just blow it off saying "deal with it or GTFO".

Seriously, either fix, replace, or remove.
And someone should make a Hyrule Castle map with a floating island near the edge like in Smash Bros. *shot*
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: Flandre Scarlet on April 05, 2011, 11:42:06 PM
Quote from: "SmashBroPlusB"
JUST FIX THE DAMN MAP.

You complain that people "senselessly" rage against your map. Then about five people come up with VALID REASONING as to why your map isn't "that popular" with players, and what do you do? You don't fix it, you don't consider it, you hardly even listen. You just blow it off saying "deal with it or GTFO".

Seriously, either fix, replace, or remove.
And someone should make a Hyrule Castle map with a floating island near the edge like in Smash Bros. *shot*

It's the way I made the things to be Like. If you're complaining about things I did on purpose, for me it makes no sense. Complaining about the way it looks on an 8-bit game makes no sense. Complaining about the darkness is like complaining about stuff being different. Complaining about crampedness with so many open areas makes no sense. Complaining about it being confusing withouth barely even playing it makes no sense. That's everything I have to say.


EDIT: And Oh, I can't please everyone.
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: Mr. X on April 05, 2011, 11:43:55 PM
For the love of God, the community actually gives criticism for once but it goes to the ONE person who ignores it.  Clearly if this many people have a problem with it, there's a problem with it.  Stop acting like your shit doesn't stink and making excuses.  Just because you meant something to be like that doesn't make it good.

Also, good maps have a memorable layout that you can remember in a short amount of time.  Clearly, this is not the case here.
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: Flandre Scarlet on April 05, 2011, 11:46:58 PM
Quote from: "Mr. X"
For the love of God, the community actually gives criticism for once but it goes to the ONE person who ignores it.  Clearly if this many people have a problem with it, there's a problem with it.  Stop acting like your shit doesn't stink and making excuses.  Just because you meant something to be like that doesn't make it good.

Also, good maps have a memorable layout that you can remember in a short amount of time.  Clearly, this is not the case here.

Sigh. Alright, about the textures, I'm not experienced with texturing. I might ask someone else. About the cramped-ness, no. Most people that complained about it just did it for trolling, like Smash said. (Touhou haters I.E.).
And about the layout, damn, what's so hard about it? Most people already know what they're doing. All complaints about the layout I saw came from people that were playing the map for the first time.
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: Mr. X on April 05, 2011, 11:51:17 PM
I just reread all of Smash's posts and at no point did he say people complaining about the cramped-ness did it for trolling.
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: Flandre Scarlet on April 05, 2011, 11:53:20 PM
Quote from: "Mr. X"
I just reread all of Smash's posts and at no point did he say people complaining about the cramped-ness did it for trolling.

He's not the only one. The "trolls" Said are the people that didn't gave any feedback. Not talking about Smash.
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: Ivory on April 05, 2011, 11:53:48 PM
Alright. Let's tone down, shall we?

Flandre, as a fellow map maker, I understand what it's like to do something you really like, yet is unpopular with other players. What you do is not just blow them off like this. Take consideration, listen carefully. If 30 people say something is a problem, and you still think there is no problem because it's the way you like it. There IS a problem. Obviously, no one can force you to make a change, however there are ways to improve on a concept without destroying it. It's what I do with my I-Pack and the official CTF maps. I loved the old design of edge of the dam. It however had problems with layout, cramped bridges specifically. I still kept everything true to my original design, I just expanded it to be superior.

There is however a difference from being justified, and defending your choice tooth and nail. A good map maker should be able to separate themselves from his or her work and look at it objectively. Also try spectating a match on your own map. Follow people, go see where they keep running into problems and see how to fix them.

My best advice is to separate yourself from your work and learn to look at it objectively and to accept listen to what the players have to say. You obviously can't please everyone, but if you are getting this many complaints for similar reasons, it's worth looking into.
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: Anonymous on April 05, 2011, 11:55:56 PM
I need a mirror.....I'm getting a blank page in the wadhost link
(click to show/hide)
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: Flandre Scarlet on April 05, 2011, 11:59:42 PM
Quote from: "Ivory"
Alright. Let's tone down, shall we?

Flandre, as a fellow map maker, I understand what it's like to do something you really like, yet is unpopular with other players. What you do is not just blow them off like this. Take consideration, listen carefully. If 30 people say something is a problem, and you still think there is no problem because it's the way you like it. There IS a problem. Obviously, no one can force you to make a change, however there are ways to improve on a concept without destroying it. It's what I do with my I-Pack and the official CTF maps. I loved the old design of edge of the dam. It however had problems with layout, cramped bridges specifically. I still kept everything true to my original design, I just expanded it to be superior.

There is however a difference from being justified, and defending your choice tooth and nail. A good map maker should be able to separate themselves from his or her work and look at it objectively. Also try spectating a match on your own map. Follow people, go see where they keep running into problems and see how to fix them.

My best advice is to separate yourself from your work and learn to look at it objectively and to accept listen to what the players have to say. You obviously can't please everyone, but if you are getting this many complaints for similar reasons, it's worth looking into.

Alright Ivory. Thank you for this. While reading this, I had a better Idea. I'll keep everything the way it is at the extended version. At the smaller, I'll fix everything people complain about. That way, I can be happy because it'll be made the way I wanted it to be made.
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: Mr. X on April 06, 2011, 12:00:50 AM
There we go, that's a good solution.
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: SickSadWorld on April 06, 2011, 12:42:43 AM
Quote from: "Ivory"
A good map maker should be able to separate themselves from his or her work and look at it objectively. Also try spectating a match on your own map. Follow people, go see where they keep running into problems and see how to fix them.

My best advice is to separate yourself from your work and learn to look at it objectively and to accept listen to what the players have to say. You obviously can't please everyone, but if you are getting this many complaints for similar reasons, it's worth looking into.

Great advice
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: Hallan Parva on April 06, 2011, 01:02:49 AM
HALLELUJAH a solution!

Also lol I'm not a troll, and I didn't reference trolls. In fact, I enjoy the Touhou series. (Okay, maybe "occasional boredom cure" is a better choice of words :lol:) Why did you think I suggested the Patchouli Library map?

The only thing that grinds me is the over-obsessive 28% of the Touhou fanbase. Gah, it's worse than Sonic furries. :geek: [flamewar]
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: Flandre Scarlet on April 06, 2011, 01:33:32 AM
Quote from: "SmashBroPlusB"
HALLELUJAH a solution!

Also lol I'm not a troll, and I didn't reference trolls. In fact, I enjoy the Touhou series. (Okay, maybe "occasional boredom cure" is a better choice of words :lol:) Why did you think I suggested the Patchouli Library map?

The only thing that grinds me is the over-obsessive 28% of the Touhou fanbase. Gah, it's worse than Sonic furries. :geek: [flamewar]

You didn't, but I did.

Idk nothing about sonic furries, so meh.

Making the textures for the library is going to be hardcore... OY
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: Gummywormz on April 06, 2011, 04:11:08 AM
I only have one issue so far:

MM2DW1X = lag everywhere.
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: Tesseractal on April 06, 2011, 05:29:26 AM
Well, well. This is a bit more than I expected. It's come a long way from DW_DM, eh? I have yet to "soak in" the magnitude of such an expansive pack at the moment, so I will wait until I've had a bit of time with each map before I start raising points. Except one.

MM1CUTX. It's exactly like CSCM01. I hate to say "have you no shame, Messatsu" but... Have you no shame? Or it reeks of a quality that says something like "I'm not going to deviate beyond one map design, a giant freaking ring with a teleport in it". As I said before, I want to bring no harm to your mapmaking ability - that's fine, but the idea that the first remix map of a project is based off DM_DW1 - it's a bit sour, and I'll leave it at that for now.

Oh and the other thing. Make a freaking contiguous platform layout! This problem is horrible in: DIVX, BOMX, a little less horrible in: FIRX, NAPX. What do I mean? In DivemanX it's the worst, it's possible to miss/mistime a jump slightly and fall off a platform into a narrow death pit between two land masses. Ideally, I do not envision any map being a giant floating series of platforms. Leave that to Gyro Man/IDM03/other troll maps. Connect the maps, put your death pits on the end if you have to, but even MM4DRI has blackspace on the end and there's no deathpits added. In fact, I say having a death pit in a water stage really makes no sense at all, but whatever. There seems to be some craze with deathpits going around(I suggested in jest adding them to Flan's map on the edges of the roof/garden), but "death crevices" need to go.

I do like the general feel of the maps: steroid, supersized versions. What I want to remind you mapdevs: A lot of the level design in the in-game level is present in the 8BDM counterpart(see: firetraps for FireMan, as an example) and any elements of the NES version you can carry over is great. I give props to the "clone machine" tiles in MM1DW1X. That's what I'm talking about. Those are good.
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: Shade Guy on April 06, 2011, 11:10:00 AM
After a close inspection to every part of the remix maps doing a quick run through of all the remix maps, relying on my keen sense of exploration the automap, here's what I have to say...

I found that several maps had more than one line of symmetry which in my opinion is a bad thing. It seemed like most of the time, I was practically going around one part of a map repeated several times. I find it fine for a map to have just one line of symmetry, heck, several official maps do that. But it seems like the creator has run out of ideas when there's more than one.

On another note, some maps had it so the automap didn't show parts of the level that you haven't been to yet, which is not what I think is supposed to happen.

Don't forget that I still need to thoroughly go through each map before my criticisms become valid  :cool: .
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: Messatsu on April 06, 2011, 01:23:27 PM
Man, people have a complete hate for symmetry.  As not to rehash previous discussions, yes I know it's boring.  There are two things to keep in mind here though.  The remixed maps were not originally going to be part of the CSCM pack, so yes, CSCM01 and MM1CUTX do share some similarities but I would argue they're not exactly the same.  Also, in most cases the maps reflect their original map style.  So MM1CUTX is symmetrical because the original was.  MM4DC1X is not symmetrical because the original was not.  This is just something I chose to go with when designing my maps and it's fine if you disagree with it. (Though, of course, I hate you with the ..um...energy of 1000 suns...yup, that's it).  

As for Dive Man, I guess I could close that gap between the buildings, but in testing I found that falling in there was more a move of carelessness than an unavoidable trap.  Has anyone else found it to be a problem?  (Yes I'm sorry about the symmetry in that map, you can chalk that one up to lazyness.  Might fix that one up in the future.)

*To Kapus below: Apparently!
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: Kapus on April 06, 2011, 01:29:08 PM
Am I the only person who doesn't completely hate symmetry? I mean, sure maps should have an interesting layout, but I don't find symmetrical maps any less fun.
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: Hallan Parva on April 06, 2011, 05:17:26 PM
And now time for SmashBro's "cliff notes" review of the new Cutstuff Communist Community Map Pack


The recurring theme I'm seeing in every map is "death pits, floating platforms, fucking huge maps". The biggest perpetrator of these rules would be BombMan X, I'd have to say.

Why in the love of Wily are there EIGHT TANGO ROLLS in MM2 Wily X? And why aren't there any Item-1's? It's the MM2 stage, couldn't you add the MM2 utility item? It would also help avoid congestion near the wall ladders IMHO ;)

DiveMan X has death pits (lame) that aren't that deep (super-lame).

MetalMan X has death pits (reasonable) that are so deep YOU CANNOT SEE WHAT'S DOWN THEM. I thought they led to other rooms, but I quickly found out otherwise. (They suck, make them shallower so you can see the black "pit" part.)

I thought the rotating Thunder Beam and oil barrels on MetalMan X were cute. :D SCORE +1

DrillMan X is the best map ever.

BombMan X is too fucking big.

ElecMan X is awesome and a lot less campy than "original" ElecMan.


That's all for now, stay tuned for the next episode of Cutstuff Fails At Life :lol: (I'm kidding. The pack's good, but some unsavory maps spoil the mood.)
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: Mr. X on April 06, 2011, 07:29:29 PM
Quote from: "Kapus"
Am I the only person who doesn't completely hate symmetry? I mean, sure maps should have an interesting layout, but I don't find symmetrical maps any less fun.

A few are fine.  However, there are already more than a few in the core game alone.  Adding even more of them is kind of pointless even if I did do it in my own pack but that was when there were only 4 main maps.  Plus, many of the symmetrical maps being added by the community are both symmetrical and have fairly boring layouts.
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: Galaxy Sisbro on April 06, 2011, 11:45:33 PM
I hate symmetry too. That's why i love some levels designs like KY ones, drill man and cossack.

But, let's share good points here too. From what i understand, criticism isn't only to tell people about the bad points. Smash does it, and i like that.
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: Mr. X on April 06, 2011, 11:47:34 PM
KY?  Kentucky maps?  I'm confused.
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: Galaxy Sisbro on April 06, 2011, 11:48:48 PM
King Yamato maps. Sorry for the confusion here.
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: Flandre Scarlet on April 06, 2011, 11:49:01 PM
Quote from: "Mr. X"
KY?  Kentucky maps?  I'm confused.
King yamato.

And your comment made me laugh. A lot.
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: Mr. X on April 06, 2011, 11:50:57 PM
I probably should have known that.  Anyhoo, I haven't played these maps yet but I do have one complaint.

67MBs?  WTF, MM8BDM isn't even that big!
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: Galaxy Sisbro on April 06, 2011, 11:53:15 PM
That's due of the non-8 bit music included here. If Mess makes an update, i think he is gonna make 2 wads due of super-size.
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: Mr. X on April 06, 2011, 11:56:43 PM
Upon opening the pk3 and music wad, I see it includes every stage's remix, not just the ones included.  This is a problem.  However, if I remember correctly, didn't Complete Works have a soundtrack that you had to buy and thus isn't allowed to be passed out on this forum?
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: Galaxy Sisbro on April 07, 2011, 12:00:02 AM
CMM Said it long ago: Mega Man original music is okay. Mega Man 8 bit music is soundtrack that you had to buy, but, after all, the game (MM8BDM) had publicity in capcom forums.

Also, for all the whole music of complete works, the remixed maps we're not completed. So wait until every remixed map is made. so there will not be junk music there
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: Hallan Parva on April 07, 2011, 02:37:09 AM
And now time for the second episode of Cutstuff Fails At Life!! :lol: *cue sitcom-style canned cheering*
(A.K.A. SmashBro's "in-depth" review of the new Cutstuff Communist Community Map Pack)

X denotes a "pimped-out" upgraded map. DM denotes a default map packed with the game.

BombMan X: Too fucking huge. Too many pits. Weapon selection is easily forgettable. The map's overly symmetrical, you can get turned around easily. IMHO the worst of the entire pack, it left a sour taste in my mouth. :cry:

CutMan X: It's one of the DW maps but it was meant for the Upgraded Maps pack anyway so I won't bitch about it. I like how you added fencing so you can see / shoot into the dead-ends on ground level. I also like the blocks in the upper halls, though I don't like Proto Buster and no real anti-shield counter.

ElecMan X: It's small, yet it doesn't feel as cramped as CutMan DM. I love the varying heights and the bridges, and I really love Eddie. :D It's perfect for small games or duels. One of the best in the pack IMHO.

IceMan X: I like how there's no douchy underground teleporter room and it's just one big map. There's more emphasis on above-ground vs. under-water combat, which is nice. My only complaint is once you dive, it's hard to get back up. More stairs/ladders/Rush Coil would help things out a lot. Oh yeah, if it's not already there I want a Top Spin pickup. :cool:

FireMan X: SO MANY FUCKING FIRE TRAPS AND SO MUCH LAVA EVERYWHERE. It's nigh-impossible to climb the ladders to get Skull Barrier and Wind Storm. Also, one of the spawn points is near Blizzard Attack and BETWEEN two fire traps? WHAT WERE YOU THINKING.

MM1 Wily X: A fun map, lots of variation between rooms, lots of space to run around in, and an excellent weapons spread. Yes, there's a death pit or two, but they're obviously death pits so accidental death is unlikely. My only complaint is that there's only one path between upstairs and downstairs. (I don't count the teleporter since it's one-way.) Either add more ways to change floors or cut out the upstairs altogether. Other than that it's one of my favorite maps in the pack!

MM2 Wily X: I'd love to see Gravity Hold (so it can CRITICAL HIT!! players on bridges, lol) but if it's too cheap/hax then don't do it. Otherwise, see Episode 1 for most of my complaints.

MetalMan X: It's symmetrical and large, things that don't mix (like in FUCKING BOMBMAN X). Both the side pathways between the "land" dead-end and the Thunder Beam rotating area are exactly the same! The stage is waaaaaay too large and right before the "pit" dead-end (with the six conveyor belts) there's a giant wall. Why? Also, there are about four death pits placed around in said giant wall. The pits are so deep, you can't see what's down them. So, naturally, I thought they were warp holes (since they're so small and you can't see the bottoms) like in IceMan DM or QuickMan DM. Boy, was I pissed when I fell down them and DIED. :|

DrillMan X: I like how you incorporated the teleporter "inside-outside" part from DrillMan DM, I liked that. Other than that there's not much to say about the map, I think it's great and all the pathways are unique. It's good for medium-sized matches, even better for Possession. Overall one of my favorites. :cool:

StoneManX: Way too big. I mean, it's REALLY too big. And it seems pretty much impossible to get the Sakugarne. HOW DO YOU DO IT?

SkullMan X: Okay I cheated, I actually played this map from DL'ing it from some other dude's map thread. But I must admit, it's a great map, not too big not too small, with a good weapon assortment and lots of different paths. Overall, I liked it a lot. :D

Fucking Touhou Mansion Thingy: I already ranted about how I hated the map, but here's an extra bit I wanted to share... Make it possible to go inside the mansion through the clock! Like, I want to be able to jump in the clock and be somewhere in the mansion (preferrably somewhere with conveyors/gears/moving platforms). I want to feel like Mario dang it!

Every Other Map: I'll review when I feel like it :p



In case you missed Episode 1, here it is again:
(click to show/hide)

If you didn't know already, I reeeeeeeeeeaaaaaaaaaaally hate BombMan X. I hate it with a passion.
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: Mr. X on April 07, 2011, 03:31:04 AM
Alright, I'm going to critique every map in this pack, but not all at once as that would take me forever.  Right now, I'm just going to do the remixed maps.  This is written as I walk around in them with no bots and not online.

MM1BOMX
Very dull layout.  It's a symmetrical map basically with 4 almost symmetrical areas within the symmetrical map.  Plus, it's cheap death central.  Just wandering around, I ended up with about 5 deaths due to walking off a ledge with no clear indication that there was going to be a drop below me.  There are areas where it seems like there should be floor and there isn't.  Quite frankly, I'd totally overhaul the whole map.

MM1CUTX
It's also symmetrical, but I could see matches here being somewhat fun.  I think for the size of the map, you have too many different kinds of weapons available.  This creates a problem of you looking around for the one weapon you want and not being able to find it because there's only one on the whole map and it all looks the same.  I'm glad you didn't go for a large Cut Man stage as it would have been an eyesore.  Overall, it's ok, but nothing special.

MM1ELECX
As soon as I entered the map, I had to check who made it.  Not surprised it's DTD.  I love it.  It's better than Elec Man's map in MM8BDM and despite the textures, it manages to not be a total eyesore thanks to the blue accents on the walls.  My only gripe is that you put Rolling Cutter, a W Tank, and Eddie within 2 seconds of each other.  Those are all pretty powerful and it makes it easy for somebody to grab them all in one go.

MM1FIRX
I know fire traps are cool, but the map could stand to lose a few of them.  Plus, the outer portion I could imagine being a total pain while trying to fight somebody.  Also, it's symmetrical.  I understand having like one or two symmetrical maps in the pack but so far there's only been one that ISN'T symmetrical.  The outside portion could use a bit less death and the fire traps are overdone.  However, the layout isn't totally boring like Bomb Man's stage.  I'd say it's a bit worse than Cut Man's stage but not as bad as Bomb Man's stage.

MM1ICEX (btw, this stage isn't listed in your credits on the front page)
Correct me if I'm wrong but in Ice Man's stage in Mega Man, wasn't there like one small pool of water in the whole stage?  I mean, this map makes him look like a water robot master!  80% of the stage is water, and underwater, all of the textures are the same which makes it all just look the same and very hard to navigate.  Overall, the map just seems boring and confusing.  Add a lot more land or at the very least some texture variety to the underwater portion.

MM1DW1X
I spawn and immediately see a huge graphical glitch and in OpenGL nonetheless.  I see the map has upper and lower sectors.  Ditch them as I'm sure they are the cause and just have teleporters to the top section if you have to.
(click to show/hide)
The pits here are too deep and make you think there might be something down there.  If all you're going to have them for is to have spikes in them, why even make them deep at all?  You can make them just 64 units deep and allow everybody to see the spikes.  The stage also needs more texture variety on the first floor as all of the walls look the same.  The M tank is way too easy to get, and I think the stage is way too big for it's own good.  I say remove half of the bottom portion and put the top portion in its place so it's all on one floor and doesn't all look the same.  Interesting layout, but too ambitious for its own good.

MM2DW1X
This stage suffers from lag as bad as Ice Man's official stage does.  Also, it's symmetrical and it's pretty much the last thing I'd expect from Mega Man 2 Dr. Wily Stage 1.  I admire the 3 floor design but I feel it would be better in a stage with a unique layout (Personally, I'd love to see a Wood Man stage with them as paths between trees).  I just think MM2DW1 deserves a better layout that's also more open.  CutmanMike nailed that battlefield feel perfectly in the original.  If you don't want to do a battlefield, I'd recommend making a MM2DW2 stage then.  Overall, the layout is pretty boring.

MM2METX
Again with the pit spam.  The lesser the chance of accidentally falling into a hole that may not even look like it will kill you, the better.  I like the idea of having items on conveyor belts.  However, the problem with this stage is the same problem my original CTF05 map had before I redid it into the one that was accepted:  It seems like its goal is to kill you rather than provide a fun battlefield.  I'd redo the whole thing with less death.  Also, it's pretty much symmetrical.  Fewer symmetrical maps is better and considering the count is 3 to 5 in favor of symmetrical, that's not a good thing.

MM3NEEX
Thin platforms over death pits almost guarantees that nobody in their right mind will even go into half of the stage except to grab a weapon and get the Hell out of there.  As for the part that isn't deadly, I feel like there should be something in the very open part, like having a part at a different height just to break it up.  There's just that big open space with one tiny health capsule.  Maybe a weapon or as I said, a platform with little height would break it up.

MM4DC1X
The interior part is kind of confusing because all of the walls are the same.  The map also seems too big for what it is, like you wanted to make a big map, only had a few ideas, and then just made random halls and rooms to make it bigger.  I recommend having the bigger rooms closer together and having only very small hallways between them to avoid making the map more confusing than it needs to be.  The large outside part also kind of looks a bit bland but unlike the last map, there's nothing I can think of to make it look better other than making it just a bit smaller.

MM4DIVX
First of all, if this is Dive Man's stage, why are Centaur's pillars there?  The map is symmetrical and there isn't enough height differential in the map to make fighting in low gravity worthwhile.  Moby serves no purpose other than "Hey, there's Moby!" and there are too many death pits.  Come to think of it, Did Dive Man's stage in MM4 even have death pits?  The map just has a very dull layout and doesn't seem too enjoyable at all.  I recommend just starting over here as this layout really doesn't work.

MM4DRIX
I knew you had potential, Vyse.  I like this map.  The inside can be a little bit annoying because all of the outer rooms have the same basic texture, but the visual clues on the walls and ceiling give you a general idea of where you are.  Although the shape is basically a circle, the rooms have enough variety to not feel too boring, although a little more height changes between rooms would both make the layout more interesting and make it more obvious where exactly you are in the map.  Still, the map is nice and just needs more tuning, not an overhaul.

MM4RINX
The map has a fairly dull layout, but I think I like it more than the original.  I think the map is ok but to be honest, I can't think of too much to change because there just isn't much to work with for Ring Man unless you can figure out how to make his rainbow platforms work well in MM8BDM.  Perhaps add just a wee bit more room around the pits to make it better suited for fighting.  All in all, Ring Man's stage is stupid in MM4 and I feel bad for anyone who tries making it work in MM8BDM.

MM4SKUX
I like this map.  I find some of the powerup placements to be weird though.  Why is there a single small energy pellet and a single small weapon energy just sitting in the middle of the map with nothing around them?  I'd add a weapon there (likely a repeat of something already in the map) or something to make it look less odd.  Also, the random teleporter/E-tank jump just looks stupid.  It looks like the teleporter is just floating in mid air.  I'd either make it just be a platform with a teleporter on it or remove it altogether.  Also, you can reach the Skull Barrier with a strafe-jump.  Is this intentional?

MM5NAPX
Eh, this map is ok I guess.  The green room to the right of the bunker entrance looks kind of boring but I think that could be fixed by making the hallways leading to the room smaller.  The layout just seems (if you're playing a drinking game, you might want to reach for your beverage now) a bit dull.  Unfortunately, I can't quite put my finger on why.  It just seems boring.  I'm sorry I can't be more help.

MM5STOX
Why are Yamato Man's pipes here?  Whatever...  Anyhoo, the map is really open with not much going on other than death pits that I can foresee being a big pain in everybody's backsides.  Oddly enough, I like the tunnels.  They look nice and I think they'd be fun to fight in.  Unfortunately, there aren't more of them and they're only a small part of the map.  The map seems a bit...yeah, I think I've said it enough.

Overall, there's some nice gems in here like Elec Man, Drill Man, and Skull Man's maps.  There's a few that are just there, and then there's quite a few that are just not that good.  A general complaint is that a lot of the maps had odd textures such as platforms that are 96 wide yet the texture is meant for platforms that are 128 units wide.  Sometimes this is unavoidable but most of the time it's not.
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: Tesseractal on April 07, 2011, 04:14:33 AM
Quote from: "Messatsu"
Man, people have a complete hate for symmetry.  As not to rehash previous discussions, yes I know it's boring.  There are two things to keep in mind here though.  The remixed maps were not originally going to be part of the CSCM pack, so yes, CSCM01 and MM1CUTX do share some similarities but I would argue they're not exactly the same.  Also, in most cases the maps reflect their original map style.  So MM1CUTX is symmetrical because the original was.  MM4DC1X is not symmetrical because the original was not.  This is just something I chose to go with when designing my maps and it's fine if you disagree with it. (Though, of course, I hate you with the ..um...energy of 1000 suns...yup, that's it).  

I, like Kapus, do not hate on symmetry. I believe there is actually good and bad symmetry. What's "bad symmetry"? Think weapon placement. If weapons are symmetrically in opposite places from each other... that's lame. (yes, it happens in Heat Man. I don't like it there either) What's "good symmetry"? Well, ladder placement is one. Having a single ladder can get frustating in large matches. When dual ladders show up in Flame Man, Crash Man, etc. that's good. (and invisible ladders are even better! dohoho) To me, MM1CUTX *should* be symmetrical, and the map ISN'T exactly the same as CSCM01- but it resembles CSCM01 more than the actual MM1CUT. *That's* what irks me greatly. If it were called say.... CSCM05X, I would be less miffed. It's really the presentation. You want a Doom Map Pack, call it that and I'd be fine. (and so on. Again, I appreciate the work put into the mapmaking to begin with and am not trying to diminish your ability)

Quote from: "Messatsu"
As for Dive Man, I guess I could close that gap between the buildings, but in testing I found that falling in there was more a move of carelessness than an unavoidable trap.  Has anyone else found it to be a problem?  (Yes I'm sorry about the symmetry in that map, you can chalk that one up to lazyness.  Might fix that one up in the future.)

Again the symmetry is not an issue, imo. I feel that the deathpits aren't menacing- they're needless, and the map becomes needlessly deathprone. Imagine if Snake Man's map had deathpits or say... DEATHSPIKES between every sector/room. You could dodge them, and so could I, but it'd make the map look like a string of islands and it'd feel tacky or "needless". Right now the map looks like a string of islands, and I think connecting them would make it look more polish. (You may disagree with this, but if you do, polish it up somehow. It'll help your cause/reduce complaints)

@Mr. X: The original MM4 Dive Man stage DID have death pits- In fact, near the Moby. The original level had more spikes than death pits iirc, and it was NOT a long string of islands. <.<
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: Mr. X on April 07, 2011, 04:17:09 AM
Alright, I thought there might be one in there but I couldn't remember.  Still doesn't change my feelings on the map though.
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: -FiniteZero- on April 07, 2011, 04:30:20 AM
Quote from: "Ice-IX"
@Mr. X: The original MM4 Dive Man stage DID have death pits- In fact, near the Moby.

That's not a deathpit. That's a spike pit.

There is a pit, but it's just an alternate path. Actually, that would be an interesting little part of a stage.
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: Mr. X on April 07, 2011, 04:34:37 AM
Ok, so other than the wire/balloon (I forget which) pit, was there an honest to goodness death pit?
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: -FiniteZero- on April 07, 2011, 05:21:14 AM
There are alot of spikes, but no deathpits.
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: Mr. X on April 07, 2011, 06:12:37 AM
Alright then, that's exactly what I thought.
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: Galaxy Sisbro on April 07, 2011, 10:19:34 PM
Quote from: "Mr. X"
MM1DW1X
I spawn and immediately see a huge graphical glitch and in OpenGL nonetheless.  I see the map has upper and lower sectors.  Ditch them as I'm sure they are the cause and just have teleporters to the top section if you have to.
(click to show/hide)
The pits here are too deep and make you think there might be something down there.  If all you're going to have them for is to have spikes in them, why even make them deep at all?  You can make them just 64 units deep and allow everybody to see the spikes.  The stage also needs more texture variety on the first floor as all of the walls look the same.  The M tank is way too easy to get, and I think the stage is way too big for it's own good.  I say remove half of the bottom portion and put the top portion in its place so it's all on one floor and doesn't all look the same.  Interesting layout, but too ambitious for its own good.

Well, I already know that glitch. That's due that the spikes are linedefs with instant-death action on the floor. So, in fact, to solve it, i have to do a new actor with the spike. That's not issue of the upper- lower sectors.
Also, sorry, but there aren't much textures here to use. I tried to make it as most colorful as it can and that are the results. The M tank will be changed, that's for sure. Finally, if the deep is another issue, i can make changes to it. I'm gonna deal with the size of my map later.
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: Mr. X on April 07, 2011, 10:43:39 PM
Alright, it's just halls of mirrors tend to show up with upper and lower sectors.  I think the size issue and the lack to variety to the textures go hand in hand.  It's just so big that the textures are overwhelming.
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: CopShowGuy on April 08, 2011, 01:36:11 AM
I think the problems with a lot of the stages are that they are too big.  I got a real linear feeling from Metal Man X's stage.  It was way too big and the areas were way too cut off from the other portions.

As for Dive Man, why does no one incorporate an above ground portion to this map?  His stage had a few surface areas.  It might be something that spices the Dive Man theme up a bit.

MM2 Dr. Wily:  Didn't feel like I was really at the Skull Castle entrance.  Felt like we were fighting in a pen way in front of the castle.
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: tsukiyomaru0 on April 08, 2011, 04:52:35 AM
The remixed maps MUST replace the official ones :D They are much more fun to explore and all. Plus the Cutman Remixed is small but not as small as the official. So, making it better to fill the role of "first map" and "Decent DM map" at the same time.
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: Korby on April 08, 2011, 04:55:26 AM
I know many people that would not only disagree with that, but would also murder Mike if he ever did it
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: Ivory on April 08, 2011, 04:57:04 AM
I rather stick with the thoroughly tested official maps then these ones.
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: Mr. X on April 08, 2011, 05:04:02 AM
Sorry to be very frank, but I'd rather stick with good maps than less than good maps...except Elec Man.
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: CutmanMike on April 08, 2011, 11:56:17 AM
This doesn't need to be 67MB. I would highly recommend compressing those music files, one way or another!

Quote from: "tsukiyomaru0"
The remixed maps MUST replace the official ones :D

No they must not. The only one I will ever consider is Ivory's Centaur Man mash up in the I-Pack.
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: Myroc on April 08, 2011, 07:17:10 PM
Regarding Flan's map, I wrote this about it on skype but decided to copypaste that in here.

Quote
[20:50:37] Myroc: It's decent, but could use some work
[20:51:35] Myroc: Some rooms could use a bit more detail. I know one room which is basically just a huge room with two torches. Maybe you want to have a huge room with two torches and little else, but there are ways too make it look detailed without changing it too much.
[20:52:30] Myroc: Also, if possible, getting someone to make some fancier textures would be cool. You don't have to do it yourself, but atleast ensure they're touched up.
[20:52:41] Myroc: Besides that, it's okay.
[20:53:06] Myroc: Layout sucks for DM but eh. It's cool for LMS/TLMS
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: Shade Guy on April 09, 2011, 11:00:58 AM
Also about Flan's map (sorry if this has been mentioned before), but the doors/curtains have some issues because they're just teleporters. SSW noticed that it is possible to telefrag people just by going through the doors, which isn't very great.
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: Flandre Scarlet on April 09, 2011, 11:03:51 AM
If you actually saw the way the map is made, you would notice that it's impossible to remove these teleporters, other than the one outside.
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: Shade Guy on April 09, 2011, 11:46:14 AM
An inconvinience is still an inconvinience. Maybe that means you have to move around the rooms a bit. I'm fine with some teleporters so the level actually works, but at least try to connect some areas without them.
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: Flandre Scarlet on April 09, 2011, 11:52:38 AM
Do you want the map's blueprint? You'll notice that it isn't as simple as it seems.
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: Balrog on April 09, 2011, 12:10:07 PM
The actual blueprint:

(http://i54.tinypic.com/2qnwr3p.png)

Not really that complex.
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: Flandre Scarlet on April 09, 2011, 12:21:42 PM
True, but removing the teleporter from outside to inside, the teleporter to the dining room, AND the teleporter to the clock tower is impossible.
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: Hallan Parva on April 09, 2011, 12:42:49 PM
Quote from: "Flandre Scarlet"
the teleporter to the clock tower

...what? I never noticed any such thing. Is it possible to JUMP INSIDE OF THE CLOCK FACE? *holds breath*
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: Flandre Scarlet on April 09, 2011, 12:44:45 PM
...I usually refer to the roof as "the clock tower", tool.

EDIT: Actually, you gave me an idea now.
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: Hallan Parva on April 09, 2011, 12:58:45 PM
Actually I've been trying to tell you about it for a while now :p

Quote from: "SmashBroPlusB"
And now time for the second episode of Cutstuff Fails At Life!! :lol: *cue sitcom-style canned cheering*

<SNIP SNIP>

Touhou Mansion Thingy: I already ranted about how I hated the map, but here's an extra bit I wanted to share... Make it possible to go inside the mansion through the clock! Like, I want to be able to jump in the clock and be somewhere in the mansion (preferrably somewhere with conveyors/gears/moving platforms). I want to feel like Mario dang it!
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: Flandre Scarlet on April 09, 2011, 01:02:51 PM
I did read that. Sorry, no Mario in a touhou map that's on megaman for you. Because you spoke of it as a "Fucking touhou mansion thingy".
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: MagnetMan497 on April 09, 2011, 03:01:55 PM
Sorry to burst your bubble X, but DTD said it was a slightly remixed version of a Doom '97 if i recall...
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: Mr. X on April 09, 2011, 04:54:12 PM
Well, Skull Man's official map is a remixed Doom map, so I'm still saying it's awesome.

Also, I was going to work on reviewing the CSCM maps today, but I will say one thing:  The confusing-ness (ok, not real word) of Flandre's map has been GREATLY exaggerated in this topic.
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: Ivory on April 09, 2011, 06:11:18 PM
Quote from: "Mr. X"
Well, Skull Man's official map is a remixed Doom map, so I'm still saying it's awesome.

Technically. Skull Man's stage is a remix of a remix of the first level of doom2.
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: Mr. X on April 09, 2011, 06:33:56 PM
Thank you, Ivory, now I'm not double posting.  Ok, now for the CSCM maps!

CSCM01
The map is roughly symmetrical and it all looks very bland.  It could use some texture variety.  Also, there seem to be a few annoying dead ends that don't seem like they'd be dead ends.  Plus, I detest the 1 way door system.  It just makes the map more difficult to walk around in and ends up just being annoying.

CSCM02
This map just looks...blech.  There's too many of the same textures and the outside is just big and bland.  As for the inside, some of the hallways are too small for two people.  Also, remove the teleporter platform under Ballade Cracker.  I thought it was a teleporter and I ended up running off to my death.  That's not fun:  that's just cheap.  Also, the door doesn't seem to work all of the time.  Finally, the inside is so difficult to navigate and there are good weapons on the outside, so the outside, while dull, makes the inside pointless.  This is especially true in Roboenza.  You'd be screwed inside with the small paths but outside, you can just keep running away.

CSCM03
Just a small note here:  I've noticed a LOT of Freeze Man's trees in these maps.  Why?  Anyhoo, this just feels like a variation on CSCM01:  open center area with tunnels on the sides.  The layout is still boring, although not as boring as CSCM01.  There just isn't much to comment on here because there isn't much going on.

CSCM04
While CSCM03 felt like a variation on CSCM01, this feels like a variation on CSCM02, just not as boring.  Most of the same problems apply:  hallways too small, interior too confusing, and the outside renders the inside almost pointless.  There also seems to be more dead ends.  However, the basement is at least more open than CSCM02.

CSCM05
This map is ok.  Although it is symmetrical, the layout is still somewhat interesting.  It could use a bit more open room for fighting and there are a few spots that seem just a bit tight.  It does physically look nice, though.

CSCM06
Ah, Frost Processing.  I enjoy this map.  Although part of it is roughly symmetrical, the entire map is not.  It has a fun layout and everything seems logically placed where it should be.  The best CSCM map so far.  Good job.

CSCM07
The map has a pretty dull layout and is almost symmetrical.  The portal system would be more awesome if they weren't just around a circle.  Like, if the layout were more complex and had two large rooms, with portals linking the rooms together, then it would be more awesome.  Also, the weapon placement is odd.  Why is it easy to get Skull Barrier and Atomic Fire, yet hard to get Fire Storm?

CSCM08
I kind of like this map.  It has an interesting layout and the size is just right.  However, there are some complaints.  Weapon placement is weird.  It seems easier to get powerful weapons that work in this stage, like Skull Barrier, Eddie, and Top Spin, than it is to get less powerful weapons like Ice Slasher and Air Shooter (not that those suck or anything).  Also, there seems to be a lack of consistancy in the theme.  We're in the castle, the jungle, and...Fire Man's stage at the same time.  Really, simple texture switches would make it better (like keep the fire traps but make the room look like Knight Man's castle and it would work).

CSCM09
The stage where only about 6 people get the name, including me!  The layout could use some sprucing up as it's a bit dull, but it's horribly so.  However, the textures are just ugly.  The map would be better if there weren't just squares everywhere.  I'm hungry.

CSCM10
The stage is fairly big and symmetrical.  There's just way way way too much of that in this pack.  Also, those pipes everywhere are a bit hard on the eyes.  I mean, it's not Air Man bad, more like "ew, that's too much, Bob".  Break it up a bit with some different textures.  Other than that, there's just not much more I can say that I haven't said about these symmetrical maps.

CSCM11
This map is ok.  There could be some more variety with the textures and the map seems just a tiny bit difficult to navagate (although that's because some paths are harder to see just because of the textures).  Also, the center area only has one way out and it's via ladder.  You need to have more ways out of there.  Overall, not bad but could be better.

CSCM12
This map has a lot of great concepts, but a poor layout doesn't do them justice.  The map is way too big for what it is, and it's hard to find your way around some times.  There needs to be more ways into the center area of the shrine, like steps from the front area.  Speaking of the shrine, the last thing I picture when I think of a shrine is a ton of blue blocks.  It should be made of stone or maybe wood.  Also, it's symmetrical.  I'm honestly starting to get upset that so many people are so lazy that they just make half a map and copy and paste it.  However, I really enjoy the idea of water currents everywhere and the Napalm Bomb droppers were genious.  I just wish the map did them justice.

CSCM13
WHY TOUHOU IN MAH MEGA MANS?  Nah, I'm just kidding, I gave up that battle a loooooong time ago.  There's a lot of...weird things in this map, and I'm not talking about the fact that it's Touhou.  The entrance area is pointless and why does the gate need to be a teleporter?  Couldn't it just be already open or slightly ajar?  Now you're going to have telefrags for no reason.  Also, all of the invisible barriers outside are annoying.  There should just be fences or something so at least there's an indication of where you can walk and where you can't.  Also, what's up with the two random items just randomly sitting in random locations out the front gate?  Anyhoo, as for the inside, darkness and 8-bit just don't mix, and there really really really needs to be more textures.  I think that's what's confusing everybody:  It all looks the same.  However, as for the layout, the halls are too narrow, but the layout itself isn't too confusing other than the dead end halls in the very back.  The door teleporters drop you off away from the door in the next room.  This will lead to unnecessary telefrags.  Just move the teleport destinations closer to the doors.  Overall, it's kind of boring, but not the worst map in the pack.

Overall, the remix maps are better than the CSCM maps, but not by too much.  There are just less hidden gems in this side of the pack.
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: Flandre Scarlet on April 10, 2011, 12:28:57 AM
...Just wait for the update, dangit. I've already fixed most of the things you've spoke about.
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: Mr. X on April 10, 2011, 01:46:42 AM
I figured I might as well review it so I had all of them right there, even though you know most of these problems.
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: RevolverOshawott on April 10, 2011, 09:55:55 AM
Niceness...
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: Messatsu on April 10, 2011, 11:34:41 PM
While I do appreciate that the reviews are pretty constructive in their criticism, I would like to add that most of those involved in these maps have not been mapping for very long at all.  Personally, I started probably about 4 month ago.  Just something I hope that people keep in mind.
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: Vortale on April 11, 2011, 12:08:12 AM
I think a lot of people who reviewed and criticised these maps were aware that some of the people involved haven't mapped for too long. But I don't think experience should matter when it comes to fair or even harsh criticism of any kind. A good bit of harsh criticism is better than people simply complaining and telling you "you're no good at making maps", when you know you're inexperienced already. There is always room for improvement and it should be what all true warriors strive for.
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: Duora Super Gyro on May 02, 2011, 10:21:19 AM
this wad is awsome
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: Galaxy Sisbro on May 03, 2011, 07:38:07 PM
Duora, It's me, or you're trying to do not let this topic to die? Be smart when doing it ;)
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: LlamaHombre on May 03, 2011, 09:54:02 PM
I'm working on a CSCM... just not sure what to base it on.  :mad:
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: Donutyoshi on May 03, 2011, 10:59:46 PM
Quote from: "LlamaHombre"
I'm working on a CSCM... just not sure what to base it on.  :mad:
Why don't you mix two stages in one? Kinda like that CTF map Skin Factory did.
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: Tesseractal on May 03, 2011, 11:00:01 PM
Quote from: "Galaxy"
Ice-IX:

If you read my quote, And then search for Mr. X recommendations (or criticism), you should know already that there isn't 2nd floor anymore (And you know why). So all thoses glitches were fixed. don't worry, the clone machine is still intact. Also, didn't expected this map to be great. Thanks. I made this stage to feel like the actual level. However, some contradictions in the "bigness" of this map made me to completely delete the 2nd floor. I still feel it like the actual level, through.
I read the X post; are you referring to the "green" area that the M-tank teleporter leads to when you speak of the "upper" floor? And I don't know why, either. If you make a project of "Hey, let's take the official maps, but make them larger and remixier!" then back off and go "Naw, the maps are too big" because of some complaining, you defeat the purpose. Some of the maps WERE too big, but there's different kinds of big: there's physical size big, and navigational size. People have the same problem in MM1BOMX that they do in CSCM13; getting around, and CSCM13's nowhere CLOSE to Bomb Man's size. Those maps feel larger than they actually are because there is little to no way to distinguish multiple areas. Like I talk about the Clone Machine a lot. It's awesome, because: it's a nod to the *actual level* which are severely absent in many levels (MM1ICEX? MM2DW1X? I'll get to those), but the important aesthetic aspect: It's a unique sector that can be used for a reference. So can the spike pit, and the ladder, and the huge grass area.

Look at the official maps. Look at the size of MM4PHA, MM5DAR, and MM6MRX in comparison to the rest of the official maps. Dark Man's Castle doesn't make sense with two floors; this map doesn't make sense with one. Please by dear christ keep the whole map intact. I, Roc, and Kenkoru (among others) will argue against cutting the map. You've worked too hard on making a huge immersive map to just axe it.
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: Mr. X on May 03, 2011, 11:36:32 PM
I think it's a horrible idea to leave it as is.  There's two ways to get to the upper area:  via an easily camp-able ladder and an easily camp-able teleporter.  It's an access nightmare getting to the top floor plus the graphical glitches messed it up.
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: Galaxy Sisbro on May 04, 2011, 02:08:58 AM
Well, in terms, i worked so hard on it, And you're right in that, ice. However, I still can't get fun by playing a map that, at least to me and other persons, is TOTALLY HUGE. when there is roboenza (One of my favorite mode), People get messed up with it, In Deathmatch, It causes lag, and things like that. I feel very, very sorry for dissapointing you, guys. But I would be sad too if i dissapoint other persons. Already, i see it better without the 2nd floor, but that's my opinion. Guys, just wait until the next version, and then tell me what do you think, and give me some feedback. Then i can make more changes until it got"enjoyable" at the same time as it is not "huge" and "dissapointing". I don't think a very big size makes the excelence of a map, i think the content does so. Sorry.


Quote from: "LlamaHombre"
I'm working on a CSCM... just not sure what to base it on.  :mad:

Make something original here. I really don't like the idea of mixing 2 levels in one. Try to make something new, like a city. For example, I'm making a "natural" map here by mixing variously textures, and the results were impresionant. I never throught than the wood man non-used textures were beautiful that way.
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: Messatsu on May 06, 2011, 02:29:16 PM
Current map changes for the next version:
MM1BOMX - New layout.  It's about 1/2ish the size of the original and far fewer death pits.
MM1CUTX - changed weapon layout to reduce number of weapons overall.
MM1FIRX - Fire area less dangerous, slight weapon layout changes.
MM1DW1X - New Layout - 2nd floor eliminated and merged into the main area.  Pit more obvious. (Galaxy)
MM2METX - Layout changes (King Yamato)
MM2WOOX - New Map - Yellow Devil
MM4DIVX - removed gap between main building and the sides
MM5DARX - New Map - King Yamato
MM6CENX - New Map - TH3 PLAY3R
CSCM06 - New Music
CSCM13 - brighter, removed teleporter between entryway and dining area.  New textures (Flanny)
CSCM14 - New Map - CHAOTISCHER GARTEN - Galaxy
CSCM15 - New Map - Dog Man (From Mega Man Mania) - donutyoshi
CSCM16 - New Map - Dustbowl (TF2!) - Yellow Devil

Also only music used in the maps themselves will be included in the main pk3.  A separate wad will be linked if one wishes to have all the music.

More as I think of it
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: Asd967 on May 06, 2011, 04:53:58 PM
I also changed FiremanX slightly.
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: Max on May 06, 2011, 05:00:07 PM
Also I am doing Woodman
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: Tesseractal on May 06, 2011, 07:26:42 PM
Quote from: "Messatsu"
Current map changes for the next version:
MM1BOMX - New layout.  It's about 1/2ish the size of the original and far fewer death pits.
MM1CUTX - changed weapon layout to reduce number of weapons overall.
MM1DW1X - New Layout - 2nd floor eliminated and merged into the main area.  Pit more obvious. (Galaxy)
MM2METX - Layout changes to reduce pits (King Yamato)
MM4DIVX - removed gap between main building and the sides
MM5DARX - New Map - King Yamato
CSCM13 - brighter, removed teleporter between entryway and dining area.  New textures (Flanny)

Also only music used in the maps themselves will be included in the main pk3.  A separate wad will be linked if one wishes to have all the music.

More as I think of it

With MM4RINX- the use of the teleport spawns is a massive annoyance. It's like - to get Top Spin or Magnets, you have to step in a teleporter. If you're on the "wrong side" you have to step in two teleporters. To get Bombs you have to use Item-1/Sakugarne, and to get Snake you have to run across an obnoxiously long platform with two deathpits - both leaving you incredibly open to magnets or spam attacks. "But Roc, they're supposed to be hard to get weapons!" - having the weapons so needlessly difficult to get when you can jump into a Tele and get it instantly. The other thing: I loathe the "teleport onto a tall pillar the width of the teleporter!" design. Maybe it's sentimental- keep it for the other CSCM/Doom maps you've made, and at the least make it more innovative so it's not the exact same concept used in: CSCM01, CSCM03, CSCM02 (the "other castle" map with the ballade spawn iirc), MM1CUTX, MM4RINX. You want to make a huge map pack, avoid making five maps that have the same annoying concept in it. I'd be surprised if you remove it in any of those maps but changing it a tad would be nice. What I described about Bombs being uselessly high applies to any other weapons that require Item-1 as well (Pharoah Shot I think?). As for Snakes - switching Snakes and Sakugarne would be the EASIEST fix- you generally do not put "easter egg" or RMK weapons in plain sight in the middle of a map (due to their respawn time).

CSCM05 (The "strange" castle map) - Kapus and I agreed the weapon set here needs work. Mess you understand the concept of "stronger weapons harder to get" so apply that here. Hard Knuckle, Rolling Cutter, and especially Mirror Buster shouldn't be on the middle of a floor when you have all these windows that don't have any spawns in them. Hard might be okay where it is but Cutter and Mirror really would do better moved up.

Personal fine touches I would recommend:
-Remove Centaur Man textures from MM4DIVX (or at least explain them)
-Add spikes to the water in CSCM12 that kills (people STILL die here; it's not as obvious as you'd expect)
-CSCM10 - replace Rushjet with old Rain Flush/Atomic spawn (please please please no Rushjet)
-MM2DW1X- remove the lag-inducing clouds
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: Asd967 on May 06, 2011, 07:39:34 PM
Quote from: "Ice-IX"
-MM2DW1X- remove the lag-inducing clouds

Well, I made that map and I can assure you the clouds are not the lag source.

The actual lag source is the MASSIVELLY HUGE ENOURMOUS amount of linedefs to make the 3 floored stage gimmick work.
I though it was good on paper, but I could predict what would happen with it. Sorry for that.
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: T3H PL4Y3R on May 06, 2011, 08:34:35 PM
Huh? Messatsu's releasing Remixed maps in his map pack? Might as well tell you guys about Centaurman's stage. The stage is done, it just needs water physics, and it needs alot of tweaks before you would even think of releasing it.
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: MLDKF on May 07, 2011, 02:06:31 AM
Where did you find some of the remixes on here? I know that 4-6 are all Complete Works songs, and some are from Power Battle/Fighters, but where'd you find Snake Man's remix, or Magnet Man's?
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: Shade Guy on May 07, 2011, 05:24:31 AM
I'm pretty sure Magnet Man's remix is just some remix that he found on youtube or something. I've heard it several times on youtube before this map pack came out.

Same goes for Snake Man, I guess.
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: Messatsu on May 08, 2011, 10:43:08 PM
Yea.  The author is Disco Dan.  Much of his work can generally be heard on http://www.ocremix.org
Inside the pk3 is a credits file that lists the author of all the songs.
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: T3H PL4Y3R on May 11, 2011, 02:12:21 PM
Quote from: "T3H PL4Y3R"
Huh? Messatsu's releasing Remixed maps in his map pack? Might as well tell you guys about Centaurman's stage. The stage is done, it just needs water physics, and it needs alot of tweaks before you would even think of releasing it.

My first version needed too many "tweaks" so I decided to remake it as a 2 floor level. The top floor being above water the lower floor being underwater.
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: Korby on May 11, 2011, 05:52:48 PM
Moved to Projects by request from Messatsu.
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: T3H PL4Y3R on May 15, 2011, 05:26:34 PM
Quote from: "T3H PL4Y3R"
Quote from: "T3H PL4Y3R"
Huh? Messatsu's releasing Remixed maps in his map pack? Might as well tell you guys about Centaurman's stage. The stage is done, it just needs water physics, and it needs alot of tweaks before you would even think of releasing it.

My first version needed too many "tweaks" so I decided to remake it as a 2 floor level. The top floor being above water the lower floor being underwater.

And now it's done! Sent it to Messatsu.
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: Donutyoshi on May 15, 2011, 07:58:10 PM
Cool. Can't wait to see them in the next version.
Title: Re: [Maps] CS_CM Pack. V2 + Remixed maps RELEASED!
Post by: Galaxy Sisbro on May 15, 2011, 08:12:14 PM
Made a CSCM map. Just need a test and i'll send it to Messatsu.

EDIT: sent.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Messatsu on May 20, 2011, 02:52:25 PM
Updated today with handful of new maps and tweaks.  Feedback on the changes would be greatly appreciated.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Donutyoshi on May 20, 2011, 04:29:30 PM
Mour maps = Mour fun. Downloaded this pack already.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: OZX on May 20, 2011, 11:43:21 PM
nice maps.:) they changed too, to my surprise.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Bikdark on May 21, 2011, 12:38:51 AM
Mess, you really need higher standards for maps. Some of these are just plain horrendous, like Dustbowl, FiremanX, Dogman, RingmanX, MM2DW1X, and IcemanX...and that's just a few.
My main problem with some of these it that they're too damn open, or have 2 lines of symmetry. Might as well go over the maps I mentioned:
Dustbowl: It's generally just boring, that's all I can really think of at this point...oh, go to Water Wave, then look at the brown ramp :l
FiremanX: FIRE EVERYWHERE. Sure firetraps are cool and all once in a while, but this is ridiculous. Why is every firetrap in a little crevice? It just seems weird looking at them. Also, why have ladders leading to Skull and Flame Blast if you can't use them? You have to jump on the pillars, then walk your way to them on a VERY thin wall...which should just be a raised wall, to prevent it from looking derpy <_>
Dogman: My eyes bled. Also very confusing to navigate.
Ringman: Lemme guess what the thought process was here: Hmm, how about I take the original Ringman stage that is disliked a lot, double it, then add crosses in them! It'll make millions!
MM2DW1X: Eight goddamn tango summons, why? What's with the laggy skybox too? It also kinda clips into itself. I'd also recommend removing quite a few of the bridges, and add another segment of the map.
IcemanX: >:/ It's a maze. You can expect 20 minute matches here.
You really need to evaluate these maps better, and remember: Quality > quantity.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Kackebango on May 21, 2011, 09:15:57 AM
Messatsu, why are you doing this to me?
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Nuy on May 21, 2011, 02:38:18 PM
Most of these new maps feel sloppy. Not only are they almost all symmetrical, their general level design sucks, music sucks, they're coded for DM and not for duels(so boss music starts at beginning of maps and eddie/mtanks/etanks appear), and they have some rather obvious textures missing.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: MagnetMan497 on May 21, 2011, 02:54:00 PM
The new maps suck, mess pick better maps :/
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Darkseed on May 21, 2011, 02:54:21 PM
Hey can i do MM5STAX? or is it taken?
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: T3H PL4Y3R on May 21, 2011, 03:02:18 PM
Quote from: "*Nu*"
Most of these new maps feel sloppy. Not only are they almost all symmetrical, their general level design sucks, music sucks, they're coded for DM and not for duels(so boss music starts at beginning of maps and eddie/mtanks/etanks appear), and they have some rather obvious textures missing.

Quote from: "MagnetMan497"
The new maps suck, mess pick better maps :/

Be more specific. Which maps?
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: MagnetMan497 on May 21, 2011, 03:03:44 PM
The dustbowl, dogman, STOX, FIRX, RINX etc.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Nuy on May 21, 2011, 03:14:04 PM
Cenx is possibly one of the worst maps I've ever seen. Its way too big, 4 way symmetrical and has redundant weapons. Also obvious missing texture in either CSCM17 or CSCM16, I forget which. Plus CSCM15+ are really bad IMO. I actually liked CSCM14, though. I also find the changes in most maps either not an improvment, not enough of one, or just not needed at all. I find making the inside of CSCM13 a nice change but on the flipside, the inside was changed and it now feels more so like a clusterfuck and almost forces you to go and fight outside. Bomx had a nice change but its not that great still. Not only is the hyper bomb useless (wide open area), its too empty and too.. whats the word.. eh, fuck it. I should also say the I LOVE the idea of remaking all the maps but some maps really do suck (MM4DC1X is still amazing). Not to mention that the file size of the map pack is getting pretty huge so why not start making a Remixed map pack and a CSCM map pack?

I should also mention that despite is being a submission rule, none of the maps have 8-Bit music. Just throwin' that out there.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: T3H PL4Y3R on May 21, 2011, 03:16:18 PM
Quote from: "*Nu*"
Cenx is possibly one of the worst maps I've ever seen. Its way too big, 4 way symmetrical and has redundant weapons.

Lol, if it sucks so much why did Mess even accept it?
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Nuy on May 21, 2011, 03:20:19 PM
That's what we're saying >.>

He needs to have higher standards, he's adding in awful maps.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: LlamaHombre on May 21, 2011, 03:21:27 PM
They're all fine to me minus a few graphical and weaponry errors.

WHY THE FUCK IS HARD KNUCKLE IN EVERY MAP
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: MagnetMan497 on May 21, 2011, 03:26:04 PM
I love Galaxy's map, it reminds me of Paper Mario. But the water should be instakill :/

Also the Woodmanx is good.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Balrog on May 21, 2011, 03:40:26 PM
Quote from: "*Nu*"
they're coded for DM and not for duels(so boss music starts at beginning of maps and eddie/mtanks/etanks appear)

Odd. Looking at the code the maps shouldn't affect anything in Duel regarding to item inhibition. Oh, and this pack sucks more ass than I could ever imagine.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: T3H PL4Y3R on May 21, 2011, 03:48:13 PM
Quote from: "*Nu*"
That's what we're saying >.>

He needs to have higher standards, he's adding in awful maps.

Then be glad I didn't give Mess the original version I made. the results of me releasing it would be disastrous.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Galaxy Sisbro on May 21, 2011, 05:36:48 PM
Quote from: "MagnetMan497"
I love Galaxy's map, it reminds me of Paper Mario. But the water should be instakill :/

Lol, when you said that, it totally reminds me of paper mario because of the trees. Good times there. But making water instakill.... Well... i think the water is okay as it is.

Also, *Nu*, be more respectful. Things doesn't work pretty well that way. I should include more users here.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: MagnetMan497 on May 21, 2011, 06:08:05 PM
It reminds me of the first castle, with the Koopa Bros.!
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: tsukiyomaru0 on May 21, 2011, 06:21:16 PM
The maps are good, IMO. Except for Dogman, that needs >9000 minutes of work on it. And, for some odd reason, something in Darkman "remix" seems off for me, but I don't know what.

Oh, and look out for a Hall Of Mirrors in Dustbowl.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: MLDKF on May 21, 2011, 09:45:33 PM
Why'd you remove Plant Man's theme?
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Messatsu on May 22, 2011, 04:40:53 AM
Quote from: "Balrog"
Oh, and this pack sucks more ass than I could ever imagine.
Then I would suggest that.

A.) You don't play this map pack and delete it from your computer.
or
B.) You leave constructive feedback in how it could be improved.  

Quite frankly, aside from trolling, I don't see any point in your post what-so-ever.  In fact, I've been ignoring a lot of posts from people because they are simply pointless wastes of time.  Just because you don't like a map does not mean others don't.  I've gotten both positive and negative feedback on basically all the maps.  When something is clearly broken or I receive the same criticism on something multiple times, I take a look at it.  Also, these maps are made by multiple people.

Quote from: "MLDKF"
Why'd you remove Plant Man's theme?
Space.  I removed all songs from the remixed pack that were not used by the actual stages. (dropped the wad from 70mb to 40mb) I will release a separate pack which contains only the remixed music so that you can have those songs again.

Quote from: "*Nu*"
I should also mention that despite is being a submission rule, none of the maps have 8-Bit music. Just throwin' that out there.
The 8 bit only music applies only to the CSCM## maps.  The remix maps use remix tunes as stated in the original project.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Bikdark on May 22, 2011, 06:02:43 AM
Well, you shouldn't be ignoring them, because this map pack'll probably fail in the future if you keep adding bad maps.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: tsukiyomaru0 on May 22, 2011, 06:10:22 AM
Quote from: "Bikdark"
Well, you shouldn't be ignoring them, because this map pack'll probably fail in the future if you keep adding bad maps.
The only truly bad map know of is Dog Man. The others are great.
It is still odd that I don't know WHY I'm not liking this Darkman map... D:
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Asd967 on May 22, 2011, 06:27:37 AM
Why you're not liking the Darkman map?

Maybe it is because it doesn't seem like a Darkman map?
Maybe it is the blandness of the floor...
Maybe it is because it is small...

But you being reluctant of that is a good or a bad sign?  :?
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Flandre Scarlet on May 22, 2011, 11:01:57 AM
Alright so, Regarding the CSCM13, I wish I could have more feedback on that map. I'm really trying my best to make it as playable as possible, and would like you guys to give me more feedback on it (Other than saying the lighting is wrong).
I'm free during the whole week, so I have time to work on it and I would like to finish the new version as soon as possible.
Of course, there's the matter of glitches appearing, but we can fix that when they appear (because obviously, the next version of CSCM is going to take a "little" while to come out).
So, I'm open for constructive critiscism now.
And honestly Mess... what the hell is Dogman, man? Really, I know some people don't like the textures on my map, but some do. That map, it's complicated to navigate(maybe because people REFUSE to play it, so we didn't have time to remember everything...), the textures bring me headaches (really. They REALLY do.), and I still gotta see it on non-roboenza. I'll try giving feedback on every map from CSCM14+, as soon as I can.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Balrog on May 22, 2011, 11:10:28 AM
Quote from: "Messatsu"
You leave constructive feedback in how it could be improved.

Okay.

Most of these maps, put bluntly, suck. This point has been iterated multiple times throughout this thread.  The Remixed maps in particular seem to consist almost solely of unfun, too-small layouts with multiple lines of symmetry. You need to seriously overhaul these maps and raise your standards for future submissions.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Shade Guy on May 22, 2011, 11:23:36 AM
Quote from: "Flandre Scarlet"
I wish I could have more feedback on that map. I'm really trying my best to make it as playable as possible, and would like you guys to give me more feedback on it (Other than saying the lighting is wrong).

Don't forget the comments on telefragging doors. I have noticed that you've removed unnecessary teleports, but this issue still lies with the gate. It isn't very hard to telefrag people trying to get you on the other side of the gate, especially since you can't shoot through it. I suggest opening the gate to remove the need for a teleporter. I do realise that the door to the outside is necessary, but the gate isn't.

Also, I'm not sure if it's unintentional or not, but you can fall down one of the side bits on the bridge.

On another note, Ballade Cracker, Rolling Cutter and Top Spin are very close to each other. Fix that.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Flandre Scarlet on May 22, 2011, 11:27:37 AM
Quote from: "Shade Guy"

Don't forget the comments on telefragging doors. I have noticed that you've removed unnecessary teleports, but this issue still lies with the gate. It isn't very hard to telefrag people trying to get you on the other side of the gate, especially since you can't shoot through it. I suggest opening the gate to remove the need for a teleporter. I do realise that the door to the outside is necessary, but the gate isn't.
Alright, I'll see what I can do about that gate. What I would want to do is make it not make you unable to move, like the door to enter the mansion and the door to leave it, but I'm still figuring that out, because mess was the one that changed that. I tried copying that, but it didn't really work. I'll try that.

Quote from: "Shade Guy"
Also, I'm not sure if it's unintentional or not, but you can fall down one of the side bits on the bridge.
Intentional.

Quote from: "Shade Guy"
On another note, Ballade Cracker, Rolling Cutter and Top Spin are very close to each other. Fix that.

Alright, I'll make them be away from each other in some way.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Shade Guy on May 22, 2011, 11:31:33 AM
Quote from: "Flandre Scarlet"
Intentional.

In that case, you might want to make it a bit more obvious. Some players may not realise that it's possible to jump down there.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Flandre Scarlet on May 22, 2011, 11:34:24 AM
Quote from: "Shade Guy"
Quote from: "Flandre Scarlet"
Intentional.

In that case, you might want to make it a bit more obvious. Some players may not realise that it's possible to jump down there.

What do you want me to do? To make a Huge text in the wall saying "You can jump through here, you dumb f***."? XD
Jokes aside, I think it's something the player would need to experiment with the map to notice. It's useful when you're running away from zombies in that corridor and you have enough time to place yourself in there, so you can run away a bit.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: LlamaHombre on May 22, 2011, 01:24:39 PM
I'm going to say this now.

Complaints about Symmetry are bullshit.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Flandre Scarlet on May 22, 2011, 01:29:40 PM
Quote from: "LlamaHombre"
I'm going to say this now.

Complaints about Symmetry are bullshit.
this
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Nuy on May 22, 2011, 03:06:53 PM
Mess, when I say none of the maps have 8-Bit music, I mean none of them. CSCM13 might but thats about it(assuming its music was taken from Touhou1-5 which still might not even be 8-Bit)
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Flandre Scarlet on May 22, 2011, 03:10:57 PM
Correction:
The normal theme is The Touhou 6 stage theme.
The theme when you shoot sakuya is Sakuya's theme from touhou 06.
The theme when there are 5 frags left for victory is Remilia's theme from touhou 6.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Galaxy Sisbro on May 22, 2011, 03:33:07 PM
Guys, please stop using hard words in the feedbacks. Words like "It sucks", "Fuck this" or "This is Bullshit" Are very, very offensives. We want a better map pack, not a flame war here.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Nuy on May 22, 2011, 03:46:30 PM
My point has been somewhat proven. Yay. But really, just remove the 8-Bit rule, no one follows it and it's just pointless.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Captain Barlowe on May 22, 2011, 03:52:14 PM
Quote from: "*Nu*"
Mess, when I say none of the maps have 8-Bit music, I mean none of them. CSCM13 might but thats about it(assuming its music was taken from Touhou1-5 which still might not even be 8-Bit)
Dunno what your talking about, here. The REMIXED MAPS do not use 8 bit music, but I'm pretty sure the CSCM MAPS all have 8 bit music.
EDIT:
Quote
The 8 bit only music applies only to the CSCM## maps.  The remix maps use remix tunes as stated in the original project.
Point Proven.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Kapus on May 22, 2011, 04:01:11 PM
Using 8-bit music in your maps isn't against the law. It's more of a preference, really.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: MagnetMan497 on May 22, 2011, 08:02:12 PM
Quote from: "LlamaHombre"
I'm going to say this now.

Complaints about Symmetry are bullshit.
Why? It's the same map, X2. I'd rather have a cool map than a boring map, no?
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Nuy on May 22, 2011, 08:27:47 PM
Kapus, I'm not saying it is a bad thing to use 8-bit music, I'm saying none of the CSCM maps have 8bit music despite it being a requirement.
And yeah, symmetry really isn't a good thing. That's why I dislike all of the CTF maps. Atleast Wood Man's Revenge tries to cover it up...
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Max on May 22, 2011, 08:34:36 PM
I'm pretty sure they are all 8-bit!

Mine was made in famitracker :D
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Captain Barlowe on May 22, 2011, 08:47:31 PM
(click to show/hide)
All 8 bit tracks.
I have no idea what you're talking about, Nu.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Messatsu on May 22, 2011, 10:49:12 PM
Quote from: "LlamaHombre"
I'm going to say this now.

Complaints about Symmetry are bullshit.

While I would love to agree with this statement, I can't fully commit to it.  I do think saying a map is bad BECAUSE it's symmetrical is bullshit though.  I still think that it can be a knock against the design.  Whatever people may say about Centaur Man Remixed, I think it's an interesting map and fun to play in.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Korby on May 23, 2011, 12:53:58 AM
I can absolutely assure you that GUIMUS is 100% 8-bit. Why would I break my own rule about non 8-bit things in an 8-bit game?
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Nuy on May 23, 2011, 12:55:30 AM
I'd go and check but I just got the "Execution could not continue Could not create new screen (640 x 480): 00000000" error again so I can't.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: LlamaHombre on May 23, 2011, 01:25:03 AM
What if I put DarkMan's map next to darkman's map and make it symmetrical?

Does it immediatly become boring? :geek:
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Galaxy Sisbro on May 23, 2011, 01:48:04 AM
IRISBIT1 is totally 8-bit music. And i can assure you guys, that this music was used in a Rock Man 4 Hack.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Nuy on May 23, 2011, 01:57:52 AM
Song names would be amazing >.> Also just because it's in a Rockman 4 hack (chances are you mean forever or MI) doesn't mean its 8-Bit. Back to MI, it can't be played on a real system because it has too many animation frames, tile sets, and the music is using too many channels. It being a ROM allows it to break out of the confinements of a NES cartridge.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Galaxy Sisbro on May 23, 2011, 02:21:14 AM
... One thing is the sprites limitation itself, other but very different thing is the music. So far as i know, You can actually break sprites limitation, not the music (But you can't play it in a real catridge). Also, my bad, it's in a MM5, Dood in gate specifically
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Messatsu on May 23, 2011, 02:58:09 AM
Quote from: "Galaxy"
IRISBIT1 is totally 8-bit music. And i can assure you guys, that this music was used in a Rock Man 4 Hack.

Also of note is that I looped this song from an NSF file, thus it truly is 8 bit.  On a side note CSCM02 may actually be 4 bit because it was from the gameboy MMIV.  Look, all the CSCM songs may not fit within the constraints of the NES hardware but they all use 8 bit samples or were made in famitracker.  Can we move on now? This discussion on the songs is a waste of forum space.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: ice on May 23, 2011, 05:01:06 AM
Quote from: "*Nu*"
I'd go and check but I just got the "Execution could not continue Could not create new screen (640 x 480): 00000000" error again so I can't.
I had that same issue, it's actually a memory issue, my bro had ALOT of stuff open at once and I gotten the error, after closing some of it, it was working again, another time that happened, it happened after I closed everything and it worked after restarting my computer (the latter ther was a memory leak from another program)
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Nuy on May 23, 2011, 03:02:59 PM
I'd explain how RMFC music isn't 8bit and how famitracker can make things with more than 4 channels but mess is right. Also, cenx is just too big for how empty it is. Not to mention like I said before, the weapons aren't balanced out so things like gravity are all you really need.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: MLDKF on May 23, 2011, 07:25:01 PM
The music Remix link is having some problems.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: SmashTheEchidna on May 23, 2011, 09:58:36 PM
I'm liking the new version of the remixed maps. But I personally thing that the spike pit in MM1DW1X should have stayed deep. It gave a better sense of danger, y'know? Besides, if you fall down, you're not coming back up either way. I just would prefer to not actually see the spikes unless you look down.

It's no big deal or anything. Just stating my opinion here.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Alucard on May 24, 2011, 01:06:36 AM
Mess, I'm just suggesting, maybe you can bump your topic when there's an update? That way we don't have to trudge through pages of topics to find this one...
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Messatsu on May 24, 2011, 01:47:13 AM
You know I did that right?  Last post, page 20?  It's been updated for 3 days since and has consistently been one of the top 5 items.    :ugeek:
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Alucard on May 24, 2011, 02:10:13 AM
Ehh...Didn't show up in my posts for some reason...Sorry. Well, this just guarantees I see it next bump.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Nuy on May 24, 2011, 12:57:50 PM
I swear to god I hear two triangles in that shrine level! Ugh..

Back to the topic of symmetry, it is a fair thing to complain about. Sticking dark man next to dark man doesn't make it a boring map, it makes it lazy looking and falsely doubles the stage size when its just the same thing x2 or even x4. Granted its not a fair thing to complain about by it's self, it's still a valid complaint. Not to mention that only a few of the X maps aren't symmetrical which makes me sad.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Jc494 on May 24, 2011, 06:15:36 PM
Quote from: "*Nu*"
Back to the topic of symmetry, it is a fair thing to complain about. Sticking dark man next to dark man doesn't make it a boring map, it makes it lazy looking and falsely doubles the stage size when its just the same thing x2 or even x4. Granted its not a fair thing to complain about by it's self, it's still a valid complaint. Not to mention that only a few of the X maps aren't symmetrical which makes me sad.

You hate symmetry. We get it.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Nuy on May 24, 2011, 06:22:14 PM
No one else went in depth as to why it sucks so I did. =/
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Jc494 on May 24, 2011, 06:32:09 PM
Quote from: "Jack Corvus"
You hate symmetry. We get it.

This. NOW LETS CALL IT OFF NOW!
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: LlamaHombre on May 24, 2011, 08:08:24 PM
Any words beyond this point about symmetry will be shunned

I personally love the pack.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Alucard on May 24, 2011, 08:15:11 PM
I need to check out the other maps...The new ones.

Also, why Mess? Why did you remove the songs for the maps that aren't there? WHY?
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Korby on May 24, 2011, 08:59:07 PM
Because it's huge enough already.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: MagnetMan497 on May 24, 2011, 11:03:02 PM
How can you love the pack? I can name, 4, 5 maybe maps I truly like here. The others are bad standards or just meh. he accepted a friggin joke map :p
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Korby on May 25, 2011, 12:00:28 AM
:cool:

Except people like that map...?
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Alucard on May 25, 2011, 12:09:35 AM
Hmm...What map was the joke map? Describe it in case I don't know the specific name of it...
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: MagnetMan497 on May 25, 2011, 12:21:05 AM
Olive Steakhouse. I mean, cmon, it's not even possible to get Mirror or Gravity.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Korby on May 25, 2011, 12:34:55 AM
I love when people keep trying to get it. Then I can shoot them. :D
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Messatsu on May 25, 2011, 12:38:48 AM
Quote from: "Korby"
:cool:

Except people like that map...?

Yea...that...I don't get it.  I asked around originally about including it and I got a yes vote.  What more do you want?  

Also, I accept maps because it's a COMMUNITY MAP PACK.  Yes there are standards, but the CSCM pack wasn't intended to the bestest of the bestest maps evar.  Just good maps from people from around the community.  I know every map isn't going to be everyone's cup of tea, but everyone seems to have their favorites so I say mission accomplished there.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: LlamaHombre on May 25, 2011, 12:40:55 AM
I'm going to get banned for saying this

And I prefer this map pack to the I-Pack.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Ivory on May 25, 2011, 12:43:47 AM
Yes you will, good bye LlamaHombre  :ugeek:

I know not everyone likes it, I don't really care. I just aim to please those who do like it. Hence why I spent so much time overhauling the quality with v3.
Also if more people actually tell me WHY they don't like the I-Pack, I can actually work to fix up the problems if they are in fact map problems.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: LlamaHombre on May 25, 2011, 12:56:20 AM
I could compare the things I like about CSCM to those of the I-Pack, I guess.

CSCM
Matches on these last about as long as Guts Man, which is a good length.
They try not to go overboard with gimmicks.
Even the huge ass maps can be navigated easily.

I-PACK
I can never finish a 5 minute match on these. For maps like the gravity crystal map thingy, you could pull a DW1X and merge the two sections together and cut out one of them.
gravity crystal map thingy
Require lots of platforming (NOT A BAD THING, just can be kinda annoying if it's in more than 2 maps.) and you could snipe people from halfway across the map if your lucky.

I still like both packs, it's just both need to be fixed.

CSCM needs LESS HARD KNUCKLE.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Ivory on May 25, 2011, 12:58:58 AM
Well to be fair, I-Packv3 has been so overhauled, all the main issues in v2 have been dealt with and fixed in some way, shape or form in v3. Gimmicks have been decreased, map sizes have either been dropped or made more fluid and so forth. Anyways this is about the community pack, not my pack.

I happen to like Olive Steakhouse, it's rather amusing.  :ugeek:
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: LlamaHombre on May 25, 2011, 12:59:47 AM
Oh cool. I'll be looking forward to it.

And yeah, Olive Steakhouse is just plain awesome.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Korby on May 25, 2011, 01:02:47 AM
Time to go make Outback Garden  :cool:
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Alucard on May 25, 2011, 01:24:02 AM
The main reason people like Olive Steakhouse is because It's named after a restaurant It has Moby in it It has the Guile Theme. My Guile Theme is better though...
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: MagnetMan497 on May 25, 2011, 01:43:30 AM
The Ipack maps are big yeah. That's my main complaint. But they're much more well made and better layout, though. We're just saying Mess needs to include maps that a) have cleaner, asymmetrical layouts, and b) better weapon selections. I've tried mapping 4 times, failed all four. But thats just my two cents
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: LlamaHombre on May 25, 2011, 01:48:03 AM
If mess were any stricter on these submissions, the only people who might get in are myroc, mr. x, and ivory.

especially not me
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: MagnetMan497 on May 25, 2011, 01:49:37 AM
No. Maps like STOX, RINX, Dustbowl, Olive Steakhouse, Wily's Kottage, wouldn't be in.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: LlamaHombre on May 25, 2011, 01:59:19 AM
Those are among my favorites though if only because how simple yet enjoyable they are!
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Bikdark on May 25, 2011, 03:03:46 AM
Quote from: "Korby"
Time to go make Outback Garden  :cool:
Dohoho, Olive Garden and Outback Steakhouse.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Donutyoshi on May 29, 2011, 11:04:05 PM
I'm making a remix map for the rest of the MM3 robots. Any problems guys?

I'm starting with Shadow Man.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Korby on May 29, 2011, 11:37:11 PM
DonutYoshi, I'd just like to say that the Item placement in Dog Man is pretty bad. E Tanks and M tanks everywhere...
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Donutyoshi on May 29, 2011, 11:55:59 PM
Quote from: "Korby"
DonutYoshi, I'd just like to say that the Item placement in Dog Man is pretty bad. E Tanks and M tanks everywhere...
Oh I'd probably change that soon. I did tone the textures a bit. Though the colors aren't really from the NES Palate.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Blaze Yeager on May 30, 2011, 06:24:36 AM
I'm going to do MM6BLIX
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Donutyoshi on May 30, 2011, 11:57:47 AM
And it's done. Going to send the map to Messatsu.

Here's some screenshots to get an idea on what it looks like.
(click to show/hide)

It may be cramped, but I think the structure of the map might be fun to play in Roboenza.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Jc494 on May 30, 2011, 02:19:53 PM
Save MM3HARX and MM5GYRX for me! I'll work on them when I have to time  :|
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Magnet Dood on May 31, 2011, 09:15:54 PM
Who is Fusion Man? A custom robot master?
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Donutyoshi on May 31, 2011, 09:33:55 PM
Quote from: "Magnet Dood"
Who is Fusion Man? A custom robot master?
Yeah. It was a Robot Master by Mistergambit64. Who is part of a fangame that actually going to be released soon.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Magnet Dood on May 31, 2011, 11:32:16 PM
And there is skin for it? It sounds pretty darn cool. Map is looking nice too.

Next: Do Toilet Man's stage! :D

Nah. What about Magnet Man's next?
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Donutyoshi on May 31, 2011, 11:47:53 PM
Quote from: "Magnet Dood"
And there is skin for it? It sounds pretty darn cool. Map is looking nice too.

Next: Do Toilet Man's stage! :D

Nah. What about Magnet Man's next?
Eh. I'd probably do both. But I'd probably tweak Shadow's map.

I noticed the Official MM8BDM map of Magnet's stage was missing the magnetic puller objects. In fact there really wasn't any gravity controlling objects in his stage.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Trollman on May 31, 2011, 11:51:10 PM
One question, who made DERPBOSS? Its an awesome song
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Blaze Yeager on June 01, 2011, 12:58:39 AM
Quote from: "Trollman"
One question, who made DERPBOSS? Its an awesome song
It was made by RushJet1

I sorta found it while going around Famitracker's Forums
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: SaviorSword on June 02, 2011, 02:44:46 PM
I'll try and work on MM5GRAX.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Trollman on June 02, 2011, 07:20:15 PM
Quote from: "Blaze"
Quote from: "Trollman"
One question, who made DERPBOSS? Its an awesome song
It was made by RushJet1

I sorta found it while going around Famitracker's Forums

And the name is...
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Blaze Yeager on June 02, 2011, 07:59:57 PM
Quote from: "Trollman"
Quote from: "Blaze"
Quote from: "Trollman"
One question, who made DERPBOSS? Its an awesome song
It was made by RushJet1
I sorta found it while going around Famitracker's Forums

And the name is...
See the Bold Print
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Trollman on June 02, 2011, 08:27:28 PM
Quote from: "Blaze"
See the Bold Print

Im reffering to the name of the song, not the author
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Tesseractal on June 03, 2011, 09:25:38 PM
Quote from: "Ivory"
Yes you will, good bye LlamaHombre  :ugeek:

I know not everyone likes it, I don't really care. I just aim to please those who do like it. Hence why I spent so much time overhauling the quality with v3.
Also if more people actually tell me WHY they don't like the I-Pack, I can actually work to fix up the problems if they are in fact map problems.

I, actually, prefer the I-pack to CSCMPR. The I-pack maps as whole show more polish and attention to detail. I steal a CSCM mapper's words talking about the I-pack: "They're beautiful." Then you look at CSCM13, 15, and 16. The I-pack generally shows signs of considering what will happen in scenarios in the various maps- and the ones that didn't will most likely in the V3(I was hoping I could use it in this argument, alas...). You don't have things like "Gee, maybe I'll put an M-tank in the center of a map!" such as CSCM15; you have "M-tanks are a huge asset, they should be put in a place hidden or difficult to get to." You DO have a map that uses one texture/tileset and isn't garish, whereas 13 and 15 still generally fail to appeal to the masses' eyes. Plugging Ivory aside, what bothers me about CSCMPR is that my impression is that opinions are only valid in bulk or- "If only one person complains about, it's not an issue." My question CSCMappers is: is that really true ever? Is Ice Man X really a good map because there wasn't a uniform complaint about it? I see that if everyone has a complaint with it, something must be wrong with it. My meaningless, unspecified complaint is: It seems nothing like Ice Man at all; just like Cut Man X; it's nothing more than a Doom-styled map with Mega Man textures. You want to make it less maze-like? Cut off some of the meaningless dead ends, the cuts into walls that are the size of a player's hitbox in length and width; that have no function other than to change the shape of an island into something less closed-looking. I mean:

[_][_]
....[_]
[_][_]
[_]...

Would become

[_][_]
[_][_]
[_][_]
[_][_]

Basically: If the islands had less gaps in them (like the E-tank spawn) there would be less "dead-ends" and in effect, less maze-ness. I can try and explain this better. Now let's talk about Fire Man X. The lower floor is still insanely death heavy. To the point where: jumping haphazardly is simply not safe. It was a problem in Metal Man X, in Bomb Man and Dive Man X(all have been vastly improved), and it's a problem here. I'm sure it has been fixed but it still requires attention. Say the lava flow in MMCTF09 (Wood Man) was fatal. Sure, you could easily evade it with jumping skill. Not everyone is a skilled jumper; I do not think platforming should be the central feature of a map - it's why you don't like Shadow Man X, after all. I still believe the amount of death crevices in Fire Man X are unnecessary in the lower floor. Because jumping shouldn't be your main concern; it should be killing others. I'm almost certain that map's creator isn't a fan of roboenza.

I recall what I said about Fire Man X - for the most part, it's only one crevice that bothers me. It's a bit odd but yes, I was thinking of the old fireman x and not this one.

Now this is a huge map pack to tackle, and I don't really see the CSCM side a whole bit - but there are certain problems I feel that were stated to be in V2, and not addressed. First: I like Blaze's maps. Castle Crashers has improved, I like the added section, but the center area - the teleport pillar - is still effectively a dead zone. In Duel/LMS/etc. styled modes, you cannot effectively get out of there. Using a ladder the only exit is really disastrous for anyone inside. You could justify it saying "Don't go in there in Duel/LMS/etc.!" but do you really want a non-usable area in the map? I don't, and that's why: making the ladder a fan, or a slope, or SOMETHING that isn't painful to use as a ladder. CSCM10 - I don't really like the ice in the map but that's only a minor complaint.

CSCM13 - I'm going to paraphrase Flan when I say "I fixed all those problems". And I paraphrase myself when I said, "Remove the ****ing teleporters that you can see both sides of!" It'd be freaking awesomeone thing if in real life, you could kill someone by obliterating their existence with a gate, but you can't do that. That MUST come off insanely asinine even to the map creator. There are ways to get around this, the easiest being: remove the gate. Alternatively, leave the gate and make that area only accessible from the walls. This would make the area a dead-end without item-1, so add stairs so you can get back up the walls, OR make the teleporter one-way: you can use it to go INSIDE the garden, but not back out. Now you can have your gate and eat it too. The door the mansion... Honestly I see no reason for a teleporter at all, just make it a passable wall. You'd have to try really, really, hard to justify any teleporters inside the mansion at all to me. The inside area being wider/different is an improvement in the least. I can't really tell you're using 8-bit lighting. I don't see why the entire inside of the mansion has to be red, either. You ask: "Why do people think it's confusing/mazelike?" I answer: The textures and the lighting make it difficult to distinguish individual areas from each other. I still say this map has a bit more to go. Don't think you're off easy because you added another texture, or increased the lighting by 20. CMM himself said something like - not using 255 lighting makes 8-bit actors look funny - and it's still the truth. CMM and MRX both learned: sometimes you have to sacrifice elements of a game you're emulating in order to make it more fun - and you might have to do the same.

CSCM14 - Congrats on your linedefs trees, Galaxy. As Noxium showed us, it's possible to stand on the trees *outside*, and not just the ones that are inside. You decide if it's a good or bad thing. Our theory is: godmodding jumping off someone's head.

CSCM15 - The foreground objects (foilage) are a bit excessive, almost to the point that they obscure everything. You don't put pepper ENTIRELY over your meal; just a bit on the sides would be fine. The teleporters - they seem designed to discourage telefragging, but in fact they make it easier because of the walls. There is only one possible entrance direction to each teleporter - making it insanely easy to jump on a tele as someone enters; and easier to block someone who is trying to get out (because they can only go one direction). Possible solutions: Make only one teleporter on each side and don't box it in; put the teleporter at the top of multiple stairs (so people can't drop down from above on it), because it seems you want to prevent telefragging. Also three teleporters just looks funny, kind of like the yellow-greenness of the map. (really, there are less offensive shades of green you can use for grass) Also mentioned: Etank and Mtank placement is wretched, too easily attainable. Hide them better or axe them entirely, I'll say.

CSCM05- I believe this is "strange castle", correct? I'm not sure if it has been brought up: Weapon placement is atrocious. In most balanced maps, weapons with higher damage output/"OP-ness" are put at higher elevations and require more jumping/time to get to. Look at Mirror Buster and C. Eye in MM6MRX. In this map, Hard Knuckle and Mirror Buster on the ground level - with 2 W-tanks no less! - and so almost every other weapon becomes useless. Cutter is in there somewhere but would you really use an 11-hit kill (iirc) weapon over a 2-hit kill? Can you switch to Mirror easily if you're using cutter? No, and you have TONS of high-elevation "Wily" textures that would be great for these items, but are neglected. It's also a tad claustrophobic(again this is minor).

CSCM12 - People haven't figured out that the long jump by the shrine is in fact, a death pit. Just add spikes to it. You could allow people to jump to their deaths and blame it on them, make a stand against incompetence, but you could also add a simple visual cue to curb some of it. Your choice.

Hmm. Somewhere in there, I forgot to brutalize Ring Man X. That'll come later, I guess.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Shade Guy on June 04, 2011, 12:41:03 AM
Quote from: "Ice-IX"
Hmm. Somewhere in there, I forgot to brutalize Ring Man X. That'll come later, I guess.
Ooh, me first!

It looks like whoever made this map (was it Mess? Not sure) made one small map, thought it wasn't big enough, so they decided to copy the whole thing and paste into a spot right next to the first map. It's nearly a mirror replica. This is bad.

Also, the small map isn't that great in my opinion either. It looks like a mini version of normal Ring Man, except with some paths in the middle, I might suggest adding a higher section around the borders of the map to get around more, but that would be waaaay too similar to other CSCM maps (coughcoughBassKoloseum).

Mind you, I'm only criticising the layout. I'm sure someone would be able to comment on the weapons and items, too.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Asd967 on June 04, 2011, 03:30:18 AM
Quote from: "Ice-IX"
Now let's talk about Fire Man X. The lower floor is still insanely death heavy. To the point where: jumping haphazardly is simply not safe. It was a problem in Metal Man X, in Bomb Man and Dive Man X(all have been vastly improved), and it's a problem here. I'm sure it has been fixed but it still requires attention. Say the lava flow in MMCTF09 (Wood Man) was fatal. Sure, you could easily evade it with jumping skill. Not everyone is a skilled jumper; I do not think platforming should be the central feature of a map - it's why you don't like Shadow Man X, after all. I still believe the amount of death crevices in Fire Man X are unnecessary in the lower floor. Because jumping shouldn't be your main concern; it should be killing others. I'm almost certain that map's creator isn't a fan of roboenza.

CSCM12 - People haven't figured out that the long jump by the shrine is in fact, a death pit. Just add spikes to it. You could allow people to jump to their deaths and blame it on them, make a stand against incompetence, but you could also add a simple visual cue to curb some of it. Your choice.

Well. I do take feedback seriously, yet, I try to think a bit on the changes they propose.
For FiremanX, you'll only take risks at the lower floor if you want the better weapons up on those pillars. Necessary platforming was taken care of. Complaining about lava there would be like complaining about any map with death pits around, like Air Man stage. if you are saying MetalmanX was improved, FiremanX got the same treatment. (By the way, what is this lava thing from Woodman's Revenge? Is it the part that has drills, the center of the map?) And there aren't necessary or tricky jumps anywhere on the map anymore, only a hop to the stairs to the "main" floor. What has roboenza to do with this?
If you fall on the lava, it is pretty much because you got flung off, or strafed right into it. Even if you pay attention to fights, falling on death hazards isn't an issue as long as you remember you're on a fire themed stage with lots of lava. Not paying attention to what might kill you would apply anywhere, and Wind Storm was removed from the map's layout.

CSCM12 - I WAS guessing a pretty high drop down was screaming fatal. Then I added a different texture to show it's different from normal water, aka. it kills. Nor I see people jumping off those cliffs. There's already a visual cue there, the floor and height.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Gummywormz on June 04, 2011, 04:15:52 AM
I have ideas for top man and crash man maps. I might also do air man and quickman if I can come up with something.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Shade Guy on June 04, 2011, 11:26:57 AM
Quote from: "Asd967"
CSCM12 - I WAS guessing a pretty high drop down was screaming fatal. Then I added a different texture to show it's different from normal water, aka. it kills. Nor I see people jumping off those cliffs. There's already a visual cue there, the floor and height.
You may not need to add spikes to point out further that touching this floor will kill you, you may just need to lower the pit even further.

If you jump down a pit where you can't see the ground thinking you won't die, you deserve to lose a point.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Tesseractal on June 04, 2011, 02:44:26 PM
Quote from: "Asd967"
If you fall on the lava, it is pretty much because you got flung off, or strafed right into it. Even if you pay attention to fights, falling on death hazards isn't an issue as long as you remember you're on a fire themed stage with lots of lava. Not paying attention to what might kill you would apply anywhere, and Wind Storm was removed from the map's layout.

Yeah and so I retracted statements about FIRX(not in defense, or anything - I was hesitant about saying it initially). My mind is mangled because I don't register deathpits that contain almost no vertical drop - but it's really only the lava between the ladder/lower floor that I don't really understand. The difference with Air Man only being on Air Man I immediately recognize the deathpits and think "gee, stay really far away from those" on FIRX I had more difficulty. The "long, narrow" deathpit or "death crevices" I see in these remixes tend to bother me. The lava in CTF09 are the red floor textures in bases that the flag can be stuck in; the analogy is irrelevant however.

Now the other reason I'm here - Ring Man X. I hate to attack it viciously, but basically everything about the level design aggravates me. You can shoot through walls, basically making the entire map open. I feel there are unnecessary gaps in this stage - the "bridges" to the center of the middle of each ring feels extra long and because of the jumps, I'm forced to memorize the time-distance of the bridge so that when I'm running backwards, I can make the second jump... then immediately turn around because I have to jump again. It's a lot of platforming and I feel like one jump to the center... would suffice. If you don't want to cut a gap from the center, you could make the teleport in the center instead. Then there's the elevated wall areas. Actually: upon checking, you don't need to jump the second gap in order to clear it running backwards... But I disagree with the weapon spawns here. One of them is star crash and the other is... search snake. Star feels insanely more useful than the snake is. I have the same problem with the teleport weapons. Each time I spawn it's "Oh, ****, I didn't spawn on the side I wanted that has the good weapons" (as this side has Bass replacing Proto as well)


Here if you fall down the center of the "high platforms", you're stuck between a wall and a box with no simple way to get out. Sure, it's better than dying... Here's my problem: The "box"/crate that blocks you inside the center of the map's wall/border: the other two crates don't block your path. This bothers me; it feels like more of an inconsistency and not a clever way of hiding a single-use item (Bass and Proto which are largely dwarfed). I won a DM here with a good size a while back and despite doing so, it was rather arduous to do so. It felt as if in order to get any of the weapons I felt were useful (Top Spin, Magnets, Yamato Spears) I had to teleport spam. That merely aggravates me, and you might say "But Roc, if there were no teleports, you would have to beat spam/rush/footstool and it would take longer!" and it would be true, but it would be more interesting because the other weapons would see more common use (like weapons on the high towers in MM4RIN). As in "as I traverse the entire map to get top spin, maybe I'll use these other weapons on the way to get frags" versus "MUST GET TOP SPIIIIIIINNNNNNN". Like the majority of the maps in the game(or not in the game) you can remove topspin and decentralize the deathmatch a lot, but I like top spin so I won't really suggest that. Having your top spin cut off is very unfortunate.

One saving grace this map has is the presence of flyin' Saku, which instantly brings it up from "total fail" status. But you saku in the center of the map, which... I don't really understand at all. You have all these weapons you have to jump hurrdles to get to but you just hand 'em Saku. This still puzzles for me some reason. The other mystery to me: you have Three large health spawns in the entire map. You want a reason to split the elevated platforms on the edge, put more large health spawns. Or something. It feels lacking in that area(and oddly asymmetrical to have so few large healths). Also I forgot to mention that since the teleporter has the same problem as Dog Man - insanely easy to telefrag, although not as easy because they're technically both one-way teleporters. I would say "raise the teleporter entrance" but then it's possible to get the teleport spawns with saku and.... More importantly, most remixes I would say "be in the vein of the original map" but this map I would say "take the original map and saku it". But anyway, this map has had enough for now. If it weren't for top spin, the weaponset might be interesting. *Sakugarnes away*
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Galaxy Sisbro on June 04, 2011, 03:09:15 PM
Quote from: "Ice-IX"
 
CSCM14 - Congrats on your linedefs trees, Galaxy. As Noxium showed us, it's possible to stand on the trees *outside*, and not just the ones that are inside. You decide if it's a good or bad thing. Our theory is: godmodding jumping off someone's head.

Well, it's a good thing. It can be a hard but safe camp spot at roboenza, and, at the same time, it would be impossible to camp there in deathmatch (Without counting that zombies can get there with the super jump).

Also, i want to say something: More than the layout, the weapon placement, the look or the idea itself, you need something more in your maps: Innovation. See my maps. Every map i make isn't just random sectors placed everywhere. In MM1DW1X, I added the copy robot machine and the pit, Just to make a new and fresh look to the map, more than another random map made with the same textures. In CSCM14, i added the trees (as decoration and camp spot at some cases) and waterfalls (Which replaces the typical stairs or slopes). That's why CSCM14 "Isn't just another castle", it has something more. MM2METX and MM2DW1X are great examples too, with the scroll floor script to move actors, and using linedefs to make 3 floors (Too bad that linedefs lags that much). Guys, you really have potential. Please, don't make a map just for it being played. Add something new to the maps. We are bored of the same thing over and over. Frost processing added the floating ice blocks and Fireball deathmatch added pipes. In the remixed maps cases, I'll recommend to add new things (Like shadow man with the similar script of brightman, or magnet man puller objects), Or, for example, in toad man, add something from the game that we haven't seen in MM8BDM maps, Like the outside section. Isn't a fantasy that dog man is considered one of the worst maps in this pack. And donutyoshi could ask why. The textures aren't 8 bit looking, every sector looks like the same, and the teleports are awful at some point. Donutyoshi, please, learn to make 8 bit textures, or either use the default textures into your map. Also, add something new at every sector, just to see that it is different from other one. and what i said, please start by innovating your map. It is just random sectors with grass. finally, why the grey cutman sprites, or the crystal towers in the map file?
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Flandre Scarlet on June 04, 2011, 10:03:42 PM
Ok so, here's what I will do:

1 - Add two sets of stairs to the outside of the garden, so there are multiple ways to enter the inside other than just the teleporter.
2 - Remove the fences from the roof. They make it suck for zombies.
3 - Change textures.
4 - Add two other corridors linking the entrance of the mansion to the side stairs and the second floor.

Edit:
Ok, thanks to what people did, I'm not fixing anything at all anymore until the community stop being such jerks.
So it's up to you guys.
I'm talking to you, Ken, mrguy and llama.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Alucard on June 04, 2011, 11:05:27 PM
Quote from: "Flandre Scarlet"
Edit:
Ok, thanks to what people did, I'm not fixing anything at all anymore until the community stop being such jerks.
So it's up to you guys.
I'm talking to you, Ken, mrguy and llama.

Alright, don't keep a map against most people's will just because 3 people aren't being nice. Despite that a few people in this community are un-nice to people, does it stop them from making stuff? Or, when I first came here, remember all the hatin' people were making on me? Did that make me stop making music packs? No. So 3 against however-many-want-it-to-change, I say the however-many-want-it-to-change wins. I can just tell. Besides, Flan, lotsa people be hatin' on Touhou. Mainly because one of the following reasons:

-The person who made it was drunk
-It's almost as unbeatable as Airman
-How easy things became a meme.

At least, that's what I think anyway...
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: LlamaHombre on June 04, 2011, 11:07:40 PM
Alright. Lemme just say this.

NOBODY REALLY HATES TOUHOU.

What people REALLY hate is how it's spread like the plague, and forced upon EVERYONE.

Leaving a bad map in a map pack ABOUT touhou doesn't help it's image either.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: tsukiyomaru0 on June 04, 2011, 11:18:10 PM
The Touhou maps are fine. But DogMan need to be put down. The color scheme is too much flat and the map itself has THREE teleporters that goes for the SAME place.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: LlamaHombre on June 04, 2011, 11:33:59 PM
I am not joking when I say this:

Dog Man is the best map in the damn pack.

The layout is unique, the playability is massive, and I love going to it.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: MagnetMan497 on June 04, 2011, 11:36:55 PM
The layout for Dogman is nice, I agree.

The main problems are the odd teleporters and M tanks everywhere. Other than that, it's not bad at all.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Galaxy Sisbro on June 04, 2011, 11:42:59 PM
MagnetMan, don't forgot to include the textures. They really aren't megaman looking, and causes eyesores.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Flandre Scarlet on June 04, 2011, 11:44:27 PM
Quote from: "Alucard"
Quote from: "Flandre Scarlet"
Edit:
Ok, thanks to what people did, I'm not fixing anything at all anymore until the community stop being such jerks.
So it's up to you guys.
I'm talking to you, Ken, mrguy and llama.

Alright, don't keep a map against most people's will just because 3 people aren't being nice. Despite that a few people in this community are un-nice to people, does it stop them from making stuff? Or, when I first came here, remember all the hatin' people were making on me? Did that make me stop making music packs? No. So 3 against however-many-want-it-to-change, I say the however-many-want-it-to-change wins. I can just tell. Besides, Flan, lotsa people be hatin' on Touhou. Mainly because one of the following reasons:

-The person who made it was drunk
-It's almost as unbeatable as Airman
-How easy things became a meme.

At least, that's what I think anyway...

It isn't that way. If you went into the Roboenza server, you'd notice it's not only these three. it's everyone.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: MagnetMan497 on June 04, 2011, 11:47:03 PM
Quote from: "Galaxy"
MagnetMan, don't forgot to include the textures. They really aren't megaman looking, and causes eyesores.
I don't know why everyone complains about those textures! They don't give me eyesores...
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: tsukiyomaru0 on June 05, 2011, 01:03:19 AM
Quote from: "MagnetMan497"
Quote from: "Galaxy"
MagnetMan, don't forgot to include the textures. They really aren't megaman looking, and causes eyesores.
I don't know why everyone complains about those textures! They don't give me eyesores...
- Bright colors
- Obviously made on Paint in five seconds flat
- way too high contrast.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: SmashTheEchidna on June 05, 2011, 01:13:34 AM
They really don't seem that bright to me. The contrast isn't that high. In fact the inside is kinda dark. In software mode the lighting is off and it makes it look a bit ugly, but it's not blinding.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Tesseractal on June 05, 2011, 04:30:16 AM
Quote from: "Flandre Scarlet"
Ok so, here's what I will do:

1 - Add two sets of stairs to the outside of the garden, so there are multiple ways to enter the inside other than just the teleporter.
2 - Remove the fences from the roof. They make it suck for zombies.
3 - Change textures.
4 - Add two other corridors linking the entrance of the mansion to the side stairs and the second floor.

Edit:
Ok, thanks to what people did, I'm not fixing anything at all anymore until the community stop being such jerks.
So it's up to you guys.
I'm talking to you, Ken, mrguy and llama.

*sigh*

I don't really give a flying **** what you base your map on; if MM1DW1X had Ronald McDonald textures it'd still be awesome. I only ask this: Don't sacrifice map fluidity to emulate elements of a game. If you want to have a map that reflects a certain idea; that's great. It's great to have a vivid inspiration for a map; it's not great if your vision for a map is so stonewalled that it's not enjoyable. The changes that you listed all sound like they would be improvements if implemented correctly. I was hesitant about providing criticism for CSCM because I was worried that particular mapmakers would make excuses as why they can't improve maps.

Being a martyr for the touhou fandom is not an excuse not to improve a map.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Shade Guy on June 05, 2011, 04:47:48 AM
About Dog Man, after playing it quite a few times on Rage Roboenza, I've noticed the layout is actually alright. I'd suggest working on the mountain part a bit, it seems a bit odd. Also, I'd say remove one of the three teleporters and also in the halls with columns, I think it would be best to put a 64 wide gap in between each so you can stand in between them.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Flandre Scarlet on June 05, 2011, 11:35:49 AM
Quote from: "Ice-IX"
Quote from: "Flandre Scarlet"
Ok so, here's what I will do:

1 - Add two sets of stairs to the outside of the garden, so there are multiple ways to enter the inside other than just the teleporter.
2 - Remove the fences from the roof. They make it suck for zombies.
3 - Change textures.
4 - Add two other corridors linking the entrance of the mansion to the side stairs and the second floor.

Edit:
Ok, thanks to what people did, I'm not fixing anything at all anymore until the community stop being such jerks.
So it's up to you guys.
I'm talking to you, Ken, mrguy and llama.

*sigh*

I don't really give a flying **** what you base your map on; if MM1DW1X had Ronald McDonald textures it'd still be awesome. I only ask this: Don't sacrifice map fluidity to emulate elements of a game. If you want to have a map that reflects a certain idea; that's great. It's great to have a vivid inspiration for a map; it's not great if your vision for a map is so stonewalled that it's not enjoyable. The changes that you listed all sound like they would be improvements if implemented correctly. I was hesitant about providing criticism for CSCM because I was worried that particular mapmakers would make excuses as why they can't improve maps.

Being a martyr for the touhou fandom is not an excuse not to improve a map.

Alright alright alright, Let me first change it. I'll send in screenshots and the blueprint for you guys.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Jc494 on June 05, 2011, 03:00:34 PM
Unfortunatly, HARMANX and GYRMANX are now on hold. I have so little time on the computer, that I only use it to continue my CTF map pack, and so I will have enough time to continue these maps after 23rd June. Sorry for the inconvince.

Also save CHAMANX for me too.... please?
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Blaze Yeager on June 05, 2011, 05:48:03 PM
I want to switch MM6BLIX with MM6FLAX
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: chuggaafan1 on June 05, 2011, 08:02:38 PM
Quote from: "Flandre Scarlet"
Ok so, here's what I will do:

1 - Add two sets of stairs to the outside of the garden, so there are multiple ways to enter the inside other than just the teleporter.
2 - Remove the fences from the roof. They make it suck for zombies.
3 - Change textures.
4 - Add two other corridors linking the entrance of the mansion to the side stairs and the second floor.

Edit:
Ok, thanks to what people did, I'm not fixing anything at all anymore until the community stop being such jerks.
So it's up to you guys.
I'm talking to you, Ken, mrguy and llama.

I Know Exactly How You feel
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: tsukiyomaru0 on June 05, 2011, 11:15:03 PM
Quote from: "Flandre Scarlet"
Ok so, here's what I will do:
1 - Add two sets of stairs to the outside of the garden, so there are multiple ways to enter the inside other than just the teleporter.
2 - Remove the fences from the roof. They make it suck for zombies.
3 - Change textures.
4 - Add two other corridors linking the entrance of the mansion to the side stairs and the second floor.
1 - Well, i thought of making the lower half of the trees outside a "climbable block" of some sort, or act like the barrels from DR Wily's Castle Entrace
2 - It is not needed. Those fences blocks projectiles, which allows them to climb and makes it slightly more complicated for campers.
3 - Whatever you do about this, I'm okay with.
4 - And a basement maybe? :3
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: SmashTheEchidna on June 05, 2011, 11:17:18 PM
Quote from: "tsukiyomaru0"
4 - And a basement maybe? :3

I say a basement and a back yard.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Flandre Scarlet on June 05, 2011, 11:26:14 PM
And here's screenshots.

(click to show/hide)
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Tails on June 05, 2011, 11:32:40 PM
I have to say, I like the roof a lot more.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: SmashTheEchidna on June 05, 2011, 11:50:01 PM
The grates on the last picture kinda clash with the rest of the textures. I suggest changing the colors or something.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: LlamaHombre on June 06, 2011, 12:14:35 AM
I liked what I saw.

...But my computer bled at the sight of all those bridges.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Alucard on June 06, 2011, 12:29:04 AM
My one complaint with these screenshots is that...Those weapons in the first one NEED to be separated. ESPECIALLY get Yamato Spear and Ballade Cracker away from each other.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Tesseractal on June 06, 2011, 12:53:23 AM
The screenshots look great. You might consider making the stairs brown to blend with the surrounding wall better.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: SmashTheEchidna on June 06, 2011, 12:55:35 AM
Yeah, the weapons are another issue I didn't mention. You really NEED to separate those weapons. All of them are powerful, and too close together. Anyone who gets into that area will be armed and dangerous in 5 seconds. At the very least if they're gonna be that close change the weapons to something weaker. Like dive missile, maybe blizzard attack, and Gemini laser.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Korby on June 06, 2011, 12:57:36 AM
...Is it darker now? It looks darker.

Anyway, I'm glad there's new textures.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Flandre Scarlet on June 06, 2011, 01:17:01 AM
Alright, so, when mess sends me the map back, I will -

1 - Change weapons in certain parts
2 - make the outside stairs' colour work better with the wall
3 - Change the colour of the bridge of the roof.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: SmashTheEchidna on June 06, 2011, 01:46:13 AM
Good. Can't wait to see the updates.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: LlamaHombre on June 06, 2011, 02:39:10 AM
There's one thing that bothers me.

On the wooden rails outside, one half has Thunder Beam and the other half Spark Shock.

Huh?
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Nuy on June 06, 2011, 07:01:44 PM
'bout that E-Tank in MM3NEEX, it really needs changing. Its damn near impossible to get, even though it IS possible to get, its not even worth it. I just thought I should bring that up.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: SmashTheEchidna on June 06, 2011, 07:10:50 PM
Quote from: "*Nu*"
'bout that E-Tank in MM3NEEX, it really needs changing. Its damn near impossible to get, even though it IS possible to get, its not even worth it. I just thought I should bring that up.

Maybe make it an M-Tank instead?
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Asd967 on June 06, 2011, 08:43:37 PM
Lol, that was a joke on my part. (Though you can pull out a "pro" e tank camp there, hehehehe.)
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Flandre Scarlet on June 06, 2011, 10:18:42 PM
AAAAAAAND, Here's changes.

(click to show/hide)
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: SaviorSword on June 06, 2011, 11:10:18 PM
Quote from: "Flandre Scarlet"
AAAAAAAND, Here's changes.

(click to show/hide)

Keep the bridge's colors close together, its more appealin' and friendly to the eye. The fences looked ugly to me though.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Flandre Scarlet on June 06, 2011, 11:14:08 PM
I don't get it. ;-;
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Gummywormz on June 06, 2011, 11:19:49 PM
He means make the bridges a brownish color.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: SaviorSword on June 07, 2011, 01:17:21 AM
Woops! Sorry for the confusion.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Nuy on June 07, 2011, 01:27:32 AM
>.>
/me slaps ASD with a <><
Make it a little wider gap, add some item 1's, and MAYBE make it an M-Tank.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Korby on June 07, 2011, 07:41:03 AM
Well, I've finished "Outback Garden."

I'll be submitting it later.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Shade Guy on June 07, 2011, 08:43:45 AM
What. You were serious about that.

I...I...

I look forward to it.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Jc494 on June 07, 2011, 02:10:54 PM
Quote from: "Asd967"
Lol, that was a joke on my part. (Though you can pull out a "pro" e tank camp there, hehehehe.)

Lol Needleman has some pretty cheap windows, being able to shoot through them and all...
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Hallan Parva on June 08, 2011, 05:55:07 PM
Quote from: "Korby"
Well, I've finished "Outback Garden."

I'll be submitting it later.

WHAT. You were serious!?
... I love you.

Seriously though, the map's layout is better than about a third of the "remixed" maps, even though it's a "joke" map. I'm just scared to see how beautiful a "serious" Korby map would look.

Also this:
Quote from: "MagnetMan497"
Olive Steakhouse. I mean, cmon, it's not even possible to get Mirror or Gravity.
Quote from: "Korby"
I love when people keep trying to get it. Then I can shoot them. :D

WHY!?!?!? I thought it was possible to get them, but never tried it because it looked too hard... Can you add a Rush Coil or something just so people can actually, y'know, GRAB THEM??? (Or even better, swap one weapon with a Top Spin just to make it even more tempting, heheheh.)
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Korby on June 08, 2011, 07:27:59 PM
There's an impassable linedef blocking you from the weapons.
I guess I can probably show this. Not much is bein' shown anyway.
(click to show/hide)
It wasn't gardeny enough, so I added cacti and trees. I don't remember when this screenshot was taken, so there may have been changes made to the map.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: tsukiyomaru0 on June 08, 2011, 10:14:59 PM
Quote from: "Korby"
There's an impassable linedef blocking you from the weapons.
I guess I can probably show this. Not much is bein' shown anyway.
(click to show/hide)
It wasn't gardeny enough, so I added cacti and trees. I don't remember when this screenshot was taken, so there may have been changes made to the map.
For now, it is a map a little random lie the "Olive Steakhouse", right? Either way, looks good.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Korby on June 09, 2011, 01:13:43 AM
Think of it as Olive Steakhouse's brother.

I may or may not submit more "restaurant" maps.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Shade Guy on June 09, 2011, 01:22:05 AM
If you ever do make another restaurant map, call it something like Buffet Coffeehouse.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Alucard on June 09, 2011, 01:28:27 AM
Or even better..

McDonald's Burger King.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Shade Guy on June 09, 2011, 01:32:12 AM
I'd suggest more fast food names, but I don't think you northern hemisphere people have heard of Hungry Jack's and Red Rooster.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: SmashTheEchidna on June 09, 2011, 01:47:22 AM
Whataburger king! He rules just like you like it.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Messatsu on June 09, 2011, 03:10:21 PM
Quote from: "Korby"
Think of it as Olive Steakhouse's brother.

I may or may not submit more "restaurant" maps.

Heh, I think 2 is good enough.  Unless you wanna make Burger Coffeehouse or something in the style of an actual restaurant (that'd be hilarious and probably pretty fun too)
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: MagnetMan497 on June 09, 2011, 03:42:12 PM
Can you sepereate the remix and normal pack? They're getting way too big
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: TheBladeRoden on June 09, 2011, 05:35:01 PM
Pizza Bell
Taco Hut
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Galaxy Sisbro on June 09, 2011, 08:11:04 PM
Quote from: "MagnetMan497"
Can you sepereate the remix and normal pack? They're getting way too big

Unless there is heavy enough, thoses 2 will not be separated. 30 mbs aren't that much, anyway.

Quote from: "Korby"
There's an impassable linedef blocking you from the weapons.
I guess I can probably show this. Not much is bein' shown anyway.
(click to show/hide)
It wasn't gardeny enough, so I added cacti and trees. I don't remember when this screenshot was taken, so there may have been changes made to the map.

This map will be alongside with olive steakhouse, or it will be a new map?...
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Korby on June 09, 2011, 08:11:46 PM
New map.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Knux on June 11, 2011, 07:27:53 PM
With MM6TOMX so close to completion, I thought I'd tease you guys...

(click to show/hide)
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Max on June 11, 2011, 07:28:16 PM
...Darkman tiles?
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Knux on June 11, 2011, 07:39:46 PM
There are 2 buildings in the map which use textures other than Tomahawk Man's because the ones available for Tomahawk Man are very limited and would cause eyerape could make the map look too bland for what it's intended to look as. The rest of the map is 95% Tomahawk Man textures though, and I have a hard time finding new things to build sometimes. Also, this is not the only time textures from other maps have been used. Look carefully in other maps and you'll see.

It's the gameplay I'm worried about, but we'll see. It's a teaser anyway, so wait for it.  :geek:

EDIT: I was originally going to do the remix map with only Tomahawk Man textures and make it similar to the original map, until I noticed a lot of remixed maps do the same. I also read somewhere in this topic that it's a good idea to try out things in the remixes that people haven't seen before, and I fully support that idea.

Flanny, I used the SDM gate, don't be mad... >.<
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Flandre Scarlet on June 11, 2011, 09:58:26 PM
Quote from: "Knux"
Flanny, I used the SDM gate, don't be mad... >.<

Don't worry, I allow everyone to use my textures as long as they give credit.
That gate is hard to adjust correctly depending on the situation though...
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Knux on June 12, 2011, 01:17:38 AM
I adjusted it perfectly by moving the textures from each side a bit to the right. Thanks!

And so, the map is complete. I only shudder at the seizures the game gets at the start of a match, though they wear off rather quickly. If this is too much of a problem online though, I will have to murder the outside areas as I think they may be the source of it. Perhaps too many decorations. Also, testing would be welcome by someone who can host a server.

Messatsu, I added 32 DM starts and also 16 of each Red and Blue starts. Hope I haven't missed anything.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Flandre Scarlet on June 12, 2011, 01:21:27 AM
The gate is 92x64. (Meaning, 184x128) The problem for me was the fact that there were needed linedefs interrupting the gate, so it took me about 30 minutes to adjust the gate and I'm sure it's not 100% adjusted yet.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Knux on June 12, 2011, 01:52:33 AM
(click to show/hide)
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Flandre Scarlet on June 12, 2011, 01:57:01 AM
It looks fine because there is nothing interrupting it.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: SmashTheEchidna on June 12, 2011, 02:25:34 AM
It looks like a rather big map. I think I may enjoy playing here.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: SaviorSword on June 12, 2011, 04:34:15 AM
A European styled gate does not sit well with me in the Wild West. :

I kinda do suggest to make a wooden or metal gate that's not European. Might be a little troublesome, but that's just my two cents on a stylistic note.
Title: Re: [Maps] CS_CM Pack. V3 + Remixed maps RELEASED! 5/20/11
Post by: Galaxy Sisbro on June 12, 2011, 04:07:09 PM
Yeah, SDM gate really doesn't fit there. Use MM2DW1 Grates.

The map looks a little bland. Hope the screenshot isn't lying about what i'm saying :/. Is neat to see the map has new things to see out there. I like your work!

EDIT: Don't add blue and red starts! Go and delete them. Blue and red starts are only for CTF game mode. Just add DeathMatch starts, and delete 1 player starts too there.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Messatsu on June 12, 2011, 08:55:53 PM
Minor update with a few map changes and fixing some bugs to support MM7BDM v2b.  I'll release v4a once I get everything together.  In the meantime, if anyone wants to update their maps with MM7 weapons, please send the changes to me.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Galaxy Sisbro on June 12, 2011, 10:15:05 PM
Oke. Also mess, i discovered that some of the maps (Including CSCM14) doesn't have yasichi. Be careful with that!

I'll send you my map with some little fixes, MM7 weapons and yasichi ;)
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Flandre Scarlet on June 12, 2011, 10:17:34 PM
Just for you to remember Mess, I'd like you to see if it would be possible to add Knightman's arena and Flame Processing in.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: ambrose on June 12, 2011, 10:46:34 PM
Well, I made some changes to my map quite some time ago. I guess I'll send that in now.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Knux on June 12, 2011, 10:54:36 PM
Quote
Don't add blue and red starts! Go and delete them. Blue and red starts are only for CTF game mode.

And Team Deathmatch too.  :D

Messatsu, I have no idea how to send you the map. A PM with contact info or another method would be appreciated.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Flandre Scarlet on June 13, 2011, 02:30:10 AM
Alright. Just like before, now that the CSCM13 has been updated, I'd like to know what you guys think of the changes, and I'll appreciate suggestions on how would the map get better. Thanks for any feedback, positive or negative.

Oh and, sorry for the way I left the RR server today. I accidentally pressed the power key, my Keyboard went crazy and it spammed binds, so I couldn't speak, and the Comp was shutting itself off thanks to the "Power" button being pressed. I hate this button more than I hate Kaguya.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: tsukiyomaru0 on June 13, 2011, 03:08:03 AM
Quote from: "Flandre Scarlet"
Alright. Just like before, now that the CSCM13 has been updated, I'd like to know what you guys think of the changes, and I'll appreciate suggestions on how would the map get better. Thanks for any feedback, positive or negative.

Oh and, sorry for the way I left the RR server today. I accidentally pressed the power key, my Keyboard went crazy and it spammed binds, so I couldn't speak, and the Comp was shutting itself off thanks to the "Power" button being pressed. I hate this button more than I hate Kaguya.
One thing: mow the grass. There's so much, so much that the frame rate drops to the same level as Plantman's.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Flandre Scarlet on June 14, 2011, 09:08:21 AM
Well, Okay.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: SmashTheEchidna on June 14, 2011, 10:42:21 AM
For twenty bucks I'll mow it for you.  :p
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Jc494 on June 14, 2011, 11:42:26 AM
Just so you guys know, I'm doing Junkman X, for the Mapping contest. Whether it wins the contest, it's going to be Junkman X.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: SmashTheEchidna on June 14, 2011, 12:35:45 PM
Quote from: "Jack Corvus"
Just so you guys know, I'm doing Junkman X, for the Mapping contest. Whether it wins the contest, it's going to be Junkman X.

Add machines that are activated by Thunder Bolt! =D
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Jc494 on June 14, 2011, 01:02:10 PM
Quote from: "SmashTheEchidna"
Quote from: "Jack Corvus"
Just so you guys know, I'm doing Junkman X, for the Mapping contest. Whether it wins the contest, it's going to be Junkman X.

Add machines that are activated by Thunder Bolt! =D

I was gonna add something else much better.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: SmashTheEchidna on June 14, 2011, 01:17:16 PM
Ooh, sounds promising. (though I'd like both unless the idea uses the thunder bolt.)
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Flandre Scarlet on June 14, 2011, 04:13:31 PM
Quote from: "SmashTheEchidna"
For twenty bucks I'll mow it for you.  :p

Make it eighteen bucks and it's a deal  :ugeek:
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Ivory on June 14, 2011, 04:15:30 PM
Funfact, I was originally going to have Machines in Junk Man's stage that need to be hit with Thunder Bolt and would change the stage layout.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: SmashTheEchidna on June 14, 2011, 05:18:27 PM
I had a feeling you were.  :ugeek:
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Tesseractal on June 14, 2011, 05:26:52 PM
Quote from: "Knux"
Quote
Don't add blue and red starts! Go and delete them. Blue and red starts are only for CTF game mode.

And Team Deathmatch too.  :D

No. Team Deathmatch and Team LMS use deathmatch spawns and the game attempts to place teams together (you will see this fail sometimes on smaller stages). Team Red/Blue spawns are used exclusively for 1 Flag CTF, CTF, and Skulltag mode(not the engine, the game mode). If you don't believe me, try loading a CTF map in Team Deathmatch.

EDIT: rather than make this post meaningless, figure I'd talk about some old CSCM maps real quick.

"Fireball Deathmatch(CSCM07 iirc)": The weapon layout is sort of backwards. You have Atomic Fire and Skull Barrier in easy to get places. The most difficult weapon to get is... Fire Storm. It's an inverted pyramid. Atomic and/or Skull would be better at the top than Firestorm.
"Kero Palace(CSCM08 iirc): Another map that's centralized around Top Spin spam. Slash Claw could replace it easily. Skull Barrier's another one out in the open. (Putting it behind the firetraps would be vicious, but an effective deterrent)
CSCM05: I elaborated in an earlier post. Mirror Buster/Hard Knuckle next to two W-tanks is highly unbalanced.

In general I figured you would add more MM7 weapons. v3b seems like a largely incomplete update.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Messatsu on June 14, 2011, 05:42:12 PM
v3b is a compatibility update.  It was just meant to fix the pack so it works with v2a/b.  In my infinite stupidity I named the songs for wily7 stage 1/4 MM7DW1 and MM7DW4.  Those conflicted with the MM7 maps and thus would error when you tried to load the stage.   I've gotten a number of submissions since then and need to sort through them before I release v4a.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Max on June 14, 2011, 09:51:29 PM
Just read from about page 20 upwards and the only complaint I've heard about Dustbowl is "It's boring." So it's staying the same (but tidied up a bit) until Ice-IX comes in and writes me a book about it :P.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Korby on June 15, 2011, 11:02:56 PM
Roc, I think you're supposed to use the Skull Barrier to go through the firetraps and get to the teleporter.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: MidnightTH on June 20, 2011, 05:27:21 PM
http://www.sendspace.com/file/cd2rs6

Heres my map
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Bikdark on June 21, 2011, 05:11:53 AM
I still have no idea why there are ladders leading to Skull and Wind in FiremanX when you can't even use them.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Jc494 on June 21, 2011, 11:18:32 AM
Quote from: "Bikdark"
I still have no idea why there are ladders leading to Skull and Wind in FiremanX when you can't even use them.

You can.. How?
(click to show/hide)
Firstly, this is NOT a ladder.

(click to show/hide)
Secondaly, you have to jump on the fire trap lines and then walk it there like this megaman dummy shows.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Shade Guy on June 21, 2011, 11:26:20 AM
I think what he means is that the not-ladder shown in your first picture does looks like a ladder, therefore misleading him to believe that running into it will not cause you to melt in the lava.

I do agree though, I have thought on several occasions that it was a ladder.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Jc494 on June 21, 2011, 11:28:48 AM
Quote from: "Shade Guy"
I think what he means is that the not-ladder shown in your first picture does looks like a ladder, therefore misleading him to believe that running into it will not cause you to melt in the lava.

I do agree though, I have thought on several occasions that it was a ladder.

Well yeah, When I first saw it (absolute first time) I thought it was too. But I didn't want to risk jumping in the lava and dieing (I was playing LMS at the time) so I took another way.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Shade Guy on June 21, 2011, 11:36:02 AM
Well, if people want King Yamato to make it more obvious that jumping into the Wave Man-style water in CSCM12 and will kill you, then I think he should do the same with these 'ladders'.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Asd967 on June 21, 2011, 05:12:08 PM
...
These "ladders" are from the original MM1 tiles that made the fire pipes.
I don't think you'd press up or down to climb them there, would you?
And it is pretty much explicative that itsn't meant to be climbed upon, looks or no looks.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Alucard on June 21, 2011, 05:48:49 PM
Who in their right minds would try to climb into a line of firetraps anyway? Besides, you climb too slow to get past the fire traps anyway, at least not unharmed. Unless you use hax.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: tsukiyomaru0 on June 21, 2011, 06:04:28 PM
That map isn't a problem. There's one, however, that has a terrible problem with camping tree exploits. I don't remember the name.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Korby on June 21, 2011, 06:23:34 PM
Galaxy's map. You can camp on trees and zombies can't get up there.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Alucard on June 21, 2011, 06:25:09 PM
Quote from: "tsukiyomaru0"
That map isn't a problem. There's one, however, that has a terrible problem with camping tree exploits. I don't remember the name.

I think I know which one you're talking about.

Chaotischer Garden, right?
Title: Zombies can't get up there?
Post by: Kenkoru on June 21, 2011, 10:16:44 PM
lrn2superjump
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Alucard on June 21, 2011, 10:33:26 PM
I just climb the walls.
Title: Re: Zombies can't get up there?
Post by: Bikdark on June 21, 2011, 10:50:03 PM
Quote from: "Kenkoru"
lrn2superjump
This.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Korby on June 21, 2011, 11:05:07 PM
Except you can't reach the top with super jumps, Ken, and you know that.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: tsukiyomaru0 on June 21, 2011, 11:11:52 PM
Quote from: "Bikdark"
Quote from: "Kenkoru"
lrn2superjump
This.

Quote from: "Korby"
Except you can't reach the top with super jumps, Ken, and you know that.
Korby replied it.

Ah, and not even infect tower helps! I have seen people trying this and failing horribly.
Title: Roffle, you n00bs know nothing
Post by: Kenkoru on June 21, 2011, 11:48:01 PM
No, you can. The super jump height was raised in the most recent update, if I remember correctly. Either the most recent or the one before. Also, to clarify, the inside trees are reached by climbing the ceiling. The outside trees are reached by super jump. The key is to not go straight for the tree farther back. You super jump on the tree closer to the ledge, and jump to the other from there. Which is the same way the humans get up there.
Title: Re: Roffle, you n00bs know nothing
Post by: lol on June 22, 2011, 05:13:58 PM
Quote from: "Kenkoru"
No, you can. The super jump height was raised in the most recent update, if I remember correctly. Either the most recent or the one before. Also, to clarify, the inside trees are reached by climbing the ceiling. The outside trees are reached by super jump. The key is to not go straight for the tree farther back. You super jump on the tree closer to the ledge, and jump to the other from there. Which is the same way the humans get up there.

^ This.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: TornadoMan on June 22, 2011, 08:23:29 PM
sword told me that i can find a music wad for gutsmusx here like his remix sooo where is it
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Jc494 on June 24, 2011, 01:43:40 PM
Hardman X is done and sent to Mess. Now I'll do Gyroman X.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Knux on June 26, 2011, 11:43:38 PM
The map that was gonna be TOMX is going to be a map for CSCM. I'm doing another map for TOMX, and should be ready soon.

EDIT: In fact, it's already done and sent. >.>
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Donutyoshi on June 29, 2011, 07:41:34 PM
(http://img695.imageshack.us/img695/5451/screenshotdoom201106291.png)

This will blow people's minds off.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: LlamaHombre on June 29, 2011, 09:06:31 PM
Holy shit, the best map in the pack got even better!?
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: OZX on June 30, 2011, 02:33:01 AM
Quote from: "LlamaHombre"
Holy shit, the best map in the pack got even better!?


yea, i have to go with llama on this one.it got better.im looking forwrad to the new maps comin up.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Korby on June 30, 2011, 04:14:28 AM
By the way, in case whoever made Buster Rod G wants to use them.
(http://www23.atwiki.jp/rockmanforte/?plugin=ref&serial=173)

Noticed these on the FC site recently.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Asd967 on June 30, 2011, 10:33:05 AM
Makes some time that map got changed... a week or two it got the textures changed.
Though it wasn't my work, Galaxy did it. And I thank him for it.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: KeryoWolfe on June 30, 2011, 01:55:19 PM
CP_Dustbowl in MY MM8BDM??!!! OH SNAP!

To whoever made that map (pretty sure it was YD) Thank You, Thank You, Thank You!!
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Korby on June 30, 2011, 06:49:04 PM
Ooh, guess I'm a "bit" late then.

Oh well!
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: LlamaHombre on June 30, 2011, 07:38:50 PM
I'd like to make MM4TOAX.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Galaxy Sisbro on June 30, 2011, 10:22:10 PM
I got some complains about the trees in chaotischer garten map. I'm in it. As for now there will be new sectors for zombies. I know it would be more easy to camp at the trees. but whatever.

Quote from: "Asd967"
Makes some time that map got changed... a week or two it got the textures changed.
Though it wasn't my work, Galaxy did it. And I thank him for it.

Nah, you don't have to. I should thank you instead :3

Quote from: "LlamaHombre"
I'd like to make MM4TOAX.

Please add the outside area, for the love of god!...please...
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Knux on July 01, 2011, 04:38:21 AM
Here are some pics of my second try at making TOMX:

(click to show/hide)

The other map I made will be renamed to Fort Knux and will have various changes made to it. On a side note, it would be great if Messatsu made a list of the maps that aren't taken yet in the opening post, for reference.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Copy Robot on July 01, 2011, 04:57:12 AM
There are many opportunities for people to be a cactus on that map.
 :lol:
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Nuy on July 01, 2011, 05:17:24 PM
Quote from: "Galaxy"
Please add the outside area, for the love of god!...please...
I dont quite see how it would be possible to do that.. or what the outside level design would possibly be!
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: SaviorSword on July 01, 2011, 08:58:14 PM
That MM6TOMX looks huge! Ivory huge potentially. No offense to Ivory, but that's how I describe maps that are THAT big. I can see that the map is designed for vanilla Death Matches, but consider other modes while makin' the map.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Myroc on July 01, 2011, 09:21:05 PM
Quote from: "SaviorSword"
That MM6TOMX looks huge! Ivory huge potentially. No offense to Ivory, but that's how I describe maps that are THAT big. I can see that the map is designed for vanilla Death Matches, but consider other modes while makin' the map.

Vanilla Death Matches usually never require maps of this size, either. That map just looks too huge period.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Knux on July 02, 2011, 03:59:36 AM
Quote
That MM6TOMX looks huge! Ivory huge potentially. No offense to Ivory, but that's how I describe maps that are THAT big. I can see that the map is designed for vanilla Death Matches, but consider other modes while makin' the map.

You know, I think it may be too big as well, and I expected people to say no less. That said, I always have all game modes in mind whenever I want to make a map. It's just that I can't bring myself to make a cramped map, though I think I went overboard. And, just so you can give better criticism, I'm making it available for you and anyone else who wants to test it out and point out other problems as well.

http://www.mediafire.com/?yl510hlqi26jdy6

Knock yourselves out...
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Nuy on July 02, 2011, 04:31:40 AM
If its not big, that doesn't automatically make it cramped in cluttered. There IS a balance.. somewhere.
Also I call MM6BLIX
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Knux on July 02, 2011, 08:32:43 AM
If its not big, that doesn't automatically make it cramped in cluttered.

Yes, that's obvious. Read my post more carefully.

There IS a balance.. somewhere.

I just can't seem to find it... D:
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Myroc on July 02, 2011, 09:58:56 AM
I took a look at it. Visually, your map looks awesome, it's just the sheer size of the thing that bothers me. I'd say you should simply start cutting areas until the map reaches about half of its current size.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Galaxy Sisbro on July 02, 2011, 01:22:52 PM
That same problem happened to me, knux. If you see MM1DW1X, actually it has almost the half (Or more) of the size than it has before (And it is still big).

Just imagine Roboenza mode there, or MegaManMafia.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Knux on July 02, 2011, 11:17:03 PM
I have no idea about MegamanMafia, since I never played it nor do I plan to. Still, I can do with cutting the area with the red sand pits and maybe more, as long as it means avoiding making a 3rd map, because to be honest I am growing sick of it.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Tesseractal on July 03, 2011, 08:03:38 AM
Quote from: "Donutyoshi"
(click to show/hide)
So, mind sharing some details? I don't see anything different in this map. Did you fix item placement? E-tank/M-tank locations changed at all? Symmetrical weapon spawns (Quick/Shadow) altered at all? I would really disappointed if you made a big deal of something like changing the floor textures.

Quote from: "Galaxy"
I got some complains about the trees in chaotischer garten map. I'm in it. As for now there will be new sectors for zombies. I know it would be more easy to camp at the trees. but whatever.

No. No, no, no. Messatsu has altered his game mode for your map. Do not try and do it the other way around. Do not alter your map for Roboenza. That will only produce amateur maps. Messatsu raised the alternate fire of zombies so that the trees are accessible. Right now, the outside trees only being accessible in Roboenza is preferable. I would prefer the trees outside remaining inaccessible in non-Roboenza and not made easier to access in Roboenza.

Quote from: "Savior"
That MM6TOMX looks huge! Ivory huge potentially. No offense to Ivory, but that's how I describe maps that are THAT big. I can see that the map is designed for vanilla Death Matches, but consider other modes while makin' the map.

Ivory does not make maps of this size. In terms of length and width, I do not believe Ivory has created a map even half the total area of MM6TOMX. I have not checked Doom Builder for specifications to my point; I do not believe they are necessary, and one who does seeks to win an argument for a meaningless cause.

Quote from: "Galaxy"
That same problem happened to me, knux. If you see MM1DW1X, actually it has almost the half (Or more) of the size than it has before (And it is still big).

Just imagine Roboenza mode there, or MegaManMafia.

Unfortunately, yes. Sometimes even great mapmakers can get caught in an undertow of criticism and, in the spirit of hardwork, saw off elements of their map with a bloodied butcher knife just as easily as they created them, in the same attitude you would cut corners off of a Rembrandt in the name conservation of space. I prefer to avoid stifling of creative design whenever possible. "Downsizing" a map is merely an easy solution to a common map problem: slow fluidity. Ivory's original ten are small in appearance compared to MM6TOMX. Some people who view MM6TOMX will be daunted simply by the open spaces present. People who play the map, by contrast, will see that transition between areas are smooth and open, allowing for mass transit between areas. The original Ivory maps contained elements designed to slow down movement: Tall staircases, long death pit areas, and large elevation changes. The updated Ivory maps did not see great or massive size reduction; in fact, some were even expanded. The problem of "the maps are too big" was largely eliminated by time-consuming elements being reduced or eliminated. My understanding is that when Ivory realized the original IDM04 was simply a giant time wasting map, the map was destroyed (er, the map's life had come to a conclusion). The same occurred with the outside of IDM08. The elements of maps that were large but "clunky" or harder to get through were reduced, with original map design left in tact.

I do not consider the new layout of MM1DW1X nearly as captivating or innovative as it originally was, I do not support a map being chopped to pieces and I would not advise anyone to edit a map in the same way. I would instead advise what remains of MM1DW1X to be left as is.

I will now imagine MM6TOMX in Roboenza. Actually, Rage Roboenza because vanilla roboenza would be a disaster. In Rage, a group of survivors wander around aimlessly looking for a place to camp. At first, the center area will be popular because it contains the highest elevations. They will get caught because it's open and in plain sight. Then, the "clever" campers will try and find places that obscure the height of the Mega Man (or whatever generic enemy skin that was churned out), such as the bizarre "pink ramp" anomaly, or the flame blast spawn. If zombies caught are smart and enable OpenGL, they can simply snipe them from above, or the Softwearers will just rely on trapping them in a corner. Traversing the map is a fairly simple exercise due to implementation of slopes(or "Doom Stairs") which means that entering and exiting areas is fairly simple and not time-consuming. As a human, I was able to scale about 70-80% of the map in 90 seconds. As a human! Zombies are faster, and as such  I would able to climb the "teleport" area (which I did not) and the area of the map and the zone I did not search in the 90 seconds was the "pink ramp" area which Knux rightfully considered condensing.

Oh ho! I am not simply stating this to condemn the map-butchers. There are areas where a map may be condensed without losing design. I would support the pink ramp zone being condensed - basically, the entire outer area being knocked off (anything past the large square/aka beyond the flame blast spawn walls) as that kind of area is simply padding, and because the pink textures are mildly hideous. See, a map that is too large and requires too much time to get through - is Centaur Remixed, and THAT is a map that is in much more desperate need of size reductions, if you want to talk about RageRoboenza. Instead, I don't care about Rage Roboenza. Do not alter your maps for Roboenza.

Or for Mega Man Mafia, which has nothing to do with Mafia and has had its existence as a fad game mode that will not see much public attention without serious private attention (e.g. work) paid to the game mode first.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Knux on July 03, 2011, 09:01:28 AM
I already cut down TOMX. I'll read Ice's post carefully later and edit this post with my thoughts, and the download link. It's 5am and I need my sleep.  :p

EDIT: Here goes:

Ice, I truly appreciate your review. If there's something I find encouraging, it's detailed opinions and constructive criticism. When I started to build the first sector, I had in mind: "I won't make another huge map again", but after that, one thing led to another, and suddenly I was stuck with a map that couldn't be played even with 7 bots and me offline! I believe that the biggest problem the map had was the size of it, and so, I kept deleting places I felt were "unneeded icing on the cake", until I could play with 15 bots and myself and no FPS lag happening.

As for the red sand texture, it was never used in the original map, so I wanted to make use of it somehow. I pictured deeper sand a darker color, and since there was no brown sand, that would have to do!  :lol:

...Well, here is the second version. Any comments are always welcome.

http://www.mediafire.com/?3xj1111v3xim671
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Galaxy Sisbro on July 03, 2011, 03:20:40 PM
Quote from: "Ice-IX"
No. No, no, no. Messatsu has altered his game mode for your map. Do not try and do it the other way around. Do not alter your map for Roboenza. That will only produce amateur maps. Messatsu raised the alternate fire of zombies so that the trees are accessible. Right now, the outside trees only being accessible in Roboenza is preferable. I would prefer the trees outside remaining inaccessible in non-Roboenza and not made easier to access in Roboenza.

Well, even if the jump is raised the only easy solution is to make fences and linedefs climb-able. But i think there is a reason of them being not.

I need to talk over with messatsu about this :/
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Muzaru on July 04, 2011, 06:40:52 AM
Anyone doing Pharaoh man?
If not... I CALL IT!!! 8DD
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: SmashTheEchidna on July 04, 2011, 07:15:16 AM
Oh yeah, Pharaoh Man Remixed. Okay, that stage HAS to be awesome. I loved his stage, his music, his weapon, the whole thing. So I Demand it to be one of the best remixed maps in the pack.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Galaxy Sisbro on July 04, 2011, 03:00:38 PM
Since beed is already doing the map i was going to do as an easter egg for this map, I call Spring Man Remixed.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Messatsu on July 04, 2011, 03:32:27 PM
Oh, actually, Kapus did Spring Man remixed already. Slash Man and Freeze Man are also done.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Jc494 on July 04, 2011, 04:28:27 PM
Quote from: "Messatsu"
Oh, actually, Kapus did Spring Man remixed already. Slash Man and Freeze Man are also done.

/me gets to work on Gyroman X
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Galaxy Sisbro on July 04, 2011, 05:10:27 PM
Guys, what remixed map (Robot masters) should i do? I can't decide
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Tesseractal on July 04, 2011, 05:35:06 PM
Quote from: "Galaxy"
Guys, what remixed map (Robot masters) should i do? I can't decide
Mr. X, of course. Or MM3DW1 if you want something less daunting - the only Wily stages left to be remixed and no one's called them (to my knowledge). If you want a robot master, Spark or Bright sound pretty interesting (not sure about Spark's called-status yet).


In the meantime, I'll begin working on Wave Man Remix.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: LlamaHombre on July 04, 2011, 05:35:53 PM
I want Dr. Wily for MM5.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Galaxy Sisbro on July 04, 2011, 05:44:10 PM
Wily from MM4 was called? if it is, i'll do MM3DW1X
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Max on July 04, 2011, 05:54:49 PM
Quote from: "CopShowGuy"
MM4 Wily 1:
(http://img443.imageshack.us/img443/8621/wily41.png)

Wily 2:
(http://img339.imageshack.us/img339/8721/wily42.png)
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Jc494 on July 04, 2011, 06:21:59 PM
Quote from: "Yellow Devil"
Quote from: "CopShowGuy"
MM4 Wily 1:
(http://img443.imageshack.us/img443/8621/wily41.png)

Not Found! OH NO!
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: SmashTheEchidna on July 04, 2011, 08:26:16 PM
Just outta curiosity, When do you think the next release will be?
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Messatsu on July 04, 2011, 09:35:21 PM
Hard to say.  Soonish is the best date I can give at the moment.  I've got quite a few maps, but some are still in the works.  One problem with dealing with a bunch of different people is having everyone on the same page.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Beed28 on July 05, 2011, 10:11:56 AM
Well, I'm about finished my MM2 Wily mashup map and I'll release it here for inclusion into the CSCM. This was originaly going to be the third map in my own B-Pack map pack, but I guess I'll have to make a new BEEDM03 to replace it.

Screenshots:
(click to show/hide)

Download: http://www.sendspace.com/file/e3wejc (http://www.sendspace.com/file/e3wejc)
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Nuy on July 05, 2011, 10:52:09 AM
Progress

(click to show/hide)

dunno how to fix the skybox cutoff but whatever.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Jc494 on July 05, 2011, 11:40:57 AM
Quote from: "Nuy"
dunno how to fix the skybox cutoff but whatever.

Wut. I'm always here if you need help nu  :|
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Donutyoshi on July 05, 2011, 12:59:33 PM
These new maps are looking good.


As for me. I'm slowly updating Dog Man's stage. Expect to see a new room in Dogman's Stage in the next release of this map pack.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Kapus on July 05, 2011, 03:30:55 PM
Quote from: "Beed28"
Well, I'm about finished my MM2 Wily mashup map and I'll release it here for inclusion into the CSCM. This was originaly going to be the third map in my own B-Pack map pack, but I guess I'll have to make a new BEEDM03 to replace it.

Screenshots:
(click to show/hide)

Download: http://www.sendspace.com/file/e3wejc (http://www.sendspace.com/file/e3wejc)
I must personally thank you for using the other MM2 Wily Stage textures for mapping.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Galaxy Sisbro on July 05, 2011, 04:02:43 PM
I was going to do that map!

I feel jealous
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: LlamaHombre on July 05, 2011, 04:06:48 PM
Quote from: "Beed28"
Well, I'm about finished my MM2 Wily mashup map and I'll release it here for inclusion into the CSCM. This was originaly going to be the third map in my own B-Pack map pack, but I guess I'll have to make a new BEEDM03 to replace it.

Screenshots:
(click to show/hide)

Download: http://www.sendspace.com/file/e3wejc (http://www.sendspace.com/file/e3wejc)

I have a few complaints.
Note that these were complaints generated by playing with the MM2 Bots and 2 Sniper Joes.

-The Weapon selection is awkward and unfitting. Magnet Missile on this map makes no sense.
-The underwater sections take up most of the map, and are really cramped and annoying to navigate.
-I want to strangle you for putting in the Guts Dozer. An instant death chamber that's impossible to escape from unless you pick up exit unit is unfair.
-The teleporters are really innaccurate, and tend to teleport you to any teleporter destination in the map. One of these destinations include the Guts Dozer.
-The underwater sections have awkward textures. A puke-color on the walls isn't the most appealing thing to look at, especially when there's a wall texture right next to it.
EDIT:
-There are way too many weapons on the map.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Nuy on July 05, 2011, 04:09:07 PM
Quote from: "LlamaHombre"
-The Weapon selection is awkward and unfitting. Magnet Missile on this map makes no sense.
Not to mention that theres a LOT of weapons. A LOT.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: LlamaHombre on July 05, 2011, 04:09:28 PM
Yes.

-There are way too many weapons on the map.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Nuy on July 05, 2011, 04:56:52 PM
Aaaaannnnnnnndddddddddd my mind is drawing a complete blank for the rest of the layout. I was hoping I could finish it in a few days to be in the update but I guess not. I have vague ideas but I dont know where to put them, item placement, sector positioning, ect. I'll see if I can atleast make the basic map first I guess..
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Knux on July 05, 2011, 05:56:02 PM
I have decided that Fort Knux is too symmetrical and is better suited for a CTF map, so I want to withdraw it from this project. I'll do something else for CSCM sometime. Sorry Mess.  :|
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Beed28 on July 05, 2011, 06:15:27 PM
Quote from: "Nuy"
Quote from: "LlamaHombre"
-The Weapon selection is awkward and unfitting. Magnet Missile on this map makes no sense.
Not to mention that theres a LOT of weapons. A LOT.

I'll try to upload a new version of the map with the weapons scaled back. Also, the Guts-Dozer was accually an easter egg, and just before he runs you over, you'd automaticly teleport.

EDIT:

Quote from: "LlamaHombre"
-The teleporters are really innaccurate, and tend to teleport you to any teleporter destination in the map. One of these destinations include the Guts Dozer.

Accually, the teleporters have set destinations, for example, in the bottom floor with the water, the south teleporter near the big underwater area always takes you to the ledge on the top floor. I'll try and make some of them both-ways.

Quote from: "LlamaHombre"
-The underwater sections have awkward textures. A puke-color on the walls isn't the most appealing thing to look at, especially when there's a wall texture right next to it.

Unfortunatly, that's how the underwater pallette in Wily Stage 3 looked. :| Try looking at a map of the stage (http://www.vgmaps.com/Atlas/NES/index.htm#MegaManII) and you'll see what I mean.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: ice on July 05, 2011, 06:32:06 PM
Quote from: "LlamaHombre"
-I want to strangle you for putting in the Guts Dozer. An instant death chamber that's impossible to escape from unless you pick up exit unit is unfair.
Quote from: "Beed28"
the Guts-Dozer was accually an easter egg, and just before he runs you over, you'd automaticly teleport.
looks like someone was being naughty using cheats
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Blaze Yeager on July 05, 2011, 06:35:38 PM
I'm probably going to do a map based on MM6DW1-3

I'm going to need the textures when i do the stage
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Beed28 on July 05, 2011, 07:45:16 PM
Well, I've updated my MM2 Wily mashup stage. :D Now it contains a much smaller weapon pallette, and a tweaked teleporter layout, with a few of them becoming both-ways.

Download: http://www.sendspace.com/file/svh0bt (http://www.sendspace.com/file/svh0bt)
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Galaxy Sisbro on July 05, 2011, 07:48:36 PM
Beed, decide: It will be a Remixed map or a CSCM one? Depending of your selection the music will be 8 or more bits
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Beed28 on July 05, 2011, 07:50:36 PM
Quote from: "Galaxy"
Beed, decide: It will be a Remixed map or a CSCM one? Depending of your selection the music will be 8 or more bits

It will be a CSCM, since the stage uses custom textures that didn't appear in MM8BDM. :)
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Galaxy Sisbro on July 05, 2011, 08:00:28 PM
Actually, wilys from MM4-6 textures didn't appeared in the game, and they are remixed maps still.

Edit: Tested the map. Here are my suggestions:

* There are some narrow passway, and worse, some of them leading to narrow rooms with a teleport.
* At the underwater sector, I highly recommend to change that yellow bizarre with black, or make a custom wall.
* There were 2 teleport leading to the same location. Beware of that.
* Finally, please delete that 1 player start.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Beed28 on July 05, 2011, 10:30:53 PM
Take 3! I've added proper wall textures to the underwater rooms, and some more minor changes. Hopefully it's the last time. Goodnight.

Download: http://www.sendspace.com/file/moozvf (http://www.sendspace.com/file/moozvf)
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Donutyoshi on July 06, 2011, 12:55:16 AM
Okay. Dog Man's Stage is now final. I won't do anymore changes to it. I kinda think it's a bit balanced.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: SaviorSword on July 06, 2011, 03:01:29 AM
Quote from: "A source that I forgot"
Rule #1: The customer is always right.
Rule #2: Check Rule #1.

It's not what ya say that counts, its what the players say that counts. Some of the complaints are not valid, I know, but a common consensus is still important to listen in to.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Bikdark on July 06, 2011, 03:19:11 AM
Quote from: "Donutyoshi"
Okay. Dog Man's Stage is now final. I won't do anymore changes to it. I kinda think it's a bit balanced.
Did you fix the headache inducing palettes? Or the...somewhat terrible bushes everywhere?
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Donutyoshi on July 06, 2011, 04:53:39 AM
Quote from: "Bikdark"
Quote from: "Donutyoshi"
Okay. Dog Man's Stage is now final. I won't do anymore changes to it. I kinda think it's a bit balanced.
Did you fix the headache inducing palettes? Or the...somewhat terrible bushes everywhere?
Uh. That's actually Software's fault of rendering the palate like that. I'd advise you to switch the render to OpenGL.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Nuy on July 06, 2011, 04:56:37 AM
Or you could be a good map maker and not make the map make half the pepole playing blind. Just throwin' that out there. Not to mention some computers can't even run OpenGL.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Donutyoshi on July 06, 2011, 05:09:12 AM
Well, it's not my fault that Software makes the textures bright. They actually aren't bright as hell when I see them in OpenGL or SlumpED. Hence, they were suppose to appear like this.
(http://img828.imageshack.us/img828/9936/tileset1.png)
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Nuy on July 06, 2011, 05:16:10 AM
I'm pretty sure Software doesn't make them bright, its that OpenGL makes them dark. Something with 255 lighting I think. Ofcourse I could be (probably am) wrong. Still, even if its not your fault it does that, its your fault you aren't fixing it =/
Title: OLOLOLOL, softWEAR. Problem, ice?
Post by: Kenkoru on July 06, 2011, 05:43:57 AM
OpenGL uses real colors, the colors that are originally used in the textures. If anything, softwear makes them bright.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Beed28 on July 06, 2011, 06:31:21 AM
Version 4! The doorways in the underwater area are larger, 'more' underwater wall textures and I removed an extra E-Tank in the middle level. This should be the final version of my masterpiece map.

Download: http://www.sendspace.com/file/a1rs4x (http://www.sendspace.com/file/a1rs4x)
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: SmashTheEchidna on July 06, 2011, 09:48:46 AM
I'm glad someone went and made a map with the other MM2 Wily stage textures. Now I'm really looking forward to the new release.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: LlamaHombre on July 06, 2011, 01:12:06 PM
Just to let you know Donutyoshi, Dog Man's map is the most beautiful thing ever in OpenGL watercolors.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Myroc on July 06, 2011, 03:15:54 PM
A major thing that annoys me with Dog Man is that there's perfect space for another room, connecting two areas but instead you decided to just have three teleporters on either side. Is it really that hard to add one single connecting area?
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Donutyoshi on July 06, 2011, 04:17:39 PM
Quote from: "Myroc"
A major thing that annoys me with Dog Man is that there's perfect space for another room, connecting two areas but instead you decided to just have three teleporters on either side. Is it really that hard to add one single connecting area?
Well I was originally going to put a hallway connecting to that area. But I was lazy to do so, I actually did tried copy and pasting that sector on left area, but it seems like the sector wasn't really even. In other words, the first was tedious enough, but this is a bit too much for me.

But in the final. I actually have a room filling that space. Though it won't connect the two areas together. It's more of a "Secret" Room.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Shade Guy on July 07, 2011, 02:41:17 AM
Hm...I'm thinking of doing MM1DW2X, since I have a layout in mind.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: SmashTheEchidna on July 07, 2011, 02:47:00 AM
If I ever get into map making, I'd make the Eddie Factory for CSCM.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Skye.EXE on July 07, 2011, 02:53:02 AM
I Was just wondering, do you still want MM5CHAX and MM6PLAX? I think i still have them lying around somewhere...  :|
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Jc494 on July 07, 2011, 10:07:50 AM
Quote from: "Skye.EXE"
I Was just wondering, do you still want MM5CHAX and MM6PLAX? I think i still have them lying around somewhere...  :|

Daw I wanted to make MM5CHAX but if Skype.EXE has it ready, I won't mind if he gives it in.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Beed28 on July 07, 2011, 03:16:46 PM
Here's the absolute finaly final version of my MM2 Wily Map. I've decided it would have been better off as a remix map. Unfortunatly, I could not find a good remix of the Wily Stage 2 Theme, so it reuses the Wily Stage 1 Theme.

Download: http://www.sendspace.com/file/bj10hu (http://www.sendspace.com/file/bj10hu) (add CSCMRemix_V3b or the music won't work)

I wonder if Messatsu will include this now?
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Messatsu on July 07, 2011, 06:03:24 PM
You don't read your PM's do ya Beed? /whap

Anyway, I actually think the music worked better as 8 bit if only because, as you said, there isn't a good remix for Wily Stages 3-5.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Beed28 on July 07, 2011, 07:23:07 PM
* reads *

Very well. 8-bit music it is. I like the slot it will go in. Shame there wasn't a remix of that stage theme, but then it wasn't as famous as Wily Stage 1.

I can't wait for the next update to be released. :D
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Max on July 07, 2011, 07:24:21 PM
Speaking of the next update, I am worried about the size.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Messatsu on July 07, 2011, 09:07:58 PM
It currently sits at around 53mb, only 10mb larger than the previous version. (The original was 70mb)  That's 50 maps plus all the relevant music.  Also, Beed, I found a remix if you wanted to use this: http://www.newgrounds.com/audio/listen/309498
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: LlamaHombre on July 08, 2011, 01:53:16 AM
Who made CSCM22.

Whoever you are, I love you.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Skye.EXE on July 08, 2011, 02:01:05 AM
Quote from: "Jack Corvus"
Quote from: "Skye.EXE"
I Was just wondering, do you still want MM5CHAX and MM6PLAX? I think i still have them lying around somewhere...  :|

Daw I wanted to make MM5CHAX but if Skype.EXE has it ready, I won't mind if he gives it in.

Check The Upgraded maps Forum, there are a few still open!

I Hope were still alive...
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: SmashTheEchidna on July 08, 2011, 02:01:53 AM
Hey, for Freezeman Remixed, I have a version of the song that could be used for it. It's the SNES version mixed with the Complete Works version, and it sounds really good. If you want I could send it to you for the next release.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Skye.EXE on July 08, 2011, 02:06:16 AM
We're doing remixes for MM7 :o? Cool.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Alucard on July 08, 2011, 02:10:52 AM
This (http://www.newgrounds.com/audio/listen/363282) can be used for MM7DW3X. Just suggesting.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: SmashTheEchidna on July 08, 2011, 02:52:24 AM
There's already a Freezeman Remixed.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Alucard on July 08, 2011, 03:04:18 AM
Quote from: "SmashTheEchidna"
There's already a Freezeman Remixed.

I know.

That's why I said MM7DW3X. Meaning the 3rd Wily Stage.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: SmashTheEchidna on July 08, 2011, 03:45:20 AM
I was talking to Skye.  :roll:
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Alucard on July 08, 2011, 03:46:32 PM
...So I'm guessing I ninja'd you?
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Darkseed on July 08, 2011, 06:21:21 PM
Anyone doin MM7TUR Remixed? just wonderin cuz i have an unfinished turbo man compitition map begging me to finish it. couldnt find remixed turbo man songs so i just cut and looped the original snes version.
If no ones done it I CALL IT!
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Alucard on July 08, 2011, 06:42:48 PM
Perhaps this can be used for it?

Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: LlamaHombre on July 08, 2011, 06:47:39 PM
The SNES songs are going into the MM7 maps.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: KillerChair on July 09, 2011, 12:09:24 AM
Err... I kinda made a map for the contest and such which fits perfectly as a upgraded Cloudman map.
And it has the SNES song in it.
So could that fit in?
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: SmashTheEchidna on July 09, 2011, 12:34:48 AM
Quote from: "Alucard"
...So I'm guessing I ninja'd you?
Yes. Yes you did.

Quote from: "LlamaHombre"
The SNES songs are going into the MM7 maps.
Well, I'm okay with that too. I just wanted to know if you'd like to use my remix.

If you haven't already gotten them all, I can provide you with the SNES songs. I've got pretty much all you'd need, and they're all looped.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Beed28 on July 09, 2011, 02:54:37 PM
By the way... is Quick Man Remix taken? I'm intrested in making a remix map.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Galaxy Sisbro on July 09, 2011, 03:00:27 PM
Messatsu really needs to add the remixed maps list. I'll take  MM3DW1X and MM4DW1X.

Also, beed, you have potential. I would love you if you'll add the hothead feature.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Beed28 on July 09, 2011, 03:14:49 PM
Quote from: "Galaxy"
Messatsu really needs to add the remixed maps list. I'll take  MM3DW1X and MM4DW1X.

Also, beed, you have potential. I would love you if you'll add the hothead feature.

Excellent! I will get started on it.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: SaviorSword on July 09, 2011, 04:27:57 PM
From a few days ago when a handful of players tested out maps and quite a few of them were on Skype as well. Here's a few points that I want to make.

1. MM3HARX has problems EVERYWHERE.
-Wind Hold that is easy to grab.
-Dinin' tables everywhere! (Dinin' table as in the table in the Scarlet Devil Mansion, where there is a massive bunch of health and/or weapons energy at the same clump).
-Ivory huge. And I though we all learned that a massive map is not a good thin' and we would learn from someone else's mistake.
-Ladders that leads to pits.
-One of the teleporter has a texture problem.

DO NOT under any circumstance release MM3HARX unless the map is completely revamped. I personally would scarp the map.

2. Sea Base Alpha (CSCM20) needs to replace Wild Coil with Gemini Laser or put Wild Coil somewhere a bit out of reach. Wild Coil is too easy to access and its quite powerful in a map with limited hall spaces.

3. Flame Processing (CSCM18) only has 4 (or up to 6 if the oil is set ablaze) big lava pits, but it covers a huge portion of the map (about 1/3 to 1/2). That much lava (which is not hard to access) would be too disruptive to the flow of games. Consider remove/revamp the lava. To top thin's off, dinin' tables are common around here.

4. Her Man (CSCM19) has a questionable Skull Barrier in it. As I saw Gizmo testin' the map, he ran around for a rather long time with Skull Barrier on. Replace/remove it for a lesser shield would be on the safe side of good weapon balance in the map.

5. MM7SPRX may not have many springs, but it makes it feel less like if it was Spring Man's stage. I would like to go into detail about the layout, but I have yet to test it out.

6. MM6TOMX is huge. I though we all told Kunx not to make such a massive map. I could understand tryin' to make a map that is not small like MM6TOM, but for a good big map, look at MM4PHA, MM5STA, MM6MRX.

Now do NOT ignore me Mess, otherwise I see this as ya refusin' to improve the maps in the biggest map pack in the community. I can take it as a joke a few times here and there, but it can get a bit old if ya use it all the time. Now here's my thoughts, I'd like ya use'em for the good of the pack.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Copy Robot on July 09, 2011, 07:08:32 PM
I still have to ask this.

Why is it named Seaside Fotress?????
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Blaze Yeager on July 09, 2011, 07:36:10 PM
Quote from: "Mr. Joe"
I still have to ask this.

Why is it named Seaside Fotress?????
That was my fault actually... ._.

i wasn't paying attention to the spelling,but i guess i Mucked it up bad huh?
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Donutyoshi on July 09, 2011, 08:13:11 PM
Quote from: "SaviorSword"
From a few days ago when a handful of players tested out maps and quite a few of them were on Skype as well. Here's a few points that I want to make.

1. MM3HARX has problems EVERYWHERE.
-Wind Hold that is easy to grab.
-Dinin' tables everywhere! (Dinin' table as in the table in the Scarlet Devil Mansion, where there is a massive bunch of health and/or weapons energy at the same clump).
-Ivory huge. And I though we all learned that a massive map is not a good thin' and we would learn from someone else's mistake.
-Ladders that leads to pits.
-One of the teleporter has a texture problem.

DO NOT under any circumstance release MM3HARX unless the map is completely revamped. I personally would scarp the map.

2. Sea Base Alpha (CSCM20) needs to replace Wild Coil with Gemini Laser or put Wild Coil somewhere a bit out of reach. Wild Coil is too easy to access and its quite powerful in a map with limited hall spaces.

3. Flame Processing (CSCM18) only has 4 (or up to 6 if the oil is set ablaze) big lava pits, but it covers a huge portion of the map (about 1/3 to 1/2). That much lava (which is not hard to access) would be too disruptive to the flow of games. Consider remove/revamp the lava. To top thin's off, dinin' tables are common around here.

4. Her Man (CSCM19) has a questionable Skull Barrier in it. As I saw Gizmo testin' the map, he ran around for a rather long time with Skull Barrier on. Replace/remove it for a lesser shield would be on the safe side of good weapon balance in the map.

5. MM7SPRX may not have man springs, but it makes it feel less like if it was Spring Man's stage. I would like to go into detail about the layout, but I have yet to test it out.

6. MM6TOMX is huge. I though we all told Kunx not to make such a massive map. I could understand tryin' to make a map that is not small like MM6TOM, but for a good big map, look at MM4PHA, MM5STA, MM6MRX.

Now do NOT ignore me Mess, otherwise I see this as ya refusin' to improve the maps in the biggest map pack in the community. I can take it as a joke a few times here and there, but it can get a bit old if ya use it all the time. Now here's my thoughts, I'd like ya use'em for the good of the pack.
Oh cool. How did you got the maps?
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Alucard on July 09, 2011, 08:39:23 PM
Donutyoshi...SS has Skype. Almost anyone with Skype ends up testing.

So...Yeah. SS mainly only tested due to having Skype.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Messatsu on July 09, 2011, 08:41:02 PM
Testing with people on skype to find issues in the maps.  I also forgot to include shadow man remixed in that build...whoopsie.  It's quite productive as we found a few big issues.

Also, Savior, I'm not ignoring you, (yes I am) but it's good that you brought your issues to the forum.  Telling me that X map has some bad weapon placement doesn't do any good if I didn't make the map.  Generally the best ways to vent your grievances is to post your opinions in the forums, or look at the credits file and PM the creator directly.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Knux on July 09, 2011, 09:17:45 PM
6. MM6TOMX is huge. I though we all told Kunx not to make such a massive map.

All, as in, yourself. Because the only other person I heard was Ice, who made a useful review. Oh, and it used to be a LOT bigger to the point that it was unplayable from FPS lag. I could understand that, so I cut it down until it was. Complaints about it being "huge" is not a real problem unless a LOT of people come saying that, so we'll see.

I could understand tryin' to make a map that is not small like MM6TOM, but for a good big map, look at MM4PHA, MM5STA, MM6MRX.

I found it was better to look at the original MM6TOM and make some nods to it in the remix while bringing new things. I don't look at any other maps unless I'm re-mixing one to keep things interesting, not redundant.

And anyway, I'm not making any changes now until I get more replies.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: SaviorSword on July 09, 2011, 10:10:18 PM
Mess, I've noticed ya butchered plenty of maps in the past without the creator's consent, so I assumed that ya would continue to do so.

Even though I bring up points on this particular topic, Mess, ya as the project leader will have to take some part in gettin' the word across to the map creator or just change it yarself, up to ya. I know that it would be a giant pain and all, but it's for the quality sake of the pack.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Beed28 on July 09, 2011, 10:56:54 PM
And so I bring you: QUICK MAN REMIXED!!

Screenshots:
(click to show/hide)

Download: http://www.sendspace.com/file/e3f943 (http://www.sendspace.com/file/e3f943) (add CSCMRemix_V3b.pk3 first or the boss music won't work!)
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: SickSadWorld on July 10, 2011, 12:12:30 AM
Quote from: "Beed28"
And so I bring you: QUICK MAN REMIXED!!

Screenshots:
(click to show/hide)

Download: http://www.sendspace.com/file/e3f943 (http://www.sendspace.com/file/e3f943) (add CSCMRemix_V3b.pk3 first or the boss music won't work!)

Hey Beed

Why do you have to release your maps separately from the pack? Can't you just submit to Messatsu and wait for the actual release like everyone else who contributes?

It's not much of a 'community map pack' if you're starting to manage your contributions separately.

I'd encourage you to consider releasing your own pack if you don't want to adhere to the community standard.

If everyone started doing what you just did, it would be a disaster to manage and locate all the individual pwads
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: LlamaHombre on July 10, 2011, 12:56:45 AM
Or, instead of doing what SSW is suggesting, just PM the download link to Messatsu only.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Messatsu on July 10, 2011, 04:20:58 AM
Quote from: "SaviorSword"
Mess, I've noticed ya butchered plenty of maps in the past without the creator's consent, so I assumed that ya would continue to do so.
Ya know, for the most part that line is BS.  In 95% of cases I get the creators permission to make modifications.  There are some times where I cannot contact them in a given time frame, but on a whole that is what I try to do.  (Centaur man remixed had gravity hold on the floor originally, kinda a problem) I will never make LARGE changes to a map without getting explicit permission though.  It's one thing to swap out a gravity hold, or make a top spin harder to obtain.   It's completely different to rework the flow of a map by adding or removing rooms.  Some people I am more comfortable making changes with than others, it depends on the person.  Most of the time I just fix up textures and sectors where necessary.  

In either case, I'm not going to modify 50 something maps myself.  If you have a problem with a map, talk to the creator about it.  Sometimes the only way for maps to improve is to have a bunch of people all report the same issue.


Also, Beed, I like Quick man remixed, but I think the weapon set could use a bit of tweaking.  Top spin is right in the open and there's a lot of weapon duplication.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Nuy on July 10, 2011, 05:01:30 AM
I've changed my map around. A lot. I'll try and get a download link when its actually finished. Only have to add one small area and fix up another.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Korby on July 10, 2011, 05:04:09 AM
Clearly my map is perfect because no one complains about it  :cool:
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Copy Robot on July 10, 2011, 06:42:03 AM
Quote from: "Korby"
Clearly my map is perfect because no one complains about it  :cool:

I have a complaint.
Not enough Yashichis- *shot*
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Beed28 on July 10, 2011, 12:57:03 PM
Quote from: "Messatsu"
Also, Beed, I like Quick man remixed, but I think the weapon set could use a bit of tweaking.  Top spin is right in the open and there's a lot of weapon duplication.

I've fixed up the weapon layout slightly and added in three new ones to combat duplication. I've PMed you the new version, so I hope you like it.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Nuy on July 10, 2011, 05:53:03 PM
Knux has help me with my map. Now while it doesn't look so sloppy now, it still lacks a large amount of decoration and size =/ I'll work on it today and post the download link later. I'm leaving for a week long trip tomorrow morning so...
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Nuy on July 11, 2011, 12:45:53 AM
No one has posted? Bah. Anyway, here (http://www.mediafire.com/?52mohxwfzcd56mz) is the map. Its still not done but I'm leaving for a week so I getting all the feed back I can while I can't work on it would help.  That being said, I NEED feedback.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: -RanRan on July 11, 2011, 01:00:21 AM
^I lol'd Lrn2edit
If you're not working on it, how do you expect to get positive FB?

I can understand if the layout is done and you need structural FB. But leaving for a week and asking people to feedback on something half-finished is both half-baked and a recipe for negative feedback.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Nuy on July 11, 2011, 01:04:54 AM
Quote from: "-RanRan"
^I lol'd Lrn2edit
If you're not working on it, how do you expect to get positive FB?

I can understand if the layout is done and you need structural FB. But leaving for a week and asking people to feedback on something half-finished is both half-baked and a recipe for negative feedback.

Layout is done aside from one peice of land thats going to be behind the second sub. Oh, and a window in the teleporter room.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Tesseractal on July 11, 2011, 07:52:52 AM
Quote from: "Knux"
6. MM6TOMX is huge. I though we all told Kunx not to make such a massive map.

All, as in, yourself. Because the only other person I heard was Ice, who made a useful review. Oh, and it used to be a LOT bigger to the point that it was unplayable from FPS lag. I could understand that, so I cut it down until it was. Complaints about it being "huge" is not a real problem unless a LOT of people come saying that, so we'll see.

I could understand tryin' to make a map that is not small like MM6TOM, but for a good big map, look at MM4PHA, MM5STA, MM6MRX.

I found it was better to look at the original MM6TOM and make some nods to it in the remix while bringing new things. I don't look at any other maps unless I'm re-mixing one to keep things interesting, not redundant.

And anyway, I'm not making any changes now until I get more replies.

Ah, this post is informative. I'll respond to both players here.

Savior, you misinterpret the point of CSCM. It is a map pack used primarily for roboenza on Mess's server (whether it was intended that way or not, it has become that way in both general map design in the pack: large maps with questionable weaponsets AND maps that are primarily only seen in Roboenza due to hosting/popularity reasons). I would reason that during periods of activity, Mess's server averages around 15 people(as in, 10-20 during gameplay). Playing on stock/stock-sized maps can get repetitive. Cut Man is the obvious example: Matches will end in under 60 seconds, be it the zombie is mobbed instantly or the mob becomes a zombie. This is why CSCM12-14 get mapvoted the most - size. So for the purpose of DWRage, a map like Ice Man X is more interesting than Dark Man X, even if DMX is a more "traditional" map. The map would be terrible for duel - no one in their right mind would host CSCM in duel! (you even have me dueling on Fire Man X in a total nonsense-fest) Now considering the map in this light, it makes a great deal more sense. I considered the original map passable as is(apparently not due to FPS) and the downsizing as simple tidying. I said that because the map would be played on a server that mostly had 12+ people. On the other hand, I do not consider MM4PHA or MM5STA appropiate sizes for most remix maps. A few, such as MM1DW1X or TOPX etc. would fit in that size but those maps are more "medium". The term I suggested for the Remix maps was "Redux" but the idea I would suggest is "supersized". mm1dw1x, MM2DW1X, MM1BOMX/CUTX/ICEX (yes, even ICEX!), DC1X, PHAX (damn I really should give Mess more credit) are great examples of this. elex, neex, etc. not so much.

Quote from: "Messatsu"
Quote from: "SaviorSword"
Mess, I've noticed ya butchered plenty of maps in the past without the creator's consent, so I assumed that ya would continue to do so.
Ya know, for the most part that line is BS.  In 95% of cases I get the creators permission to make modifications.  There are some times where I cannot contact them in a given time frame, but on a whole that is what I try to do.  (Centaur man remixed had gravity hold on the floor originally, kinda a problem) I will never make LARGE changes to a map without getting explicit permission though.  It's one thing to swap out a gravity hold, or make a top spin harder to obtain.   It's completely different to rework the flow of a map by adding or removing rooms.  Some people I am more comfortable making changes with than others, it depends on the person.  Most of the time I just fix up textures and sectors where necessary.  
Skuuuuuulllllllllll Maaaaaaaaaaaaaaaaaaaaannnnnnnnnnnnnnnnnnnnnnnnnnnn! (cough) There's your 5%, heh. Actually though I will defend Mess on this one - while sure, it would be nice to make the maps more non-roboenza friendly and have Mess patch them up when necessary, if Mess did so it would encourage map makers to submit low-quality maps with the expectation of Messatsu fixing them, MORE than he already does. Say Mess had fixed CSCM13's numerous problems in the 1st release, such as lack of shading, lighting, or non-retarded transitions between rooms. It would set a bad precedent - someone would be content sending a garbage map to Mess, instead of fixing it and learning the know-how. and it would have stupid gimmicks like teleport destinations on top of tall pillars with a power weapon. Mess can help the other half this implication, of course, by demanding map improvements BEFORE release - which I believe is going on now. After all, half the motivation to improve a map is gone after it's been "accepted" into the standard 8BDM Map pack! Since before you had to scrape the floors for boring maps like CSCM01-08 (don't remember what 09 is but it's probably equally forgettable), but now everyone wants a piece of the action. So, I'd suggest, Mess, (lol random 2nd person switch) you choose between the two paths that regard to size:

1) "Size is good!" route: Work to get as many maps in, by helping new mapmakers push those "struggling" maps into "passable" area.
2) "Size is bad!" route: Size will probably become an issue soon, so instead: look at CSCM01-08 (jesus, what IS 09!?) and say: "Do I really want all these maps to be considered acceptable? (even if I made them)" Everyone likes CSCM04 so keep that one, expanding the interior halls of course to make it more 20-person friendly, and CSCM06 since that's a classic. I can make a long argument against the "first set" if you'd like to read it but the main one is: They're all basically the same "retextured donut" with relatively little difference in overall layout. Since you like the public opinion (I'm not a huge fan lol) you could put up a poll saying "Do you want all the original maps kept?" in which people will pick either option 1 or option 2 above in their reasoning with Option 1 being those "I like everything, everyone is good!" people.

That wasn't the actual route 2, it was a tangent about squeezing down CSCM. What I MEANT was: rather than reserving map rejection for MTH/ozx-style maps, you'll get a little tighter control as to encourage only higher-quality maps. Still no skulltag, but I'll be curious to look at quix when I can. I really want to post a screen of PHAX and caption it "This is interesting map design" but I'll save it until the coup de grace is necessary.

Quote from: "Korby"
Clearly my map is perfect because no one complains about it
Your map is a massive improvement over Olive Stakehouse(that silly donut map). Well done, Korby!

Quote from: "Nuy"
No one has posted? Bah. Anyway, here is the map. Its still not done but I'm leaving for a week so I getting all the feed back I can while I can't work on it would help. That being said, I NEED feedback.
Direct a command to no one, and no one will answer. (hint: the bystander effect, it also won't save you from rape/murder/subway trains etc.) You want real-live testing, go to a skype chat and post it there. That way, it's not "released" (and is still a virgin map) so people won't complain it's unfinished. However, if you want people to look at your map before it's finished, I would still recommend finishing it up as much as possible. You can't feedback what's not there. Most people who play it will simply say "it's good" or "it's not good/I don't like this one part" which don't really help you much. You want help in an area, be specific as possible and address a mapmaker and they can give you better help when you narrow it down. You want pure ideas I'm your man, but I have no skulltag right now so I'm no more man than some roll skin users. Oops. The other thing being: this is not really a topic to get feedback on maps that exist outside the pack (SSW has explained this to Beed), so I wouldn't look for it here. Tralala!
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Jc494 on July 11, 2011, 10:53:48 AM
Quote from: "Nuy"
No one has posted? Bah. Anyway, here (http://www.mediafire.com/?52mohxwfzcd56mz) is the map. Its still not done but I'm leaving for a week so I getting all the feed back I can while I can't work on it would help.  That being said, I NEED feedback.

It's pretty good Nuy, but there a few minor problems.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Nuy on July 11, 2011, 02:14:30 PM
Those are both things I knew about but had completely forgotten. But yeah ill try and and fix those. Like I said detail is a huge issue for me. I also might switch the positions of Top Spin and the ETank. I'd. Also like to hear from mess if its good enough so far seeing how the last version was total crap.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Messatsu on July 11, 2011, 02:32:50 PM
It's not bad, but it's very flat except for the boats.  Also the lighting in the center area is not 255.  I think the problem is that it appears to lack quite a bit in the details dept.  There's potential here but I think the stage needs more work.  Rough up the terrain a bit, maybe change the layout of the boats so it's not a copy / paste from the original map.  That kind of stuff.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Beed28 on July 11, 2011, 03:25:29 PM
Is anyone doing Bubble Man Remixed? If not, I could take it on now.

P.S. When's the next release going to be?
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Messatsu on July 11, 2011, 05:16:21 PM
Soon, but there's a lot of submissions out there.  A lot to sift through.  Also, I am keeping your first map as a remixed map now Beed if that's okay by you.

Blaze WAS working on Bubble Man, but it has since shifted to a CSCM map.  You are welcome to make it.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Nuy on July 11, 2011, 07:25:06 PM
Well mess, seeing how close my map is to being finished could you delay release to Tuesday? Assuming it actually IS this close to release.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Beed28 on July 13, 2011, 02:05:58 PM
Bubble Man Remixed is finished! :D I'll PM it to Messatsu now and see what he/she thinks!

Here's three teaser screenshots:
(click to show/hide)
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Donutyoshi on July 13, 2011, 02:09:35 PM
Quote from: "Beed28"
Bubble Man Remixed is finished! :D I'll PM it to Messatsu now and see what he/she thinks!

Here's three teaser screenshots:
(click to show/hide)
That waterfall doesn't look right to be honest. But it's a good map because it actually reflects the original stage better then the official map.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Galaxy Sisbro on July 13, 2011, 03:10:28 PM
Beed, I REALLY like your contributions. Most of the remixed maps has everything we wanted in there. Congratulations

Also, my PC keyboard was completely destroyed, and some cards in were damaged. So, if there isn't a new pc soonly, I'll not be contributing to this map pack. I feel sorry, since i liked to make maps.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: LlamaHombre on July 13, 2011, 05:21:21 PM
Just so you know, Beed, Messatsu is a Man.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Jc494 on July 13, 2011, 07:39:34 PM
Quote from: "SaviorSword"
1. MM3HARX has problems EVERYWHERE.
-Wind Hold that is easy to grab.
-Dinin' tables everywhere! (Dinin' table as in the table in the Scarlet Devil Mansion, where there is a massive bunch of health and/or weapons energy at the same clump).
-Ivory huge. And I though we all learned that a massive map is not a good thin' and we would learn from someone else's mistake.
-Ladders that leads to pits.
-One of the teleporter has a texture problem.

Well thats very constructive.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Copy Robot on July 14, 2011, 12:34:34 AM
Awbie y u ask too many people to make Air Man X
>:V

I'll do it anyways.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Alucard on July 14, 2011, 01:10:18 AM
Mr. Joe. For our eyes, make Airman X small.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Messatsu on July 14, 2011, 03:48:04 PM
Alrighty, so I think Friday will be a good release date for v4a.  Credits for the next version are below

(click to show/hide)
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Nuy on July 14, 2011, 03:54:05 PM
I won't be back by then D:
Eh, I suppose if you want it in you can edit it yourself for right now seeing as its impossible for me to do.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Donutyoshi on July 14, 2011, 05:01:45 PM
I still have to send you that latest version of Dogman. I think I fixed the things that bothered me.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Alucard on July 14, 2011, 06:24:52 PM
I wish I had skill in mapping, so I can make some maps of the "unloved" Robot Masters...

They should know who they are...
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Nuy on July 14, 2011, 07:51:16 PM
After I finish blizzard(or mess does), ill start on a CSCM map and 6flax or Knox.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: KillerChair on July 14, 2011, 10:07:58 PM
Yay! 3 maps of mine :D
Lets hope people will enjoy them.
If not... Please do tell me with a valid reason so i can take a look at that. (i like feedback! just dont think i will accept that much from people who barely make a descent map themselves)
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: MagnetMan497 on July 14, 2011, 11:29:26 PM
I want to do MM3SPAX, plox
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: RTV on July 14, 2011, 11:34:56 PM
Messatsu,
Why you did not put my map of waveman in the pack...   :(
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Donutyoshi on July 15, 2011, 03:43:50 AM
I wonder if people would hate MM3SHAX or like it.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Beed28 on July 15, 2011, 01:37:12 PM
Is it comming out yet? It's Friday right now. :)
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: Donutyoshi on July 15, 2011, 01:38:54 PM
Quote from: "Beed28"
Is it comming out yet? It's Friday right now. :)
Some of us are still sleeping. So basically it's 9:38 AM here. I think he'd release it at 12:10 AM or even later today.
Title: Re: [Maps] CS_CM Pack. V3b + Remixed maps RELEASED! 6/12/11
Post by: LlamaHombre on July 15, 2011, 01:41:47 PM
Probably around noon Mess's time, I guess.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Messatsu on July 15, 2011, 05:31:47 PM
Or whenever I feel like it....oh hey, it's out.  bump :p
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: LlamaHombre on July 15, 2011, 05:43:28 PM
Hell yes.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: SmashTheEchidna on July 15, 2011, 07:48:37 PM
Quote from: "LlamaHombre"
Hell yes.

^


I've been waiting for this.  :mrgreen:
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Beed28 on July 15, 2011, 08:38:26 PM
Finally, it's out. :D

By the way, MM7CLOX is missing the "Block Monster" property from some cliff edges, which meant bots kept suiciding off the edges. Also, if you use the Exit Item outside while it's stormy, the wind still pushes you if you land in an indoor area.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: chuggaafan1 on July 15, 2011, 09:47:30 PM
Outback Garden... are those weapons Real or Just for show?
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: -FiniteZero- on July 15, 2011, 09:53:07 PM
I checked. Just for show.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Tails on July 15, 2011, 09:57:47 PM
The Time Stopper was real, the Remote Mine is for show Stop taunting us, Korby! D:
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: MagnetMan497 on July 15, 2011, 10:56:03 PM
Downloading now. Looking forward to this!!!
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: KillerChair on July 16, 2011, 12:24:28 AM
Quote from: "Beed28"
Finally, it's out. :D

By the way, MM7CLOX is missing the "Block Monster" property from some cliff edges, which meant bots kept suiciding off the edges. Also, if you use the Exit Item outside while it's stormy, the wind still pushes you if you land in an indoor area.

Guess the exit item should be replaced with something else then.
Also, As i have said many times before... I barely make any of my maps bot proof.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Gummywormz on July 16, 2011, 12:35:49 AM
Here's my opinions on the new maps:

CSCM18:

The atomic fire and napalm bombs need to be swapped out. I also feel it needs to be expanded more. It also needs more...pizzaz. I don't want to see black ceiling all day every day. I'd really like to see an outdoor area of some kind.

CSCM19:

It needs to be bigger. Also, there's an appearence of a "buster camp hallway" in the eddie room. Basically, this allows people to spam weapons and prevent other people from getting to that area, which is a problem in roboenza.

CSCM20:

The one room with the water fall has a platform you can't reach normally, I feel you should be able to. Also, slightly weird choice of textures.

CSCM21:

Just yes. I'd like to have maybe 1 or 2 more actually grabable weapons, but other than that yes.

CSCM22:

One of my favorites now that I've played it a bit more. There doesn't need to be 2 exit units in the same room though, and cut down on the teleporters a little.

CSCM23:

Another one of my favorites. The snake bodies should move. The pit right after the teleporter should be removed or used for a new area.

CSCM24:

The textures need...something. They need more variety, or just changed all together. I'd also like to see more windows in the areas that don't have them.

CSCM25:

A buster camp hallway is near the wily portrait and another is at the magnet missiles. The pit with the baccones and super arm is a bit hard to get out of.

MM2DW2X:

I still feel the map is too big. There's an easy to get etank after a slightly easy to get etank. Also, what's the point in that long yellow hallway with the treble sentry and teleporter?

MM2QUIX:

It's nice to see the hothead darkness concept being used here. But there's no point going down to that area at all. No powerful weapons. No quickbeams. No deathpits. Nothing. I feel this map would be TONS better if the different floors were all combined into one. The weapons are all the same from the original quickman map. I would have at least liked to see the darkness area hold time stopper with some quickbeams or something.

MM2BUBX:

At first I was like "Really? Another map almost exactly the same as the original?" Then, I jump up and I'm like "yes!" This is what I like to see in the remixed maps, new concepts and layouts. The bottom area needs to either have a completely new layout, or shrunk so the upper area can have more. The certain water areas leading to inescapable deathpits are mean. Also, the super adaptor area is inescapable in lms and duel.

MM3SHAX:

Elevated sectors. Elevated sectors everywhere. I can't even see some areas of the map there are so many. There's also "dinner tables" (too many powerups close together.) There's also an overabundance of small areas.

MM3HARX:

Pointless ladders that take about 10 seconds to climb. There's too much weapon energy and not enough health. It's waaaaaaaaaaaaaaaaay too huge. Sorry to say, but this is the worst map in the pack by far.

MM6TOMX:

I actually like this map. The area surronding the rocky mountain type area needs to be cut a bit. The green section needs to be cut down a lot. I really wish you could've accessed the area with the water.

MM7FREX:

This feels like regular freezeman, only with the areas swapped around. What I want to see from these remixed maps, are something new. Not a map that makes me wish I was playing on the non remixed version.

MM7SLAX:

A lot of the bushes and trees block my view. There needs to be more view of the outside.

MM7SPRX:

Once again, this feels exactly like normal springman, with less springs. What I'd really like to see in spring man remixed is those blocks that rotated and punched you.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Celebi on July 16, 2011, 01:19:53 AM
Why did Ringman's stage get sent from space to the sky? Did it fall down?

Edit:
More Stuff:

(click to show/hide)
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Magnet Dood on July 16, 2011, 01:34:56 AM
Oh come on. Still no Gyro Man remixed?

I really like that song, too...
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: SmashTheEchidna on July 16, 2011, 02:00:18 AM
Apparently after awhile, the background gradually changes back to space in Ringman X
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Celebi on July 16, 2011, 02:05:50 AM
Quote from: "SmashTheEchidna"
Apparently after awhile, the background gradually changes back to space in Ringman X
And then I noticed that and felt like an idiot, but then thought that was a great concept.

Loving Hardman Remix, due to the weapon energy still spawning at the same rate as E/W/M tanks, more weapon energy is need.
A suggestion would be to use those wind currents like in this one spot in the map for the huge ladders.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Messatsu on July 16, 2011, 02:17:58 AM
Quote from: "Gummywormz"
Also, the super adaptor area is inescapable in lms and duel.
Actually, is isn't thanks to some clever ACS by Beed.  One of the linedefs is removed in all modes except DM and TDM.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: SickSadWorld on July 16, 2011, 04:41:35 AM
Quote
MM7SLAX:

A lot of the bushes and trees block my view. There needs to be more view of the outside.

kind of the point

the idea is to look like something you'd want to "slash" your way out of
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Mr. Sean Nelson on July 16, 2011, 07:02:07 AM
I liked the Revised Bubble Man map.
It's like the old one, only a bit better.
It would make sense to swap the old one with this in the actual game next version (not that I had much of a problem with the standard Bubble Man map).
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: SmashTheEchidna on July 16, 2011, 07:03:03 AM
Quote from: "SickSadWorld"
the idea is to look like something you'd want to "slash" your way out of

Oh, if only you could...
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Shade Guy on July 16, 2011, 07:57:48 AM
Well, when he was talking to me about that, he said the extra ACS/whatever required to do so would make it ineligible for the mapping comp. However, SSW could add in the coding to the Remixed Maps version now that he's submitted in the non-slashable bushes version to the comp.

If you do implement that, it would be awesome if Scorch Wheel could burn them to similar effect. Though I'd prefer if they grew back after some time.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: SickSadWorld on July 16, 2011, 08:32:44 AM
Quote from: "SmashTheEchidna"
Quote from: "SickSadWorld"
the idea is to look like something you'd want to "slash" your way out of

Oh, if only you could...

Yeah, Shade explained it pretty well. The idea before I had was to put DECORATE actors in the bushes and they had pain to certain attacks. But doing so would make it ineligible for the mapping competition since no custom actors were allowed. I may revisit this at some point, we'll see.

Given how much an issue getting something as simple as music happening in these maps has been though, I don't really feel confident in submitting any sort of custom DECORATE to this pack because it will likely end up with more compatibility problems than I care to deal with.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Beed28 on July 16, 2011, 10:19:57 AM
I found two issues with MM4RINX so far:

(click to show/hide)
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Hallan Parva on July 16, 2011, 04:33:12 PM
If you were expecting more appraisal for this map pack then you were sadly mistaken. Yep, it's time for one of my infamous "SmashBro being a bitch" posts. I'm mostly complaining about the new weapon selection in CSCM maps 1 through 17, but if you read through the whole thing you'll see that I have some very positive compliments to give as well. I'm not just going to whine like a n00b either, as I'm providing examples or suggestions so these problems can hopefully be patched up and fixed.

If you read the whole post I will truly appreciate it. Thanks.



"Wily's Kourtyard" has now been overrun with weapons and power-ups. However, I do like where you placed Knight Crush and Yamato Spear. It encourages players to venture through the various backalleys and air vents that previously were completely ignored, unless one was playing Roboenza. I only have one real complaint, and that's with Tango Roll and Treble Sentry near the teleporters. In my opinion, it's bad enough that the teleporter exits have separate weapons on them (Mirror Buster vs. Ballade Cracker) because you can't tell which teleporter goes to which exit. Even worse, now there are different power-ups near each teleporter entry! I suggest changing Tango Roll to Treble Sentry or vice-versa.

I like what you did with "Wily's Other Kottage". You added worthier items and weapons inside the house to make it worthwhile to venture inside the cramped corridors. Nice work, there.

In "Bass Kolosseum" you removed Screw Crush (most fun I've ever had) for PHARAOH SHOT. Really? ANOTHER duelist weapon? It can't even 2HKO anymore due to the nerf, yet you favor it over SCREW CRUSH? Fuck you, Messatsu.

"Strange Castle" is still fun to play, especially with Slash Claw thrown in. I'm sad that Bubble Lead was removed, but I'm glad it was replaced by something as useful as Water Wave. Good work, Blaze.

Whoever thought it was a good idea to remove Sakugarne in "Frost Proccessing" needs to be slapped. Okay, I'm joking! Really though, that's my only complaint. It's still a good map, one of the best in the pack in my book.

"Fireball Deathmatch" still sucks due to weapon balance. The hardest thing to acquire is FIRE STORM... but there's THREE spawns for Water Wave. Obviously the map maker isn't fixing it anytime soon, so Messatsu would you go ahead and "butcher" the map? Thankers.

"Knight in the Castle" (formerly "Kero Palace") used to be my favorite map, but sadly this isn't the case anymore. I thought Top Spin was going to be swapped out for Slash Claw, but instead I find useless-as-fuck Wind Storm. It's a weak weapon, you have to throw about 40 before you kill ONE GUY, and you can't even really use it since there's ONLY ONE PIT IN THE WHOLE STAGE. Since Skull Barrier was removed it's now impossible to traverse the double fire traps... and what's at the end of all that danger? FUCKING EDDIE. The M-Tank was a bit overpowered, sure, but Eddie's not even worth the trip. Weapon changes make this map one of my least favorites in the whole pack. It's a shame, really. I used to look forward to this map, but now I'm dreading it.

Special thanks to Korby for not changing "Olive Steakhouse" by a single pixel. Because of this Olive Steakhouse is still one of the best maps in the pack. Thanks for not ruining the balance, friend!

"Snowed in Cossack" was also left untouched (well, for the most part, anyway), so I would also like to thank Blaze for doing so.

"Castle Crashers" has... well, shit, I'm not sure where to even begin. The weapon changes are so drastic that I don't even feel like I'm playing the same map anymore. Danger Wrap is the hardest weapon to reach due being so far away from the action, yet Crash Bombs and Quick Boomerangs are child's play to acquire. In contrast, the riskiest weapon to acquire is mediocre NOISE CRUSH, yet Rolling Cutter has THREE pathways to reach it, Knight Crush is in a safe-house with plenty of cover, and Slash Claw's just a short stroll away. WHAT THE FUCK.

"Shrine Battle" appears to be untouched as well so no complaints there.

"Scarlet Devil Mansion" is still a good map to play on despite my favorite weapons (Rolling Cutter, Top Spin, Ice Slasher) being removed. Tell me, though, how do you reach the Magnet Missile on top of the clock tower?

There's only two (maybe three?) weapon swaps in "Chaostichier Garten" so it's nothing major. On top of it, the weapon swaps are similar to the older weapons (cutter for cutter, ice for ice, etc.) so it still fits the map's playstyle. Still a great map in my opinion.

"Dog Man" has become the best map. No kidding. The new room with the pits is a welcome addition, and the map's items have been moved around so the map isn't so broken anymore. (Yay, no more easy-to-reach M-Tank!) Thanks to Donutyoshi for polishing his map.

"Dustbowl" got a tweaked layout and some new weapons but overall it's still balanced and fun. Not going to say much else since there's no complaints here. What can I say? I'm a satisfied customer!

I want to give the creator of "Buster Rod G." a great big hug. Really, I do. The map got a sexy new paint job, and some areas have been (slightly) modified to make certain paths easier to access. Love it, love it, love it.

I know I said I wasn't elaborating about new maps but I guess I lied. I just wanted to say that "KC Fortress" is one of the coolest maps I have ever seen. Nice work kid.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Max on July 16, 2011, 05:14:59 PM
Quote from: "SmashBroPlusB"
"Dustbowl" got a tweaked layout and some new weapons but overall it's still balanced and fun. Not going to say much else since there's no complaints here. What can I say? I'm a satisfied customer!

WHOOOOWEEE (http://wiki.teamfortress.com/w/images/a/a1/Engineer_specialcompleted02.wav)

I'd really like some reviews on Dustbowl, because I'm determined to make it the best like no-one ever was!
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Messatsu on July 16, 2011, 07:10:56 PM
Quote from: "Beed28"
I found two issues with MM4RINX so far:
This wierd grey circle was in the sky while it was changing to space.

Well the effect is done by having the walls become transparent slowly over time.  Since I can't make the floor or ceiling transparent, I just do 2 texture swaps, from white to grey, and then grey to black.  I'd love to have the floor and ceiling change colors with the walls, but I'm not sure how to make that possible.  If anyone knows, please PM me.

Quote from: "Beed28"
I was able to shoot through the "outer" walls of this map, when you couldn't in the offical map.
This was an intentional design choice, but I've gotten a lot of complaints about it.  Perhaps I will change it in the next version.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Nuy on July 16, 2011, 07:35:18 PM
Please do change it. It'd be fine if it were like that in the original map but in this case, its really cheap.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Copy Robot on July 16, 2011, 08:25:19 PM
(http://www.iaza.com/work/110717C/iaza15382921086700.png)

Dat texture offset.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: ice on July 16, 2011, 09:31:57 PM
just like some people said, I love the new textures on some of the maps, also OMG SIGMA'S FORTRESS MUSIC :D *drools* and dang it, I can't even win on outback garden because I'm too distracted by saying "GO WEEGEE!" the whole match, also I love the throne (or was it KC himself) in KC fortress
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Nuy on July 16, 2011, 09:46:34 PM
Who does the music? I'll need an 8-Bit Blizzard Buffalo or Chill Penguin please.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Korby on July 16, 2011, 09:59:48 PM
We usually just find it on the internetz.

However, you can always use this,
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Nuy on July 16, 2011, 10:08:59 PM
I meant more so the looping...
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Korby on July 16, 2011, 10:34:39 PM
Oh. Well, I guess you could probably ask Messatsu, he has some (http://tvtropes.org/pmwiki/pmwiki.php/Main/Understatement) experience.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Flandre Scarlet on July 16, 2011, 11:35:57 PM
Quote from: "SmashBroPlusB"
Tell me, though, how do you reach the Magnet Missile on top of the clock tower?

Item 1.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Knux on July 17, 2011, 05:52:47 AM
I meant more so the looping...

I'm good at using Audacity now, so I can do it for you. Just PM me what music you want looped.

Also, I've begun my CSCM map. The only rock in my foot is that the music may not be 8-bit enough. but if Fireball Deathmatch got away with it...
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: SmashTheEchidna on July 17, 2011, 10:19:23 AM
Quote from: "Knux"
I meant more so the looping...

I'm good at using Audacity now, so I can do it for you. Just PM me what music you want looped.

I'm also pretty good at looping. For the most part. (Mainly depends on if the music was intended to loop or not.) so I could do it as well if you want.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Nostalgia on July 17, 2011, 04:47:41 PM
A quick question about CSCM23... are the Junk Shield and Dust Crusher actually grabbable, and if they are, how do you get them?
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Vortale on July 17, 2011, 04:58:10 PM
Yep, they are.
There are 2 Item-1's that's actually close by you can use, but they're sneakly hidden.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Tesseractal on July 17, 2011, 06:38:33 PM
(click to show/hide)
Psh. GBC soundfonts!? How un-pro!
(click to show/hide)
xxBaiixx does most of the other mmx/mm7+ songs if you're looking for those. Here's a classic one (since he's hard to find).
(click to show/hide)

Quote from: "SmashBroPlusB"
In "Bass Kolosseum" you removed Screw Crush (most fun I've ever had) for PHARAOH SHOT. Really? ANOTHER duelist weapon? It can't even 2HKO anymore due to the nerf, yet you favor it over SCREW CRUSH? Fuck you, Messatsu.

This is not constructive; it's a bit reprehensible. Pharoah Shot's 40% makes it great in killstealDM, as often you won't need two shots to get a frag. Screw Crush requires more luck/spamming off the upper elevations and isn't as useful in DM. Regardless, insulting a person to EVER get something you want will rarely be effective, and more likely detrimental to your cause. Regardless, you've concerned yourself a bit much with a filler map.

Quote from: "SmashBroPlusB"
Special thanks to Korby for not changing "Olive Steakhouse" by a single pixel. Because of this Olive Steakhouse is still one of the best maps in the pack. Thanks for not ruining the balance, friend!
When you praise joke maps, you become hard to take seriously. The map was submitted "as a terrible joke map" and "[had] weapons that were useless in v1c". The two quotes I've selected also paint you as an "anti-change person". If a map maker sees you as unpleasable he's not going to change the map(proof: Ice Man X).

You also worry about the who the creator of a map is to an uncertain degree. The map creators you remember (bar Messatsu), you like their maps. Do you like Olive Stakehouse, or do you like Korby? Do you hate CSCM01-04, or do you hate Messatsu? If you answer "both" I don't feel you're distinguishing them enough. I doubt you'd slap SSW, example, but knowing who the map maker is shouldn't change your impression of a map in the slightest (your expectation, maybe). You want problems to be patched up, identify how map flaws are a problem to *others* (as individual opinion in this topic is irrelevant).
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Korby on July 17, 2011, 08:50:24 PM
Don't blame me for the GBC soundfonts, blame Capcom  :p

Thank you for your compliments anyway, Smash.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Nuy on July 17, 2011, 10:55:24 PM
Rock, either this phone has really crappy quality or that song had 7+ channels. Either way, I prefer the GBC version because it was by Capcom
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Hallan Parva on July 18, 2011, 05:29:19 PM
You knew it was coming. "SmashBro being a bitch" PART TWO
Quote from: "Ice-IX"
Quote from: "SmashBroPlusB"
In "Bass Kolosseum" you removed Screw Crush (most fun I've ever had) for PHARAOH SHOT. Really? ANOTHER duelist weapon? It can't even 2HKO anymore due to the nerf, yet you favor it over SCREW CRUSH?
This is not constructive; it's a bit reprehensible. Pharoah Shot's 40% makes it great in killstealDM, as often you won't need two shots to get a frag. Screw Crush requires more luck/spamming off the upper elevations and isn't as useful in DM. Regardless, insulting a person to EVER get something you want will rarely be effective, and more likely detrimental to your cause. Regardless, you've concerned yourself a bit much with a filler map.

Actually, I'm very proficient with Screw Crush aiming and have won several duels with Screw Crush only, but that's not the point. I felt that the W-Tanks on the map complemented the difficult-to-refill Screw Crush well, and Pharaoh Shot was just another "meh" weapon. Charging up for 40% damage? It's not very good for direct combat. NEEDLE CANNON has a faster damage output rate than Pharaoh Shot, for crying out loud. It's only good for sniping and killsteals, and due to a lack of wide-open space on the map only the latter really applies here. I know Screw Crush probably isn't going to be put back in (especially with me being a bitch) but Pharaoh Shot seemed like such a bad choice with so many better weapons out there.

Quote from: "SmashBroPlusB"
Special thanks to Korby for not changing "Olive Steakhouse" by a single pixel. Because of this Olive Steakhouse is still one of the best maps in the pack. Thanks for not ruining the balance, friend!
When you praise joke maps, you become hard to take seriously. The map was submitted "as a terrible joke map" and "[had] weapons that were useless in v1c". The two quotes I've selected also paint you as an "anti-change person". If a map maker sees you as unpleasable he's not going to change the map(proof: Ice Man X).

Here's the thing though. It's not v1c anymore, it's v2b. The weapons, although not the greatest, WORK WELL. Water Wave is powerful but the varying elevations hinder its range. Search Snake, on the other hand, is easy to dodge but climbs the elevations well and may surprise frag an unaware player. Fire Storm's a decent backup, and Power Stone can fly over pits and might frag someone trying to jump out of them.

Yes, the map was originally a "joke map", but many people have called it "one of the best maps" FAR before I did. The layout is simple and the weapons are balanced, each one having a unique role. Remember, a map's quality isn't whether or not the creator hates it or thinks it's a joke. It all comes down to the key themes of "playability" and "balance".


You also worry about the who the creator of a map is to an uncertain degree. The map creators you remember (bar Messatsu), you like their maps. Do you like Olive Stakehouse, or do you like Korby? Do you hate CSCM01-04, or do you hate Messatsu? If you answer "both" I don't feel you're distinguishing them enough. I doubt you'd slap SSW, example, but knowing who the map maker is shouldn't change your impression of a map in the slightest (your expectation, maybe). You want problems to be patched up, identify how map flaws are a problem to *others* (as individual opinion in this topic is irrelevant).

I worry who the map creator is? Really? Okay then Sherlock, show me where I worry about who the map creator is. Go ahead. I'm waiting.

... In all reality, I could hardly give a crap over who makes a map, as long as it's a good map. Yes, some users here are better mappers than others, but I don't judge books by their covers. If you look at the ENTIRE review there are cases where I praise a certain map by a user but then bash another map by the same person. (See Blaze and Messatsu, for starters.) In many cases I had forgotten who the map creator was and had to go back to the first post and look them up to avoid using the phrase "this map's creator" every five lines.

Off the record, I liked many of Messatsu's maps (well, maybe not Bass Kolosseum anymore), I really don't like Outback Garden, and I said "I was just joking" about slapping SickSadWorld.

Final words and then I'm outta here. I had WARNED everyone to take my comments with a proverbial grain of salt because I was a bit pissed off. Yes, there are rants and raves, but there are also bits of advice and positive comments. If you only select to take the worst "bitch parts" out of what I called "an all-bitch post" then so be it.

Peace out. Brush twice a day.
In case you saw the spoiler tag and went "oh this is just a recap LET'S SKIP IT" I advise going back up and reading through it. I added my comments in blue.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Korby on July 18, 2011, 05:38:45 PM
YES! Thank you! Someone who DOESN'T like Outback Garden! Thank you so much.

Also, if there is ANYTHING at all I'd really want to go change in Olive Steakhouse, it'd probably be Gravity Hold Tango Roll.

EDIT: Also, Nu, it didn't have 7 channels. It had 8.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: LlamaHombre on July 18, 2011, 05:40:53 PM
I like the layout in Outback Garden though!

And the music is so damn badass
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Alucard on July 18, 2011, 05:42:56 PM
Outback Garden was "Meh" for me.

And the music could be MUCH better, IMO.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Nuy on July 18, 2011, 06:24:36 PM
Quote from: "Korby"
YES! Thank you! Someone who DOESN'T like Outback Garden! Thank you so much.

Also, if there is ANYTHING at all I'd really want to go change in Olive Steakhouse, it'd probably be Gravity Hold Tango Roll.

EDIT: Also, Nu, it didn't have 7 channels. It had 8.
I only listend in for 15 seconds and was like, "Screw this"
And I hate Outback Garden =/ Olive steakhouse is good though. If anything its too small.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: CHAOS_FANTAZY on July 18, 2011, 06:54:56 PM
If all you wanted was someone who didn't like Outback Garden, you had to look no further than your neighborhood oddball.

Outback Garden simply doesn't feel the same way as Olive Steakhouse did.  I think it has too much height variation in the way it does; it needs either more ladders or more steps.

The weapon selection is hard to hit from far away in general--which needs to more often than you'd think.  D-Crush fires slowly, I-Slasher always gets dodged...leaving the match to those pros who ALWAYS OHKO with S-Arm, who ALWAYS seem to have ammo.

No assist items is a major turn-off, especially when you have that hole in the wall leading to "items."  Speaking of the "items," I think F-Bomb's (LOL, F-Bomb) coloring is a little off.  You already have a wall of insta-kill Yashichis and a CACTUS guarding the M-Tank, you could at least let us get up there!

Overall:  Olive Steakhouse was funny; Outback Garden was just trolly.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Korby on July 18, 2011, 07:33:12 PM
That's because it's not Flash Bomb, it's Remote Mine.
To be able to get to that M Tank, you need to jump on someone's head and hop in there. I'll mess around with the weapons a bit and see if any items would fit in there. Rush Coil might help in places, but that ruins the point of the happy face...

Also, while I wasn't specifically looking for someone to hate/dislike the map, I just didn't want this map to be "100% perfect" as people made Olive Steakhouse out to be.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Lobsters on July 18, 2011, 09:57:13 PM
I know an update was just made. I am working on a map. I am nowhere near done with the map. I was hoping when I do get finsihed with it, that it could hopefully get accepted for the next next update. I know it has to be of some type of quality. I have no screenshots of it since it is in very early stages.

     Okay, I have no clue what to name the map yet. The map is on a spacecraft.
The level has sectors cut off that look like signs telling the way to go to different areas. Besides the plethora of doors and hallways, there is a network of small cramped spaces that
serve as airducts.

     Okay, in the air ducts there are areas with 0 brightness BEFORE someone scolds me, the textures of those areas are black. Now before you go, hey, "Lobsters that is a stupid idea." The textures are black so in that other textures don't turn all whiteish, due to tinkering with the brightness. The other non-black/ 0 brightness sectors have 255 brightness to help guide you through the tunnels. I think it could be fun in Roboenza or Mafia. Running in rooms and then bam, someone who is infected or the assassin, shows up out of a vent.

Also sorry for the long post. And if someone if making a map like this already then I'll scrap mine.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Jc494 on July 19, 2011, 09:26:32 AM
Quote from: "Korby"
YES! Thank you! Someone who DOESN'T like Outback Garden! Thank you so much.

Also, if there is ANYTHING at all I'd really want to go change in Olive Steakhouse, it'd probably be Gravity Hold Tango Roll.

EDIT: Also, Nu, it didn't have 7 channels. It had 8.

I hate it too.... and Olive Steakhouse too....

Okay, don't ban me please..... please?
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Korby on July 19, 2011, 05:11:57 PM
Rawr I am totally going to ban you because you're hating on maps that I don't understand why people like them even though they're jokes!
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Jc494 on July 19, 2011, 10:06:46 PM
Quote from: "Korby"
Rawr I am totally going to ban you because you're hating on maps that I don't understand why people like them even though they're jokes!

Oh sh-

*gets banned*

I know its a joke korby.... please go easy on the ban please?
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: chuggaafan1 on July 19, 2011, 11:40:23 PM
Wait THose Yashichi's Are INSTAKILL? I Didn't notice.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Beed28 on July 21, 2011, 09:41:39 AM
Here's a very early preview of my next map:

(click to show/hide)
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Knux on July 21, 2011, 09:05:25 PM
That looks interesting! It reminds me a lot of void.wad because of the checkered floor. I like where that's going.  :D
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Donutyoshi on July 21, 2011, 09:29:08 PM
Would this be bigger then CSCM13? Seems like we are getting a map like CSCM13.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Shade Guy on July 22, 2011, 07:31:45 AM
Well, when you think about it, a few maps are like CSCM13 in layout.

CSCM13 has got a symmetrical inside, where one side is almost exactly the same as the other and a small-ish outdoor area.
So does CSCM12. And that one called Strange Castle. And this seems to be shaping up like the others.

This helps fuel the idea that the majority of CSCM maps have very similar layouts...But hey, so far your map looks pretty good. You seem to have a knack with custom/recoloured textures...That aren't blinding.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: SmashTheEchidna on July 22, 2011, 09:41:34 AM
It looks promising, I'll give you that. I'm wondering how it'll turn out.



also somebody go make Eddie Factory for me.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Jc494 on July 22, 2011, 10:30:40 AM
Quote from: "SmashTheEchidna"
also somebody go make Eddie Factory for me.

also give me a layout plox
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Shade Guy on July 22, 2011, 10:35:24 AM
goddamnit Jack stop hogging all the map ideas
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: BiscuitSlash on July 22, 2011, 11:15:10 AM
I don't hate outback garden. I actually think it's quite good!
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: SmashTheEchidna on July 22, 2011, 11:29:42 AM
It was my idea in the first place. (http://cutstuff.net/forum/viewtopic.php?f=27&t=1990&p=78377#p78377) Ah, whatever.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Jc494 on July 22, 2011, 11:46:48 AM
Quote from: "SmashTheEchidna"
It was my idea in the first place. (http://cutstuff.net/forum/viewtopic.php?f=27&t=1990&p=78377#p78377) Ah, whatever.

great, I still need a layout plox
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: SmashTheEchidna on July 22, 2011, 12:16:04 PM
I didn't actually MAKE a layout. It was really just an idea I had. Also I was kidding about making it in the first place, which is why I didn't make a layout, hence the strike. So...*head scratch*...are you actually going to make it?
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Jc494 on July 22, 2011, 12:50:16 PM
Quote from: "SmashTheEchidna"
I didn't actually MAKE a layout. It was really just an idea I had. Also I was kidding about making it in the first place, which is why I didn't make a layout, hence the strike. So...*head scratch*...are you actually going to make it?

Yesssss. Layout plox.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: SmashTheEchidna on July 22, 2011, 01:02:19 PM
Seriously, I don't even know where to begin with a layout. I don't think I can do that. Do you really, actually, wholeheartedly need a layout? Seeing as you're miiiles ahead of me in terms of map building, wouldn't you do a better job at it?
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Blaze Yeager on July 22, 2011, 02:18:26 PM
Quote from: "Shade Guy"
And that one called Strange Castle.

This stage was updated by me last night,and it'll be a bit bigger within the inner area, it has a new area
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Galaxy Sisbro on July 22, 2011, 05:01:41 PM
Quote from: "SmashTheEchidna"
Seriously, I don't even know where to begin with a layout. I don't think I can do that. Do you really, actually, wholeheartedly need a layout? Seeing as you're miiiles ahead of me in terms of map building, wouldn't you do a better job at it?

I don't even made a layout for CSCM14 and MM1DW1X at the first place. I just builded everything from scratch.

Layout is just a complement. I don't think is THAT necessary for map making.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Myroc on July 22, 2011, 05:13:56 PM
Quote from: "Galaxy"
Layout is just a complement. I don't think is THAT necessary for map making.
I will kill you where you stand.

Layout is integral to a map. Coming up with a passable layout doesn't require too much work, but layout is far, far from a "complement". Maps are composed of three primary factors: Layout, content and aesthetics. (Layout being the map structure and areas itself, content being the items and weapons placed in it, and how the stage looks.) While a stage that lacks one of these qualities isn't necessarily a bad map, it most certainly isn't a good one. Compare maps like Magnet Man and Spring Man to maps like Toad Man and Dark Man. How interesting is the two former compared to the two latter?
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Korby on July 22, 2011, 05:14:35 PM
He's referring to a layout premade, such as the ones SuperSmashBros+B makes.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: SmashTheEchidna on July 22, 2011, 06:11:17 PM
Well, all I had down was what I showed you, really. If you really need me to try and make a layout of some sorts, I could try. Though my hands are pretty full as it is, though.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Hallan Parva on July 22, 2011, 06:57:44 PM
Quote from: "Korby"
He's referring to a layout premade, such as the ones SuperSmashBros+B makes.
Not even close :p but thanks for remembering me!
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Korby on July 22, 2011, 08:22:22 PM
I was too lazy to right Plus :V
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: WheelieCarbonate on July 22, 2011, 09:03:17 PM
And remove Super.
But yeah,good maps,very fun,9.5/10.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: OrangeMario on July 23, 2011, 05:09:54 PM
Hey mess, if you can, can you please replace both Waterwavewep withs Flamewheelweps in CSCM07 in the next update (I wanted my stage to stay true to its name, by putting in as much fire based weapons as the game updates to replace non flamable weapons, like Flamesword Solarflare, etc.)?
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Galaxy Sisbro on July 23, 2011, 05:22:02 PM
OrangeMario, Just no.

We all are keeping the original weapons in the maps all because of compatibility. That's why there's no custom weapons in I pack or X pack. I've asked something similar before, but I got this same response.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Donutyoshi on July 23, 2011, 05:33:12 PM
Too bad there won't be any Dog Wave weapons in Dog Man's stage.
Though, I think Dogman's inital weapon could be a exception, since we have his stage. Maybe Herman too.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Korby on July 23, 2011, 05:49:16 PM
You know, it's technically possible to have compatible custom items in the pack. I wonder if Mess would mind if I toyed around with that.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Messatsu on July 23, 2011, 07:26:25 PM
Items and decorate is okay.  I'm not allowing weapons because it breaks compatibility with other packs.  I've got a weapon randomizer for powered up (http://www.cutstuff.net/forum/viewtopic.php?f=31&t=2357) that can easily be modded for just about anything, thus allowing weapons in stages they normally wouldn't appear in.  I'm probably gonna make a version for Lego's 8-10 weapons when I have some time too.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Donutyoshi on July 23, 2011, 07:29:42 PM
Quote from: "Messatsu"
Items and decorate is okay.  I'm not allowing weapons because it breaks compatibility with other packs.  I've got a weapon randomizer for powered up that can easily be modded for just about anything, thus allowing weapons in stages they normally wouldn't appear in.  I'm probably gonna make a version for Lego's 8-10 weapons when I have some time too.
Would Upgrades be counted as a Weapon or Item?
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Galaxy Sisbro on July 23, 2011, 08:05:29 PM
Quote from: "Donutyoshi"
Quote from: "Messatsu"
Items and decorate is okay.  I'm not allowing weapons because it breaks compatibility with other packs.  I've got a weapon randomizer for powered up that can easily be modded for just about anything, thus allowing weapons in stages they normally wouldn't appear in.  I'm probably gonna make a version for Lego's 8-10 weapons when I have some time too.
Would Upgrades be counted as a Weapon or Item?

They are items. And no, no custom items are allowed
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Messatsu on July 23, 2011, 08:18:00 PM
Well, here's the short version:

If you have to modify wcolors, then you can't use it.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Korby on July 23, 2011, 08:21:48 PM
Can't modify SBARINFO either, that's bad too.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Max on July 23, 2011, 10:23:40 PM
Hmm... Items, eh? I suddenly have inspiration for a new map!
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: LlamaHombre on July 24, 2011, 05:58:47 AM
(http://i56.tinypic.com/wcnzut.png)

Just a taste of what to expect.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Knux on July 25, 2011, 10:25:28 PM
I have finished my CSCM map and sent it to Messatsu, but I'm kinda bummed. I wanted to do more to it, but anything else would make it lag. It's a rather medium sized map this time. It's based off of Sonic the Hedgehog 2's Aquatic Ruins Zone, but the name is Flooded Relic Zone. I'll post some pictures later.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: KillerChair on July 25, 2011, 11:27:54 PM
Quote from: "LlamaHombre"
(click to show/hide)

Just a taste of what to expect.
Any progress on the famous treble shed?
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Knux on July 26, 2011, 12:38:13 AM
I wanted to post a list of the maps that aren't available yet, since Messatsu hasn't done it. (?) = don't know if will be made. I tagged some as (taken), which means that map is already being done (at least to my knowledge), so feel free to update it. That means you, Mess!! D:

MM1GUTX
MM1DW2X
MM2FLAX
MM2AIRX (taken)
MM2CRAX
MM2HEAX
MM3SNAX (taken)
MM3SPAX (taken)
MM3TOPX
MM3MAGX
MM3GEMX
MM3DW1X
MM3DW2X
MM4DUSX
MM4BRIX
MM4PHAX (taken)
MM4TOAX
MM4DW1 and 2X (?)
MM5CRYX
MM5STAX
MM5GRAX
MM5GYRX
MM5CHAX (taken?)
MM5DW1 and 2X (?)
MM6BLIX (taken)
MM6WINX
MM6PLAX
MM6YAMX (taken)
MM6KNIX
MM6FLAX
MM6DW1 and 2X (?)
MM7JUNX (taken)
MM7BURX
MM7TURX
MM7SHAX
MM7DW1, 2, 3 and 4X (?)
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: LlamaHombre on July 26, 2011, 12:45:05 AM
Working on Toad, Turbo and (If Blaze would be kind enough) Flame Man Remixed.

If I claimed any others in the past, I don't want them any more.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Donutyoshi on July 26, 2011, 02:39:24 AM
I think I'll do...
---
MM2FLAX
MM3SNAX
MM3DW1-2X (I do have a music remix for the stages, so can I make a map for them?)
MM4DW1X
MM5GRAX
MM5STAX
MM6YAMX
MM7SHAX
MM7DW3X

And these when the MM8-10 expansion come...

MM8AQUX
MM9HORX
MM9SPLX
MM10SHEX
MM10COMX
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Korby on July 26, 2011, 02:41:09 AM
Geez man, that's quite a few maps. How about you lessen the load?
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Nuy on July 26, 2011, 04:34:48 AM
I think I might do MM5CHAX
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Messatsu on July 26, 2011, 04:49:26 AM
Yea, let's keep these maps to one at a time please.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: LlamaHombre on July 26, 2011, 04:56:52 AM
If we're doing one at a time, Still doing Turbo Man.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Knux on July 26, 2011, 05:27:48 AM
Quote
I think I'll do...
---
MM2FLAX
MM3SNAX
MM3DW1-2X (I do have a music remix for the stages, so can I make a map for them?)
MM4DW1X
MM5GRAX
MM5STAX
MM6YAMX
MM7SHAX
MM7DW3X

And these when the MM8-10 expansion come...

MM8AQUX
MM9HORX
MM9SPLX
MM10SHEX
MM10COMX

Uhh... I find it would be better to let others show their talents by doing one or two rather than hogging a lot of maps. Just a thought.

Also, here are the pictures of my CSCM map:

(click to show/hide)

My only groan is the music. It's not 8-bit enough.  :cry:
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Nuy on July 26, 2011, 05:32:18 AM
Quote from: "Knux"
My only groan is the music. It's not 8-bit enough.  :cry:
Doubtfull. Atlest 80% of the CSCM maps have music with 5+ Channels.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Korby on July 26, 2011, 07:27:57 AM
I still want a list of what you think has 5+ channels.

And don't you go saying Fireball Deathmatch because everyone knows that one.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Tesseractal on July 26, 2011, 07:40:57 AM
Muzaru has Pharoah Man Remix.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Jc494 on July 26, 2011, 08:57:55 AM
Quote from: "Donutyoshi"
MM7DW3X

That better be good, or im hurting you.

Quote from: "Nuy"
I think I might do MM5CHAX

Wasnt I doing that? So confusing.....

Edit: Okay to get things straight heres what I have in reserve:
Junkman X
Chargeman X
And I dropped Gyroman X.

Double edit: I drop Chargeman.
Just leave junkman for me then.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: KillerChair on July 26, 2011, 11:02:34 AM
Quote from: "Donutyoshi"
MM3SNAX
Ming if i'll do that one?
Snakeman is my second favorite robot master and all ;) (next to freezeman... but that one is done already)
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Donutyoshi on July 26, 2011, 01:00:15 PM
Okay, instead. I'll do the MM6YAMX.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Knux on July 26, 2011, 07:39:20 PM
Quote
Doubtfull. Atlest 80% of the CSCM maps have music with 5+ Channels.

Well, these are the best I could find. If you can find better, let me know.

Map music:
http://www.youtube.com/watch?v=of27qxWyC7k

5 frags left music:
http://www.youtube.com/watch?v=Q2RETAAZPlI[/s]

EDIT: EDFVGAETHSRYJHN

I just found this from the guy who made the boss music. Better than the current map music.
http://www.youtube.com/watch?v=kdXFQ9mKMww&feature=related
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Alucard on July 26, 2011, 07:47:20 PM
Sorry. But that Aquatic Ruins music would not work. The first one, anyway.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: CHAOS_FANTAZY on July 26, 2011, 07:49:43 PM
Yo dawg, we've got a Sonic Famitracker music pack.  Everything in there is widely accepted as "as authentic as it's gonna get."  Search for it here, save yourself the pain of YouTube surfing.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Lobsters on July 27, 2011, 05:38:37 AM
If somebody ever makes a Dust Man remixed. I think this piece of music would be awesome as a secret. The only problem is that for the song to be 8-bit. Also, the fact its only connection to Dust Man is, purely in name.
(click to show/hide)

Also a map, with the textures from Cheetah Men II would be the ultimate joke map.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Blaze Yeager on July 28, 2011, 04:21:20 PM
Sorta wanted to put this out there.

I'm doing a map based on TMNT's Dam/Underwater area...i need someone to Rip the tiles (AND THE KILLER SEAWEED)...if it's possible to do.

(i feel like i will get murdered for making this map ._ .)
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: ice on July 28, 2011, 04:37:38 PM
ironic that I'm about to release a tmnt music pack today
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Blaze Yeager on July 28, 2011, 04:41:28 PM
Quote from: "ice"
ironic that I'm about to release a tmnt music pack today
Indeed.Quite ironic.

But this stage will use the underwater theme.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: TheBladeRoden on July 28, 2011, 05:34:35 PM
I predict everyone to have a negative frag count
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Korby on July 28, 2011, 05:56:16 PM
That's not irony it's coincidence ajksdhfasdkfh

Anyway, have fun with that, Blaze. I might make a map eventually.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Beed28 on July 28, 2011, 06:27:19 PM
Quote from: "Blaze"
Sorta wanted to put this out there.

I'm doing a map based on TMNT's Dam/Underwater area...i need someone to Rip the tiles (AND THE KILLER SEAWEED)...if it's possible to do.

(i feel like i will get murdered for making this map ._ .)

Also, force a 2:20 time limit unless someone disarms all the bombs or else the server automaticly crashes
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Korby on July 28, 2011, 06:33:59 PM
and then the host's computer sets on fire.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Galaxy Sisbro on July 31, 2011, 12:51:12 AM
I think I might be little late by doing this, but
Quote from: "Knux"
Also, here are the pictures of my CSCM map:

(click to show/hide)

My only groan is the music. It's not 8-bit enough.  :cry:

Man, I love you!
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: SmashTheEchidna on July 31, 2011, 12:52:44 AM
Quote from: "Knux"
Also, here are the pictures of my CSCM map:

(click to show/hide)

My only groan is the music. It's not 8-bit enough.  :cry:

Wait...That level...Is that what I think it is? O_o''
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Galaxy Sisbro on July 31, 2011, 12:57:52 AM
The only problem I see in this map are the Upper-Lower floor transitions. Neither, I love the way you just put my tree there, It looks awesome!
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Knux on July 31, 2011, 07:31:11 PM
Your tree? Are you implying I copy/paste from other maps? Tsk tsk.  :p  The ones in Chaotischer Garden are square branch patterns while that one is round. I say the most difficult thing that map gave me was the texture aligning. I think I spent more time fixing the textures out of place than I did thinking of what I would build.
I also don't get Smash's reaction o_o

The only problem I see in this map are the Upper-Lower floor transitions.

Trust me, you haven't seen everything yet.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: SmashTheEchidna on July 31, 2011, 07:51:29 PM
That stage, it really, REALLY reminded me of Angel Island Zone.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Beed28 on July 31, 2011, 08:12:06 PM
Quote from: "SmashTheEchidna"
That stage, it really, REALLY reminded me of Angel Island Zone.

Acually, I thought it was Aquatic Ruin Zone from Sonic II to be hounest.

Moving on, I came up with an idea for silly map that throws physics completly out of the window. A stage where everything moves up and down rapidly like the bars of a music visualization! What do you think? Although it would sound fun, I fear it would induce nausea.

Also, progress on my other serious map (a dark, black fortress) is going... kinda slow. :( I have a cave area remisent of Flash Man's stage, only with a reddish paint job, and a "spire" area. I'll have to resume work some time soon.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: SmashTheEchidna on July 31, 2011, 08:18:59 PM
Quote from: "Beed28"
Quote from: "SmashTheEchidna"
That stage, it really, REALLY reminded me of Angel Island Zone.

Acually, I thought it was Aquatic Ruin Zone from Sonic II to be hounest.

Either one would be freaking awesome.

And I'd be more worried about people raging about the stage being trolly rather than causing nausea. (after all, it's not like we're going to be physically in that stage.)
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Blaze Yeager on August 01, 2011, 12:18:34 AM
I do like Knux's stage...now all we need is for someone to rip-off do Flying Battery Zone or Casino Night Zone.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Donutyoshi on August 01, 2011, 03:55:25 AM
In fact. We should make a Map Pack that blatantly rips off Sonic levels.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: SmashTheEchidna on August 01, 2011, 04:01:50 AM
Or better yet, make a map pack OF the sonic levels. We already have Sky Deck as an official level of the X pack.  :p
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Shade Guy on August 01, 2011, 07:50:33 AM
Don't forget Mr.X's desert level (forgot what it was called), which bears a large resemblance to Sandopolis...Hell, it even shares music.
Title: Is it time for DW_DM to go? Let's find out.
Post by: Tesseractal on August 01, 2011, 08:05:25 PM
Quote from: "Messatsu"
I'm thinking I should take all of the "iffy" maps and release them as a separate map pack, then [get criticism] on those.

This wasn't stated in this topic, but I'm bringing it here because I like this idea and want to expand on it. Here's how I see it happening: CSCM01-10 are removed from CSCM, and released as a separate map pack called "DW_DM". DWDM01 is CSCM01, and so forth. If people still like these maps, they can choose to play them. Why do I suggest this? I think it'd be more accurate. As of now, the quality of the new maps surpasses the first 10 by a large degree, and I think the roboenza server is aware of it - aside from possibly CSCM04, none of these maps are mapvoted (especially now with Outback Garden replacing Olive Stakehouse! Thanks again, Korby). The presence of the maps to me just seems to drag down CSCM, keeping it unable to escape the mediocrity of DW_DM. Those maps' creators have shown little interest in expanding/developing them, so would they really be upset to see it go? The "reason" that the maps should be kept in because the map creators are attached to them is weak, and honestly no better than flattery. Or if you're one of those mappers: Do you like your own map simply because you created it? "Frost Processing" has been stated multiple times as the best map in the CSCM in was released as a part of,  but SSW is not inclined to like his own map because he created it. If you do, it may prevent you from seeing faults in your own map - one map in the pack was previously a very good example of this.

So I ask it as thus: Do you want more maps for the sake of more maps, or do you want less maps for the sake of enjoying more of them?
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Korby on August 01, 2011, 08:50:06 PM
I'm going to have to agree with Roc here. To add onto what he said, it will at least reduce the filesize a bit.
I'm unsure if that "thanks" was sarcastic or not.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Knux on August 02, 2011, 02:45:14 AM
Quote
Acually, I thought it was Aquatic Ruin Zone from Sonic II to be hounest.

I already said it was based off of that a few posts ago. :V
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: SmashTheEchidna on August 02, 2011, 03:12:18 AM
I'm gonna agree with Roc on this one, too.

Quote from: "Knux"
Quote
Acually, I thought it was Aquatic Ruin Zone from Sonic II to be hounest.

I already said it was based off of that a few posts ago. :V


Oh. Well...I missed that. ^^;
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: LlamaHombre on August 03, 2011, 11:05:11 PM
Here I am to pull a Savior and create an unofficial tiers list.
This is a list of the CSCM maps, currently excluding Remixed.

Feel free to ignore this, but if you choose to use this if you split up the maps, then go ahead.

S:

Her Man (CSCM19)
Dog Man (CSCM15)
The King's Dimension (CSCM25)

A:

Crystal Mines (CSCM22)
KC Fortress (CSCM23)
Buster-Rod G. (CSCM17)
Dustbowl (CSCM16)

B:

Outback Garden (CSCM21)
Fireball Deathmatch (CSCM07)
Wily's Kottage (CSCM04)
Kero Palace/Knight in the Castle (CSCM08)
Castle Crashers (CSCM11)
Chaotischer Garten (CSCM14)

C:

Seabase Alpha (CSCM20)
Flame Processing (CSCM18)
Olive Steakhouse (CSCM09)
Shrine Battle (CSCM12)
Wily's Kourtyard (CSCM01)
Bass's Kolluseum (CSCM03)
Frost Processing (CSCM06)
Snowed in Cossack (CSCM10)

D:

Seaside Fortress (CSCM24)
Scarlet Devil Mansion (CSCM13)
Wily's Other Kastle (CSCM02)
Strange Castle (CSCM05)

F:

CSCM25TH

If I hurt your feelings somehow, sorry
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Alucard on August 03, 2011, 11:08:59 PM
You need to make a Tier List for how they are in LMS and other game modes instead of just one list.  :ugeek: For example, while King's Fortress may be great for DM and LMS, it may not be so good for Duels.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: SaviorSword on August 03, 2011, 11:32:14 PM
Alu took those words right out of my mouth. My tier list is based off of their usefulness in duels only. Hence why Plant Barrier got a raise and a few weapons were dropped due to bein' banned.
Anyways, I can't quite tell what standards that list is off of...
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: SmashTheEchidna on August 03, 2011, 11:39:52 PM
Yeah. The mansion is a lot more liked these days, and I rarely ever see anyone playing on Dog Man anymore. :|
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Knux on August 05, 2011, 03:39:52 AM
I heard from Kenkoru that Roc's Creation was making Wave Man X, and stopped. I'd like to know if he will keep going with it or not because I was interested in making it too. As for the maps being played right now, I don't see much of SDM lately, but it's probably just me. I like it, personally.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Messatsu on August 05, 2011, 03:43:40 AM
I actually have gotten a few maps for consideration.  Airman, Waveman and Blizzardman have all been done, but aren't quite 100% just yet.  I'm going to probably have a small test session at some point with people playing these maps and get feedback I can return to the creators.  If any of these open up for any reason, I will let you know.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Tesseractal on August 05, 2011, 04:15:48 AM
Quote from: "Knux"
I heard from Kenkoru that Roc's Creation was making Wave Man X, and stopped. I'd like to know if he will keep going with it or not because I was interested in making it too. As for the maps being played right now, I don't see much of SDM lately, but it's probably just me. I like it, personally.

I stopped because Messatsu informed me that Wave X was already done. I didn't start much; I had a few ideas I was planning (e.g. pipes) but it seems that making the map would no longer be of use.

If Messatsu decides not to include Wave Man X, you can have it, Knux. I don't anticipate that happening, however.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Beed28 on August 05, 2011, 12:54:25 PM
Is MM1DW2X taken yet? If not, I'll take it.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Shade Guy on August 05, 2011, 12:58:15 PM
I thought about taking it, but then I lost interest in my map idea. As far as I'm concerned, go ahead.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Galaxy Sisbro on August 05, 2011, 03:25:45 PM
Beed, I think someone was making it. Whoever, It was long time ago, so you can make it. The only thing I must say is to broke symmetry, since MM1DW2 and even PU version are symmetrical somehow.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Knux on August 05, 2011, 05:36:47 PM
Quote from: "Ice-IX"
Quote from: "Knux"
I heard from Kenkoru that Roc's Creation was making Wave Man X, and stopped. I'd like to know if he will keep going with it or not because I was interested in making it too. As for the maps being played right now, I don't see much of SDM lately, but it's probably just me. I like it, personally.

I stopped because Messatsu informed me that Wave X was already done. I didn't start much; I had a few ideas I was planning (e.g. pipes) but it seems that making the map would no longer be of use.

If Messatsu decides not to include Wave Man X, you can have it, Knux. I don't anticipate that happening, however.

Ah, thank you very much. It's good to know.

Quote
I actually have gotten a few maps for consideration. Airman, Waveman and Blizzardman have all been done, but aren't quite 100% just yet. I'm going to probably have a small test session at some point with people playing these maps and get feedback I can return to the creators. If any of these open up for any reason, I will let you know.

I don't think Air Man X is something I'd feel at home with, but the other two are alright. If not, I'll search which other map I can do, then. Don't forget the list I made a few pages ago!  ;)

EDIT: here it is again, so you don't have to search:

(click to show/hide)
Excuse me if it seemed a long post, but it was needed.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Korby on August 05, 2011, 06:43:22 PM
There's these things we have, they're called spoilers. They magically reduce the size of your post.

The way you worded your post, it seems as if you're going to try and do Wave or Blizzard, even though they were already finished and submitted.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Nuy on August 05, 2011, 06:47:34 PM
Actually I haven't finished Blizzard yet ^^;
Its ALMOST done. I'm just having issues with closing sectors and trying to add a bridge which I honestly can't do for the life of me. Other than that It's 99% done.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Blaze Yeager on August 06, 2011, 02:49:16 AM
I actually plan to do a MM6DWX which is a fusion MM6DW1-3 Within a three leveled area

Textures have been finised for sometime by me

Problem is the Layout however.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Copy Robot on August 06, 2011, 03:34:01 AM
Here have a preview of another map I've been making.

(click to show/hide)
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Magnet Dood on August 06, 2011, 04:08:17 AM
Mmmmm. Knight Man is tasty.

Looks good!
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Jc494 on August 06, 2011, 02:16:39 PM
/me congratulates Knux on making the smallest map in the Remixed Map department, and smacks himself on the head for making the biggest map.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Alucard on August 06, 2011, 03:46:35 PM
Mr. Joe, that map needs to be bigger than original Knightman. :ugeek: Make it like...Ohh, one of the big remixed maps. That size. :p
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Jc494 on August 06, 2011, 03:51:07 PM
Quote from: "Alucard"
Mr. Joe, that map needs to be bigger than original Knightman. :ugeek: Make it like...Ohh, one of the big remixed maps. That size. :p

Do you mean Hardman X size or Tomahawk X size?
(Hardman X size is bigger btw)
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Alucard on August 06, 2011, 03:52:57 PM
Hardman X size. After all, Knightman lives in a castle. And castles should be big.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: SaviorSword on August 06, 2011, 04:02:30 PM
Quote from: "Alucard"
Hardman X size. After all, Knightman lives in a castle. And castles should be big.
I hope that's all sarcasm... :
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Alucard on August 06, 2011, 04:10:26 PM
Hey, I'm only tryin' to make logical sense that castles should be big. I mean, have you EVER seen a castle, besides toy castles, that were tine? I mean, I know it shouldn't be too large, but still. It should be a decent size.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Kapus on August 06, 2011, 04:11:12 PM
It's not uncommon to sacrifice common sense for gameplay.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Jc494 on August 06, 2011, 04:25:39 PM
Quote from: "SaviorSword"
Quote from: "Alucard"
Hardman X size. After all, Knightman lives in a castle. And castles should be big.
I hope that's all sarcasm... :

You know whats Sarcasm Savior? That Hardman X is bigger than Tomahawk X.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Knux on August 07, 2011, 11:38:23 PM
There's these things we have, they're called spoilers. They magically reduce the size of your post.

Yes, I use them when needed, BUT I forgot this time. Hey, it happens! D:

The way you worded your post, it seems as if you're going to try and do Wave or Blizzard, even though they were already finished and submitted.

No. I am waiting for confirmation on that from Mess before I start anything, which should be obvious as I asked first like I always do before building anything at all.

EDIT:

Quote
You know whats Sarcasm Savior? That Hardman X is bigger than Tomahawk X.

Umm, I don't know how I should react to this. Is there something you need to tell me, Sword?  :?
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: LlamaHombre on August 08, 2011, 01:52:17 AM


...


Fuck every other map I called, I'm working on Her Man X.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Alucard on August 08, 2011, 02:50:34 AM
Quote from: "LlamaHombre"


...


Fuck every other map I called, I'm working on Her Man X.

Yes. Hell yes. However, I believe that video should come with an epilepsy warning...Just the vid, not the audio.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: LlamaHombre on August 08, 2011, 03:32:48 AM
With Kackebango's permission for both the map and music, of course.

This is when you respond, Cakebanjo
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Nuy on August 08, 2011, 04:10:27 AM
I'm hearing Storm Eagle in that song. Lots of Storm Eagle.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Knux on August 08, 2011, 06:30:46 PM
Alright, since I can now see page 70 without errors, I saw this post I missed:
Quote
/me congratulates Knux on making the smallest map in the Remixed Map department, and smacks himself on the head for making the biggest map.
Really? Isn't ELEX smaller?  :lol:
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Jc494 on August 08, 2011, 07:53:52 PM
Quote from: "Knux"
Alright, since I can now see page 70 without errors, I saw this post I missed:
Quote
/me congratulates Knux on making the smallest map in the Remixed Map department, and smacks himself on the head for making the biggest map.
Really? Isn't ELEX smaller?  :lol:

No. HARX is the smallest.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Korby on August 08, 2011, 08:28:47 PM
Cutman Remixed.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: RollGravityHolds on August 08, 2011, 09:00:30 PM
I am wondering if someone has took Geminiman Remixed, if not I want to make it.
(And ICEX is the smallest imo)
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Korby on August 08, 2011, 09:02:44 PM
Nemu has an account?

Also, I think someone was doing Geminiman.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Nuy on August 08, 2011, 09:38:30 PM
Anyone got my copy of BLIX? I kinda need it..
Mess: I KNOW you have it. Would you be so kind as to PM me a download link for it?
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Donutyoshi on August 09, 2011, 05:16:18 AM
Quote from: "Alucard"
Quote from: "LlamaHombre"


...


Fuck every other map I called, I'm working on Her Man X.

Yes. Hell yes. However, I believe that video should come with an epilepsy warning...Just the vid, not the audio.
Even to this day. Why nobody remixed Dogman's theme? So we can has Dogman X
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Alucard on August 09, 2011, 03:25:55 PM
Well, Donutyoshi, the person that remixed Herman's theme was the same guy that made the original theme, so he would remember it.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: LlamaHombre on August 09, 2011, 03:29:29 PM
I'd so make Dog Man X if there was a song for it.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Knux on August 19, 2011, 12:04:57 AM
This has been quiet for a while. I was wondering when the next release will be....
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Donutyoshi on August 19, 2011, 12:16:40 AM
Busy working on Burstman X. I got a conceptal layout done, but I'm lazy to actually map it out.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Trollman on August 22, 2011, 02:23:26 AM
Did grillman ever exist as a map on CSCM btw?
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Alucard on August 22, 2011, 02:48:36 AM
Yep, but it's more commonly known as Hermän.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Galaxy Sisbro on August 22, 2011, 05:32:58 PM
Since 3D floors are avalilable now, I'm gonna do some slightly changes to CSCM14 and MM2DW1X. Don't worry, King Yamato gave me the permission to, since he left the community.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Trollman on August 22, 2011, 06:34:56 PM
King Yamato leave? Where's his bye card?
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Galaxy Sisbro on August 22, 2011, 07:01:05 PM
He told his leave via skype. I have more than sufficent proof here.

EDIT: MM2DW1X Done.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Copy Robot on August 26, 2011, 05:50:14 AM
Flash Man wonders what could be at the top of this really tall and flashy tower.

(http://www.iaza.com/work/110826C/iaza15382911840700.png)
(click to show/hide)
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Knux on September 09, 2011, 07:39:08 PM
/me pops in to check if this is dead.

Messatsu, please let me know if you need a hand at organizing everything. That way, we can speed things up and release the next version.  :)
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Blaze Yeager on September 09, 2011, 08:32:11 PM
CSCM05 - Updated to it's final layout,new REINSOUL Version,New Music,New Boss Music.

CSCMXX - City Rooftop level.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Messatsu on September 09, 2011, 11:27:12 PM
It's not dead, I've just gotten quite a few stage updates (hello there 3d floors) and I've gotten a handful of stages that I'm not sure if I'm going to accept atm.  I'm going to run through some testing with some skype folks at some point and see what can stay and what should go back for retooling.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: MusashiAA on September 15, 2011, 03:08:13 PM
Uh, excuse me Mr. Messatsu.

Would you kindly edit the OP so that there's only one latest CSCMRemixv4a download link available? It seems some servers are using the unfixed CSCM06 music issue pack, and others are using the fixed pack. It gets pretty confusing when people download the fixed pack, only to find hosts use the unfixed one. So it would be of great help to just have one download link (this being for the fixed revision) for v4a, instead of two.Maybe people download the first one they see right off the bat?.
Title: plz dont kill me for asking :/
Post by: BiscuitSlash on September 19, 2011, 04:47:56 PM
Small question:

What is the boss theme that plays on maps like Castle Crashers? That theme when nearing the frag limit. It sounds a bit familiar....
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: KillerChair on September 21, 2011, 03:15:05 PM
Hey there everyone!
I just need to add items and the sky thing of snakeman remixed and then im done :D
Anyone knows how the sky works in snakeman's stage?
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Beed28 on September 22, 2011, 07:02:03 AM
Quote from: "KillerChair"
Hey there everyone!
I just need to add items and the sky thing of snakeman remixed and then im done :D
Anyone knows how the sky works in snakeman's stage?

Snakeman's stage uses an image of the sky (like in normal Doom) instead of a skybox, I believe. This MAPINFO header proves it:

Code: [Select]
map MM3SNA "SNAKE MAN"
{
   levelnum = 18
//   titlepatch = "WILV00"
   next = "MM3TOP"
   sky1 = "SNAKESKY", 0
   cluster = 1
   music = "SNAMUS"
   //music = "MM1:3"
   aircontrol = 0.5
   forcenoskystretch
   par = 3
   }

SNAKESKY is the sky texture in Snakeman's TEXTURES lump, which uses patch SNAKEE20.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: KillerChair on September 22, 2011, 11:46:11 AM
Thanks!
I would have never figured that out by myself :p
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Jakeinator on September 23, 2011, 01:51:15 PM
Here's a noob question how do you put boss music in?
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Trollman on September 23, 2011, 02:11:38 PM
If you refer to custom music, open up SLADE and make a new wad. Throw in all the themes you want to add but make sure they in ogg format and name then no longer than 8 characters. When you are done, throw the wad into your "skins" folder inside your MM8BDM folder.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Galaxy Sisbro on September 23, 2011, 05:46:21 PM
He means boss music. Check scripts, You should figure out it easily.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: BiscuitSlash on September 23, 2011, 05:46:58 PM
Don't forget to compile it afterwards. You must do that for it to work
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Galaxy Sisbro on September 23, 2011, 06:10:33 PM
Right click in the lump > Compile.
Title: Rescued from some obscure mapper's topic. lololoololo
Post by: Tesseractal on September 23, 2011, 10:52:12 PM
Quote from: "Beed"
Use this:

Code:
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: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Donutyoshi on September 23, 2011, 11:26:27 PM
I'm suprised nobody uses this.
Code: [Select]
CODE
CODE
CODE
CODE
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Galaxy Sisbro on September 23, 2011, 11:41:44 PM
... What is the joke there?...
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Korby on September 24, 2011, 01:13:23 AM
There's Code tags on the forums that are rarely used. He was simply pointing this out.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Jakeinator on November 01, 2011, 03:52:15 AM
I might want to do Flame man remix... just need a bit more mapping practice.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Korby on November 01, 2011, 03:54:26 AM
Wasn't Flame Man remix already made?
or was that flame processing
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: SaviorSword on November 01, 2011, 02:13:33 PM
MM6FLAX was already taken, and it is more or less done.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Beed28 on November 01, 2011, 02:24:24 PM
That reminds me, I still have an unfinished MM1DW2X to do. The layout is mainly complete, all I have to do is to add items to it and then I'm told it's horribly unbalanced.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Messatsu on November 01, 2011, 04:18:31 PM
Yea, the remix maps that I have definitely accepted are:
MM2AIRX - Copy Robot
MM3SNAX - Killer Chair
MM6FLAX - Nemu
(I know I'm forgetting one)

The ones that are maybes are
MM5WAVX
(Probably another one or two I'm forgetting too)
I know Llama did MM7TURX, but I forget the current status of that.

Unfortunately I have no power at the moment so I can't double check what I've got. (CT got nailed with a nasty storm, 75% of the state is out)  I would urge anyone who is near finalizing maps to get them in.  I may make a 4b release with a more limited number of new maps because a bunch of old maps were updated.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: SaviorSword on November 01, 2011, 04:27:29 PM
Why don't ya add my map as MM5GRAX? If ya accepted MM3HARX, then there's certianly room for my map as MM5GRAX.


Quote from: "TVTropes"
Quantity has a quality all its own.
— Josef Stalin
I think I'm on TVTropes a bit too much... :p
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: KillerChair on November 01, 2011, 05:40:41 PM
Im working on MM4BRIX also... slowly...
And MM3SNAX was done.
You edited a bit... Or did you mean that in dat post?
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: LlamaHombre on November 01, 2011, 07:11:37 PM
Quote from: "Messatsu"
MM2AIRX - Copy Robot
MM3SNAX - Killer Chair
MM6FLAX - Nemu
I know Llama did MM7TURX, but I forget the current status of that.

I'd like to withdraw it as I don't think I can physically make it a good map.

Nemu withdrew GEMX and FLAX, too, as well as his CSCM map.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: KillerChair on November 01, 2011, 07:21:32 PM
Now thats a shame...
When im done with BRIX i might take GEMX.
But im not sure yet.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Copy Robot on November 01, 2011, 10:13:44 PM
Quote from: "Messatsu"
Yea, the remix maps that I have definitely accepted are:
MM2AIRX - Copy Robot
MM3SNAX - Killer Chair
MM6FLAX - Nemu
(I know I'm forgetting one)

The ones that are maybes are
MM5WAVX
(Probably another one or two I'm forgetting too)
I know Llama did MM7TURX, but I forget the current status of that.

I'll take it that the MM6KNIX is in the maybe?
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Messatsu on November 01, 2011, 11:38:31 PM
Yea, I think so.  The internals are great, but the outside is epicly huge.  It's pretty close to a definite, just needs a lil bit of tuning.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Jakeinator on November 02, 2011, 02:03:40 AM
I guess i can try magnet man remix.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: -FiniteZero- on November 02, 2011, 02:15:49 AM
Is Crystal Man Remix taken? I might try that.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Knux on November 17, 2011, 02:18:18 AM
Mess, GUIMUSX. Do eet!

Oh wait... derp. (http://www.mediafire.com/?uccsy9ip7mqbcie) Looped by me. >_>
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Beed28 on November 17, 2011, 04:27:51 PM
Gah, I need to finish MM1DW2X. I've got the layout finished including a homage to the final boss room from MM1, but I need good ideas for weapons.

Here's a screeny of the central room:
(click to show/hide)
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Messatsu on November 17, 2011, 10:44:28 PM
Ooooo....shiny!
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: KillerChair on November 17, 2011, 11:08:02 PM
Looking good ^^
Title: "Time to split!!"
Post by: Tesseractal on November 23, 2011, 11:39:21 PM
So this map pack hasn't seen much activity in a while. You're hesitant to make a new release because of the quality of map submissions. I'm going to propose a solution to this:

Give me control of the Remix maps, independent from CSCM.

I would like to see the Remix Maps completed. Rather than just "waiting it out" and accepting whatever fills the gap on a list, I'd like to give each map a serious consideration of what it should be and have it be done thoroughly. (As opposed to duplicating a stage layout and mashing them together). So I'd like to be the one calling the shots on which remix maps are accepted and which ones aren't. Some maps are just obstructing possibilities for GOOD maps to be made - such as Elec Remix or Centaur Remix (these maps would be the first to go).

After all. Why wait around and take maps like Blizzard Remix or Wave Remix? If you allow me to renew interest in this project, you might get something more like this:
(click to show/hide)
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: LlamaHombre on November 24, 2011, 12:20:20 AM
If I knew my maps were going into a map pack with really high quality, I'd be more motivated to make maps. I highly suggest you give the role to Roc.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Galaxy Sisbro on November 24, 2011, 01:14:34 AM
It would be so great to have you and take control of the maps, Roc. I'm not hestitating against messatsu, but is just that the maps REALLY needs to be revised, and also a more strictly control when taking news ones. And just a thing, I would like to have the lighting of that pharaoh man stage intact (255). Other than that, It looks snizzy.

I had an idea before, which is to have maps voted by people in a HIATUS status until new changes are made, and therefore accepted. however, Messatsu has decided to do not delete, or either reject any of the actual maps.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Kapus on November 24, 2011, 01:20:04 AM
The idea of separating Remixed Maps and CSCM in general sounds appealing to me.

I should be fixing up MM7SPRX, anyway.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: LlamaHombre on November 24, 2011, 01:26:11 AM
Finite, you still have plans with Crystal Man X? I'm motivated now.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: -FiniteZero- on November 24, 2011, 01:50:27 AM
Well, I actually kinda finished, and I got the main music that I made myself. In fact, I have everything but the boss music.

I just forgot how I'm supposed to submit it.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Messatsu on November 24, 2011, 01:54:25 AM
Pm it to me and I will accept or reject it.  Use a file service like media fire to store it for sending
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: -FiniteZero- on November 24, 2011, 01:54:57 AM
Aight.

I'm still a new mapper, so, yeah.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Duora Super Gyro on November 26, 2011, 11:22:58 PM
Im working on a flashman remix even though I dont know if somone elses did/is doing it.
I just need to do the music and it will be set.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Copy Robot on November 26, 2011, 11:35:58 PM
Quote from: "Mr. Joe"
Flash Man wonders what could be at the top of this really tall and flashy tower.

(http://img560.imageshack.us/img560/3940/screenshotdoom201108252.png)
(click to show/hide)
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Messatsu on November 27, 2011, 12:58:14 AM
Don't worry about music, it's already been pre-determined for all stages .
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Duora Super Gyro on November 27, 2011, 12:40:05 PM
Quote from: "Messatsu"
Don't worry about music, it's already been pre-determined for all stages .

Wait? does this mean I dont have to add the music myself or do I still have to do it?
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Galaxy Sisbro on November 27, 2011, 03:55:10 PM
You need to add the code of the music. I don't remember if it was FLAMUSX or FLAXMUS, though you can still leave that to Messatsu.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Duora Super Gyro on November 28, 2011, 12:01:56 AM
Heres a pic of the stage, I will be sending it soon.
[spoiler(http://i43.tinypic.com/dmfe9s.png)][/spoiler]
Title: If it does not have Time Stopper Ima slap a bitch
Post by: Awbawlisk on November 28, 2011, 12:07:29 AM
Didn't Joe's post tell you anything? Btw it's looking good
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: ice on November 28, 2011, 01:55:31 AM
When do estimate the next release will be? (A question that I've been thinking whenever I see any threads in this section, there hasn't been anything new in forever)
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Messatsu on November 28, 2011, 02:43:25 AM
There's a few more maps I'm waiting to be completed and then I'll probably put everything together.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: SaviorSword on November 28, 2011, 02:55:35 AM
I'll probably do a check on all the current maps that needs linedef fixes so that bots won't fall off in the near future.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Blaze Yeager on November 28, 2011, 03:15:14 AM
Good thing I found two maps I was working on prior to my Father moving up north and sent them to Mess. (Thank the lord i'll be mapping again once I get this laptop, and sad enough my WinXP died today(Posting on PS3 BTW). )

Both are probably my most thought out layout-wise.
One is called Inner Core, the other is named Frozen Hell.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: SaviorSword on November 28, 2011, 03:33:06 PM
Here's my linedef scan report.

CSCM14: The pit with the indoors waterfall.
CSCM19: Eddie room.
MM1BOMX: Spike pit around Hard Knuckle.
MM1DW1X: The entire spike pit.
MM1FIRX: Both of the little step to Needle Cannon (that tiny sector) on the north side from Auto map.
MM2METX: Not sure where, but I think its at the main pit somewhere.
MM2QUIX: No pits, but how about block monsters from the beams?
MM3SHAX: Too many places to mention.
MM3HARX: NO problem here (surprisin'ly enough), but there's a teleporter that doesn't work, just want to throw that out.
MM5NAP: Both pits and one of them has the wrong obituary. Also doesn't have 32 spawn points.
MM7SLAX: No pits, but might want to put into consideration of the deadly waters.
MM7CLOX: Everywhere.

One of the best pk3 in terms of ratio of maps with linedef problems to without (however ya put it as), however partly is because there's a lot a maps without pits. The main pk3 still wins as THE best though. :p
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: BiscuitSlash on November 28, 2011, 04:16:33 PM
I'm nearly done with one of my maps (the final bit is a pain), BUT, so you think it would be a good idea to add it to this CSCM pack? I do like to keep the M712DM2 thing, but would it be good for the pack? (Not saying I think it should be or anything, but y'know....is doing so a good idea?
(click to show/hide)
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Galaxy Sisbro on November 28, 2011, 07:57:07 PM
Judging by the first screenshot I just see a big, spike pit (Which will probably cause lag), but also it is rather open and flat. And the second screenshot, the stage is too small. I couldn't help but say that you should practice more.

Quote
CSCM14: The pit with the indoors waterfall.
MM1DW1X: The entire spike pit.

Hopefully Messatsu will be fixing these.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: KillerChair on November 28, 2011, 09:32:18 PM
About MM7CLOX...
Yeah i tend to forget about people playing with bots when i make maps.
Though since ive been playing bot apocalypse i start to remind myself more often.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Jakeinator on November 29, 2011, 03:00:47 PM
Messatsu did you get the new version of magnet man remix yet? if not i will re send it to you.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: BiscuitSlash on November 29, 2011, 04:56:30 PM
Quote from: "Galaxy"
Judging by the first screenshot I just see a big, spike pit (Which will probably cause lag), but also it is rather open and flat. And the second screenshot, the stage is too small. I couldn't help but say that you should practice more.
Just as I thought. It sucks.

Well, at least I like it....
Title: Re: "Time to split!!"
Post by: Knux on December 03, 2011, 07:36:17 AM
Quote from: "Ice-IX"
So this map pack hasn't seen much activity in a while. You're hesitant to make a new release because of the quality of map submissions. I'm going to propose a solution to this:

Give me control of the Remix maps, independent from CSCM.

I would like to see the Remix Maps completed. Rather than just "waiting it out" and accepting whatever fills the gap on a list, I'd like to give each map a serious consideration of what it should be and have it be done thoroughly. (As opposed to duplicating a stage layout and mashing them together). So I'd like to be the one calling the shots on which remix maps are accepted and which ones aren't. Some maps are just obstructing possibilities for GOOD maps to be made - such as Elec Remix or Centaur Remix (these maps would be the first to go).

After all. Why wait around and take maps like Blizzard Remix or Wave Remix? If you allow me to renew interest in this project, you might get something more like this:
(click to show/hide)

I like this idea. I wouldn't mind even if I had to work on TOMX again. Because that's totally a bad thing. =P
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Jakeinator on December 07, 2011, 06:10:51 PM
Thinking of making a custom map for this and to celebrate sonic's 20th birthday its going to be a sonic level, I cant decide weather to make seaside hill or crisis city.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Knux on December 07, 2011, 07:29:39 PM
I made one inspired by Aquatic Ruin Zone. I don't know if it got accepted though.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Mr. X on December 07, 2011, 08:15:10 PM
Quote from: "Eon_and_Rush"
Thinking of making a custom map for this and to celebrate sonic's 20th birthday its going to be a sonic level, I cant decide weather to make seaside hill or crisis city.

Why would anybody celebrate Sonic with a Sonic 06 stage?  I mean, it was in Generations but that's more because it had to be there what with three games per generation.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Messatsu on December 07, 2011, 09:04:37 PM
Quote from: "Knux"
I made one inspired by Aquatic Ruin Zone. I don't know if it got accepted though.

It did.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Knux on December 08, 2011, 01:38:10 AM
Hmm, didn't think it would. After a while, I thought it looked symmetric and sorta bland, not to mention the place where Crystal Eye is could have been better. Hmm...
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Messatsu on December 08, 2011, 04:13:36 AM
If ya wanna improve it, go ahead.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Jakeinator on December 11, 2011, 10:14:19 PM
Quote from: "Mr. X"
Quote from: "Eon_and_Rush"
Thinking of making a custom map for this and to celebrate sonic's 20th birthday its going to be a sonic level, I cant decide weather to make seaside hill or crisis city.

Why would anybody celebrate Sonic with a Sonic 06 stage?  I mean, it was in Generations but that's more because it had to be there what with three games per generation.
Seaside hill it is ( if i ever get around to doing so) :P
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Mr. X on December 11, 2011, 10:20:03 PM
Well, I also hate Sonic Heroes, but I can at least see why people like it.  That, and the environments themselves (other than maybe the Mushroom area) are at least interesting.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Knux on December 14, 2011, 05:25:33 AM
I found an 8-bit MMX3 Intro Stage cover, and I believe it sounds better than the current one in CSCM25:



It's what I think anyway.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Korby on December 14, 2011, 06:26:29 AM
VRC6.
That is all.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Duora Super Gyro on December 14, 2011, 10:39:07 AM

This Is PURE EPICNESS
Just gonna leave it here
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Kapus on December 14, 2011, 11:16:20 AM
(click to show/hide)

Finally getting around to fixing this map up.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Jakeinator on December 14, 2011, 02:36:33 PM
Quote from: "Mr. X"
Well, I also hate Sonic Heroes, but I can at least see why people like it.  That, and the environments themselves (other than maybe the Mushroom area) are at least interesting.
... T-That was my first sonic game ... *NERD RAGE*. Also Kapus, do the springs work on ceilings?
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Galaxy Sisbro on December 14, 2011, 05:15:13 PM
Quote from: "Kapus"
(click to show/hide)

Finally getting around to fixing this map up.

Seems cool, The only complain so far is that the springs should be in a different height than the normal floor section. Other than that, good work.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Messatsu on December 15, 2011, 06:31:18 PM
Well, VRC6 is still within the realm of the NES's capabilities right? If I'm understanding it correctly, those were chips used in games like CV3 (a la Super FX in Star Fox).  If that's correct than I don't see an issue with using such music for fan maps.  Then again, if I'm mistaken, please let me know.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Red on December 15, 2011, 06:33:33 PM
The thing is that Mega Man games did not use vrc6, or any sound chips for that matter
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Korby on December 15, 2011, 06:35:38 PM
VRC6 was used in 3 games by Konami.
VRC7 was used in 1 game by Konami.

None of them are Castlevania, or CAPCOM/Megaman for that matter.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Messatsu on December 15, 2011, 06:42:38 PM
Well, sometimes it's either VRC6 or a crappy rendition of a song.  In the case of CSCM25, I think the current tune sounds fine so I doubt I'll change it despite the VRC6 song sounding better.  However, there are a few songs that just don't have a good 8bit version without the additional channels so I'm allowing VRC6 tunes for that reason.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Jakeinator on December 16, 2011, 03:39:03 AM
Problem, I can't find any types of textures for seaside hill that are "8-bit".Any ideas for in-game textures and/or some textures i may use?
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Knux on December 16, 2011, 05:50:46 AM
Updated Flooded Relic Zone and sent to Mess. Here's a pic:

(click to show/hide)

Better than the ice slopes that were there before. I mean this:
(click to show/hide)
Also did some changes to the weapon layout and fixed stuff.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Knux on January 18, 2012, 12:09:52 AM
Hey guys, I'm here to tease you all a bit:
(click to show/hide)
I'll be tight lipped about all else until it comes out. Do expect a lot of stuff changed in the map though.  :ugeek:
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: TheFancyEddie20 on January 18, 2012, 12:30:17 AM
Are you gonna add the scrapped maps? i wanna see em'
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: OrangeMario on February 06, 2012, 06:05:10 AM
I think I'll post a small teaser for my stage, so that people can stop whining to me to make the stage better.

(click to show/hide)

I only took this picture to make sure the rest of this room remains a suprise.

"Look! Now its not a giant mess of textures!"
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Hallan Parva on February 06, 2012, 03:10:11 PM
If that is supposed to be Fireball Deathmatch I will punch a baby.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: OrangeMario on February 06, 2012, 06:18:56 PM
Quote from: "SmashBroPlusB"
If that is supposed to be Fireball Deathmatch I will punch a baby.

Then I guess you'll have to play it to find out. Most complaints have been about the shitload of textures in the room, and I made some tiny tweaks here 'n there. So, yeah... thats fireball deathmatch. and it's tottally NOT relocated to the top of an active volcano, so DON'T expect to see a second building. NOT that I replaced the music with somthing else, and completly revamped the entire map.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: OrangeMario on February 06, 2012, 09:01:33 PM
Update to my stage teaser. (credit to Messatsu for the edit)

(click to show/hide)

The map now has areas where you can die from burning to the ground.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Hallan Parva on February 06, 2012, 09:36:58 PM
> credit to Messatsu
> PROTO BUSTER

whyyyyyyyyy
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: OrangeMario on February 06, 2012, 09:40:47 PM
(click to show/hide)

Decided to show more of the room at a better angl--
 
wait...

...is that a door...?

...TO THE OUTSIDE?!?
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Korby on February 06, 2012, 09:41:54 PM
calling it "outside" is incorrect, because the ceiling out there is obviously black and therefore you're still indoors.
Title: PROTO FREAKING BUSTER
Post by: Hallan Parva on February 06, 2012, 09:46:57 PM
Now I see the pillars holding the energy refills aren't pillars, but are just weirdly-shaped floating platforms. The center room is also very empty and boring. Those lava pits don't look like they help the matter.

I'm beginning to like this "new version" less and less.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Shade Guy on February 06, 2012, 09:50:24 PM
I guess it's nice that Fireball Deathmatch isn't a mess of textures (this is the least important issue by the way) in a small donut with a bunch of holes in it...But we'll see how the new layout holds up.

Hopefully, the new version will bring some improvements to the original DW_DM maps like what Orangemario is doing here...And I don't mean retexturing them and slapping on a new gimmick. That isn't what makes a map better.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: fortegigasgospel on February 06, 2012, 09:53:48 PM
"empty boring room" guess this room is ment to be where the combat take place. Little amount of HP so less health running, lots of room for many people to just blast the hell out of each other.  Perfect for a huge DM room.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Hallan Parva on February 06, 2012, 09:59:44 PM
... Except if it's empty and boring then nobody will go there. And with nobody in the room, how are you supposed to do any fighting? Really, the center of any map is supposed to be the most exciting, in order to justify the risk of being a moving target in a high-traffic zone. Good maps that follow this example would be Metal Man, Spark Man, Magnet Man, and to a lesser extent Slash Man.


EDIT: Here's one of my favorite resources I visit whenever I make a stage blueprint, Reaching Perfection. (http://www.reachingperfection.com/p/forge-lessons.html) Even though some of their tips are, for the most part, Halo specific (as the name implies) a lot of their advice is universal for any map in any game. Things like first impressions, combat flow, risk/reward systems, and aesthetics will really help your map's replay value in the long run. I highly suggest this as a must-read for ANY budding map maker out there.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Mr. X on February 06, 2012, 10:03:39 PM
I was going to say something but really, SmashBroPlusB is hitting the nail on the head so I'm just going to let him keep talking.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Duora Super Gyro on February 06, 2012, 11:27:40 PM
HHhhmmmm :geek: ... nobody will go there... and that makes it a perfect camping spot... :ugeek:  witch means people will go there
to camp... but that means there will always be people camping there... meaning the room wont be empty at all!
 :cool:
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Mr. X on February 07, 2012, 01:06:42 AM
It'll be mostly empty because if someone is camping in there, you can avoid going in there to get killed.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Galaxy Sisbro on February 07, 2012, 01:10:49 AM
I am with Smash. I wanted to see something more for the 3D floors concept of the stage. Like actually adding 3D lava? There's a lot of potential for that map. Don't waste it.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Celebi on February 14, 2012, 04:45:18 PM
Seen some of the maps, that fireball deathmatch map, that small 'empty' room isn't the only room, the outside is lovely and littered with stuff.  Personally, that 'new' map is so damn well built for Roboenza.

Also, why, just why does MM6CENX STILL have no Centaur Flash.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Galaxy Sisbro on February 14, 2012, 04:53:17 PM
I was pretty wrong when I said about the 3D Lava. Actually, there's 3D floor lava in the level. The outside of the map is way beautiful, and also the small room is also cool as well. The perspective of the screenshot cheated on me.

I love that new version of the map. And when I say it, I mean A LOT.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Messatsu on February 14, 2012, 05:35:16 PM
Quote from: "Celebi"
Also, why, just why does MM6CENX STILL have no Centaur Flash.
Says who?  :lol: Savior told me that you mentioned this ....sooooo, yea I put it in.
(click to show/hide)
The stage alterations have yet to be tested in gameplay, so things are still quite subject to change.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Knux on February 14, 2012, 05:42:51 PM
Transparent water. How did you do that, Mess? It's beautiful.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Korby on February 14, 2012, 09:25:17 PM
3D Floors.

It doesn't splash, though.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Duora Super Gyro on February 14, 2012, 09:33:23 PM
Quote from: "Messatsu"
Quote from: "Celebi"
Also, why, just why does MM6CENX STILL have no Centaur Flash.
Says who?  :lol: Savior told me that you mentioned this ....sooooo, yea I put it in.
(click to show/hide)
The stage alterations have yet to be tested in gameplay, so things are still quite subject to change.

How did you get the game too look like that.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Beed28 on February 14, 2012, 09:52:56 PM
Quote from: "Duora Super Gyro"
How did you get the game too look like that.

It's a graphics setting in OpenGL, that makes everything look smooth and rounded (sorry if I couldn't explain better).

I have to get round to finishing MM1DW2X. All I have to do is to put in the item pickups, but never got round to doing it.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Messatsu on February 14, 2012, 10:23:55 PM
Ah, hope I get that from ya Beed :)

Also, yea, the water is a 3d floor and Korby's right, it doesn't splash.  The tradeoff is that you can make it transparent and it can be used with other 3d floors.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: GameAndWatcher on February 25, 2012, 01:13:32 AM
Cloudman X and Freezeman X, Y u no use these musics?


Besides, Cloudman's Theme was in Magnetman's stage in the CW.
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Messatsu on February 25, 2012, 05:50:29 PM
Space primarily.  The MM7 songs use SPCs which are ~65k each vs an ogg which will be between 300k and 1mb depending on the song length.  Slash man remixed is the only map to use something from power battle per the map creators request. Since the size of the pack is something that people mention as an issue, I'm trying to cut down the size wherever possible now.  

Btw, here's the upcoming maplist for v5a which should (hopefully) be released any day now.  I'm trying to squash as many bugs as possible before release.
(click to show/hide)
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: TheDoc on February 25, 2012, 06:23:26 PM
Looking forward to more RM stage remixes. Keep up the great work, guys!
Title: Compress the rest of the music while you're at it, too
Post by: Shade Guy on February 26, 2012, 12:22:17 AM
Quote from: "Messatsu"
Space primarily. Since the size of the pack is something that people mention as an issue, I'm trying to cut down the size wherever possible now.
In this case, if you haven't done so already, remove all unnecessary music from the CSCMR music WAD. As I skim through the DWMusic WAD, it's painful to see all the extra songs that are just taking up space.

NIGHTMAR and MM10IDW1 come to mind. IRISMUS1, MWSGMUS...What's with all the original versions of songs in the WAD? These should be put in a separate music WAD for people that actually want to listen to this bonus content.

On that note, you can remove songs like 7DW1MUS and 7DW4MUS as these songs are currently in MM8BDM v2. The Wily Stage 4 song is slightly different, but when it comes to 'cutting down the size wherever possible', it shouldn't matter.
Title: please don't take this the wrong way
Post by: Hallan Parva on February 26, 2012, 01:19:53 AM
How about we get some map names instead of a list of arbritrary codes?

Except for the "remixed" maps (which most people don't even care for) there's no indication as to the new content.
Title: Re: please don't take this the wrong way
Post by: Beed28 on February 29, 2012, 12:28:00 PM
Quote from: "SmashBroPlusB"
How about we get some map names instead of a list of arbritrary codes?

Except for the "remixed" maps (which most people don't even care for) there's no indication as to the new content.

Agreed. Also, you should tell us the authors who made those maps are.

By the way, when is this out?
Title: Re: [Maps] CS_CM Pack. V4a + Remixed maps RELEASED! 7/15/11
Post by: Messatsu on February 29, 2012, 01:46:54 PM
Sheesh, you guys are ruthless.

CSCM26 - FLOODED RELIC ZONE - Knux
CSCM27 - INNER CORE - Blaze
CSCM28 - STARLIT PLAYGROUND - Knux
CSCM29 - TWIN CASTLE - Roll Gravity Holds
CSCM30 - GOLD MAN - Kackebango
CSCM31 - SKYSCRAPER GRIEF - Roll Gravity Holds

Also the size is only 4mb bigger than 4a (70 maps @ 63mb).  For comparison, the IX-Pack is ~36Mb for 35 maps.  I'll aim to release this by Saturday....hopefully.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Messatsu on March 03, 2012, 06:36:05 PM
And bump for new version.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Mr. X on March 03, 2012, 06:48:57 PM
Any chance of getting a true changelog so I don't have to go through all 71 maps to see which old maps changed?
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Messatsu on March 03, 2012, 07:58:19 PM
Yea, but this is me being lazy...so gimme a bit and I'll post a complete changelog.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: HD_ on March 03, 2012, 08:42:30 PM
Okay, I have a 4 part video series which shows off many of the new maps. They are currently uploading, and I'll edit this post with a link to the first one when it's done. It features a Skype call between Mess, Me, Lego, Blaze, Obbie, Llama, Ken (who is silent), and Nemu. (Did I miss anyone?)

EDIT: Part 1: http://youtu.be/lXzRipbftHA (http://youtu.be/lXzRipbftHA)
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Mr. X on March 03, 2012, 08:57:25 PM
I can provide full reviews of maps later, but now there's something I need to get off my chest.


YOU NEED QUALITY CONTROL


You absolutely need it.  If you're going to host 71 maps on all of your servers at almost all times, you need to make sure every last one is at least playable.  Many of the new maps are just plain terrible and a surprising amount of the "updated" old maps are worse than their predecessors.

Also, as a general note to mappers, please stop spamming 3D floors in your maps for no reason.  There's no reason there should be floating platforms and random windows in the floor just because "it looks cool".

Oh, and on a more positive note, to Copy Robot:  Crystal Man remix has a bit of eyerape on the top floor but other than that, congratulations:  You've improved on the original map in every single way imaginable.  Great job!
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Donutyoshi on March 03, 2012, 09:06:54 PM
Mr.X give me an example of such abuse of the 3D Floors. I'd like to see.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Gummywormz on March 03, 2012, 09:08:01 PM
Quote from: "Mr. X"
Also, as a general note to mappers, please stop spamming 3D floors in your maps for no reason

This. 1000 times this. I complained about that in the beta, and all I got was "What's wrong with 3D floors? It's a platform game!1!!!1!" from galaxy and nemu.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Mr. X on March 03, 2012, 09:16:39 PM
Quote from: "Donutyoshi"
Mr.X give me an example of such abuse of the 3D Floors. I'd like to see.

Ok.  Fireball Deathmatch:  there's no reason you should be able to get on the ceiling of those buildings as the roofs of the buildings are plain boring.  You can't really fight up there.  Actually, most of the map has no real good spot for fighting and it's inferior in every single way to its predecessor.

Flame Man Remixed:  There's random windows and crap in the floor that are only there to have lava underneath.  It doesn't look cool.  It just looks like someone went "LOOK, I KNOW HOW TO DO 3D FLOORS, SEE SEE SEE SEE?"

Now for a map where 3D floors are used properly:  MM2DW1X.  It's a level designed entirely around a 3 floor design.  Thus, 3D floors are necessary for such a design to work.   Basically, the key difference to me is "Where can I put 3D floors in this map?" vs. "Do I really need 3D floors for this map?"  The first is the assumption they are required where the latter is the question of is it necessary to improve the design.
Title: Funfact: My train CTF map was originally two trains.
Post by: Ivory on March 03, 2012, 09:22:31 PM
I said it before, and I'll say it again. 3D Floors should not be a substitute for proper mapping techniques. With that being said, a bunch of the maps I've looked up today are full of needless 3D Floors. Practically there for the sake of being there. No amount of 3D Floors is going to make CSCM1 better. Fireball Deathmatch traded one poison for another.

Should I explain? Probably not, you wouldn't listen to it anyways from everything I gathered. You'll just write it off as bitching.

In other news, props to you Copy. I really like Crystal remixed. As Mr. X said, you took the original and made is so much better. Other than a bit of eyesore on the top half.
Also to whomever created Charge Remixed, that also a good map.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Gumballtoid on March 03, 2012, 09:29:19 PM
2 trains...
...
...
F**KING...
GENIUS!
awesome idea, yea...
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Myroc on March 03, 2012, 09:41:13 PM
Quote from: "Gumballtoid"
2 trains...
...
...
F**KING...
GENIUS!
awesome idea, yea...
How is that genius? I thought everyone and their mother would have theorized about a dual-train map by this point. Hell, I even tried to do one once in the distant past, before realizing that I hate doing trains.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Mr. X on March 03, 2012, 09:45:41 PM
Actually, Ivory was working on a two train CTF map at one point.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Knux on March 03, 2012, 09:53:14 PM
Quote from: "Ivory"
I said it before, and I'll say it again. 3D Floors should not be a substitute for proper mapping techniques. With that being said, a bunch of the maps I've looked up today are full of needless 3D Floors. Practically there for the sake of being there. No amount of 3D Floors is going to make CSCM1 better. Fireball Deathmatch traded one poison for another.

Should I explain? Probably not, you wouldn't listen to it anyways from everything I gathered. You'll just write it off as bitching.
I would actually like to see someone post about that, but I'll place my two cents. In my CTF maps, I prefer using old fashioned bridges most of the time because you can look through them. In places that there's just pits below, 3D floors are a good option as there's nothing of interest down there.

See? No bitching here. I'm sure you could elaborate more than I did though. Oh and on another note:
(click to show/hide)
Unless you care to elaborate here within reason, it is bitching.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Korby on March 03, 2012, 09:59:59 PM
This pack was made for roboenza. It should not have been made for roboenza.

As such, most of the maps suck and have roboenza in mind.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Tesseractal on March 03, 2012, 10:03:13 PM
Quote from: "Mr. X"
I can provide full reviews of maps later, but now there's something I need to get off my chest.
YOU NEED QUALITY CONTROL
You absolutely need it.  If you're going to host 71 maps on all of your servers at almost all times, you need to make sure every last one is at least playable.  Many of the new maps are just plain terrible and a surprising amount of the "updated" old maps are worse than their predecessors.
Messatsu is the quality control on maps. Multiple maps that are submitted to him are rudimentary and contain basic errors (such as misaligned textures). Messatsu is required to host all 71 maps because if he did not, they would be unable to receive feedback. The updated maps are done so in response to user feedback gotten from hosting them in previous versions. The new maps are hosted even if not everyone likes them (because pleasing people is impossible) and then updated as you've seen now. It's a cycle that helps the map pack expand.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Knux on March 03, 2012, 10:13:54 PM
Quote from: "Korby"
This pack was made for roboenza. It should not have been made for roboenza.

As such, most of the maps suck and have roboenza in mind.
Really? Because I sure as hell seem to remember this:

2.) Should be balanced for all play modes (as much as possible)

I don't care if you're the president of whatever, Korby. Put some thought into your posts.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Donutyoshi on March 03, 2012, 10:15:19 PM
I may ask. Is there any tweaks with CSCM15 or MM3SHAX while i was gone from Cutstuff?
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Laggy Blazko on March 03, 2012, 10:17:02 PM
Quote from: "Galaxy and nemu, according to Gummywormz"
"What's wrong with 3D floors? It's a platform game!1!!!1!"
LOL I think they're right. (Now I'm making a map about 3D floors abuse LOLOLOLOLOL)
Quote from: "Gumballtoid"
2 trains...
...
...
F**KING...
GENIUS!
awesome idea, yea...
THIS, dammit, THIS!

Quote from: "Mr. X"
There's no reason there should be floating platforms and random windows in the floor just because "it looks cool".
That sounds like a good reason to me. (Unless that causes too much lag)

Sorry if I sound like a retard or a n00b (well, I'm actually a n00b on this, heh), but that's what I think.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Beed28 on March 03, 2012, 10:42:08 PM
Quote from: "Korby"
This pack was made for roboenza. It should not have been made for roboenza.

As such, most of the maps suck and have roboenza in mind.

I never designed my maps around roboenza.

In fact, I completly LOATHE roboenza, since it wouldn't work with bots.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Mr. X on March 03, 2012, 10:43:53 PM
As Knux requests...

Of course, it'll probably be written off as a "wall of text" but whatever.  I tried.  I can't say for all of the updated maps because I didn't bother going through each and every map in the list.  Here's ones that stood out to me.

(click to show/hide)

I'll do the remixed maps later as I'm tired from all this writing.

EDIT:

Quote from: "Knux"
Really? Because I sure as hell seem to remember this:

2.) Should be balanced for all play modes (as much as possible)

I don't care if you're the president of whatever, Korby. Put some thought into your posts.

Or you could think outside the box.  The first release of this pack was made when Roboenza was basically all anybody played.  If I remember correctly, it was even admitted that some stages (namely the house, CSCM04) were designed with this in mind.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Korby on March 03, 2012, 11:27:51 PM
Quote from: "Knux"
Really? Because I sure as hell seem to remember this:

2.) Should be balanced for all play modes (as much as possible)

I don't care if you're the president of whatever, Korby. Put some thought into your posts.

Metaphorically look me in the eye and tell me you honestly think Scarlet Devil Mansion, Dogman, Wily's Kottage, Fireball Deathmatch, Castle Crashers, Dustbowl, Hollywood Holocaust, Inner Core, Starlit Playground, and nearly every remixed map are deathmatch maps.

I put thought into my posts, Knux. I wouldn't complain about CSCM being bad for DM unless it was. And it is for the most part.

Plus, I didn't balance my joke maps for any gamemode. I literally drew random shapes and slapped textures on them.


Quote from: "Beed28"
I never designed my maps around roboenza.

In fact, I completly LOATHE roboenza, since it wouldn't work with bots.
You rock.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: xColdxFusionx on March 03, 2012, 11:33:17 PM
Quote from: "Beed28"
I never designed my maps around roboenza.

In fact, I completly LOATHE roboenza, since it wouldn't work with bots.

If you loathe Roboenza simply because it doesn't work with bots, you're doing something wrong.
If you loathe Roboenza for other reasons as well, however, I agree wholeheartedly.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: ice on March 03, 2012, 11:33:53 PM
All I can say is, AirX is my new favorite map. though I do miss the frostman music in frost processing
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Rozark on March 04, 2012, 12:34:17 AM
This.. is taking.. me forever to download :L. But at least thisll keep my mind off of the mm8 expansion for awhile.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Knux on March 04, 2012, 12:52:07 AM
Metaphorically look me in the eye and tell me you honestly think Scarlet Devil Mansion, Dogman, Wily's Kottage, Fireball Deathmatch, Castle Crashers, Dustbowl, Hollywood Holocaust, Inner Core, Starlit Playground, and nearly every remixed map are deathmatch maps.

I put thought into my posts, Knux. I wouldn't complain about CSCM being bad for DM unless it was. And it is for the most part.

Plus, I didn't balance my joke maps for any gamemode. I literally drew random shapes and slapped textures on them.


Then what the hell are you complaining about when you didn't do much about that so called issue with your own maps? You're just making yourself look even worse.

And you were saying "the maps were made for roboenza they suck wah wah wah" as if it was a fact. It's not. But since there are better things in the map pack than a soup of Centaur Man and Wily textures, I'll just go ahead and not take you seriously. You're just pissing off the people who actually worked on their maps, and nothing more.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Kapus on March 04, 2012, 12:58:46 AM
Korby's joke maps are exactly that: Joke Maps. They aren't to be taken seriously.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Korby on March 04, 2012, 01:06:05 AM
Quote from: "Knux"
Then what the hell are you complaining about when you didn't do much about that so called issue with your own maps? You're just making yourself look even worse.

And you were saying "the maps were made for roboenza they suck wah wah wah" as if it was a fact. It's not. But since there are better things in the map pack than a soup of Centaur Man and Wily textures, I'll just go ahead and not take you seriously. You're just pissing off the people who actually worked on their maps, and nothing more.

My original reason for making Olive Steakhouse was to see if any terrible map could get into CSCM. And then it was accepted. They're joke maps that are not to be taken seriously, a parody of the badness of CSCM.

I'm not denying that there are better things than my joke maps, seeing as I realize that my maps suck and accept that.
And I've yet to see anyone else mad at me for saying bad maps are bad. You're really the only one.

And by the way, I don't hate all the maps in this pack, just most of them. I do enjoy Kero Palace and Flame Processing, among a few others.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Knux on March 04, 2012, 01:16:16 AM
And I've yet to see anyone else mad at me for saying bad maps are bad. You're really the only one.

Well, don't expect any happy replies from just: "These maps suck."

If instead, you also threw constructive criticism in there, that would actually get things somewhere.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Rozark on March 04, 2012, 01:19:28 AM
well.. STILL DOWNLOADING.
ive tried restarting the download, the router, connection, everything. it always freezes at some point during the download. looks like ill never have this :(
EDIT: trying the other link. hopefully this works :L
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Korby on March 04, 2012, 01:31:01 AM
Quote from: "Knux"
Well, don't expect any happy replies from just: "These maps suck."

If instead, you also threw constructive criticism in there, that would actually get things somewhere.

If I got happy replies from "These maps suck" then I would be thoroughly disappointed.

Normally, I do give criticism with things I want to improve, but plenty has already been given, and there's not much more to say.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Mr. X on March 04, 2012, 01:49:03 AM
Quote from: "Knux"
If instead, you also threw constructive criticism in there, that would actually get things somewhere.

And when I threw constructive criticism at you in your own pack's thread, you complained about "wall of text".  From all I've seen, people don't want criticism from this site.  They just want to live in happy funland where everybody loves their maps and anybody who says otherwise is ignored because their opinion is different.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Rozark on March 04, 2012, 03:34:53 AM
but i like criticism.. its what helped me rid my camping spots in dungeon.. new one available whenever i finish area a >_>

Anywho.. why wont you still download? :(
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Knux on March 04, 2012, 04:18:14 AM
And when I threw constructive criticism at you in your own pack's thread, you complained about "wall of text". From all I've seen, people don't want criticism from this site. They just want to live in happy funland where everybody loves their maps and anybody who says otherwise is ignored because their opinion is different.

No, it's because I find constructive criticism mixed with unreasonable demands rather hard to digest.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Mr. X on March 04, 2012, 04:23:29 AM
Define "unreasonable demands".
Title: Not that the real truth matters.
Post by: Tesseractal on March 04, 2012, 04:46:17 AM
Quote from: "Knux"
And you were saying "the maps were made for roboenza they suck wah wah wah" as if it was a fact. It's not.
You're right. CSCM13 was actually made for the sake of RPing, which doesn't occur in roboenza. You can ask the creator of the map or anyone who has played on the original to confirm it, if you want.

CSCM12 was made for CTF, also not roboenza. CSCM17 was made for duel. CSCM09 was made out of spite. CSCM15 was made to promote a fangame, as was Her Man. However, the real fact is that little concern is given to weapon sets or item placement in any CSCM map, meaning both the mappers and the communities are not interested in DM.

What you'll learn from Knux is that this is a community map pack. Korby thought his own maps were jokes, but the community disagrees: Thus, they're in the pack. Rather than listen to me, you should ask the community if they think the maps were made for DM or not to find the real truth.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Messatsu on March 04, 2012, 05:22:39 AM
Ugh, we REALLY have to do this dance ever single freaking time I release a new version don't we?  I think Roc/Ice-IX hit the nail on the head.    I am amazed that people can look at a map, not bother playing anyone online at all, and then declare it unfit for deathmatch.  Something as stupid as Olive Steakhouse can get in if enough people are enjoying themselves in it.  The primary focus if CSCM is FUN...it's not about perfect level design, perfect weapon balance (because let's face it, even the stock maps can suck in that regard), or perfect texture placement.  It's a place for new(ish) mappers to learn and moderately experienced mappers to try out different ideas with their maps.  And Korby, I will look you in the eye and tell you flat out that I've played every map in DM and enjoyed myself in it, and I know I'm not the only one.  (Yes, ALL of them.)

Look, everyone just needs to chill out, relax, and understand CSCM is not about perfection and it never was, it's merely about fun times...cuz ya know, it's a GAME and everything.  As for the Remixed maps, if you don't like a map, then I suggest you:

1.) Give SPECIFIC feedback to the map creator that they can use to make it better.
2.) Make a better map yourself.

There has been some good feedback that mappers (including myself) could learn from, but there's also been some hurtful crap tossed around and I would ask that anyone commenting keep their tone in check when posting.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Mr. X on March 04, 2012, 05:38:13 AM
I'm sorry, but I don't find these maps fun because of their quality so I declare that a problem.  I say it here because I believe the overlying problem behind the pack isn't so much the individual maps as much as the clear lack of any sort of real standards of the people managing it (i.e. you).  I also say it here because you run most of the dedicated servers for this game which pretty much means I absolutely have to play these maps.  I don't need to play a deathmatch online to tell you a map like fireball deathmatch isn't playable.  It's a series of random platforming levels.  It's clear just looking at pictures of it let alone walking through it.  I'm sorry that I find it to be a problem that the pack that's shoved down my throat is filled with bad maps.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Hallan Parva on March 04, 2012, 06:49:38 AM
Quote from: "Mr. X"
I also say it here because you run most of the dedicated servers for this game which pretty much means I absolutely have to play these maps. I'm sorry that I find it to be a problem that the pack that's shoved down my throat is filled with bad maps.
You are my hero.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: BiscuitSlash on March 04, 2012, 10:20:48 AM
Haven't tried V5a yet, but I know that people are probably bashing it too hard. IMO you people need to stop nitpicking and just realize how unterrible the maps are. Okay so they're clearly not the best, but considering there's no I or CMM in the map pack name, it should be obvious.

I'm going to actually try this later offline. If it's truly terrible, I will strikethrough this post. And since I'm easy to please, you'd know if it is actually terrible if I don't like it
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: LlamaHombre on March 04, 2012, 02:54:47 PM
I've always viewed CSCM as the middle of the road. It's not the worst, but it has so much wasted potential.

I haven't actually played on the new maps, but some of the maps introduced just seem weird to me.

The best "new" mapper of this pack would have to be Roll Gravity Holds, by the way.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Magnet Dood on March 04, 2012, 03:51:44 PM
Just checked out the new maps, and I only have one thing to say:

(click to show/hide)
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Mr. X on March 04, 2012, 05:32:38 PM
Quote from: "LlamaHombre"
The best "new" mapper of this pack would have to be Roll Gravity Holds, by the way.

Couldn't disagree more, I'd say Twin Castles is the worst new map.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Donutyoshi on March 04, 2012, 05:38:45 PM
Can someone update the CSCM map teirs list again?
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: HD_ on March 04, 2012, 05:45:23 PM
Quote from: "Mr. X"
Quote from: "LlamaHombre"
The best "new" mapper of this pack would have to be Roll Gravity Holds, by the way.

Couldn't disagree more, I'd say Twin Castles is the worst new map.

Yeah, but Charge Man Remixed would be good if it didn't have dem missing textures.

Quote from: "Donutyoshi"
Can someone update the CSCM map teirs list again?

Seconded.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Mr. X on March 04, 2012, 05:47:03 PM
Charge Man remix is fine without the textures since nobody would go up there without flying.  It would be nice but it's never mandatory.  It and Crystal Man Remix are the best maps in this pack.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Gumballtoid on March 04, 2012, 07:25:30 PM
Quote from: "Mr. X"
Charge Man remix is fine without the textures since nobody would go up there without flying.  It would be nice but it's never mandatory.  It and Crystal Man Remix are the best maps in this pack.

this guy knows what he's talkin' about. i don't see why crystal man remixed is so bad, anyways. and charge man remixed has the best song for sure.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Beed28 on March 04, 2012, 07:36:46 PM
Quote from: "Human Destroyer"
Yeah, but Charge Man Remixed would be good if it didn't have dem missing textures.

It doesn't help that that's where the Yashichi is.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Mr. X on March 04, 2012, 07:37:45 PM
Oh, I didn't notice the Yashichi is up there.  Yeah, that needs fixing if you want people to look up there.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: HD_ on March 04, 2012, 07:47:25 PM
(http://img15.imageshack.us/img15/3213/screenshotdoom201203041.png)

Ummmmm, could someone tell me what's wrong with that picture? Why is it all lopsided and screwed up?

Anywho, I'm going to give MM5CHAX a full scrutinizing and report the details in a bit.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: KillerChair on March 04, 2012, 09:10:33 PM
Been waiting way to long for this update ^^
Happy that its here now though.
Now... LETS TEST MAPS MYSELF!!!
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: fortegigasgospel on March 04, 2012, 09:16:25 PM
Gave a quick look through the non-remix maps, gonna say I like the glass look with the 3D floors, they add some flavor to maps.  But I need to agree, almost all the bridges were replaced, those can be better then 3D floors for some places, especially when you put them over combat places.  If the 3D floors are handy over wholes when there isn't anything under it of interest, but when the area is over something you may want to see then go with bridge.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: MusashiAA on March 04, 2012, 10:05:45 PM
Hey woah woah what the hell man

I was in shock when I stepped into some maps hearing my own covers!

I was like, what the hell they got the loop wrong D:

Should've asked me for help with those songs
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: CopShowGuy on March 04, 2012, 10:12:51 PM
I'm all about music looping properly.  Shame most of it doesn't.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Beed28 on March 05, 2012, 12:20:22 AM
I would love to see some more feedback on the altered levels and new levels.

By the way, why does it rain on CSCM13 now? Wouldn't it cause lag? And why is it disturbingly red?
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Knux on March 05, 2012, 12:32:55 AM
Quote from: "Musashi-COM"
Hey woah woah what the hell man

I was in shock when I stepped into some maps hearing my own covers!

I was like, what the hell they got the loop wrong D:

Should've asked me for help with those songs
Quote from: "CopShowGuy"
I'm all about music looping properly.  Shame most of it doesn't.
I believe I can do something about it since I'm pretty good at editing music with Audacity. Can I know which maps have this issue?
Quote from: "Beed28"
I would love to see some more feedback on the altered levels and new levels.

By the way, why does it rain on CSCM13 now? Wouldn't it cause lag? And why is it disturbingly red?
No idea why it's red, but we played it last night and there was no lag at all. Notice the cool thunder effect on the light coming from the windows inside.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: xColdxFusionx on March 05, 2012, 12:39:27 AM
I know I'm a little late on this, but

(http://i1.kym-cdn.com/photos/images/original/000/258/882/3af.jpg)
Did we seriously just have a quality debate in a mod about community maps?

This pack's about the community being able to submit maps. If you're debating quality in a pack where anyone and everyone can (and does) contribute, then you should probably think about what you're saying.

Good lord.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Donutyoshi on March 05, 2012, 12:40:16 AM
I hope you didn't just break the "keep it sane" rule.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Mr. X on March 05, 2012, 12:46:46 AM
It's a community map pack that is basically forced upon many of the players of this game.  Yeah, I'd say quality is a valid issue.  This isn't best map pack ever, it shouldn't be a joke pack.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Laggy Blazko on March 05, 2012, 12:55:07 AM
Quote from: "Beed28"
And why is it disturbingly red?
Not sure if you're joking or you actually don't know but i'll answer anyway. That's obviously blood. CSCM13 is a vampire mansion.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: xColdxFusionx on March 05, 2012, 12:55:46 AM
Quote from: "Mr. X"
It's a community map pack that is basically forced upon many of the players of this game.  Yeah, I'd say quality is a valid issue.  This isn't best map pack ever, it shouldn't be a joke pack.

Forced? People can host whatever they want. It's just that no one cares enough to host.

My main problem is that people are making quality a much bigger issue than it needs to be. I'm not saying it's a joke pack, but people don't seem to be taking into account that most mappers aren't professional game designers. There's bound to be some flaws.

Also, I personally hate some of these map designs, but you don't see me saying "this pack sucks" because I have some fun playing on these maps despite their flaws, a concept that some people seem to find foreign.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Laggy Blazko on March 05, 2012, 01:02:23 AM
Not even the new version of my map was accepted here so that means I should really suck, LOL.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Mr. X on March 05, 2012, 01:12:28 AM
Of course there are bound to be flaws in the maps.  As I've said before, the issue isn't the quality of the individual maps but of the lack of standards of the entire pack itself.  Many people don't host not because they're lazy but because they can't host.  In an ideal world, I'd have 5 servers up everyday.  I'm at college:  I don't have that ability.  Therefore, I have to rely on others to host.  Mess has graciously hosted several severs every day pretty much since he started playing.  Thus, they're the most consistent and reliable servers.  However, when you take basically the only servers that are up so much and place any sort of pack or wad on them, that basically mandates what the community plays.  Do you see people playing Knux CTF pack or Shade's pack extremely often?  No, because they aren't hosted on Mess' servers.

Thus, when one of the packs hosted on those servers is filled with low quality maps, it hinders the entirety of MM8BDM because you basically have no choice but to download them if you want to play the game (which having to download so much extraneous stuff to play the game is probably why you don't see many new players around here at all but that's another topic).  Sure, you can avoid them just like you can avoid classes...you just will barely ever get to play because those are the mods hosted on servers.  And sure, you can have fun playing on low quality maps.  I cannot.

As for the individual mappers, I really don't blame them.  I don't expect them to immediately whip up gold.  However, without higher quality standards, they have no reason to get better because the map is nearly guaranteed to get accepted.  It would be like if in school if you had two grades: A and F.  If a 62% and a 98% are both going to count as an A, are you still going to have the motivation to shoot for higher grades?  Unless you have very strong intrinsic drive, no, you won't.  By raising quality standards, you give people the drive to become better than they already are and not settle for anything less than good.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: xColdxFusionx on March 05, 2012, 01:47:36 AM
OK, just actually opened v5a and took a look at it.

What are you talking about guys these maps are amazing. ...With very few exceptions, but those could be fixed.

Also anyone who says the new Fireball Deathmatch is bad has probably been reading this article too much. (http://tvtropes.org/pmwiki/pmwiki.php/Main/TheyChangedItNowItSucks)
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Mr. X on March 05, 2012, 01:50:12 AM
Or we like finding other players without using a telescope and realize this isn't a platforming game.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: xColdxFusionx on March 05, 2012, 01:56:11 AM
Quote from: "Mr. X"
this isn't a platforming game.

"Oh my god, platforming in a Megaman game! The horror!"

The map isn't even all that platforming-oriented anyway. I still have no idea what you're talking about.

Also, it may be kinda big but Mess's servers get really full anyway so it actually works.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Magnet Dood on March 05, 2012, 02:26:51 AM
On a completely unrelated note, people on Celebi's server and I have reached the unanimous verdict that Charge Man Remixed requires a lot more trains.

A lot.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Donutyoshi on March 05, 2012, 02:28:37 AM
Great. Do we need Charge Man Remixed Remixed? (MM5CHAXX)  :p
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Mr. X on March 05, 2012, 02:29:30 AM
*pictures Clown Man trains driving on top of the Charge Man trains"

BRILLIANT
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Donutyoshi on March 05, 2012, 02:30:33 AM
Mr. X just created an inception. Herp.

EDIT: Seriousness, aside. I think an updated teirs list is necessary.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Rozark on March 05, 2012, 02:48:02 AM
Quote from: "Mr. X"
*pictures Clown Man trains driving on top of the Charge Man trains"

BRILLIANT

no, we need chargeman in a conductors uniform at the front of a train, driving it. on a different note, someone needs to make a plane level. (NOT AIRSHIP) perhaps ill do one >_>
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Magnet Dood on March 05, 2012, 02:54:51 AM
Someone commented on a level made of boats... I actually had a Tug Man that was rejected from my original roster of 8, maybe I could make a map based off of that?

Who would appreciate it?

I might make a Mega Man: Transportation Trouble game, where every Robot Master is named after a transportation form

also metall K1000's must be running past the trains
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Donutyoshi on March 05, 2012, 02:59:08 AM
Do we need a map where it's full of cars? Like Car Man.

Funny there's actually a carman. And this is godly.
(click to show/hide)

We really need to get in a better topic though....
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Beed28 on March 05, 2012, 06:42:46 AM
Quote from: "Laggy Blazko"
Quote from: "Beed28"
And why is it disturbingly red?
Not sure if you're joking or you actually don't know but i'll answer anyway. That's obviously blood. CSCM13 is a vampire mansion.

o_O

Ah. Okay. I was unfamiliar with the source material.

EXCEPT BLOOD HAS NO PLACE IN ANY MEGA MAN GAME

What's next? A black citadel map that has meteors raining from the sky?
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Knux on March 05, 2012, 07:45:06 AM
It's obviously Kool Aid.

Now that I think about it, having one exit in the crystal area of CSCM26 is a bad idea. I'll open up two more for next time. I do believe I'll add another path on CSCM28 too, since dead ends are no good even with that wide entrance. I did think of it at a point too, but I guess I forgot...  :?

Speaking of editing maps, I am debating between cutting down TOMX further or making it a new map from scratch (the latter being somewhat unlikely at the moment). Currently, I had in mind to cut off the blue... oh what the hell. Pictures do better here.
(click to show/hide)
The area surrounded by red is what I plan to cut off. The one with blue around it I plan to change around when I cut off those sections, and the last one in green I might change depending on what happens. I've seen some issues with it (like people straight out falling off), so I probably will change it.

The thought of making the map new from scratch crossed my mind though, and even though I do not plan to do so at the moment (because I don't have a good layout in mind right now, and I'm busy with other things), I still want to know what everyone else thinks since it kind of bothers me. Well, at least people that haven't posted their opinions so far. That'd be great.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: xColdxFusionx on March 05, 2012, 11:20:12 PM
(Despite this pack being good, I feel like I should just make a quick post, not aimed at anyone in particular, about the one problem I see among CSCM (Primarily in the Remixed Maps, but some of the CSCM maps suffer from this as well):)

We interrupt your regularly scheduled thread for a Public Service Announcement.

Big Open Space Syndrome (BOSS) is a condition many maps in CSCM suffer from. It is caused by mappers who stretch out their maps in fear that they will not be big enough for 32 players. Its symptoms are large open spaces, players spawning far apart from each other, drawn-out matches, and large amounts of profanity. Please help us in our fight to cure BOSS. By donating just one small map, you too can help in the fight against BOSS and give us maps that less fortunate servers can enjoy.

And now, back to our program.

(Glad to see this is being addressed in TOMX, which has always seemed to be the worst offender to me.)
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Korby on March 05, 2012, 11:28:52 PM
Quote from: "xColdxFusionx"
Big Open Space Syndrome (BOSS) is a condition many maps in CSCM suffer from. It is caused by mappers who stretch out their maps in fear that they will not be big enough for 32 players. Its symptoms are large open spaces, players spawning far apart from each other, drawn-out matches, and large amounts of profanity. Please help us in our fight to cure BOSS. By donating just one small map, you too can help in the fight against BOSS and give us maps that less fortunate servers can enjoy.

I wonder if 32 players will even FIT in Olive Steakhouse.

I should try that sometime...
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Beed28 on March 06, 2012, 12:01:26 AM
Quote from: "Korby"
I wonder if 32 players will even FIT in Olive Steakhouse.
(http://img694.imageshack.us/img694/1510/screenshotdoom201203052.png)

Hmm... my guess is "maybe".
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: fortegigasgospel on March 06, 2012, 12:13:59 AM
Quote from: "xColdxFusionx"
(Despite this pack being good, I feel like I should just make a quick post, not aimed at anyone in particular, about the one problem I see among CSCM (Primarily in the Remixed Maps, but some of the CSCM maps suffer from this as well):)

We interrupt your regularly scheduled thread for a Public Service Announcement.

Big Open Space Syndrome (BOSS) is a condition many maps in CSCM suffer from. It is caused by mappers who stretch out their maps in fear that they will not be big enough for 32 players. Its symptoms are large open spaces, players spawning far apart from each other, drawn-out matches, and large amounts of profanity. Please help us in our fight to cure BOSS. By donating just one small map, you too can help in the fight against BOSS and give us maps that less fortunate servers can enjoy.

And now, back to our program.

(Glad to see this is being addressed in TOMX, which has always seemed to be the worst offender to me.)

^This is the issue I see with maps, the things I've been being told for my maps is that they are too "confined" but if every map is big an wide with only a few small spots here and there it may get boring. Maps with less space can have more space then you think.  And the "dead ends being a no no" I feel if the dead end has something worth going into it for then it isn't a problem, esspicially if you are followed in you then have to fight to get out, and someone dies, lowering health running, which can help keep match time short.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Mr. X on March 06, 2012, 12:49:41 AM
Yes, the size thing is a large problem with many of the maps.  In the case of Flooded Relic Zone, as I said, it's not so much the physical space that map takes up but the fact that it doesn't really utilize the space well enough to warrant such a size.  Maps like Mr. X's fortress are large but still have enough variety to not feel boring.

Knux, removing that red part and reworking TOMX is definitely a good idea.

For the confined thing, basically, my rule of thumb for the smallest normal hallways should be (i.e. not small passages meant only for 1 player) are 128 units across but generally a bit larger (I break this rule in Yamato Man's official stage but that was because a large match in the SGC Demo when that was made was like 6 people, I really need to go back and fix that).  As for dead ends, I agree that if there's a good enough weapon, it's worth having the dead end.  However, said weapon should be visible.  The last thing someone wants to do is run into what they think is another normal hallway only for it to turn into a dead end, no matter what the weapon is on the other side.  That was one of the problems in your DOS map with the dead ends:  I thought many of them were decently long and around corners so you might not be able to tell if they were actually dead ends until you...well, hit the dead end.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Davregis on March 06, 2012, 12:52:45 AM
Hate to be so critical, but this update ruined CSCM13 FOREVER, lol. I had to look up Touhou after commenting. I don't know about that.
Anyway, the bloody rain is an instant turn-off. I mean, who decided to put that in there? Ruins most everything about the map.

CSCM's looking better than ever, though!
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Donutyoshi on March 06, 2012, 01:10:01 AM
CSCM15 didn't get any changes in V5a (It was final in V4a anyways.) and nobody even said anything. Herp.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Knux on March 06, 2012, 01:43:08 AM
The worst size offender right now is probably MM2AIRX. But it's not just the size, it's also the fact that people keep falling too far all the time. There's nothing fun in stall wars on that map except for trolls. Anyway, the general consensus seems to be cutting TOMX, not re-doing it all over again from scratch, so I'll go with that. Thanks guys.

I also agree that the blood rain in CSCM13 feels wrong. If it was water, it would be much better.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: fortegigasgospel on March 06, 2012, 01:45:38 AM
Quote from: "Mr. X"
Yes, the size thing is a large problem with many of the maps.  In the case of Flooded Relic Zone, as I said, it's not so much the physical space that map takes up but the fact that it doesn't really utilize the space well enough to warrant such a size.  Maps like Mr. X's fortress are large but still have enough variety to not feel boring.

Knux, removing that red part and reworking TOMX is definitely a good idea.

For the confined thing, basically, my rule of thumb for the smallest normal hallways should be (i.e. not small passages meant only for 1 player) are 128 units across but generally a bit larger (I break this rule in Yamato Man's official stage but that was because a large match in the SGC Demo when that was made was like 6 people, I really need to go back and fix that).  As for dead ends, I agree that if there's a good enough weapon, it's worth having the dead end.  However, said weapon should be visible.  The last thing someone wants to do is run into what they think is another normal hallway only for it to turn into a dead end, no matter what the weapon is on the other side.  That was one of the problems in your DOS map with the dead ends:  I thought many of them were decently long and around corners so you might not be able to tell if they were actually dead ends until you...well, hit the dead end.

That is much better to hear then "dead ends are bad" because I now know what was wrong with those dead ends and can keep from doing it in any future maps, thankfully I have sense turned the dead ends into paths.

Yea, I didn't look at many remix maps but Air is way too big and wide open, it is just a boring map in general IMO.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Mr. X on March 06, 2012, 01:49:21 AM
Yeah, I really should have clarified that in that thread.  Sorry about that.  Also, Knux pretty much hit every problem I have with Air Man X as well except for the fact that there's Gravity Hold which was made hard to get...except Beat is on the map.

Oh, and actually I don't have a problem with the blood rain.  As long as it doesn't lag, it's within the theme of the level so meh.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Laggy Blazko on March 06, 2012, 02:00:08 AM
So... Does that mean I can make a blood themed stage and submit it to CSCM? (LOL, I actually wouldn't. I think it would be hated in a Megaman game...)
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Mr. X on March 06, 2012, 02:02:10 AM
Well, clearly if a vampire Touhou stage was accepted into this pack and hasn't been booed out yet...
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: fortegigasgospel on March 06, 2012, 03:29:12 AM
Megaman X4, that was not oil splattering everywhere in the Double scene.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Ukiyama on March 06, 2012, 06:17:49 PM
I think the the glowy ball that you shoot for a different song on CSCM 14 Chaotischer Garten (whats a garten anyway lol)  is broken, the ball goes to where it used to stop but then stays floating there instead of disappearing, this leads to them stacking up eventually as well.
(click to show/hide)
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Messatsu on March 06, 2012, 06:56:03 PM
Gah, it's a problem with block monster lines.  That's what I get for making a last minute change.  Ah well, I intended to make a 5b release of this because I knew a bunch of random stuff was going to come up.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Beed28 on March 06, 2012, 07:32:05 PM
Aw. I was looking forward to reading feedback for the new remixed maps and changes to old. :|

EDIT:

(http://img189.imageshack.us/img189/5816/screenshotdoom201203062.png)

Please, fix the water glitches. My eyes. @_@
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Knux on March 09, 2012, 10:21:03 PM
Hmm, I never had that glitch happen for me. Maybe it's a software thing? Because if there is one thing I didn't do right was switching to Software to see everything over again. And when I remembered, it was too late.

Anyone else noticed the 2 small healths below the grates in Bass's Training Grounds? Looks like we missed that one...  :p

Speaking of CSCM13 by the way, I was thinking that the room with a dead end inside (after the table) and the balcony with a dead end outside in the roof should have a teleporter connecting them to make getting around a less tedious task. I wish I thought about this before when I was testing... oh well.

I think I'll soon check all the maps for music that doesn't quite loop right, since two people mentioned it but didn't tell me what they were.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Beed28 on March 10, 2012, 12:16:42 AM
This was on OpenGl.

I think Quick Man's remixed music was made shorter, but it might just be me.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Knux on March 10, 2012, 02:21:42 AM
Yes, Quick Man Remixed's music was shortened by a lot. It's probably because of the sheer MB size of the map pack. Speaking of size, I was thinking about if CSCM maps and Remixed maps were made into separate packs. Not sure if this is a good idea, though. Probably not...
Title: Even if the original Remixed Maps creator was Yellow Devil.
Post by: Shade Guy on March 11, 2012, 07:10:00 AM
Splitting up CSCM and Remix has been mentioned before, I think it was shut down because people would have to download both anyway...? Doesn't make too much sense to me but there were probably other reasons.

Creator gets what creator wants, anyway.

Anyway, Software visual errors! You love those, right?
(click to show/hide)
On the note of whatever map that one was, I feel you really could have done without the rising transparent 3D floor water. Not for the gimmick itself (although I don't like the gimmick either), but the unneccesary use of 3D floors. You could have reached the same effect by giving the map a Gravity Man-esque theme and simply changing the gravity every so often. No overcomplications and no Software error.
Title: Re: Even if the original Remixed Maps creator was Yellow Dev
Post by: Laggy Blazko on March 11, 2012, 04:13:28 PM
Quote from: "Shade Guy"
(click to show/hide)
Engine fault.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: BiscuitSlash on March 11, 2012, 06:00:49 PM
Not sure if this has been mentioned but....
(click to show/hide)
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Korby on March 11, 2012, 08:03:04 PM
I don't know if anyone mentioned it, but I'm sure everyone knows about it.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Knux on March 11, 2012, 08:30:54 PM
Quote from: "Korby"
I don't know if anyone mentioned it, but I'm sure everyone knows about it.
I believe this is pretty much it.

(Note to self: jump off cliffs more often on beta testing.)
Title: Re: Even if the original Remixed Maps creator was Yellow Dev
Post by: Messatsu on March 11, 2012, 09:40:21 PM
Quote from: "Shade Guy"
Splitting up CSCM and Remix has been mentioned before, I think it was shut down because people would have to download both anyway...? Doesn't make too much sense to me but there were probably other reasons.
The reasons for keeping the pack together was thus:
- From a server standpoint, the fewer wads I have to add, the better.  It just cuts down on the already very long list of wads.
- It's one download instead of two for everyone.
- Even if a player was only interested in, say, the remixed maps, if a server was hosting a mode they wanted to play and it had CSCM, they'd end up downloading it anyway.  So it's not like any thing would be saved from a download size standpoint.

The only real argument I heard FOR splitting it up was that it means people can host either CSCM or Remixed maps without hosting the other....but this never held much weight to me since you can just remove the unwanted maps from the rotation anyway.

I dunno, I am considering splitting this for v6a, but I still haven't heard a compelling enough reason to make that a no-brainer.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Knux on March 11, 2012, 10:11:26 PM
The reasons for keeping the pack together was thus:
- From a server standpoint, the fewer wads I have to add, the better. It just cuts down on the already very long list of wads.

Now that I think about it, there haven't really been any complaints about the wad size... I guess I was just blowing hot air.

- It's one download instead of two for everyone.
True, less of a hassle.

- Even if a player was only interested in, say, the remixed maps, if a server was hosting a mode they wanted to play and it had CSCM, they'd end up downloading it anyway. So it's not like any thing would be saved from a download size standpoint.

The only real argument I heard FOR splitting it up was that it means people can host either CSCM or Remixed maps without hosting the other....but this never held much weight to me since you can just remove the unwanted maps from the rotation anyway.


Oh derp, I completely forgot about that bolded part. Everything else nails it as well. Now I understand why I had the hunch it was probably not a good idea. Still, if the wad keeps getting bigger and bigger each version, measures might have to be taken. Not necessarily splitting things, but something like making a manual de-fragmentation of the wad. This would involve shrinking down music (to .OGG and editing), making the non-duck type secret music optional, revising the maps to see if they lag someone (the size does that more often than not) and others I probably can't think of right now.

Now then, this is completely aside from all that, but I've updated CSCM26. I'll post a pic or two soon. Maybe I'll edit this post if it's not left behind too far.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Korby on March 11, 2012, 11:31:54 PM
You could just have separate wads for each so people can host them separately, but still continue to update the combined one.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Messatsu on March 12, 2012, 03:02:10 AM
I've thought of that Korb, but that effectively doubles the potential download for most people.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Mr. X on March 12, 2012, 03:16:03 AM
On a personal note, my internet is terrible at college so I'd prefer to just click one download and let it run than have two going.  Less loading of webpages.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Knux on March 12, 2012, 07:00:49 AM
As promised, here are the changes to CSCM26, in pics form:
(click to show/hide)
Additional to that, I did other minor changes here and there. Next, I will do things to CSCM28, then TOMX.

Just one thing though: should I switch Leaf Shield and Plant Barrier with each other, or should I just remove Plant Barrier? I don't feel it's used much anyway, and I believe there's plenty of health around as well. This is on CSCM26, by the way.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Knux on March 23, 2012, 05:28:29 AM
Been pretty busy sprucing up my maps. From fixing errors to adding new things, it's taken me at least a week, but it's been worth it! Here are the most important changes:

- Did everything I said I'd do to MM6TOMX. There are also two new paths to help you get around, and new stuff to look forward to. Namely, nearly every other thing that was in Tomahawk Man's stage in MM6 excluding some enemies. Nothing distracting though. Well, almost. Additionally, changed the weapon selection around.
- Added a path to the left of the Auto fountain area in Starlit Playground. Made my first nearly original texture. Picture below.
- The changes to Flooded Relic Zone, which you have seen already.

If I had known spriting was so much fun, I would've made this sooner:
(click to show/hide)
As for a picture of the layout that TOMX has now, stand by. I'll edit this post... Derp, edited.
(click to show/hide)
Anything the community would like to suggest, please do so now. After this version, I'm pretty sure I would like to never touch this map again.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Magnet Dood on March 23, 2012, 12:59:01 PM
Put in the Metall Potton somewhere.

Do that and I would love you. no homo though
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Knux on March 23, 2012, 06:10:18 PM
Well, that's easy to do. I won't make it spawn Mets, though. Mainly because it may cause lag even if I made them dissapear. I know how to make them spawn and all that, though.

EDIT: Done. I placed it in a certain somewhere in the map. You'll have to wait and see though. :p And thanks for mentioning it. I didn't have it in mind!
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Tengu on March 25, 2012, 03:46:46 PM
Hey so,  I found a rather annoying glitch in MM2BUBX. Sometimes, when you jump out of the water you get stuck halfway in, and can't get out. I have only experienced this in KY classes, and YD classes. I have a screenshot of KY hardman stuck.

(http://img685.imageshack.us/img685/6937/screenshotdoom201203251.png)
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Donutyoshi on March 25, 2012, 03:48:01 PM
THAT may be the class itself to blame. Not the map.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Beed28 on March 25, 2012, 04:04:37 PM
I think KY's zheights may have broken the "Eyes Below Fake Floor" sector action. See if the problem also happens with Stoneman and Centaurman.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Magnet Dood on March 25, 2012, 04:25:45 PM
And Dive Man and Gravity Man too. They have unique zheights as well.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Knux on March 26, 2012, 12:09:56 AM
It seems to happen with all classes that are taller than the Eyes Above Fake Floor height. I'm yet to see it happen in YD though.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: xColdxFusionx on March 26, 2012, 08:22:46 PM
Quote from: "Knux"
It seems to happen with all classes that are taller than the Eyes Above Fake Floor height. I'm yet to see it happen in YD though.

I'm pretty sure YD Classes all use the same viewheights. I could be wrong on this, though.

Also, this problem could arise in CSCC for Yellow Devil, but I have yet to hear anything on the subject.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Ivory on March 26, 2012, 08:48:24 PM
This is why I would suggest all maps that do that type of teleporting make the bottom of the floor stupidly low to ensure view heights aren't a problem. It's easier for the map to lower those floors than getting rid of view heights.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Knux on March 27, 2012, 06:00:05 PM
Ah well. Bugs and the like aside, here are the maps taken right now:

- MM7DW3X
- MM5WAVX
- ...Nothing else so far! I think...

If anybody wishes to contribute, please contact Mess asap. Also, PLEASE never forget to hit that F4 key while building. It helps you find errors that you may otherwise have missed. I can't stress this enough: test your maps often to ensure no big errors. A piece of advice though: don't just do a map for the sake of doing a map. Rather, start doing it if you have an idea you think will be fun (and maybe unique!) and if you know you will enjoy making that map in particular. Don't be discouraged if you don't get it right at first. I'm pretty sure no one ever did.I didn't, either!

That way, we can get releases done much earlier than 8 months. :p

I believe that it's a good idea to include elements in a remix map that were absent from the stock map as long as it's not too gimmicky. For example, if I were to place the mid-boss from Wave Man in the middle of the level, it'd be pretty distracting. People would want to stop the match to take it down, which is detrimental to gameplay. However if it's a gimmick akin to a lift that you need to get on to get an item, that's great if pulled off correctly. Take Guts Man's level, for example. The lifts don't go on forever like in MM1, and that's a good thing. I know I wouldn't want to ride a long way lift just to get shot down on the way.

Need help understanding some concepts or stuck not knowing stuff? Go ask in Help and Editing or here, too. Coding is not my best subject, though.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Rozark on March 27, 2012, 11:21:42 PM
i might think of something for this. boy.. ive got alot to do spring break now XD. dont worry, i dont mind :3

Edit: IVE GOT AN IDEA! its just one ive been saving for just the occasion, filling the "unique" aspect. also, as I now do things by myself now, no more spoilers for you! not even as my location! (that seems to be what im working on apparently) hehe.. cant wait to get started :D
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: fortegigasgospel on March 28, 2012, 01:08:13 AM
I'll probably make a map for this, I do plenty of random maps, like I am doing now atm actually.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Knux on April 02, 2012, 07:28:57 AM
Feh, I was going to draw a Silver Tomahawk in Doom Builder 2 and say it would be the new TOMX in a convincing manner, but that would have probably still been predictable.

On relevant news, let me tease you guys:
(click to show/hide)
I'm still just getting started. Hang on to your wavebikes! :D
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Rozark on April 02, 2012, 07:35:24 AM
looks.. amusing. :o
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Emmanuelf06 on April 04, 2012, 06:54:34 AM
This pack map (specially with the "remix") is the best pack map ever, 16bits music remix are very good with!  :D
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Messatsu on April 05, 2012, 01:24:59 AM
Can't tell if sarcasm or just trolling?
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Knux on April 05, 2012, 03:44:57 AM
I don't know if either, but I sure have a hard time understanding what Stonefunk's trying to say.  :shock:
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Kapus on April 05, 2012, 03:50:54 AM
He's saying that this map pack (specifically the remixed maps) is the best map pack ever. He especially likes the addition of complete works music.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Jakeinator on April 05, 2012, 03:34:43 PM
Hey is pharohman remix taken?
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Donutyoshi on April 05, 2012, 06:12:01 PM
Pretty sure it was already.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Jakeinator on April 05, 2012, 07:54:06 PM
Damnit I'm almost done with a basic layout for it.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Knux on April 05, 2012, 11:42:16 PM
And that's why you need to ask before you make maps for this.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Jakeinator on April 06, 2012, 12:03:43 AM
Well i did and got no reply( i should have PMed him first huh...) oh well guess it's going into my mappack
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Gumballtoid on April 08, 2012, 05:32:46 PM
I'd like to try Blizzard Man Remixed, unless it's been taken.
Also, you should keep a list of the claimed remixed maps on the post.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Ivory on April 08, 2012, 05:34:15 PM
I could of sworn CSCM already had a Blizzard Man Remixed.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Donutyoshi on April 08, 2012, 05:52:54 PM
There was a Blizzard Man remix being worked on.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Reemu on April 08, 2012, 06:28:04 PM
Nu made a Blizzard X but I think it didn't get in, he said he was going to finish it but I'm not 100% sure about it. Also, he claimed some Remixed maps as far as I know (like Charge X) but seems he didn't work on those.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Gumballtoid on April 08, 2012, 06:51:35 PM
In the event he fails to complete it, I'd like to take over. I had planned out a design in my spare class time, and I want to put it into action.

And, hey. If I can't turn it into Blizzard Man Remixed, I'll retexture it and submit it as a CSCM separately.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Knux on April 08, 2012, 06:52:25 PM
Nuy gave up on that, as far as I know. It's been almost a year now and I haven't heard anything else from it, so I guess it's open.
Quote
Also, you should keep a list of the claimed remixed maps on the post.
Well, so far:

- MM7DW3X (Messatsu)
- MM5WAVX (Me)
- MM7TURX (Done, forgot who did though)

Off the top of my head. If I remember more, I'll post them.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Magnet Dood on April 08, 2012, 06:54:33 PM
Llama did it i think
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Gumballtoid on April 08, 2012, 07:02:42 PM
If it's open, please put my name down for that. I've got a pretty good start. More or less halfway done.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Messatsu on April 08, 2012, 07:18:43 PM
Last I heard, Nemu was also going to try MM7DW4X ....and yea, send me a preview of whatever map ya got going if ya can.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Reemu on April 08, 2012, 08:49:16 PM
Yeah, I'm making MM7DW4X, trying to make it less meh. Also I'm not entirely sure about the Turboman X map, going to ask about it.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Gumballtoid on April 08, 2012, 08:50:08 PM
Is there a music pack with the remixed songs? I'm having trouble finding one.

Or do I need to fire up Audacity and trim 'n' loop it myself?
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Messatsu on April 08, 2012, 09:24:13 PM
All the songs are already determined and more or less ready to to go (for the remixed maps).  Don't worry about it.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Knux on April 11, 2012, 06:32:06 AM
Okay, Cutstuff. As we all know, falling off a cliff in maps because they have no rails, be it at spawning or because you didn't see it can be annoying. I would like to do something about it in Wave Man remixed, but there is a problem. After checking the whole Wave Man level layout for MM5, I found nothing decent that could be used as a rail texture. Since the stock map uses Bomb Man bars for the edges, I propose the following:
(click to show/hide)
If you think people should just be wary and deal with it, you're wrong. Go play a map with plenty of death traps and no rails and then come back. From what I've experienced, matches take too long because people keep falling off again and again, making playing in that particular map undesirable. My goal is to take the things that hurt the stock map the most and "fix" them one way or another. It's not because I think that the stock map was bad either, it's because I want to place stuff that wasn't in it. Even more so if it helps people enjoy their game.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Duora Super Gyro on April 11, 2012, 09:24:49 AM
I say you should just recolor the rails. As for the colors. I think a little blue would help.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Donutyoshi on April 11, 2012, 11:34:15 AM
Well it's tolerable enough since it's remixed and all. Recoloring is a good idea for the stage. It could look off and stuff. It's a really good looking map, like to see it be released soon.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Magnet Dood on April 11, 2012, 02:25:51 PM
I say do blue rails. It's looking good so far, though!
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: LlamaHombre on April 11, 2012, 07:52:44 PM
Turbo Man recolors Star Man textures, so I don't see why it'd be a problem at all.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Knux on April 11, 2012, 08:36:17 PM
Well, not every texture in MM8bDM is from the games. I've noticed the floor ones for Wave Man, and although it seems they were made from scratch, it's understandable because there were no backgrounds that were good enough to use as floors in the level layout. Still, I want to keep it as basic as possible without making the remixed map look like it should be in CSCM. I originally planned in making a rail that had water tubes and such, but that would probably be going too far.

As for Turbo Man using recolors of Star Man, I don't know if that sounds like a good idea until I see how they're used. In any case:
(click to show/hide)
Thanks for the input, guys. Good to know what everyone thinks before doing something.Not that it took me over  a minute, but yeah...
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Messatsu on April 12, 2012, 01:57:46 PM
Since we're on the subject of screenies...here's a few shots from MM7DW3X

(click to show/hide)
Title: You just got.... *sunglasses* RAILED
Post by: Tesseractal on April 13, 2012, 12:58:34 AM
(click to show/hide)
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Donutyoshi on April 13, 2012, 01:02:18 AM
Man, this map keeps gets better looking as more is shown of this map. Can't wait to play it sometime in it's public release.
Title: Re: You just got.... *sunglasses* RAILED
Post by: Knux on April 13, 2012, 02:22:04 AM
Quote from: "Ice-IX"
(click to show/hide)
...What? I use that as wall textures for the outside edges of the map and for one of the buildings. Furthermore, where is that picture from? I'm pretty sure it's not from mine, so is it Kapus's version? :shock:
Title: Re: You just got.... *sunglasses* RAILED
Post by: Mr. X on April 13, 2012, 03:17:19 AM
Quote from: "Ice-IX"
(click to show/hide)
Honestly, I think that looks horrible.  Knux's simple railing with the blue looks so much nicer as a fence.

On another note, I don't like the idea of having the wave-riding water in the interior sections since there were no pitfalls in Wave Man's interior section.
Title: Re: You just got.... *sunglasses* RAILED
Post by: fortegigasgospel on April 13, 2012, 03:38:06 AM
Quote from: "Mr. X"
Quote from: "Ice-IX"
(click to show/hide)
Honestly, I think that looks horrible.  Knux's simple railing with the blue looks so much nicer as a fence.

On another note, I don't like the idea of having the wave-riding water in the interior sections since there were no pitfalls in Wave Man's interior section.
They should also extract the interior background from his stage, since the texture isn't in 8BDM
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Knux on April 13, 2012, 04:10:57 AM
I've extracted nearly everything from the level layout (except two or three tank textures), and that includes the gray colored interiors. The only thing I don't think I will use is the waterfall texture, which I put in anyway as an animated one. I am using the sewer grate ones though.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Gumballtoid on April 14, 2012, 12:06:07 AM
I'm looking at Blizzard Man's stage at VGMaps, and I can't see a way to include many things seen there into Blizzard Man Remixed without reducing the playability. Is there something that made Blizzard Man's stage unique aside from the submarine? I'm having trouble finding a way to make it playable and unique. Ceiling spikes are a definite no-no, however. Icy platforming sections are just difficult to navigate, and downright pointless without there being some kind of reward for crossing it. Maps like Spring Man Remixed have wall springs to mix it up a bit. I tried having frozen portions on the water, but they looked as if they weren't safe. Plus, the ice on it creates a poor scenario in which moving from one place to another is made more of a chore by the icy terrain. The only thing I can think of is the time bombs, but I can't code for the life of me. If anyone has any suggestions, I wanna know it.

VGMaps link for teh lulz convenience.
http://vgmaps.com/Atlas/NES/MegaManVI-BlizzardMan.png
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Mr. X on April 14, 2012, 12:25:38 AM
The time bombs would be annoying as heck as well.  I'd basically make it a stage more focused on the interior if I were you.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Hallan Parva on April 14, 2012, 12:59:02 AM
Seriously, what is it with mappers these days? It's almost like every map has to be either absurdly large or have some sort of gimmick shoehorned into it. Why can't we have plain and simple maps that rely on their layouts to get the job done?

... Hold that thought, let me go make a Duel pack.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Gumballtoid on April 14, 2012, 01:47:16 AM
I agree that some maps are quite large. I'm mainly looking at the MM7 Expansion; Junk Man, Burst Man, Slash Man, Shade Man. I'm trying to keep the size of the map down. I partly feel that if the map doesn't have anything that makes people want to play on it, it'll be interpreted as lazy, and that's the last thing I want. I also think that getting opinions of experienced mappers will help me make it a legitimate map to play on.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Ivory on April 14, 2012, 02:29:09 AM
Well if you want my opinion. Unless you know what you are doing, don't rely on gimmicks to make an interesting map. And yes, I realize, IX-pack features a lot of large maps and gimmicky maps, but if you pay attention to development, I've been slowly cutting down on size, and toning down gimmicks where I can. To improve playability.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Knux on April 14, 2012, 03:26:22 AM
Indeed. I believe the idea is to make the first version of a map the general idea, and the subsequent ones are improvements and updates. Of course if people just stand there nagging about something, they generally shouldn't expect the map maker to listen even if it's a real issue. That is never easy to digest, especially if the one who made it is new at it. Instead, if something in specific about a map bothers you, bring it up using a reasonable argument.

Smash, you're talking as if all of the CSCM pack does the same. I understand there are some large maps, but please don't exaggerate. Try listing the issues you're talking about, and we'll see what we can do about them.

You can leave AIRX out of the equation, though. Everyone knows what's wrong with it.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Rozark on April 14, 2012, 06:06:42 AM
erm, i rely on map layout and theme alone lol... i want to stay FAR FAR AWAY from gimmicks.

in other news.. rainbow temple.. yea >.>
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: fortegigasgospel on April 14, 2012, 03:43:05 PM
Funny this is brought up a day or two after I make a map for myself called "Simple Deathmatch" that is rather small and as the name suggests, simple.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Jakeinator on April 15, 2012, 02:38:13 PM
Hey is anyone working on a gutsman remix at the moment?
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Knux on April 17, 2012, 10:47:18 PM
Not really, give it a shot if you want... just contact Mess first, though.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Knux on April 19, 2012, 06:58:50 AM
Yes, double post. It's relevant, though. More teaser time!
(click to show/hide)
All that the map has left to do is:

- Add the Wave Bike tubes.
- Add one more type of weapon.
- Place decorations (Vboys and Dolphins).
- The bubble spawner Jax was gonna make for the map, but he hasn't done anything yet. From what I heard last time, anyway...

The main layout is completely done. It didn't turn out as bad as I thought it would, actually, but that doesn't mean it might not have any problems of course. Feel free to speculate.  :ugeek:
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Hallan Parva on April 19, 2012, 09:06:18 AM
> long open pathways
> tomahawks

:I

Anyway, the map looks very nice. I'd love to play it soon.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Knux on April 19, 2012, 01:48:56 PM
Quote from: "SmashBroPlusB"
> long open pathways
> tomahawks
It works, actually. Because the projectile speed is great since it doesn't stay back when on Wave Bikes. I've chosen weapons in particular that benefit the layout. However, I've designed everything around benefiting Water Wave first in mind.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Mr. X on April 19, 2012, 04:53:00 PM
Quote
Don't worry about that 3D ceiling. It's really, REALLY difficult to get on top of and there's nothing on it either.

Soooooooo why is it there?
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: fortegigasgospel on April 19, 2012, 05:09:50 PM
Quote from: "Mr. X"
Quote
Don't worry about that 3D ceiling. It's really, REALLY difficult to get on top of and there's nothing on it either.

Soooooooo why is it there?
Visual effect maybe?
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Korby on April 19, 2012, 06:09:20 PM
Normally you shouldn't balance maps around classes, but that's going to be so broken with any flying classes.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Hallan Parva on April 19, 2012, 06:17:06 PM
solution

cover the roof with spikes

 :cool:  :cool:  :cool:
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Mr. X on April 19, 2012, 06:18:39 PM
If you are absolutely deadset on having that roof and don't want to have classes up there, I'd put another 3-D solid floor on top of that one that stretches to the ceiling that's completely transparent.  However, if nobody is going up there, why have it at all?  If people can't get high enough to get up there, then people probably won't be looking at it anyways.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Knux on April 19, 2012, 07:18:06 PM
Quote from: "Mr. X"
Soooooooo why is it there?
Precisely because I don't want a roof that goes ALL the way to the ceiling. That would look awfully bad.
Quote from: "Korby"
Normally you shouldn't balance maps around classes, but that's going to be so broken with any flying classes.
I had Vanilla in mind, not classes.
Quote from: "SmashBroPlusB"
solution

cover the roof with spikes
I already thought of that. Bubble Man spikes should do the trick, and look out of place in the process. Not doing it.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: fortegigasgospel on April 19, 2012, 07:54:30 PM
I think its Fireball deathmatch or something, the place with the lava and the 3D platforming that was complained about, the building also had a roof, and the map was being played on classes, someone was gravity man snipping from the roof, but no one complained.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Hallan Parva on April 19, 2012, 08:31:48 PM
Quote from: "Knux"
Quote from: "SmashBroPlusB"
solution

cover the roof with spikes
I already thought of that. Bubble Man spikes should do the trick, and look out of place in the process. Not doing it.
What's wrong with Cossack spikes? ;)
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Mr. X on April 19, 2012, 08:34:32 PM
Quote from: "Mr. X"
If you are absolutely deadset on having that roof and don't want to have classes up there, I'd put another 3-D solid floor on top of that one that stretches to the ceiling that's completely transparent.

That would keep the look without allowing classes to get up there.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Knux on April 19, 2012, 08:55:00 PM
Actually, I just thought of a better idea. Let's just say that no one is staying in that roof.  :p

Also, I've decided on the last weapon and Jax finished up the Bubble Spawner. The speed and the height of the bubbles is just right, so thanks Jax!

EDIT: Actually, I just noticed a super easy way to get on the ceiling. I'll just go ahead with Mr. X's idea, since it's a lot less of a hassle anyway.

EDIT 2: And, done. Thanks Mr. X!
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Knux on April 22, 2012, 08:57:59 PM
Double post again. This is of utmost importance, however:

The next version of CSCM aims to fix bugs, errors and other things we might have missed. If anyone playing sees something along those lines, it would be appreciated if it was reported here. We are aware of some big ones though, like the fake rails in MM5CHAX, but please post anything that looks wrong or any suggestions even if you think it's really obvious. Who knows, it might end up being really helpful!

As for a suggestion from me, I think that Fireman Remixed could use more rails and a little widening of some paths. Falling off the stage into instant death pits because you missed them is always a problem in any map, the way I see it.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Ukiyama on April 24, 2012, 04:25:04 PM
Cause standing on linedefs is fun >.>

(click to show/hide)

In all seriousness though, these need fixed, original Charge Man pushes off to the side so you cant stand on rails and the first one could probably just be blocked.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Knux on April 24, 2012, 07:11:18 PM
Actually, that happens because the player's hitbox doesn't go all the way in the sector, so there's no way for us to fix that.

As for the train's front, you weren't supposed to see that. :ugeek:
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Rozark on April 25, 2012, 02:39:03 AM
mappers secrets are mappers secrets >_> shhhh....
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Mr. X on April 25, 2012, 02:51:36 AM
Impassible linedefs, my good man.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Jakeinator on May 01, 2012, 02:13:04 PM
I'm having a bit of a problem here... I'm working on a Guts Man remix but when the lift reaches the end of the wire it keeps going any help?
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: fortegigasgospel on May 01, 2012, 05:34:42 PM
Quote from: "Eon_and_Rush"
I'm having a bit of a problem here... I'm working on a Guts Man remix but when the lift reaches the end of the wire it keeps going any help?
First you'll need this script.
Code: [Select]
script # (int which)
{
if(which==0){
SetActorState(ActivatorTID(), "Spawn2");
}
if(which==1){
SetActorState(ActivatorTID(), "Spawn");
}
}

Next make the southern line on the northern square of the wire
Code: [Select]
Action 226 - Script Execute Always.
Script Number: #

And the northern line on the southern square
Code: [Select]
Action 226 - Script Execute Always.
Script Number: #
Argument 1: 1

Replace # with whatever the script earlier is.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Jakeinator on May 01, 2012, 11:43:07 PM
well you forgot to put in the trigger for it so i had to look at the stock map but thanks! :)
EDIT: okay now it gets stuck on the other south end of the wire...
EDIT: I give up on gutsman remix. Hey is anyone doing star man though?
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Kackebango on August 07, 2012, 06:40:17 PM
(click to show/hide)
screenshot of amazing new map thanks have fun
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: ice on August 07, 2012, 06:54:46 PM
now make a skin and bot of him, then add oilman and bombman, then we can have a party
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Messatsu on August 09, 2012, 05:45:55 PM
That's just so mind blowingly raci......ya know what...nevermind.....not worth it.  Anyway, 5b should be out soon.  Gonna have to make a 5c or 6a for 8BDM v3a though...ah well.
Title: 900th post go
Post by: Beed28 on August 09, 2012, 06:39:06 PM
That's... brilliant, I guess. Mind sharing with us on what's changed?
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Messatsu on August 09, 2012, 09:20:49 PM
Nope! It's a secret to everybody!
....
....
....
....FINE!

It's mostly a bugfix release with a few small updates (better boss music code, victory music).  No massive overhauls here.  Only a few new maps this time around.

CSCM32 - Green Hill Zone - Megaman (yes.....that Green Hill Zone)
MM5WAVX - Knux
MM7TURX - DarkSeed
MM7DW3X - Messatsu
MM7DW4X - Roll Gravity Holds (Nemu)

I should also mention that this version also has some ACS that will allow a server to identify and/or kick players who are using SR50.  It's disabled by default so nobody needs to worry about it unless it's explicitly enabled by the server.  (Special thanks to King Yamato)
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: SmashTheEchidna on August 09, 2012, 09:27:49 PM
Not much, but it's enough to look forward to! :mrgreen:
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Davregis on August 09, 2012, 10:00:27 PM
...SR50?
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: xColdxFusionx on August 09, 2012, 10:20:17 PM
Quote from: "Daveris"
...SR50?

There's a way to make it so you essentially hold two strafe keys, doubling your horizontal speed and thus allowing you to straferun at ludicrous speed. This "super-straferunning" is called SR50 (as opposed to SR40, basic straferunning.)
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Knux on August 09, 2012, 10:22:53 PM
There were also some map updates as well. I already revealed mine.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Davregis on August 09, 2012, 11:50:01 PM
Quote from: "xColdxFusionx"
Quote from: "Daveris"
...SR50?

There's a way to make it so you essentially hold two strafe keys, doubling your horizontal speed and thus allowing you to straferun at ludicrous speed. This "super-straferunning" is called SR50 (as opposed to SR40, basic straferunning.)

Asked around

0.04 faster
wat
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Beed28 on August 09, 2012, 11:59:20 PM
Wait, I just remembered something. Does anyone remember this map?
(click to show/hide)
I remember doing it for Halloween last year but it has since been forgotten. :( I remember getting help from Ivory and Ice-IX on it. I kinda wish this went into CSCM now, because I don't want all that work for naught.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: xColdxFusionx on August 10, 2012, 12:13:32 AM
Quote from: "Helios"
"SR50 (Strafe Run 50) is is the technique of pressing both the Go Forward/Go Backward key and the Turn Left/Turn Right key while holding the Strafe On key and while running.

When holding the Strafe On key and strafing with the Turn Left/Turn Right keys you go at a speed of 50, and when strafe with the Strafe Left/Strafe Right keys you go at a speed of 40. Since using the Turn Left/Turn Rightkeys with the Strafe On key is (oddly) a faster way of strafing than just directionally using the Strafe Left/Strafe Right keys, it is normally faster.

In this case it (maybe) is not faster because the "weird" diagonal moves the player at an angle that is so steep that the player will run into the wall, thus having to stop and correct him/her self, and thus waste even more time." -Some guy from Doomworld

Thank you for the insight, Helios, though I would recommend actually posting instead of just PMing people.
Title: Re: [Maps] CS_CM Pack. V5a + Remixed maps RELEASED! 3/3/12
Post by: Rozark on August 10, 2012, 12:59:58 AM
Quote from: "Beed28"
Wait, I just remembered something. Does anyone remember this map?
(click to show/hide)
I remember doing it for Halloween last year but it has since been forgotten. :( I remember getting help from Ivory and Ice-IX on it. I kinda wish this went into CSCM now, because I don't want all that work for naught.


Yes. I still have the original wad.. Halloween 2011. It came with some skins too.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Korby on August 14, 2012, 04:28:31 AM
so 5b's apparently out
mess just never posts about it so
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Gumballtoid on August 14, 2012, 08:03:44 AM
I'm just gonna post a little 4am critique and all that stuff.

Wave Man Remixed and MM7DW4 Remixed were absolutely brilliant. They both perfected an otherwise flawed gimmick prominent in the vanilla maps. Wave bike movement was restricted because of all the structures in the water, so they can't be abused. You weren't forced to choke on a Super Adapter, then let Guts Man G have his way with you if you slipped. The layouts were interesting, weapon placement was excellent, health and weapon pickups didn't feel abundant nor sparse. Excellent maps, all in all.

MM7DW3 Remixed was a lot like it's SNES counterpart; varying elevations, impressive visuals, non-linear layout. It, too, was very impressive.

Turbo Man Remixed wasn't bad, per se, but it felt like wasted potential. It seemed like someone had taken the vanilla map, removed a few visuals, and expanded upon the larger inner area. However, the weapon placement was excellent, given the layout. Fire Storm can be devastating.

All in all, I'm very happy with this release.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Beed28 on August 14, 2012, 09:19:38 AM
Did anyone realise the filesize is 66.6 MB? :shock:

Anyway, I love MM7DW4X. Great work on that!

EDIT: I found a gripe to pick with on CSCM32, Green Hill Zone.

...
(click to show/hide)
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: LifeCraft J on August 14, 2012, 11:33:16 AM
I also like MM7DW4X.

A problem I think is annoying is that on CSCM32, (Green Hill Zone) you can shoot at the Sonic items and Eddie to use them.
Shouldn't the player have to earn those items? By touching them? Instead of shooting from a distance? I don't know, maybe it's just me.
Title: I mean CSCM isnt made for 2-man DM without Itemremoval and a
Post by: Awbawlisk on August 14, 2012, 11:36:52 AM
Quote from: "Lifeup J"
I also like MM7DW4X.

A problem I think is annoying is that on CSCM32, (Green Hill Zone) you can shoot at the Sonic items and Eddie to use them.
Shouldn't the player have to earn those items? By touching them? Instead of shooting from a distance? I don't know, maybe it's just me.

THE LEVEL WAS BASED ON SONIC!!!1111 But yeah it actually does get annoying with the invincibility + Speed-up combo and all that...

Just got to learn to deal with it...
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Magnet Dood on August 14, 2012, 01:58:47 PM
Haven't gotten the new release yet, probably will soon, but I have a question.

In Slash Man Remixed, the music that first plays is Slash Man's Power Battles theme. When you type SLAMUSX into the console, however, it plays Slash Man's regular MM7 theme. Do you know the music code for the Power Battles theme? Frankly, I prefer it to his SNES theme.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Hallan Parva on August 14, 2012, 03:13:52 PM
Quote from: "Beed28"
EDIT: I found a gripe to pick with on CSCM32, Green Hill Zone.

...
(click to show/hide)
Bweh heh heh heh. Another classic Beed moment...

Oh, but he actually has a point. You know, since in Sonic you could go underwater and all.

Anyway, just a thought.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Donutyoshi on August 14, 2012, 03:21:24 PM
GHZ don't actually have water that you can dive into. It's more of a background thing actually.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Knux on August 14, 2012, 04:21:44 PM
Fun fact: Wave Man Remixed uses a boundary size quite near what the vanilla map uses. Which means all of that could fit in the vanilla map. I measured both layouts before I started to make the size like that, so if it feels too cluttered or too huge or whatever, I'm willing to do something else.

Also, check out the new path in Tomahawk Man Remixed. It replaces the long hallway nearly no one visited by something much shorter. The changes in the map are also the last ones, meaning that if someone else has a better idea, please go ahead and use my map as a base because it has unused textures. I myself was hoping someone would do a better map, too, so good luck if you attempt this.

I also thought Turbo Man Remixed could've been better in many ways, but there is definitely potential to improve. Needs a figure 8 track...

Oh and this:
Quote from: "Star Dood"
Haven't gotten the new release yet, probably will soon, but I have a question.

In Slash Man Remixed, the music that first plays is Slash Man's Power Battles theme. When you type SLAMUSX into the console, however, it plays Slash Man's regular MM7 theme. Do you know the music code for the Power Battles theme? Frankly, I prefer it to his SNES theme.
I've had this question too for a while now, but I knew all along that all I had to do was check the wad in SLumpeD. It's just that it always slipped my mind. The last time I checked though, there were some strange names for music codes. You might want to write some of them down to know what music they are.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Messatsu on August 14, 2012, 06:06:02 PM
It's SLAXMUS....yea, it's random as hell.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Magnet Dood on August 14, 2012, 07:30:48 PM
Ah, nice to know, thanks.

And yeah, there must be pretty nutty music codes in there- I'm never able to figure out any of the song codes even though I like the music for them.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: JaxOf7 on August 15, 2012, 05:08:43 AM
Question since I can't see the SR50 source:
Instead of banning, couldn't you fix the speed gain with SetActorProperty APROP_Speed?
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Beed28 on August 15, 2012, 04:22:16 PM
Also, what's with the secret music in Air Man Remixed? It sounds some sort of guitar metal or something, I didn't listen to it much. What is it?
Title: justified because answering question
Post by: Korby on August 15, 2012, 04:23:33 PM
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Knux on September 05, 2012, 09:58:39 PM
Ugh... Waveman Remixed plays horrible online, with lag or without it. I am strongly considering redoing it since it was the last big map I made, and I'm rather tired of big maps since I'm now well aware of how long matches take. CSCM has enough huge maps already anyway.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Knux on October 01, 2012, 02:01:40 AM
Sorry for the double post, but I have a question: Who is in charge of CSCM13 now that Flanny is absent? I used to know, but I forgot.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Hallan Parva on October 01, 2012, 02:36:49 AM
Pretty sure it's Mess, but I'm not positive.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Knux on October 01, 2012, 02:42:30 AM
No, it's definitely not Mess. I can't quite remember, but I'm sure it's not him.

Anyway, I have a question for the person that does: Can I use the rain sprites and code in it and turn it into hail for my ice map when I make it?
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Korby on October 01, 2012, 03:17:01 AM
Pretty sure the rain is from the core and the code is from IX, but I might be wrong.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Messatsu on October 01, 2012, 01:50:15 PM
Yea, the rain spawners are just a modification of the core version.  I think IX did something similar, but it wasn't taken from there.  Anyway, go ahead and use them if you want.  As for who's managing it, I'm not sure atm, either Nemu or Lego or both.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Beed28 on October 01, 2012, 01:56:57 PM
Speaking of the rain, how about changing it to white or blue? Because right now, it looks like blood, which doesn't fit in with the Mega Man feel at all.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Myroc on October 01, 2012, 02:02:04 PM
Quote from: "Beed28"
Because right now, it looks like blood
To be fair, that's the point.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Messatsu on October 01, 2012, 08:25:02 PM
That was the point, but I got enough complaints about it and changed it to blue in 5b so....yea.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Ivory on October 01, 2012, 08:46:44 PM
Wait, what? Why are people complaining about blood red rain?
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: HD_ on October 01, 2012, 09:02:57 PM
Because they've never played Doom before :ugeek:

Either that or they think it ruins the Mega Man-ish feel of the game. I disagree, but whatever floats your boat I guess.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Ivory on October 01, 2012, 09:05:24 PM
Wait so let me get this straight. A Custom map based on Touhou having blood rain isn't Mega man-ish? What?
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Mr. X on October 01, 2012, 09:11:36 PM
...Of all of the things in the universe to complain about in a map, people complained about a nice touch that was perfectly in tune with the map to the point that it had to be changed?

*bangs head against wall repeatedly*
Title: ZOMG my avatar has blood in it LOLOLO
Post by: Laggy Blazko on October 01, 2012, 09:16:56 PM
Huh, the current water rain still doesn't make sense because the map isn't cloudy.
The only problem I've had with the rain was the lag in previous versions.


(BTW I hope that map stops crashing like hell when v3a comes out D:)
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Korby on October 01, 2012, 11:40:43 PM
Actually, the reasoning for the color being changed is, if I recall, it never raining blood at Scarlet Devil Mansion.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: SmashTheEchidna on October 02, 2012, 02:15:49 AM
THAT makes a lot more sense. But still, was it really so bad that it needed a change? Like Mr. X said,

Quote from: "Mr. X"
...Of all of the things in the universe to complain about in a map, people complained about a nice touch that was perfectly in tune with the map to the point that it had to be changed?

I mean, there's gotta be something else people could nitpick at other than a minor detail like that.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Knux on October 02, 2012, 02:19:52 AM
You know what's a more awesome issue? Air Shooter in AirX. How is it better than the other weapons in the map with four football fields and two rows of seats? The place takes a dump into any mode you can play in it, including... oh yeah, everything.

If the layout was kept with a reduced size, it might do good. Or at least decent. WHY FANFIENDS WHY
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Korby on October 02, 2012, 02:22:33 AM
Quote from: "Gizmo The Cat"
THAT makes a lot more sense. But still, was it really so bad that it needed a change? Like Mr. X said,

Quote from: "Mr. X"
...Of all of the things in the universe to complain about in a map, people complained about a nice touch that was perfectly in tune with the map to the point that it had to be changed?

I mean, there's gotta be something else people could nitpick at other than a minor detail like that.

it wasn't perfectly in tune with the map because it never happened in the universe it's from.


by the way, I'd love comments on the new cscm27
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Ivory on October 02, 2012, 02:47:25 AM
Who cares? If Remilia can make scarlet mist, red rain isn't that unthinkable.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Knux on October 02, 2012, 02:47:35 AM
Quote from: "Korby"
by the way, I'd love comments on the new cscm27
Another map with "Castle" on it.

Cutstuff Castle Map Pack!

I mean it, there are enough of them already. As for the map itself, I would add another path to where the graveyard is to help flow.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Skye.EXE on October 02, 2012, 02:49:50 AM
Good god, It's been forever since I've seen/done anything around here.
SO, WHAT'D I MISS?
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Hallan Parva on October 02, 2012, 03:57:56 AM
holy nuts you've been gone for a while



well the MM8 expansion's coming out this year so look forward to that
we also have a new Saxton Hale mod everyone likes playing
CSCM's still the most popular map pack of all time
there's brawling over the next Classes update
and for some reason people are now flying on space boats

that's about it really
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Laggy Blazko on October 02, 2012, 04:25:58 AM
Quote from: "Korby"
by the way, I'd love comments on the new cscm27
People like Slenderman.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Hilman170499 on October 02, 2012, 01:17:29 PM
Does anyone know the music code of all the songs added in this pack?
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Skye.EXE on October 02, 2012, 08:24:26 PM
Quote from: "SmashBroPlusB"
holy nuts you've been gone for a while



well the MM8 expansion's coming out this year so look forward to that
we also have a new Saxton Hale mod everyone likes playing
CSCM's still the most popular map pack of all time
there's brawling over the next Classes update
and for some reason people are now flying on space boats

that's about it really
I should go away again and see what else happens.
Anywho, the combination of playing through the BN series, achievement hunting on Megaman 10, Attempting to beat Megaman 9, and refusing to play the Legends series has given my a sudden spiking urge to start making stuff for this community again. It's good to be back. ...and be greeted by an old friend :>
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: LlamaHombre on October 02, 2012, 11:26:06 PM
Glad you're back, but you're getting a bit off topic here.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Skye.EXE on October 03, 2012, 12:18:14 AM
Quote from: "LlamaHombre"
Glad you're back, but you're getting a bit off topic here.
In that case, back to inexplicably inspired map making.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Knux on October 03, 2012, 05:04:52 PM
Quote from: "Hilman170499"
Does anyone know the music code of all the songs added in this pack?
Use SLumpED, Hil. Open the pk3 and see all the codes in the music folder. Simple!

EDIT: How about this track for SkullX? The current one is okay, but it sounds like christmas compared to this one!
(click to show/hide)
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: WheelieCarbonate on October 13, 2012, 07:58:05 PM
Quote from: "Korby"
by the way, I'd love comments on the new cscm27
i dont care if this is too late, but slenderman hasnt been scary since i first found out about him.
he just isnt anymore
also good map as always, korby
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Laggy Blazko on October 13, 2012, 08:13:14 PM
Quote from: "Knux"
EDIT: How about this track for SkullX? The current one is okay, but it sounds like christmas compared to this one!
(click to show/hide)
This. 3 times this.
I never liked the remix you're using now.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: FTX6004 on October 18, 2012, 02:50:25 PM
can this map pack have a the legend of zelda map with morshu
and i found the easter egg in airman remix. (:
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Messatsu on October 18, 2012, 04:21:50 PM
If someone made a good Zelda themed map I'd consider putting it in.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Myroc on October 18, 2012, 04:43:45 PM
A good Zelda map would be one that does not contain such an easter egg.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Beed28 on October 18, 2012, 04:46:08 PM
Someone should totally do a Great Palace map. Zelda II doesn't get enough love these days; even if the combat is brutal.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Knux on November 01, 2012, 04:28:57 PM
Hmm, alright. I've been reading from page 1 out of boredom. So uhh...

I've noticed that some maps have changed little or not at all despite the criticism. For some reason, most people like AirX even though it's basically unplayable. Myself? I'm fed up with it. Negative scores everywhere whenever people decide to stay is NOT fun. And that's the tip of the iceberg.

There are other maps I would like to adress, but instead of wasting my time with that, I'm gonna try to make better versions. Now then, I'm not just gonna go and say: "Oh LOOK I MADE IT NEWER GG HUEHUEHUE", then submit it. What I'm aiming for is playability. Therefore, when I have the basic layouts done, I'll need some people interested and willing to give relevant, solid feedback to take a look at them. If you'll just say: "Oh, this is great!", then turn back and exit. Consider that I (and this applies to every other mapper) am using my time for something that is free and for everyone else to enjoy, and that opinions never help. If instead, you can tell me why something doesn't work, even a concise message works.

Well then, these are the ones in my sights, but I'm not planning to redo ALL of them. The ones with asterisks are those I'd like to re-do, and the rest get criticism. Take it with a grain of salt:

(click to show/hide)

Well, there you have it. That's just some of them though. I left a few out like MM3GEMX's platforming and getting around.

You could also suggest things you want to see in the maps, or what bothers you about their current state. Or go do better versions, because you can.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Magnet Dood on November 01, 2012, 09:40:49 PM
If you nerf Hard Man Remixed's size I will personally end you myself

I would agree with most of your points except on Beed's maps and Hard X. The reason why people love to play on Hard X is because of its sheer size- it makes for some hilarious Last Man Standing games and mods of it (Saxton, Roboenza, etc.). Also I kind of enjoy the two Beed Maps... but the Guts Dozer is in the second one? Where?
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Beed28 on November 01, 2012, 10:02:33 PM
It was an Easter Egg. Here's a hint; only one of the Dr. Wily signs can be jumped into, which alters one of the teleporters.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Knux on November 01, 2012, 11:07:46 PM
Quote from: "Magnet Dood"
If you nerf Hard Man Remixed's size I will personally end you myself
I said I'm not. No, seriously. Go see. I'm not interested in it, as much as I don't enjoy playing on it unless it's Roboenza or Classes. The ones with asterisks are the ones I'm planning on redoing, as I said.
Quote from: "Magnet Dood"
I would agree with most of your points except on Beed's maps.... Also I kind of enjoy the two Beed Maps...
It's good that you enjoy them, but that doesn't mean they're very playable. The multiple floors would be fine if there weren't so many different rooms, creating a maze. I like the maps too, but they have these issues. And so, there is no harm in at least asking the creator to make them better by giving constructive criticism, right?

I used to think MM6TOMX was perfect at first. Then I realized that matches took way too long and cut it down, and not because of whiners, but because people gave constructive criticism that proved true. Heck, even now I think I could've cut it down more, but I got tired of looking at it. It may be better if someone else who likes those tiles wanted to do a better map now. I don't mind if they build upon the current layout, either. Knock yourselves out, guys.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: TailsMK4 on November 02, 2012, 12:28:35 AM
I will just say the one issue I have regarding the remixed maps is that MM5WAVX and MM4COSX (I crash more than half the time even loading the stage), are almost unplayable for me since I crash so often on those maps, even more so than maps like MM6YAM. Some stages could also be trimmed down as well, that much I agree with.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: UltimateChimichanga on November 19, 2012, 06:12:01 PM
This takes 66.6 MB of space.
Uhm.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Rozark on November 19, 2012, 08:51:03 PM
The Original
Quote from: "Beed28"
Did anyone realise the filesize is 66.6 MB? :shock:

Yours
Quote from: "Super64ds"
This takes 66.6 MB of space.
Uhm.


Yea, we know  :geek:
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Knux on November 20, 2012, 03:39:46 PM
Now that I read back, I probably came out like a total jerk. Sorry about that. I still think some maps could be smaller, though. For now, there's nothing I can do about it anyway since I have no good ideas for layouts.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Donutyoshi on November 20, 2012, 05:21:57 PM
Quote from: "Knux"
MM3SHAX - DonutYoshi
There's little comfortable terrain to fight on. However, the main issue strikes me as the teleporters. Back in GvH, Two Sided Techbase had that same problem. Matches ended too quickly. It seems like you wanted to do something akin to the original map, but it's not working here. Try something different! The solution may be easier than you think, but if I think it out for you, is it really your map entirely? I wouldn't think so. Good luck if you try it.
A bit of slowpoke to not notice. But yeah I'll admit MM3SHAX is really flawed in layout, so I might redo it sometime if I ever feel like going back to the map making groove. CSCM15 either may get changed to have a different set of textures, or a different layout. Also if I redo it, I'd probably come up with a different layout that's very different from the offical one.

Since 3D floors are acceptable now, there's alot of stuff you could do with 3D floors. Not thinking like platforming wise. But it would also make possiblities in visual effects and interesting layouts...


I'm already having goosebumps with the idea of 3D floors and use of the thunderclaw hooks. Not trying to make a crazy platforming map, but results could be interesting. That is when this updates.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Messatsu on November 22, 2012, 02:14:37 AM
Quote from: "Super64ds"
This takes 66.6 MB of space.
Uhm.
My plan for world domination has faild
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: JaxOf7 on November 22, 2012, 06:18:44 AM
Quote from: "Messatsu"
Quote from: "Super64ds"
This takes 66.6 MB of space.
Uhm.
My plan for world damnation has faild
Fixed that for ya.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Davregis on November 22, 2012, 04:49:51 PM
May I ask that the creator of CSCM32 remove the powerups from the map?

Having a player invincible with a speedrune the whole game is disastrous.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: SmashTheEchidna on November 23, 2012, 08:59:06 PM
Imagine if that happened in Possession.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Davregis on November 24, 2012, 01:09:24 AM
Quote from: "Gizmo The Cat"
Imagine if that happened in Possession.

Or LMS or DM or...
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Messatsu on November 24, 2012, 11:37:42 PM
They don't show up in modes aside from DM.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Knux on November 29, 2012, 07:19:53 PM
I'm starting to think that this topic could use some screnshots in the first post. Not of every single map though, because it's such a long list. Probably not of the CSCM maps, either, since there seems to be a bigger interest in the remixed maps.

I know that at this point, nearly everyone knows what the maps look like. It would still look good to have some screenies, though.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Donutyoshi on November 29, 2012, 08:06:45 PM
Actually a preview screenshot of every map don't seem like a bad idea.

Good for wikia too.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Knux on December 03, 2012, 08:22:25 PM
Got a seemingly good idea for Starman Remixed. Need to get past these damned final exams first, though.

And now watch as everyone looks for the duck all over again.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Knux on December 09, 2012, 07:23:10 PM
After a whole day - one sitting - of work, I bring to you...

Airman Remixed mkII! (http://www.mediafire.com/?wa9d62qck3xqj2e)

Features:

- Entirely new layout, medium - small size and great for Duels.
- Rails! Rails everywhere! Hopefully, this prevents accidental deaths.
- Unused textures that look just as mucky to match!
- Size of music tracks AIRMUSX and MM2BOSSX reduced considerably.
- Block Monster lines on cliffs to prevent bot antics.

I didn't include the Pipis or the secret because I didn't make them. That is subject to change, but it's just my personal opinion to keep them out.

Cake to the first one to find the Yashichi.  :ugeek:
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Hallan Parva on December 09, 2012, 07:44:04 PM
holy nuts on a sandwich you actually did it



and this is a good map

you actually
did it



OH MAN I JUST FOUND THE [redacted] YOU SNEAKY MAN

SNEAKY SNEAKY BOY YOU
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: SaviorSword on December 09, 2012, 08:11:39 PM
Decent map I gotta say, but there are a few thin's that could use a fix/change.

-Weapon layout in general needs a rework. Leaf Shield kills just about everythin' on the map except Proto Buster, and that's even worst in duel since ya can't access Proto Buster. Blizzard Attack is another potential issue as well, there's almost no escapin' a constant barrage of Blizzard Attack due to how open the outside is on the map.
-Beat, although nice I'm a bit afraid that grantin' too much access to move around everywhere may not be the best idea. Heck, there's rails everywhere, so Beat's a bit redundant in this case.
-Symmetry maps isn't always a bad thin', but in this case I feel the map could do a lot better if it wasn't symmetrical.

Other than that, it's a decent map. I'd rework the map a bit and then consider it later for a replacement for the current MM2AIRX.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Knux on December 09, 2012, 08:14:27 PM
Quote from: "SaviorSword"
Decent map I gotta say, but there are a few thin's that could use a fix/change.

-Weapon layout in general needs a rework. Leaf Shield kills just about everythin' on the map except Proto Buster, and that's even worst in duel since ya can't access Proto Buster. Blizzard Attack is another potential issue as well, there's almost no escapin' a constant barrage of Blizzard Attack due to how open the outside is on the map.
-Beat, although nice I'm a bit afraid that grantin' too much access to move around everywhere may not be the best idea. Heck, there's rails everywhere, so Beat's a bit redundant in this case.
-Symmetry maps isn't always a bad thin', but in this case I feel the map could do a lot better if it wasn't symmetrical.

Other than that, it's a decent map. I'd rework the map a bit and then consider it later for a replacement for the current MM2AIRX.
- You forget Slash Claw and Flame Blast. Blizzard Attack used to be Noise Crush. Leaf Shield ruins it anyway. But yeah, I could probably change it.
- Beat doesn't last nearly as long to warrant access to both Plant Barrier and Rain Flush. There's always the possibility of falling even with rails, so it's there.
- There is so much ground to get around in the current remix that it's not even funny. It's also symetrical, and I don't see complaints about that. Maybe it's just your tastes, not that there's anything wrong with that.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: SaviorSword on December 09, 2012, 08:31:35 PM
Look at Beat this way. And bare with me with the numbers, they're made up to make a point.
Say there was yar map with and without rails. The fall rate of yar map without rails would be 50% of all folks, and with rails, that's reduced to around 10% of all folks. Now since ya added FOUR Beats into the mix, the chances all fallin' is near zero. Here's the thin' though, 10% is already a pretty good number for folks fallin' into pits, and the extra Beat would more likely than not be exploited for mobility instead of just savin' folks as it's supposed to do.

Now about the symmetry, flow of the map determines the factor of how playable it is and the "fun" factor. Yar map flows, but it has a very borin' flow since half the map works exactly the same as the other half. Desymmetrizin' and revampin' one of the halves would improve flow for the fun factor. The flow for half the map already works, so it shouldn't be too much to ask to rework one of the half.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Knux on December 09, 2012, 08:35:00 PM
And why not use Beat to move around? That is a strategy.  :|

I can't afford to remake the other half after so much line drawing to accomodate one person, so we'll see where this goes. It's not an impossibility. Still, I think that if I'm benefitting Duels first, the layout should be symetric. That allows people to find each other faster.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Hallan Parva on December 09, 2012, 09:02:49 PM
I like Beat. He's comfy and easy to wear.

Item-1 would be great, but then again you can get both Plant Barrier and Rain Flush with it.





Wait.

Why not swap Plant Barrier and Leaf Shield?
also Blizzard Attack's getting a projectile speed cut in v3 so
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Knux on December 09, 2012, 09:05:24 PM
Because there's a decent amount of health already. If you want health to go, you'll have to work for it.  :ugeek:
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Galaxy Sisbro on December 09, 2012, 09:17:49 PM
Quote from: "Knux"
I can't afford to remake the other half after so much line drawing to accomodate one person, so we'll see where this goes. It's not an impossibility. Still, I think that if I'm benefitting Duels first, the layout should be symetric. That allows people to find each other faster.

Sorry, I have to agree with Savior.  Desymmetrizing the map would make it better. Not all the duel maps are symmetric anyway; a medium-small sized map is more than enough. Not to say that we have more than enough duel maps in this map pack.

Oh, and consider removing the lower clouds. That would make the blue texture below the airman tiles less obvious. Use some 3D floors as well.

I would like to see the Pipis in the map, but that's just my opinion.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Hallan Parva on December 09, 2012, 10:41:45 PM
Quote from: "Galaxy Sisbro"
Sorry, I have to agree with Savior.  Desymmetrizing the map would make it better. Not all the duel maps are symmetric anyway; a medium-small sized map is more than enough. Not to say that we have more than enough duel maps in this map pack.
I'm sorry but I could not disagree more.

CSCM is filled with huge-ass maps that are only at their best on packed servers or in games of Rage Roboenza / Saxton Hale. Smaller maps like Buster Rod G or Skull Man Remixed are a rarity when compared to the absolute pants-blasting quantities of "fuck where am I even going" stages such as Hard Man Remixed and Scarlet Devil Mansion. Hell, even some "small" stages like Bubble Man Remixed or Quick Man Remixed are held back in some other aspect such as teleporter shenannigans or multiple levels of play.

Honestly, I find the size of Knux's "Air Man Remixed Mk. II" to be rather refreshing and I'd take it over the current version in a heartbeat. If you are seriously considering trying to host duel with the CSCM map pack then you are either only using about six maps or you enjoy playing 20-minute-and-up rounds of Duel, either way easily proving my point that you are incorrect and you should feel bad.

AS FAR AS THE SYMMETRY POINT GOES honestly I don't mind either way. Yes, non-symmetrical maps are more creative and can be a lot of fun, but symmetry isn't necessarily a bad thing (http://tvtropes.org/pmwiki/pmwiki.php/Main/TropesAreTools) you know. I'd rather have a functional symmetrical layout than an unbalanced or broken asymmetrical one.

Quote from: "Galaxy Sisbro"
Oh, and consider removing the lower clouds. That would make the blue texture below the airman tiles less obvious. Use some 3D floors as well.
If I'm not mistaken there should be an off-white cloud texture somewhere in the core. It's often used for skyboxes specifically like this one that like to suffer "Cloud Butt Disease". Just find the texture and replace the blue, simple enough. Oh, don't use the pure white texture, as the difference in shades will easily be distinguished.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Knux on December 09, 2012, 11:13:25 PM
Quote from: "Galaxy Sisbro"
> enough duel maps in this map pack.
Goodness, listen to yourself.

By the way, the other reason why I didn't include the Pipis is because they're distracting. I'd much rather have people concentrate on a match over an easter egg, which is why I'm considering removing the secret in TOMX.

Why 3d floors, by the way? Where? They're annoying to implement and I don't see how I could use them outside of the two bridges in the map.
Quote from: "Galaxy Sisbro"
Oh, and consider removing the lower clouds. That would make the blue texture below the airman tiles less obvious. Use some 3D floors as well.
Yeah, I'll probably do this. I felt something was visually weird, and this is probably it.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Blaze Yeager on December 09, 2012, 11:17:35 PM
Just ran through the map Knux. I find it to be far superior over the gigantic eyesore of the original AIRX.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Galaxy Sisbro on December 10, 2012, 11:02:09 PM
The blue texture overlaps some sections of the stage, not only the clouds. Using 3D floors is the only way-to-go here. I mean, more specifically, those platforms leading to the inner area. You can either do that or just use Airman tiles all over the place, but it would look really bad that way. anyway, if you're persistent about not using 3D floors, do it.

I don't find the Pipis as distracting as they're supposed to be. They just make the map a bit more interesting with them flying around. And if they were distracting, then there are far worse things, such as the tellies in Heatman stage. But I'd like to agree that easter eggs are overrated.

You didn't need to put a wall of text, Smash. I just somehow mixed up things and I should feel wrong and bad. what I meant is, a lot of remixed maps are symmetric. Some of them are just symmetric maps with one or two small sections changed. Of course, one of the factors that makes a map fun to play is variety. Something that most of the remixed maps lack.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Duora Super Gyro on December 10, 2012, 11:17:17 PM
I like this stage alot more then the original. I really do like it, but it could use some 3D floors in areas like where Rain Flush is and Drill Bomb. But I like th railing and the little edge sections u have.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Knux on December 11, 2012, 12:06:18 AM
...Oh, now I see what you guys are getting at. Yeah, that is actually a good idea. Going back up with Beat when falling in there can be confusing and there's little time to do so. I don't feel the same way about the Rain Flush platform, but... eh. Might as well.

EDIT: Done and done. I also rearranged a misplaced Thunderbolt. Oops!

By the way, if Proto Buster is banned in Duels, then I don't want it in the map. A list of what's banned in Duels would be great.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Donutyoshi on December 11, 2012, 01:08:27 AM
If anyone had to ban stuff for gamemodes.

There's probably be a script to replace them with different items for gamemode friendly.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Knux on December 11, 2012, 04:51:07 AM
Quote from: "Donutyoshi"
If anyone had to ban stuff for gamemodes.

There's probably be a script to replace them with different items for gamemode friendly.
Well, from what I understand, these things are banned in Duel:

- Proto Upgrade
- Treble
- M and E Tanks
- Time Stopper
- Junk Shield?

Also, this is the first time I hear of such a script. Though that's probably because I didn't care much for Duel until this map.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: SaviorSword on December 12, 2012, 04:59:34 AM
Treble and Junk Shield are not "officially" banned, however they are considered as very disruptive to a competitive game. Ya also missed out on Super Adaptor as a banned item/weapon.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Knux on December 12, 2012, 05:51:57 PM
Well, I wouldn't place Super Adaptor in a duel map anyway. Gives one person too many advantages.  :ugeek:

The problem is what to replace Proto Buster with. Unless I find the fabled script which Donutyoshi mentioned, I can't think of placing yet another weapon. Bass Upgrade might be too much, and I want Air Shooter to be useful. Maybe another W Tank? Or, if the MM8 expansion comes out before the new CSCM (which is most likely), there will be a lot of other possibilities. Like Astro Crush Thunder Claw or maybe Flash Bomb.

Anyway, I promised some Starman X, and Starman X it is.

After Launch Octopus. *runs from torches*
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Hallan Parva on December 12, 2012, 07:06:31 PM
why not

another Leaf Shield





most of the weapons on that map are in pairs anyway
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: SmashTheEchidna on December 20, 2012, 04:13:39 PM
Oh hey, could I perhaps borrow the spring sprites in CSCM32?
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Knux on December 20, 2012, 07:28:49 PM
I don't think that's a problem, Gizmo. Just credit them.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Donutyoshi on December 22, 2012, 10:49:04 PM
May be too soon, but I'm thinking of updating Dawgmang and Shedowh Mang Meowmix to use the v3a stuff.

Because uh sure, why not?


Oh and I'll get to the screencaps of every CSCM + remixed map too.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Knux on December 22, 2012, 11:53:16 PM
I better get to doing those map descriptions. Though I'll only do the remixed maps. It's more fitting if the people who made their CSCM map add their own descriptions, such as what were they thinking when they made it and what inspired them.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Flandre Scarlet on December 23, 2012, 04:03:48 AM
Ok, I have returned from the grave. to give the living haircuts
I've heard something about the blood rain in CSCM13 being turned into normal rain, and, due to how long I've been out, I might have missed other things related to that map and CSCM18.
Just in any case, I kind of PREFERED the blood rain (since it's a vampire-ish map after all), but I see no problem with normal rain. It's not something to make too much of a deal. And I also heard people saying it was changed because it was too unrealistic... Well, it wasn't a rain of gibbed imps, so... yeah
Also, I must ask - are these maps still being hosted on an average basis like they were before?
And, are you (Messatsu) still accepting map submissions for the CSCM pack?
(If he doesn't see this message, I rephrase it:
And, is the responsible for the CSCM pack [Which I assume it's still Messatsu] still accepting submissions for the pack?)

That is all. I'll make sure to check this more frequently, and I'll try to keep in touch with the community as much as I can. Or as much as I feel like, because TF2 Man... TF2. Why must it be so good? <3
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Knux on December 23, 2012, 04:11:11 AM
Yes and yes, Flanny. It's hosted as often as always, and maps are still being accepted. Although with v3a out, every mod and map pack will need or have changes. So yeah, this is probably the best time to submit maps. It's good to see you again.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Flandre Scarlet on December 23, 2012, 04:30:29 AM
Well thanks for the quick reply. I'm on vacation from school (staying at home though.) and currently working on a map, but I'm doing it at a steady pace so everything goes out right, but knowing this brings me extra motivation to work on it.

Once again, thank you.

EDIT:

Nevermind the map is bad and I'm prolly going to not do any other map ever again.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Reemu on December 27, 2012, 04:29:30 AM
Okay, with v3a out with new weapons and support items, feel free to change weapons and items in your maps for the next CSCM update. Remember to send your updated maps to Messatsu. Also, Cloudman and Crystalman are open for Remixed maps since they got in the core, feel free to make them !
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Kapus on December 27, 2012, 04:40:43 AM
Quick, someone send in the original MM7CLO and MM5CRY as remixed maps.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: SaviorSword on December 29, 2012, 09:22:36 PM
Quote from: "Kapus"
Quick, someone send in the original MM7CLO and MM5CRY as remixed maps.
Or release those maps in a MM8BDM classics map pack. I've already gotten premission to do so, it's now up to me to get off my lazy butt to get'em together.
Oh, I do intend to release all maps from v1a to present, so it'll be quite a huge pack.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: GameAndWatcher on December 29, 2012, 09:39:49 PM
^I was hoping to do that myself, are you going to just re-use the vanilla music, or use 8-bit remixes or something?
EDIT: Please tell me you are also adding Cut Man Alpha and Guts Man Alpha.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: SaviorSword on December 29, 2012, 10:59:15 PM
I'll be usin' vanilla music, but I don't have Cutman Alpha or Guts Man Alpha. If I did, I might consider addin' them.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Davregis on December 29, 2012, 11:23:10 PM
Quote from: "Flandre Scarlet"
Ok, I have returned from the grave. to give the living haircuts
I've heard something about the blood rain in CSCM13 being turned into normal rain.
Just in any case, I kind of PREFERED the blood rain (since it's a vampire-ish map after all), but I see no problem with normal rain. It's not

The thing was that it was quite morbid for the rest of us :L
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: fortegigasgospel on December 29, 2012, 11:52:36 PM
Quote from: "SaviorSword"
Or release those maps in a MM8BDM classics map pack. I've already gotten premission to do so, it's now up to me to get off my lazy butt to get'em together.
Remember permission was already given by Mike to Dood that he/someone could remake the old Wily's Hideout 2 into Sonic Man for the DOS expansion. We just need to do that.
But yes we were specifically told we HAD to make more changes other then tile set so it will be different from the one that got replaced.
Juuuust saying cause of that post though I don't know if that map applied anyway.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Knux on January 18, 2013, 07:22:43 PM
I'm currently doing MM6CENX with Jaxof's assistance, but that's not why I'm posting.

I was going to ask if you guys would rather have Nemz's WW2 Air Man tiles in the remix over the ones used in the core. I'd place them, but I need both Mess's and your opinion on it first.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Beed28 on January 18, 2013, 08:19:06 PM
Currently updating some of my maps to include MM8 weapons and items, and fixed an annoying shaft error in MM2QUIX where it "pushed you in another direction slightly" while falling from the darkness room. MM2DW2X has some authentic changes, and the lifts on the top floor are now sticky. The Super Adaptor platform in MM2BUBX has been slightly raised again and an error where the "ceiling" right above it wasn't scrolling has been fixed. Also, YD Bubbleman can swim happy now.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Messatsu on January 18, 2013, 08:41:39 PM
Quote from: "Knux"
I was going to ask if you guys would rather have Nemz's WW2 Air Man tiles in the remix over the ones used in the core. I'd place them, but I need both Mess's and your opinion on it first.
I'm okay with it, but remember I still haven't greenlit it for replacing AirX just yet.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Knux on February 11, 2013, 08:22:56 PM
Okay, where to begin...?

Ever since people kept map voting every time MM6CENX came up (myself included), it always bothered me. Considering that the map used an unique gimmick that separates it from other maps, I felt that it was a waste of effort to use it on an extremely open, symmetric layout. And so, one day, I started brainstorming for ideas for making a more enjoyable layout.

Long story short, Jax and I worked on a new version of the map. With Messatsu's help for a shiny new water script, I'm happy to announce that the map is ready for public testing today. There are some things that aren't set in stone, such as the room north-center of the map (with Dust Crusher) and the bonus music which won't be in due to file size. So, enjoy and post comments!

Jump into cold water! (http://www.mediafire.com/?zto66ebgqtphhhi)

There are three references to The Power Fighters in this map. One should be obvious, the other is tricky to get, and the last is completely hidden. Try to get them all.  :ugeek:
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Zard1084 on February 12, 2013, 03:05:39 AM
Knux I like this map of yours!
I look forward to it!
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Knux on February 13, 2013, 12:51:29 AM
Look forward to what? It's right there.  :| And it's not mine only.

In other news, I'll probably try making Guts Man Remixed on Friday night. I already have something to mold it from, so it shouldn't take too long.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Gumballtoid on February 16, 2013, 07:00:00 PM
If my name is still down for it and there's still time to complete it, I'm going to try to finish up Blizzard Man Remixed. If need be, I'll scrap what I've got and start from scratch.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Knux on February 17, 2013, 12:57:45 AM
Besides you and Flanny, there's no other interest in mapping for this right now. You have plenty of time, as far as I know.

And no, I do not count.  :ugeek:
Title: I should look into using haxxy 3D floor water for SHA08...
Post by: Shade Guy on February 17, 2013, 02:28:01 AM
Do you enjoy Software visual errors? Neither do I, but MM6CENXmkii is no stranger to them. (Beware, spoilers contain screenshots.)
(click to show/hide)
There's more, though they all follow the general trend of 'wrapped midtextures stretching into the sky from certain angles'. You should be able to fix these by 'pushing in' the water midtexture by...Any amount, really. Just make it so that the midtexture isn't on the very edge of the linedef, as it is currently. (I had to fix this problem in a few of my SHARP maps.)

Now for some other visual things that bug me.
(click to show/hide)
The waterfall should look better without the black bit at the top. Change the offset to 32 or something.
(click to show/hide)
Here, it appears that you caught on to the black bit on the waterfall not looking too good (leading me to think that the waterfall shown in the previous screenshot was the result of an oversight), but still, I think it would look better without any black at all. Change the offset to 32 here, as well.
(click to show/hide)
The texture used on this column appear to be misused; generally (or at least following MM6CEN), it should only be used in underwater areas...When this area isn't underwater. The solid blue colour used at the top of the column doesn't look to good either, since the column itself is rather large. That is, it doesn't seem right to use a single-colour texture over such large space.
(click to show/hide)
The use of water in these two screenshots doesn't sit right with me either; it's hard to explain, but having two sides to the 'wall' of water doesn't look too good. Kinda gives off the sense that the water is a box, or something. Anyway, I would suggest editing these areas so they look like the other 'walls of water'; only one side visible.
(click to show/hide)
This is an underwater area, but there is a clear view of the sky...? Doesn't really make sense to me.
(click to show/hide)
The wall textures are used a bit oddly in the map in general, but this is the most glaring spot. I think it would look better here (and everywhere else in the map, too) if the dark green lines, well, lined up. Otherwise, you get this mess.

As for the flowing water around the map, it may look better if you used a variant of the waterfall texture similar to how Toad Man uses it, instead of just using CWATER with a scroll texture script. Especially in the Flash Bomb area, because the normally static CWATER texture doesn't look right when it's scrolled that fast. On the subject of water, the reverse waterfall is interesting, but is reduced to a novelty since it just takes too long to climb. Increase the force of the Thrust Thing Z linedef action by a bit.

But enough about the visuals, and on to the most important thing in a map: the layout. The layout is a bit odd, since it appears to be constructed of several symmetrical bits pasted together. That said, there's nothing wrong with areas having their own symmetry, but the way all the areas are put together doesn't sit right with me (I'm a bit of a aesthetic nut; proportions and the like can bug me to no end). The map seems weighted to the right, with the area with Arrow Upgrade being much larger than the area with Flash Bomb on the other side. To 'balance' the map, you could probably expand on the Flash Bomb room, and add another path connecting that room with the Screw Crusher ledge.

I also noticed that the upside-down water gimmick that you called a "unique gimmick that separates it from other maps" was only relegated to one room, which is off to the side. But I suppose it's best to limit use of a gimmick like that, instead of using it in excess, like how it was in the old MM6CENX.

Regardless, it's already an improvement over the old MM6CENX. But really, that isn't saying much, and I wouldn't aim to just be better than that map. That type of thinking sets the bar of quality too low, you know?
(Also, looking at the map in DB2, there are two Yashichis.)
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Knux on February 17, 2013, 02:49:15 AM
Shade, I appreciate you taking the time to review the map. Most of the texture errors have been fixed by Mess, excluding the water walls which I'll get to fix following that tip you posted. I was already aware of that happening as I built it while on Software mode. Thankfully, it doesn't happen on OpenGL. The reason I kept the gimmick to one room is just what you thought it was. I hate abusing gimmicks. In fact, I was seriously considering having no gimmicks at all in this map if possible, but it turned unavoidable, I guess. The reason there are two yachishis is because one is used on the dummy sector of the water gimmick to make it work (ask Mess, I have no damn idea how that works) and the other is the hidden one, as usual.

That said, this line bothers me:
Quote from: "Shade Guy"
But really, that isn't saying much, and I wouldn't aim to just be better than that map. That type of thinking sets the bar of quality too low, you know?
No, excuse me. I put time and effort into this thing, unlike MM2AIRX which I made in just one day. I always took a 2-3 day break before coming up with a new room, and even more when I hit a block. There were two rooms which I deleted over three times until I was satisfied with the feel. Jax also gave me some of the layout ideas, so this isn't all my work. It's true that the map seems like it's leaning to the right, but I wanted to avoid a maze. The smaller I could keep things, the better. I didn't want to make a path from the Flash Bomb room to the Screw Crusher platform because I felt it was going to look bad. While I appreciate your review, ending it with something like that makes it sound like I'm just dicking around.
Title: Re: I should look into using haxxy 3D floor water for SHA08.
Post by: fortegigasgospel on February 17, 2013, 02:50:51 AM
Quote from: "Shade Guy"
Now for some other visual things that bug me.
(click to show/hide)
The waterfall should look better without the black bit at the top. Change the offset to 32 or something.
(click to show/hide)
Here, it appears that you caught on to the black bit on the waterfall not looking too good (leading me to think that the waterfall shown in the previous screenshot was the result of an oversight), but still, I think it would look better without any black at all. Change the offset to 32 here, as well.
(click to show/hide)
The texture used on this column appear to be misused; generally (or at least following MM6CEN), it should only be used in underwater areas...When this area isn't underwater. The solid blue colour used at the top of the column doesn't look to good either, since the column itself is rather large. That is, it doesn't seem right to use a single-colour texture over such large space.
All three of these are actually easily fixed by checking Lower Unpegged.
Quote from: "Shade Guy"
(click to show/hide)
The wall textures are used a bit oddly in the map in general, but this is the most glaring spot. I think it would look better here (and everywhere else in the map, too) if the dark green lines, well, lined up. Otherwise, you get this mess.
Also an easy fix but this time with Upper Unpegged.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Knux on February 17, 2013, 03:12:30 AM
Well, have this in the meantime:
(click to show/hide)
I didn't answer why there's a room with water and holes through which the sky can be seen. That's because I thought it was painfully obvious reality is distorted.  :|
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Shade Guy on February 17, 2013, 03:26:43 AM
Quote from: "Knux"
While I appreciate your review, ending it with something like that makes it sound like I'm just dicking around.
Apologies, what I meant to say was that being better than the old MM6CENX isn't much of an achievement because of how bad the old MM6CENX was. The additional comment was merely discouraging the type of thinking that 'it's good enough if it's an improvement', and not an implication that you had this in mind. If the comment was insulting to anyone, it would be to T3H_PL4Y3R >_>

As for the concerns about size, another potential layout suggestion would be to decrease the size of the right side of the map, if possible. That is, you could scale down the underwater room with Spark Shot and Gemini Laser, shift the Arrow Upgrade room to the left, and maybe even remove the area with the fountain with Treble Sentry at the top. Doing so would balance out the map, and if the Bubble Lead room was directly connected to the Gyro Attack side of the Arrow Buster area, it would potentially remove both issues I mentioned about the 'two sides to a wall of water' thing.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Knux on February 17, 2013, 04:00:53 AM
Quote from: "Shade Guy"
As for the concerns about size, another potential layout suggestion would be to decrease the size of the right side of the map, if possible. That is, you could scale down the underwater room with Spark Shot and Gemini Laser, shift the Arrow Upgrade room to the left, and maybe even remove the area with the fountain with Treble Sentry at the top. Doing so would balance out the map, and if the Bubble Lead room was directly connected to the Gyro Attack side of the Arrow Buster area, it would potentially remove both issues I mentioned about the 'two sides to a wall of water' thing.
I plan to do something about the north-middle room (the one with the two pillars) because Jax and I thought it was the most boring one. But when I do, I'm gonna try to do that suggestion. To be honest, the room with Gemini Laser and Spark Shock feels more like filler compared to the rest of the map, and I really wouldn't mind it gone. Not to mention that having a room full of water and one with water going up and down side by side feels a little weird, even for a place with distorted reality.

Welp, off to work on Dun Dun Remixed.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Knux on February 28, 2013, 07:19:47 PM
Ohei, double posting.
(click to show/hide)
It's here, finally. Using YD's scrapped RNCQUI layout as a base (with permission), MM1GUTX is ready for some testing. Note that some things may change in the final map. The music is something I wanted to get away with, but the map will use the CW version when and if it goes into CSCM. The area with Fire Storm is probably going to change as well. I also just noticed that I mistakenly left two Tangos in the cave. That's definitely getting fixed.

You guessed it, MegaTwerp! (http://www.mediafire.com/?uszcb9z9dyxnspr)
Title: Trust me, I'm experienced with recycled content.
Post by: Shade Guy on March 16, 2013, 10:09:25 AM
This has probably been thought of before, but it has not properly been addressed as far as I can see. To be honest, I don't really care, but it seems like the most logical thing to do...So, I'll just put it out there.

Merge content from the Powered Up expansion with CSCMR.

I would post this in the Powered Up expansion thread, but it is equally as relevant to CSCMR as it is to Powered Up. Plus, this is the more active expansion of the two.

Let's face it; the original MMPU expansion is obsolete. MM8BDM v3a, along with the inclusion of MM8 content, has taken the better parts of Powered Up; brand new maps for Time and Oil, plus revised versions of Time Slow and Oil Slider (and even a new Oil Man skin). So, what to do with the original Time and Oil maps? Slap on the Remixed label, replace the textures with the ones provided in MM8BDM v3a and include it in CSCMR; reduce, reuse, recycle.

And what about the other maps in the Powered Up expansion? Consider including them in CSCMR as replacements. Generally, the PU counterparts are better than the Remixed counterparts, and a few of them follow the general concept of Remixed maps to boot; MMPFIR features those fire pillars, which are not included in MM1FIR. Same goes for MMPELE with the vertical electric traps. MMPGUT would have to get the shaft though; Knux has already shown a relatively finished MM1GUTX, which appears to be an improvement over its Powered Up counterpart (amusingly, this map is also recycled). Since CSCMR is all about community input, you could even make a poll or something, and let the vocal minority community decide.

As for the other content in Powered Up; Roll skins, bosses...Unfortunately, they don't fit. Not all content can be recycled, after all. I suppose Energy Balancer and Roll Swing could still be included (and even a version of Time Slow with arrows if people are feeling petty). The Charge Upgrade however, is definitely made redundant by the Laser/Arrow Upgrades. Even Roll Swing could be replaced in maps by either Slash Claw or Flame Sword (or any melee weapon, really). And hell, if people want Roll skins that badly, a Roll skin pack could be released or something, I don't care.

Now, I admit that I am generally against the idea of quantity over quality, which may not add up when I suggest adding Time and Oil to CSCMR, but keep in mind that this suggestion focuses more on replacement than addition. Take MM1CUTX, for example; replacing it with MMPCUT would be an obvious improvement. I merely think adding MMPTIM and MMPOIL as Remixed maps is just too hilarious to pass up, considering they were the original versions of these maps.

Apologies if this has already been discussed by the Powered Up team in private. If this idea has already been set to be included, I will instead pretend that I had the idea first. Thank you for your time.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Emmanuelf06 on March 17, 2013, 06:53:47 AM
Damn ! mm1gutx est really a nice map ! Love the level design and....the GUTSMAN REMIX ! (from iwao) =D

need to play this map with TLMS soon :)
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Knux on March 17, 2013, 07:00:46 AM
I'm waiting for Thursday so I can get to making the changes it needs, as well as making changes to my other remix maps.
I'm looking at you and your huge ass, laggy layout, MM5WAVX.

Now, about the PU maps. And this is assuming they'd get in here:

- MMPBOM is essentially the same as the remix, just in bite size. I don't call any shots here, but I'd like to see one Bomb Man map that isn't entirely symetrical. Otherwise, widening the passages a bit would be fine.
- MMPCUT has a lot of jumping, IIRC. It gets annoying at a point, but the layout is otherwise very nice.
- MMPICE could use a way to go back up from the place with water and frozen palm trees to the bunker above other than the teleporter, just for flow. People that fall there encountering opponents in the underwater hill above are usually trapped.
- MMPFIR the fire pillars get in the way so much that it makes certain paths not worth traveling. If instead, they were used to block worthy pickups, it'd be fine. Then again, I don't remember what items/weapons they guarded as it's been a while since I played DM on PU maps.
- MMPELE: Maybe add rails to the path outside the teleporter (and in said balcony too) to people don't accidentally run backwards to their deaths.

With all of that said, I'd feel bad calling PU obsolete. I remember beating the campaign on my first try, accidentally getting the secret boss fight I didn't knew existed and beating him, and dying a lot on that final boss. I had fun and have good memories of it, despite the few flaws that didn't really ruin the experience.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Messatsu on March 18, 2013, 04:27:32 PM
I really have no intention of merging CSCMR with Powered UP.  The primary reason is I intend for CSCM to be a map pack without weapons or other compatibility limiting items so that it can be used on any mode.  In addition, PU has enough in it at the moment that I believe it still warrants its own release.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Hallan Parva on March 18, 2013, 04:56:31 PM
Also, your idea was hideous in that it involved using core textures...


What, do you all just hate NemZ or something?
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Donutyoshi on March 18, 2013, 08:47:51 PM
What? Scarlet Devil Mansion, Dogman, Herman, and Goldman used it's own textures.

Shutup about the part with the teleporters.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Knux on March 27, 2013, 04:16:33 AM
I wasn't really going to post this here, but eh.
(click to show/hide)
MM10COMX is ready for everyone to play. Although the name says it's a remix, I never really intended it for CSCM. It's more of a way to say it's not the official map, and something I did for fun. Regardless, here it is. Thanks to Lego for helping with the sandstorm scripts.

Get it here! (http://www.mediafire.com/download.php?p7fa9977q8jjo6s)

Some things to notice, though. If you're under any ceiling that has the sky on it, the sandstorm will affect you. Anywhere else (black ceilings), you'll be unaffected. Also, the music may be a bit loud despite my effort of lowering it's volume in Audacity, so just turn down the music volume a little if it is. Finally, make sure you have Fog ON so you can see the cool fog effect during a sandstorm. It's under Options > Display Options > OpenGL Options > Preferences (make sure to play the map in OpenGL if you can).

Originally posted this in the classes topic by accident. I dun goofed, son.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: CStar7 on March 29, 2013, 10:13:53 PM
Wow! Very nice! A professional looking map if I do say so myself!

Are you planning on doing any more?
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Proto Man on March 30, 2013, 06:47:33 AM
When the sandstorm activated I experienced more storm than sand.  But other than that, great map, great remix.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: CStar7 on March 30, 2013, 11:34:40 AM
It's not a whole lot like Commando Man's stage, but the effect looks stunning in OpenGL!
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Rozark on March 30, 2013, 06:17:55 PM
Quote from: "CStar7"
It's not a whole lot like Commando Man's stage

No, it just has Commandoman tiles and a sandstorm.

Anywho Knux, I already gave feedback about placement of Beat Support/W tanks (At least I know assist layouts, maybe :I).
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Knux on March 30, 2013, 07:18:48 PM
Usually, when I release maps here for people to play, they change in one way or another for the final version. So there are things you aren't seeing yet!
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: CStar7 on March 30, 2013, 10:40:10 PM
I was referring to the sandstorm.

And sorry for not being exactly as clear as I should be.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: MagnetMan497 on March 30, 2013, 10:43:34 PM
Just played the map and I like it alot. My main gripe is that there is a real lack of health and energy, but other than that it's pretty good.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Knux on April 01, 2013, 08:43:33 PM
Yeah, I thought there was enough, but it does feel like there's a lack of ammo/health. Gonna try to fix that.

By the way, I don't think I'll do MM5STAX anymore. The layout idea was kinda crappy, so if anyone wants to try, go ahead. I do plan on doing MM3DW1X sometime though. Remember I ripped the unused level textures in case someone wants to do a level that wasn't done in the core (though most are Wily/Cossack/Mr. X stages).
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: CStar7 on April 02, 2013, 08:19:47 PM
I am working on a remixed Galaxy Man map, and would like to ask a few questions.

First, how do I make it so that the map has controlled gravity?

Second, how do I make it seem like a standard DM map?(vicsongs, fraglimits, etc.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Rozark on April 02, 2013, 10:32:52 PM
You could contact Messatsu for his fancy script of scriptness which takes care of those things.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: CStar7 on April 03, 2013, 01:50:29 AM
K. Will try.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: CStar7 on April 03, 2013, 03:19:44 PM
Thanks for the suggestion, Rozark.

I got the info I needed, so I guess that's it!

So yah.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: CStar7 on April 06, 2013, 10:22:45 PM
Ok, guys. I've got something really exciting....

My first map! Galaxy Man Remixed!

Not sure if I want to submit this to CSCM, it still needs some work.

EDIT: I removed the Download link because it's linked to my Dropbox and I'm fixing it. So, yah.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: FTX6004 on April 06, 2013, 10:33:13 PM
Please stop dubble posting.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: CStar7 on April 06, 2013, 10:34:01 PM
Quote from: "FTX"
Please stop dubble posting.

Sorry about that.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: FTX6004 on April 06, 2013, 10:40:37 PM
But i din't like the map anyway it seems bad for getting astro crush to easy i don't think good maps has it,
i wonder if someone can make MM10NITX i will love him.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: CStar7 on April 06, 2013, 10:42:29 PM
I can move it to a different location. Forgot it's one of those "power" weapons.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: FTX6004 on April 06, 2013, 10:49:57 PM
Yea the teleporters were bad too looks wierd but i think in the mm9 expansion will have those teleporters actors?
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: CStar7 on April 06, 2013, 10:51:01 PM
I wasn't sure how to link textures together, as to switch them quickly. I tried, though, to no avail.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Knux on April 06, 2013, 11:52:59 PM
FTX, don't backseat moderate. Just use the "Report Post" button if you think it's that bad.

I'll try that map a little later. If no one posts, I'll edit this one.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: CStar7 on April 07, 2013, 12:40:17 AM
If everyone thinks that it's that bad, I will improve on it, and make it better.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Knux on April 07, 2013, 02:14:11 AM
I'm just going to say that although it's good practice, that map is currently unplayable. There's just so much wrong with it that I feel like talking to you over Skype and help you learn the ropes of mapping in general. You do seem to at least know how some things work, which is good.

Let me know if you want some help. You can also check the tutorials, although there's none about balance and things like that.
Why isn't there one yet!? D:
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: CStar7 on April 07, 2013, 02:21:45 AM
Thanks for the encouragement, Knux.

I'll revisit that map and make it better. Can you list the problems that you found, and maybe a few screenshots?

Oh, any help you can give me would be very helpful!
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: fortegigasgospel on April 07, 2013, 03:29:36 AM
The lack of walls, the skybox, the size, the lack of weapons/weapon choice, the teleporters.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Knux on April 07, 2013, 03:42:24 AM
Already helping him with it, Gospel.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: CStar7 on April 07, 2013, 05:20:08 PM
Thanks to Knux, my map will go through vast testing and improvement. Hopefully, the changes I make will turn my map into a worthwhile experience.

You can expect to see a shiny, new map popping up on this forum in the next few days.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Knux on April 07, 2013, 07:56:16 PM
So, MM3TOPX. It was done about a year ago, but I never posted it. This map belongs to Reidakk, and I mapped it for him because he doesn't know how to use DB2 well. We could use some feedback, so here it is:

http://www.mediafire.com/?w0tb0p11lubfeae (http://www.mediafire.com/?w0tb0p11lubfeae)

Updated it recently with v3a stuff, too.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: CHAOS_FANTAZY on April 07, 2013, 08:14:16 PM
Let me go on the board as saying I liked the TOPMUSX in the Remixed Music Pack better.

Anyways, looks pretty nice to me, actually!  The platforming is fairly fun and nothing too tricky or annoying.  You could have been quite devious indeed with those spinning tops, but you did the right thing.
I like the general theme of "Melee Brawl" the map has, with pretty much every melee weapon available, but Arrow Buster is an outlier because of that.  That one's designed to be too strong from too far away.

Also, not every cliff is really a cliff.
(http://img29.imageshack.us/img29/6334/screenshotdoom201304071.png)
This shot was taken from the cliff by the Charge Kick.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Knux on April 07, 2013, 08:25:57 PM
Whoa, and here I was sure we checked every single pit. Good find.

Jaxof7 made the Top Lifts. Reidakk chose the music since it's his map, but I also like it over the one in the pack.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: CStar7 on April 08, 2013, 02:46:49 PM
I just tried the map. I ABSOLUTELY LOVE IT! Great design!

Good Job! :)
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Knux on April 08, 2013, 05:02:44 PM
I need to check those pits. I'd like to add a prop too, and make a change to the E-Tank/Eddie platforms. Just need to ask my bro first, though.
1515 posts is a nice number.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: xColdxFusionx on April 09, 2013, 01:13:52 AM
+ The Top Lifts are a nice touch. Make the map feel more like... well... Top Man.
* The Top Lifts feel kind of slow, especially considering the weapons they lead to compared to the ones in the open.
- The music offends my ears greatly. I'm sorry, but I'd prefer something of a higher quality...
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Knux on April 09, 2013, 01:19:18 AM
Hey Chaos, I just checked the pits and they seem to work just fine. There's no sectors drawn in either Charge Kick corner (yes, there's two places with it), so you must've had some kinda invincibility on, or some random bug happened. But they should all work. It's nice to have someone testing pits, though. Just look at Junk Man. :P

I think the slow speed of the tops is fine, since it's not a long ride. Don't know about changing the music, it's not my map. Though I guess I can try to improve the quality.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Celebi on April 09, 2013, 05:05:13 AM
Surprise I tested something!

(click to show/hide)
Also the pits are broken Knux. If you have invun and walk on the pit, when it runs out, you won't die.  If you jump and touch the pit again, you will die. (This CAN happen since you have 2 eddies in the map, and skull barrier could happen.)

Also...
(click to show/hide)
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Knux on April 09, 2013, 03:16:32 PM
How did you get stuck on the tops? I never had that happen. Pretty sure the pits aren't broken, but I'll check again. Thanks for the Skull Barrier note.

Whoop, those stairs are spies.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: CStar7 on April 16, 2013, 07:18:30 PM
Here comes Galaxy Man Remixed!!!

It's been totally changed: everything from the weapons, layout, and much more.

For those who have weird texture issues, (specifically in the skybox) I recommend using OpenGL graphics instead of Software.

I'd like to thank Knux for giving me suggestions, assisting me with the map, and the music.

EDIT: I've decided to start working on another project, so I probably won't be working on this one anymore. If you still want to try it, then PM me about it. BUT BE WARNED!!! This map has it's bad points.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Knux on April 16, 2013, 07:24:49 PM
Yeah, it still has issues. I told you what they were, but it's better if other people give you feedback, which is why I suggested posting it here.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: CStar7 on April 16, 2013, 07:34:24 PM
Well, I'll still improve it. Anyone who has any issues for me to fix, let me know. I'm kinda stumped!
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Messatsu on April 16, 2013, 08:18:43 PM
Well, here's my commentary on the map

On the positive side:
+ The map looks properly constructed.  There aren't any out of place textures Well, the ground and sky textures in the skybox are a bit weird, but hey...it HAS a skybox...you have no idea how much this is just outright ignored on new maps.

On the negative side:
- The layout is fairly basic.  This in itself isn't a bad thing, but it just makes the experience rather dull.  If you are newish to mapping, then this is a good starting point, but the map definitely needs to be more than just a box with platforms to really get people excited.

- The low gravity gimmick is interesting (Though the ACS should be combined into a single script, or just change the MAPINFO for gravity), but it doesn't really suit Galaxy man since his stage never had a low grav gimmick. On a side note, It lacks the teleporters that ARE in his stage.  Granted this requires some knowledge in decorate/ACS to actually do, but it's hard to call the map a 'remix' when it doesn't really do anything that Galaxy Man is known for.

On a whole, it's a basic map but it's a start.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Linnie on September 09, 2013, 09:50:55 PM
I have to ask, is this still alive? I just realized nobody has posted in here, and I've been pestering Messatsu about a map without noticing that the thread had died.

If it is dead, I just need to know so I can focus on something else, and if it is then I apologize for pestering Messatsu.


Just in case it is alive, I'll post my submission, which is just an updated version of my SMB2 map from a few months ago. I completely revamped the cave portion of the map to make it larger.

http://www.sendspace.com/file/x48kge (http://www.sendspace.com/file/x48kge)

I should probably put this update in my map thread, but I'll wait until I get a yes-or-no answer on whether CSCM is still being updated. Again, if it's not then I apologize for pestering.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: OtakuAlex on September 10, 2013, 06:20:07 PM
Quote from: "Linnie"
I have to ask, is this still alive? I just realized nobody has posted in here, and I've been pestering Messatsu about a map without noticing that the thread had died.

If it is dead, I just need to know so I can focus on something else, and if it is then I apologize for pestering Messatsu.


Just in case it is alive, I'll post my submission, which is just an updated version of my SMB2 map from a few months ago. I completely revamped the cave portion of the map to make it larger.

http://www.sendspace.com/file/x48kge (http://www.sendspace.com/file/x48kge)

I should probably put this update in my map thread, but I'll wait until I get a yes-or-no answer on whether CSCM is still being updated. Again, if it's not then I apologize for pestering.

I sure hope it's still being updated, this is my favorite map pack and I plan to eventually try giving some maps of my own once I make one that I'm happy with. We probably don't have much to worry about though since projects like this usually continue to be updated since there's an entire community dedicating their work to it, right?
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Knux on September 10, 2013, 07:42:43 PM
Actually, from my understanding, we don't have enough maps to warrant an update. Which is why this has been inactive for months. I have quite a few maps I've done for this, though. From what I remember, I have submitted:

- MM10COMX
- MM1GUTX (made from the old RNCQUI by YD)
- MM6CENX II
- MM5WAVX II
- MM2AIRX II
- MM6TOMX II
- CSCM26 Update
- New CSCM map (from the previous Christmas expansion)

There's probably one or two I'm forgetting.

EDIT: Found it, updated the list.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: fortegigasgospel on September 10, 2013, 11:36:04 PM
Well I don't think the maps have even been updated for V3 at all, so they are missing new MM8 stuff aren't they?
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Knux on September 10, 2013, 11:39:22 PM
All of mine have V3 stuff in some manner, but the rest of the pack is probably untouched. Then again, there's no need to give everything v3 stuff just because the core updated.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: fortegigasgospel on September 11, 2013, 12:43:09 AM
But if the rest is untouched, means nothing has V3 stuff, even the maps that could probably use them.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Knux on September 11, 2013, 12:46:49 AM
I didn't make myself clear. I meant that it's a good idea to update CSCM with v3, but not necessarily all of it.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Messatsu on September 11, 2013, 02:17:57 AM
Should be the next thing I do after I finish Pirate Man's map for v4a.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Knux on November 14, 2013, 11:57:45 PM
I know I posted this before. It's complete now, though. You may now call me "your highness", and not in the good way. ;D

CSCM09ecks

http://www.mediafire.com/?j783bld3sxbe05g (http://www.mediafire.com/?j783bld3sxbe05g)
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Knux on November 26, 2013, 08:38:28 PM
I have to wonder if people even look at this thread anymore. Anyway...

The new MM1ICEX is completed! Get it here! (https://www.mediafire.com/?r268cgqn8hmpo73)

Featuring music from RushJet1's MM1 Remade album! Credits to the guy for making such an awesome remake of the MM1 track.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: OtakuAlex on November 26, 2013, 09:12:20 PM
I still look at this thread. Also, I have an idea for a map, but have no experience mapping, click the spoiler if you want to hear it.
(click to show/hide)
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Knux on November 26, 2013, 09:35:37 PM
That's the kind of map that would look best in the environment of a soup bowl.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: OtakuAlex on November 26, 2013, 10:40:49 PM
Quote from: "Knux"
That's the kind of map that would look best in the environment of a soup bowl.

I'm not sure if this was meant to be an innocent joke, or an insult, but it made me LMFAO.
And yeah, I probably have only had that map idea in my head due to the fact that I always complain about small maps and also seem to enjoy maps with lots of hazards. Anyways, it's a dumb and hilarious sounding idea, but I just felt that I should mention it seeing as how this is a thread for a map pack.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: -Daiki-TheOni on November 27, 2013, 02:33:54 PM
Quote from: "Knux"
I have to wonder if people even look at this thread anymore. Anyway...

The new MM1ICEX is completed! Get it here! (https://www.mediafire.com/?r268cgqn8hmpo73)

Featuring music from RushJet1's MM1 Remade album! Credits to the guy for making such an awesome remake of the MM1 track.

Of course, I look this everytime someone posts something, but I dont want to play your cool maps until the main WAD is updated :3 (and it will be for v4 or so ¿right?)
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Knux on November 27, 2013, 04:33:24 PM
See, that really defeats the purpose. When the map pack is released and there are complaints, you'll all have to wait a long time for fixes because the feedback came late.

Cutstuff, plz.

Care harder.
(click to show/hide)
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: -Daiki-TheOni on November 27, 2013, 07:41:52 PM
Quote from: "Knux"
See, that really defeats the purpose. When the map pack is released and there are complaints, you'll all have to wait a long time for fixes because the feedback came late.

Cutstuff, plz.

Care harder.
(click to show/hide)

I never have complaints about maps, all the maps I play look good to me, every map has his "touch", an that thing of playing all the maps when the update comes well... when I play a lot of new maps, I feel more happy (and I,m bad at feedback anyways) also, thats Bombman Remixed? I,m sure will look prety cool when finised.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Linnie on November 27, 2013, 08:57:02 PM
Hey, I was considering making a CSCM Legacy pack, but can't find any versions of the pack besides the current one. Does anyone know where one could find such?
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Korby on November 28, 2013, 09:54:10 PM
one word post go:

why
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Balrog on November 28, 2013, 09:59:12 PM
Yeah, I don't really see a reason for something like that to exist. This needs updated to be compatible with v3b, anyway.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Messatsu on November 28, 2013, 10:51:39 PM
Quote from: "Balrog"
Yeah, I don't really see a reason for something like that to exist. This needs updated to be compatible with v3b, anyway.
Yea, working on it slowly.  Got a handful of maps and updates to go through, plus adding all the v3 items to all the maps.  Bunch of work.  On a side note, I think a Legacy pack makes no sense right now.  Up till now, the only maps removed have gone to the core anyway.  And maps that are removed are going to be either replaced or have been requested to be removed to be replaced in the future.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Linnie on November 29, 2013, 12:30:25 AM
Oh, I didn't know, I had figured a map pack at V5 would have had a lot of older versions. If there haven't ever been any notable changes to any of the maps, though, then yeah, I suppose a Legacy pack wouldn't be necessary.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Goomba98 on December 19, 2013, 01:36:16 AM
Also, the monitors in Green Hill Zone conflict with the boxing gloves in Spring Man's stage.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Russel on December 19, 2013, 07:50:13 PM
Fixed, will forward to Messatsu when he plans on updating again.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Goomba98 on December 21, 2013, 12:50:16 PM
Also, can you change the thunder effect in Scarlet Devil mansion to be more like the one in Myroc Hats Dis Map from 2nd Coop? I despise the current one as it's not really consistent with the official mega Man games, and the sound used is intended more for the earth shaking.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Rozark on December 21, 2013, 04:55:05 PM
I feel like that's more of a personal preference than an actual.. problem?
I don't find anything wrong with it myself..
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Goomba98 on December 21, 2013, 07:25:04 PM
At most, I find the sound and the slow flashing wrong.
EDIT: Actually, just change the sound to that of the Thunder Bolt weapon. Then it'll be similar to the lightning in the original MM5's Proto Castle map.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Fr3akGamer on January 09, 2014, 09:53:01 PM
GRAVITY MAN REMIXED!! MM5GRAX!! I CALL IT!!

I'm going to use a remix I made myself. I think most of the remixes in Complete Works are shit.

I will start building tomorrow! If anyone wants to join me, feel free to ask!
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Knux on January 09, 2014, 10:38:51 PM
Quote from: "Fr3akGamer"
I'm going to use a remix I made myself. I think most of the remixes in Complete Works are shit.
Regardless, your map will have the complete works version of the music because Mess wants them in. Nevermind the music, though. I hope the map isn't a square or a gigantic football field.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Messatsu on January 10, 2014, 01:14:53 AM
Well, one of the original goals was to use the complete works music in whichever stage they existed.  However, if it's a song you wrote yourself I 'might' make an exception.  It's very quality dependent though so no promises.  Mapping and music can be quite subjective, so what I say is final.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Fr3akGamer on January 10, 2014, 11:17:44 PM
Okay. In that case, guess I'm using the Complete Works version.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: MusashiAA on March 27, 2016, 10:13:05 PM
Going to bump this thread to let you all know that a patch that only fixes 2 way teleport crashes was just released for this map pack: missing textures and whatnot are still missing and whatnot. Now I don't think anybody really intents on reviving this map pack project at all, but the demand for making it possible to be hosted came from the desire of preservation and nostalgia, rather than to revive and update the map pack with changes. For those interested in hosting this for whatever reason, load this after the map pack.

http://www.best-ever.org/download?file=dogman-telefix.pk3

To be safe for BE hosting, please use the CSCM modification that was used for Mapchella: it removes MM5CHAX (the supposed reason as to why CSCM was blacklisted on BE). This fix takes that modification into account. Also something about being careful with MM2DW2X.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Russel on March 29, 2016, 01:31:39 AM
CSCM wasn't added to BE's blacklisted wads because of MM5CHAX. That simply cannot be true unless it crashed with bots, as there aren't any scripts in that map specifically that would cause errors. And even then, if mods crashed with bots I don't think it would necessarily warrant blacklisting.

Personally, I think CSCM was blacklisted from BE because of the ACS it's loaded with. It has a script that kicks players who use SR50. Said script has no warning to the player using it and can be regarded as abusive of the function used to put it together.

The following listing was decompiled from CSCM.o from the acs directory in cscmremix-v5b.pk3 using ListACS:
(click to show/hide)

As you can see by this listing, CSCM used to make use of ConsoleCommand in a manner that could be considered abusive by the developers of Zandronum and the supporters who maintain Best-Ever. As a result, the wad was blacklisted.

======================

If you're going to update CSCM for use on BE servers, it'd be best to know your facts before removing or revising content unnecessarily.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: MusashiAA on March 29, 2016, 04:41:27 AM
The patch in question doesn't change content at all beyond fixing two way teleports: no further change was made, nor any change that heavily or passively compromised the original integrity of the map pack. The modification of CSCM for Mapchella that removed MM5CHAX and renamed the pk3 file did in fact also remove the script that kicked people who used SR50, as mentioned here (http://www.cutstuff.net/forum/viewtopic.php?p=302939#p302939).

When I asked (I didn't make this by the way, I requested it to Jax and discussed about it with Celebi if you wanted to know) why MM5CHAX was removed, I was explained that MM5CHAX might have possibly been blacklisted because of an unexplainable(?) crash that involved bots, which is or was an issue shared with the core version of the map, which in turn prevents or used to prevent bots from entering specific areas of the map: perhaps BE reacts to this automatically by blacklisting servers that crash in such fashion. This and the anti-SR50 script were the suspected reasons for the blacklist back in 2014 for Mapchella, and as such both were removed from the original v5b pk3 for safety reasons. The patch takes that modified pk3 into account.

Nothing was radically changed with this patch, it only fixes compatibility issues with two way teleports so the maps are playable for current versions of Zandronum: it's the alternate version of the pk3 that has the actual changes, and so to be as safe as possible for BE hosting, Jax took that pk3 into account. If MM5CHAX has no merits to be removed, it could be as simple as updating the patch to take MM5CHAX teleports into account, if there were any in the first place.

EDIT: IIRC, you can't host on BE with the original blacklisted pk3, so there's also that: the patch is for the secret alt pk3 that CAN be hosted on BE, which also coincidentially removed one of the maps. If we wanted to make hosting possible while also keeping MM5CHAX, then we would've just released an update...which really isn't something any of us should do except those who originally managed this map pack. Just a humble patch that works with what we've got.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Messatsu on March 29, 2016, 04:39:18 PM
Quote from: "Lego"
Personally, I think CSCM was blacklisted from BE because of the ACS it's loaded with. It has a script that kicks players who use SR50. Said script has no warning to the player using it and can be regarded as abusive of the function used to put it together.
As I'm sure you can tell from the script, the SR50 kick is NOT automatic but rather must be toggled on by the server admin.  There's also a warning function in case the admin does not wish to kick players, but would rather know when it was occuring.  I put this in back in the Roboenza days when SR50 really could break that mode by giving some players a speed advantage.  I'm fairly certain that kick function doesn't work now anyway since there's a native ACS function for it.  Actually, that's stupid when you think about it.  Said function is 'abusive' so they put an ACS command to do exactly that,   /eyeroll.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Upsilon on May 20, 2016, 12:25:11 AM
Why hasn't this been updated to v4c yet? I know it takes time, but you're taking an ETERNITY with it!

Not to gripe though.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: MetalMasher on July 05, 2016, 01:27:35 AM
great map map! love it! but, this map pack can be played in v4c? oh and some maps, for example herman map crasher after a while playing, why this happens?
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: ice on July 05, 2016, 02:36:27 AM
The crashing most likely happens because of the teleporter changes, Musashi posted a patch for that a few posts ago that fixes it by adding it after the map pack

Quote from: "MusashiAA"
http://www.best-ever.org/download?file=dogman-telefix.pk3
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: MetalMasher on July 06, 2016, 11:12:52 PM
Quote from: "ice"
The crashing most likely happens because of the teleporter changes, Musashi posted a patch for that a few posts ago that fixes it by adding it after the map pack

Quote from: "MusashiAA"
http://www.best-ever.org/download?file=dogman-telefix.pk3
Thanks man! you helped me much!
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: MetalMasher on April 16, 2017, 06:33:47 AM
Going to bump this thread to let you all know that a patch that only fixes 2 way teleport crashes was just released for this map pack: missing textures and whatnot are still missing and whatnot. Now I don't think anybody really intents on reviving this map pack project at all, but the demand for making it possible to be hosted came from the desire of preservation and nostalgia, rather than to revive and update the map pack with changes. For those interested in hosting this for whatever reason, load this after the map pack.

http://www.best-ever.org/download?file=dogman-telefix.pk3 (http://www.best-ever.org/download?file=dogman-telefix.pk3)

To be safe for BE hosting, please use the CSCM modification that was used for Mapchella: it removes MM5CHAX (the supposed reason as to why CSCM was blacklisted on BE). This fix takes that modification into account. Also something about being careful with MM2DW2X.
Bumping here Because the link expired, please, fix the link.
Title: Re: [Maps] CS_CM Pack. V5c + Remixed maps RELEASED! 8/31/17
Post by: DarkAura on September 01, 2017, 12:36:08 AM
IT'S HAPPENING! AFTER 5 YEARS OF WAITING! [Exclamation3.txt not found]

CSCM+REMIX V5C DOWNLOAD! (http://www.mediafire.com/file/pdk9k8n2thup328/CSCMRemix-v5c.pk3)
(click to show/hide)
Map Cards will be missing some information that I haven't found while I was tending to this pack. Music replacements/updates are possible provided that the maker of that map, if still in the community, approves it.

MM6TOMX wasn't included in this pack as the file was corrupted when I tried to open it in DoomBuilder.

One last major note for anyone who wants to host this pack: MAKE SURE THAT MM1DW2X, MM2BUBX, AND MM2DW2X ARE REMOVED FROM THE MAP LIST WHEN PLAYING ANY MODE THAT INCLUDES A COPYWEP LOAD-OUT! (CBM, UNHOLY, ETC.) There is a very nasty bug that involves using Lightning Bolt around the portals that are used in these stages that can and will cause the game to crash. Fixing the bug is something I cannot do as it would involve making replacement actors from the core and that'd ruin its compatibility with other mods.

If ya have any music info that I missed, have access to a non-bugged MM6TOMX map from a previous build, or other problems come up, PM me or poke me on Discord to let me know.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Beed28 on September 01, 2017, 01:15:02 AM
MAKE SURE THAT MM1DW1X...

Actually, it's MM1DW2X that has portals. MM1DW1X shouldn't have portals, at least, not when I last checked.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Xhatahx on September 01, 2017, 11:07:20 PM
So... what if I want to contribute a map to the pack? Who do I send it to, so they can judge it?

I don't know if it's good enough, but what the heck, might as well try.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Rozark on September 02, 2017, 02:38:32 AM
CSCM is dead and its spirit lives on within JAM.
There's no real reason to submit to this pack anymore.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: fortegigasgospel on September 02, 2017, 10:18:53 AM
So long as you don't make the mistake I did and forget to submit your map piece.
Title: Re: [Maps] CS_CM Pack. V5b + Remixed maps RELEASED! 8/13/12
Post by: Messatsu on September 03, 2017, 12:00:30 AM
CSCM is dead and its spirit lives on within JAM.
There's no real reason to submit to this pack anymore.
I think you're completely misunderstanding the original point of this map pack.  The maps submitted didn't have to be great or anything, they just needed to be playable and not horribly broken.  The bar for entry was low to allow new mappers to build their confidence as well as observe how players behaved in their maps.  A way to learn basically.  A common critique was that the quality of the maps didn't stack up against maps made by other folks (Ex. Ivory) and I always felt that was an entirely unfair expectation as you can't expect new mappers to be as talented as someone who's had more experience and it fundamentally missed the point of the pack to begin with. Hell, Korby submitted some crappy maps just to see if they were going to be accepted.  Yea, they were since folks actually did play them (why, I have no idea) and my initial impression was he didn't' know how to map.  Note to self: People are jerks on the internet.

That being said, I do think that combining the Remixed maps should not have been combined into this pack.  The standards should have been higher there.  From my own experience, Ice remixed was a good way to learn, but it's really far too large of a map and thus isn't really a good map for much of anything except hide and seek.  Something like that belonged more in the CSCM side of things.  Oh well.

The point I'm laboriously trying to get to is that the standards here aren't supposed to be high.  If JAM is a new map pack, it probably has better quality maps overall at this point.  (dunno, couldn't find a link) I think that would probably be a better goto for folks who don't want to put out an entire map pack and new mappers can learn to test the waters with CSCM.  Or if an experienced mapper wants to try out a new idea that may not work well in another pack.

Last thought for DarkAura.  Probably best to split out the Remixed maps and purge the crap from there.  I'm sure the standards could be raised to make some very interesting takes on the classics now.
Title: Re: [Maps] CSCM Pack. V5c + Remixed maps (Under new management)
Post by: Rozark on September 03, 2017, 12:53:51 AM
I think you're completely misunderstanding the original point of this map pack.  The maps submitted didn't have to be great or anything, they just needed to be playable and not horribly broken.  The bar for entry was low to allow new mappers to build their confidence as well as observe how players behaved in their maps.  A way to learn basically.  A common critique was that the quality of the maps didn't stack up against maps made by other folks (Ex. Ivory) and I always felt that was an entirely unfair expectation as you can't expect new mappers to be as talented as someone who's had more experience and it fundamentally missed the point of the pack to begin with. Hell, Korby submitted some crappy maps just to see if they were going to be accepted.  Yea, they were since folks actually did play them (why, I have no idea) and my initial impression was he didn't' know how to map.  Note to self: People are jerks on the internet.

I'm not misunderstanding anything, you've told me all of this before. If anything, you don't quite fully understand what JAM is.
They're friendly events built by the community, for the community. Unless a map is completely unplayable, the map is generally accepted into JAM provided it follows its respective event's guidelines. I'd say that's a pretty similar entry bar to the one you've provided.

That being said, I do think that combining the Remixed maps should not have been combined into this pack.  The standards should have been higher there.  From my own experience, Ice remixed was a good way to learn, but it's really far too large of a map and thus isn't really a good map for much of anything except hide and seek.  Something like that belonged more in the CSCM side of things.  Oh well.

The Custom vs Remixed split really should happen. Remixed's quality (outside of off the top of my head MM5CHAX) was significantly less than Custom's quality by today's standards. You were trying to do that before you gave up on everything, so at least to me, hearing this is nothing new.

The point I'm laboriously trying to get to is that the standards here aren't supposed to be high.  If JAM is a new map pack, it probably has better quality maps overall at this point.  (dunno, couldn't find a link) I think that would probably be a better goto for folks who don't want to put out an entire map pack and new mappers can learn to test the waters with CSCM.  Or if an experienced mapper wants to try out a new idea that may not work well in another pack.

(click to show/hide)

Jam has existed since mid 2014, first hosted by SmashBroPlusB using a modification of one of my ideas, now hosted yearly-ish by Freeman, I find it hard to believe that you couldn't find a link. Do note that there's a brief update coming soon to fix things that weren't foreseen by Jam4 but that's Freeman's thing.
I don't absolutely hate CSCM, in fact, I have quite a bit of nostalgia for it as it was one of the three major packs that got me into mapping. However, it's an aged relic that has a nearly 1:1 identical replacement these days. The major (and only notable) difference between the two is that JAM is event based whereas CSCM people can enter anytime and not follow the aforementioned event rules. The point was that the spirit of a "Community Pack" has shifted from CSCM to JAM. There's much more I can go into here about ethics and entertainment, but this isn't about that right now.

My recommendation is to focus on updating broken mechanics or textures in the maps rather than trying to layout overhaul or replace them. If you decide to go with the latter, you're better off starting from scratch and salvaging the cream of the crop. +1 to splitting apart Customs and Remixed.

P.S. When's Dogman Remixed
Title: Re: [Maps] CSCM Pack. V5c + Remixed maps (Under new management)
Post by: Messatsu on September 03, 2017, 01:50:52 AM
I'm not misunderstanding anything, you've told me all of this before. If anything, you don't quite fully understand what JAM is.
You aren't wrong, really had no idea what that was.  However, the difference between event maps and standard map pack is kinda big I would think.  I think with that noted, that there is merit in keeping something like CSCM around.

The Custom vs Remixed split really should happen. Remixed's quality (outside of off the top of my head MM5CHAX) was significantly less than Custom's quality by today's standards. You were trying to do that before you gave up on everything, so at least to me, hearing this is nothing new.
Ah, I should clarify.  I'm not involved in this any longer, so whatever I say here is just my opinion and has no weight on what actually happens.  The split comment was more directed at DA than anything else.

P.S. Dogman Remixed would be hilarious, someone should make that happen. +1
Title: Re: [Maps] CSCM Pack. V5c + Remixed maps (Under new management)
Post by: Gummywormz on September 03, 2017, 08:58:51 AM
Jam is a rare event, requires direct collaboration, and limits freedoms with its gimmicks and time constraints. Its not really the place for a brand new mapper (especially if they are new to the community as well) to join in. CSCM is a good place for initial entry.

Not to mention various issues and drama.
Title: Re: [Maps] CSCM Pack. V5c + Remixed maps (Under new management)
Post by: Dr. Freeman on September 03, 2017, 05:16:45 PM
Jam is a rare event, requires direct collaboration, and limits freedoms with its gimmicks and time constraints. Its not really the place for a brand new mapper (especially if they are new to the community as well) to join in. CSCM is a good place for initial entry.

Not to mention various issues and drama.

Cool. I'm not here to argue against CSCM. I think it's incredibly outdated but if people want to put a map in it, that's a-ok. Would probably also make it less outdated as a result.

I am here to say however that Jam hasn't required direct collaboration since the 1st jam, the other 2 simply take map pieces ala FTM, just without the contest entry and people directly make the pieces. I don't know how much of a gimmick I'd call map pieces since from what I've seen a number of mappers work better when they have a base to begin with. Though Bond was more gimmicky than PBJ.

However, I do want to say the number of first time mappers that have showed up in all the jams so far. Jam 1 was the first time map for me, Gumball, Galactan, and I'm pretty sure Hilman (not 100% sure on that one). PBJ was a first time mapping for Ceridran. And the recent Jams Bond was the first map made by Jatea and while once again not his very first, it's the first completed map I've seen from Brash Buster as well.
So saying that Jam is not good for first time mappers isn't exactly true.

Also I would be interested in hearing what drama has arisen from Jam this whole time? Because I've heard absolutely nothing since I've run it. Though probably in a PM so this doesn't clutter the CSCM topic.

That said, I'm also +1ing Dog Man Remixed.
Title: Re: [Maps] CSCM Pack. V5c + Remixed maps (Under new management)
Post by: Xhatahx on September 03, 2017, 05:39:02 PM
Well, I set off this debate, so might as well join in.

So why did I think about sending a map in? I missed JAM earlier this year because I thought it would be too daunting. Then DarkAura came along, resurrects this map pack (not sure, but that seems to be his thing), and I thought "Well, there's a chance to make a map without having to make a map pack!"

I think JAM is a great idea, a map compo where everybody gets an idea on where to start based on the map pieces given, although being annual and having restrictions on level design has its drawbacks.

I also think CSCM is a great idea, a map compo where anyone can submit a map, at pretty much any time (with some judging system to weed out the shit maps) but it's probably a dead project with very low interest. Such a shame.

btw, I've already sent my map in to DarkAura. Only time will tell what happens next.
btbtw, +1 to splitting the pack.
btbtbtw, I'm eating popcorn.
Title: Re: [Maps] CSCM Pack. V5c + Remixed maps (Under new management)
Post by: DarkAura on September 03, 2017, 10:46:35 PM
The main reason I salvaged this and the No Constancy Expansion and brought them back to surface was to re-make it to the point where it could, once again, be accepted by the community and played as much as all the other maps. Yes, all these maps were battered by the sands of time, but by bringing them to everyone's attention, they could all be revised by those who made them. All the new possible gimmicks that can be devised as well as the host of experience that the map authors have gained or the past years can be utilized to make their map's less simplistic and more complex. As Gummy said, CSCM is a safe haven for new/in-experienced map makers. It's a way for them to show off their creativity without the fear of the more serious criticism that other collaborative map packs function on. They can then look back on them in the coming years and say, "I know how I can improve this." I know this is coming from someone who hasn't done a lot in terms of originality for more than that time-frame, but I personally hope to achieve exactly that feeling, especially in mapping. Heck, I might end up pitching a map for this at one point because of this. I'll possibly end up achieving the exact same thing for CSCAT which is the same thing, but for the game's weapons.

Splitting the pack, I can absolutely agree on. Since the Remix maps have a higher quality than most of the CSCM maps, it's better to keep them separate.

In terms of judging maps and such, I personally believe I can't do that. My main concern is that I can't really explain the reason why I would reject it. I can be flat about it and say that it's too small, too open, too claustrophobic, lack of weapon variety, among other common criticisms, but of course I'd never be flat with a decision like that. It's a combination of that, the possibility of the submitter's persistence, and the concern of whether or not the submitter will challenge the logic behind my judgement. I'd be more comfortable having a select few to help with judging.

I'll release both of the packs separately once I get a few decisions out of the way for the maps currently in them.
Title: Re: [Maps] CSCM Pack. V5c + Remixed maps (Under new management)
Post by: Xhatahx on September 04, 2017, 09:49:30 AM
DarkAura, you earn my cookies.

But now there's the problem of judges, or more accurately, the lack thereof. I volunteer to be one, but more are probably needed; I'm just one guy with one opinion.
Title: Re: [Maps] CSCM Pack. V5c + Remixed maps (Under new management)
Post by: Watzup7856 on September 08, 2017, 01:11:36 AM
Can I have the honor of making Dogman remix?
Title: Re: [Maps] CSCM Pack. V5c + Remixed maps (Under new management)
Post by: DarkAura on September 08, 2017, 01:32:47 AM
Sure, go for it!
Title: Re: [Maps] CSCM Pack. V5c + Remixed maps (Under new management)
Post by: Watzup7856 on September 08, 2017, 02:44:18 AM
So I found 3 things that should be fixed.

The first thing is that nextmapping from CSCM28 to CSCM29 gives you an error saying CSCM029 doesn't exist. Probably just a compile error.

The next thing is that you can walk through the rails here

(click to show/hide)

The last thing is that these windows are not impassible, which if you fall through you can't get out.

(click to show/hide)
Title: Re: [Maps] CSCM Pack. V5c + Remixed maps (Under new management)
Post by: DarkAura on September 10, 2017, 05:08:37 PM
Hotfix to get some of the major things out of the way.

CSCM v5c-h1 Download (http://www.mediafire.com/file/pq2mmgfmzh8yxmo/CSCMPack-v5ch1.pk3)
REMIX v5c-h1 Download (http://www.mediafire.com/file/gobc9bc5p368egc/RemixPack-v5ch1.pk3)

Big change is, of course, the pack split. CSCM and REMIX are their own separate entities as REMIX is a more serious map-pack compared to CSCM.

Another update is that CSCM17, which is the Buster Rod G. map, was moved to REMIX as MMWTBRGX and the empty spot in CSCM is currently filled with a new map by Xhatahx.

Other changes include bug fixes and remedying screw-ups.