Pretty good, here are a few thoughts1.) Yup, prolly going to change the map names and titles going forward.
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
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?
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.Ah thanks dude. That makes sense. Much appreciated!(click to show/hide)
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.
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.
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.
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.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.
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.
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.
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.
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?
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:
And for the map, i am making an ice-fire forest map. from now i'm making some of the custom textures.
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*
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.
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.
Okay here's some feedback
Official maps are better.
SickSad's is the only one worth playing.
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?
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.
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).
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.
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.
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.
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*
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.
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.
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.
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.
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]
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.
KY? Kentucky maps? I'm confused.King yamato.
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.)
@Mr. X: The original MM4 Dive Man stage DID have death pits- In fact, near the Moby.
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.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.(click to show/hide)
The remixed maps MUST replace the official ones :D
[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
the teleporter to the clock tower
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!
Well, Skull Man's official map is a remixed Doom map, so I'm still saying it's awesome.
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.
Ice-IX: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.
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'm working on a CSCM... just not sure what to base it on. :mad:
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
-MM2DW1X- remove the lag-inducing clouds
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.
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.
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.
The new maps suck, mess pick better maps :/
Cenx is possibly one of the worst maps I've ever seen. Its way too big, 4 way symmetrical and has redundant weapons.
they're coded for DM and not for duels(so boss music starts at beginning of maps and eddie/mtanks/etanks appear)
That's what we're saying >.>
He needs to have higher standards, he's adding in awful maps.
I love Galaxy's map, it reminds me of Paper Mario. But the water should be instakill :/
Oh, and this pack sucks more ass than I could ever imagine.Then I would suggest that.
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.
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.
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.
You leave constructive feedback in how it could be improved.
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).
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.
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.Intentional.
On another note, Ballade Cracker, Rolling Cutter and Top Spin are very close to each other. Fix that.
Intentional.
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.
I'm going to say this now.this
Complaints about Symmetry are bullshit.
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.
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.
I'm going to say this now.Why? It's the same map, X2. I'd rather have a cool map than a boring map, no?
Complaints about Symmetry are bullshit.
I'm going to say this now.
Complaints about Symmetry are bullshit.
IRISBIT1 is totally 8-bit music. And i can assure you guys, that this music was used in a Rock Man 4 Hack.
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)
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.
:cool:
Except people like that map...?
Time to go make Outback Garden :cool:Dohoho, Olive Garden and Outback Steakhouse.
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.
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.
And there is skin for it? It sounds pretty darn cool. Map is looking nice too.Eh. I'd probably do both. But I'd probably tweak Shadow's map.
Next: Do Toilet Man's stage! :D
Nah. What about Magnet Man's next?
One question, who made DERPBOSS? Its an awesome songIt was made by RushJet1
Quote from: "Trollman"One question, who made DERPBOSS? Its an awesome songIt was made by RushJet1
I sorta found it while going around Famitracker's Forums
See the Bold PrintQuote from: "Blaze"Quote from: "Trollman"One question, who made DERPBOSS? Its an awesome songIt was made by RushJet1
I sorta found it while going around Famitracker's Forums
And the name is...
See the Bold Print
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.
Hmm. Somewhere in there, I forgot to brutalize Ring Man X. That'll come later, I guess.Ooh, me first!
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.
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 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.
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:godmoddingjumping off someone's head.
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.
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...
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 colorsQuote 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...
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.
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.
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.
Ok so, here's what I will do: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
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.
4 - And a basement maybe? :3
'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.
AAAAAAAND, Here's changes.(click to show/hide)
Lol, that was a joke on my part. (Though you can pull out a "pro" e tank camp there, hehehehe.)
Well, I've finished "Outback Garden."
I'll be submitting it later.
Olive Steakhouse. I mean, cmon, it's not even possible to get Mirror or Gravity.
I love when people keep trying to get it. Then I can shoot them. :D
There's an impassable linedef blocking you from the weapons.For now, it is a map a little random lie the "Olive Steakhouse", right? Either way, looks good.
I guess I can probably show this. Not much is bein' shown anyway.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.(click to show/hide)
Think of it as Olive Steakhouse's brother.
I may or may not submit more "restaurant" maps.
Can you sepereate the remix and normal pack? They're getting way too big
There's an impassable linedef blocking you from the weapons.
I guess I can probably show this. Not much is bein' shown anyway.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.(click to show/hide)
Flanny, I used the SDM gate, don't be mad... >.<
Don't add blue and red starts! Go and delete them. Blue and red starts are only for CTF game mode.
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.One thing: mow the grass. There's so much, so much that the frame rate drops to the same level as Plantman's.
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.
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.
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
For twenty bucks I'll mow it for you. :p
QuoteDon'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
I still have no idea why there are ladders leading to Skull and Wind in FiremanX when you can't even use them.
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.
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.
lrn2superjumpThis.
Quote from: "Kenkoru"lrn2superjumpThis.
Except you can't reach the top with super jumps, Ken, and you know that.Korby replied it.
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.
Holy shit, the best map in the pack got even better!?
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.
I'd like to make MM4TOAX.
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!
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.
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.
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.(click to show/hide)
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.
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.
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.
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.
Oh, actually, Kapus did Spring Man remixed already. Slash Man and Freeze Man are also done.
Guys, what remixed map (Robot masters) should i do? I can't decideMr. 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).
MM4 Wily 1:
(http://img443.imageshack.us/img443/8621/wily41.png)
Wily 2:
(http://img339.imageshack.us/img339/8721/wily42.png)
Quote from: "CopShowGuy"MM4 Wily 1:
(http://img443.imageshack.us/img443/8621/wily41.png)
dunno how to fix the skybox cutoff but whatever.
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.I must personally thank you for using the other MM2 Wily Stage textures for mapping.
Screenshots:(click to show/hide)
Download: http://www.sendspace.com/file/e3wejc (http://www.sendspace.com/file/e3wejc)
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)
-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.
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.
-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.
-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 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
Beed, decide: It will be a Remixed map or a CSCM one? Depending of your selection the music will be 8 or more bits
Rule #1: The customer is always right.
Rule #2: Check Rule #1.
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.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?
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.
I Was just wondering, do you still want MM5CHAX and MM6PLAX? I think i still have them lying around somewhere... :|
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.
There's already a Freezeman Remixed.
...So I'm guessing I ninja'd you?Yes. Yes you did.
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.
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.
I still have to ask this.That was my fault actually... ._.
Why is it named Seaside Fotress?????
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.Oh cool. How did you got the maps?
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.
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!)
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.
Clearly my map is perfect because no one complains about it :cool:
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 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.
6. MM6TOMX is huge. I though we all toldKunxnot 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.
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.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.
Clearly my map is perfect because no one complains about itYour map is a massive improvement over Olive Stakehouse(that silly donut map). Well done, Korby!
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!
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.
Bubble Man Remixed is finished! :D I'll PM it to Messatsu now and see what he/she thinks!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.
Here's three teaser screenshots:(click to show/hide)
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.
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.
Hell yes.
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.
Apparently after awhile, the background gradually changes back to space in Ringman XAnd then I noticed that and felt like an idiot, but then thought that was a great concept.
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.
MM7SLAX:
A lot of the bushes and trees block my view. There needs to be more view of the outside.
the idea is to look like something you'd want to "slash" your way out of
Quote from: "SickSadWorld"the idea is to look like something you'd want to "slash" your way out of
Oh, if only you could...
"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 found two issues with MM4RINX so far:
This wierd grey circle was in the sky while it was changing to space.
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.
Tell me, though, how do you reach the Magnet Missile on top of the clock tower?
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.
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.
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).
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.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 inkillstealDM, 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.
YES! Thank you! Someone who DOESN'T like Outback Garden! Thank you so much.I only listend in for 15 seconds and was like, "Screw this"
Also, if there is ANYTHING at all I'd really want to go change in Olive Steakhouse, it'd probably beGravity HoldTango Roll.
EDIT: Also, Nu, it didn't have 7 channels. It had 8.
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 beGravity HoldTango Roll.
EDIT: Also, Nu, it didn't have 7 channels. It had 8.
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!
also somebody go make Eddie Factory for me.
It was my idea in the first place. (http://cutstuff.net/forum/viewtopic.php?f=27&t=1990&p=78377#p78377) Ah, whatever.
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?
And that one called Strange Castle.
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?
Layout is just a complement. I don't think is THAT necessary for map making.I will kill you where you stand.
He's referring to a layout premade, such as the ones SuperSmashBros+B makes.Not even close :p but thanks for remembering me!
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?
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?
Any progress on the famous treble shed?(click to show/hide)
Just a taste of what to expect.
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
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.
MM7DW3X
I think I might do MM5CHAX
MM3SNAXMing if i'll do that one?
Doubtfull. Atlest 80% of the CSCM maps have music with 5+ Channels.
ironic that I'm about to release a tmnt music pack todayIndeed.Quite ironic.
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, 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:
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:
That stage, it really, REALLY reminded me of Angel Island Zone.
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.
I'm thinking I should take all of the "iffy" maps and release them as a separate map pack, then [get criticism] on those.
Acually, I thought it was Aquatic Ruin Zone from Sonic II to be hounest.
QuoteAcually, 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
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.
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.
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.
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
Hardman X size. After all, Knightman lives in a castle. And castles should be big.I hope that's all sarcasm... :
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.
...
Fuck every other map I called, I'm working on Her Man X.
/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:
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:
Even to this day. Why nobody remixed Dogman's theme? So we can has Dogman XQuote 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.
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?
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
}
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.
CODE
CODE
CODE
CODE
Quantity has a quality all its own.I think I'm on TVTropes a bit too much... :p
— Josef Stalin
MM2AIRX - Copy Robot
MM3SNAX - Killer Chair
MM6FLAX - Nemu
I know Llama did MM7TURX, but I forget the current status of that.
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.
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)
Don't worry about music, it's already been pre-determined for all stages .
CSCM14: The pit with the indoors waterfall.
MM1DW1X: The entire spike pit.
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.
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)
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.
I made one inspired by Aquatic Ruin Zone. I don't know if it got accepted though.
Seaside hill it is ( if i ever get around to doing so) :PQuote 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.
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?
(click to show/hide)
Finally getting around to fixing this map up.
If that is supposed to be Fireball Deathmatch I will punch a baby.
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.
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.The stage alterations have yet to be tested in gameplay, so things are still quite subject to change.(click to show/hide)
How did you get the game too look like that.
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.
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.
Also, as a general note to mappers, please stop spamming 3D floors in your maps for no reason
Mr.X give me an example of such abuse of the 3D Floors. I'd like to see.
2 trains...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.
...
...
F**KING...
GENIUS!
awesome idea, yea...
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.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.
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 can provide full reviews of maps later, but now there's something I need to get off my chest.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.
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.
This pack was made for roboenza. It should not have been made for roboenza.Really? Because I sure as hell seem to remember this:
As such, most of the maps suck and have roboenza in mind.
"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)
2 trains...THIS, dammit, THIS!
...
...
F**KING...
GENIUS!
awesome idea, yea...
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)
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.
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.
I never designed my maps around roboenza.You rock.
In fact, I completly LOATHE roboenza, since it wouldn't work with bots.
I never designed my maps around roboenza.
In fact, I completly LOATHE roboenza, since it wouldn't work with bots.
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.
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 instead, you also threw constructive criticism in there, that would actually get things somewhere.
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.
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.
The best "new" mapper of this pack would have to be Roll Gravity Holds, by the way.
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.
Can someone update the CSCM map teirs list again?
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.
Yeah, but Charge Man Remixed would be good if it didn't have dem missing textures.
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
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?
I would love to see some more feedback on the altered levels and new levels.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.
By the way, why does it rain on CSCM13 now? Wouldn't it cause lag? And why is it disturbingly red?
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.
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.
this isn't a platforming game.
*pictures Clown Man trains driving on top of the Charge Man trains"
BRILLIANT
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.
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.(http://img694.imageshack.us/img694/1510/screenshotdoom201203052.png)
(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.)
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.
Engine fault.(click to show/hide)
I don't know if anyone mentioned it, but I'm sure everyone knows about it.I believe this is pretty much it.
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:
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.
Also, you should keep a list of the claimed remixed maps on the post.Well, so far:
...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:(click to show/hide)
Honestly, I think that looks horrible. Knux's simple railing with the blue looks so much nicer as a fence.(click to show/hide)
They should also extract the interior background from his stage, since the texture isn't in 8BDMQuote from: "Ice-IX"Honestly, I think that looks horrible. Knux's simple railing with the blue looks so much nicer as a fence.(click to show/hide)
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.
> long open pathwaysIt 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.
> tomahawks
Don't worry about that 3D ceiling. It's really, REALLY difficult to get on top of and there's nothing on it either.
Visual effect maybe?QuoteDon'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?
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.
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.
solutionI already thought of that. Bubble Man spikes should do the trick, and look out of place in the process. Not doing it.
cover the roof with spikes
What's wrong with Cossack spikes? ;)Quote from: "SmashBroPlusB"solutionI already thought of that. Bubble Man spikes should do the trick, and look out of place in the process. Not doing it.
cover the roof with spikes
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.
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.
script # (int which)
{
if(which==0){
SetActorState(ActivatorTID(), "Spawn2");
}
if(which==1){
SetActorState(ActivatorTID(), "Spawn");
}
}
Action 226 - Script Execute Always.
Script Number: #
Action 226 - Script Execute Always.
Script Number: #
Argument 1: 1
...SR50?
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.)
"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
Wait, I just remembered something. Does anyone remember this map?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.(click to show/hide)
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.
EDIT: I found a gripe to pick with on CSCM32, Green Hill Zone.Bweh heh heh heh. Another classic Beed moment...
...(click to show/hide)
Haven't gotten the new release yet, probably will soon, but I have a question.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.
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.
Because right now, it looks like bloodTo be fair, that's the point.
...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?
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.
by the way, I'd love comments on the new cscm27Another map with "Castle" on it.
by the way, I'd love comments on the new cscm27People like Slenderman.
holy nuts you've been gone for a whileI should go away again and see what else happens.
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
Glad you're back, but you're getting a bit off topic here.In that case, back to inexplicably inspired map making.
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!
by the way, I'd love comments on the new cscm27i dont care if this is too late, but slenderman hasnt been scary since i first found out about him.
EDIT: How about this track for SkullX? The current one is okay, but it sounds like christmas compared to this one!This. 3 times this.(click to show/hide)
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.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.... 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?
Did anyone realise the filesize is 66.6 MB? :shock:
This takes 66.6 MB of space.
Uhm.
MM3SHAX - DonutYoshiA 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.
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.
This takes 66.6 MB of space.My plan for world domination has faild
Uhm.
Fixed that for ya.Quote from: "Super64ds"This takes 66.6 MB of space.My plan for world damnation has faild
Uhm.
Imagine if that happened in Possession.
Decent map I gotta say, but there are a few thin's that could use a fix/change.- 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.
-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.
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.I'm sorry but I could not disagree more.
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.
> enough duel maps in this map pack.Goodness, listen to yourself.
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.
If anyone had to ban stuff for gamemodes.Well, from what I understand, these things are banned in Duel:
There's probably be a script to replace them with different items for gamemode friendly.
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.
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
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.
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.
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.
Now for some other visual things that bug me.All three of these are actually easily fixed by checking Lower Unpegged.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)
Also an easy fix but this time with Upper Unpegged.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.(click to show/hide)
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.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.
It's not a whole lot like Commando Man's stage
Please stop dubble posting.
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.
That's the kind of map that would look best in the environment of a soup bowl.
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.
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)
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.
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.
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.
http://www.best-ever.org/download?file=dogman-telefix.pk3
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 packThanks man! you helped me much!Quote from: "MusashiAA"http://www.best-ever.org/download?file=dogman-telefix.pk3
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.Bumping here Because the link expired, please, fix the link.
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.
MAKE SURE THAT MM1DW1X...
CSCM is dead and its spirit lives on within JAM.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.
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.
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.
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.