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Projects & Creative / Re: Let's Get Dangerous
« on: April 15, 2016, 09:09:43 PM »Quote from: "Rozark Kyouko"
Enjoying V4? Yay? Nay? ;_; Anywho, here's some fun news.(click to show/hide)
I ran out of non-meme wii shop channel remixes, which is nice, because I can start posting things like this.
THE RABBIT'S BURROW
ISSUE FOUR
OPENING
Hello fellow reader. Although RozpackV4 was released roughly four months ago, progress on 4.5 has begun. A few of you may remember a "Gold" standard I had planned to bring; something of a competitive split. I dissolved this idea and instead decided to incorporate it into any future maps I make, starting with Expansion III. For those of you who don't know, this involves me "deeply" experimenting with capsule and weapon arrangements, potentially making dangerous combinations of maps that only masochists would enjoy. The average user will still be able to enjoy them, this expansion (and to an extent, some of the last expansion) is just more of a treat towards competitive players. I'm here today to showcase that 4.5 is approximately halfway finished - to share with you what I have done so far as a bit of a teaser. The general premise of V4.5 is to fix any noteworthy bugs V4 created (looking at you IRI02 beds) and to introduce the third expansion of maps while fixing a few maps that I'm no longer happy to have. Today's newsletter will go over Crisis Valley (Roz05), Inferno (Roz07), The Digital Experience (Iri01), and A New Challenger (Iri11). Let's begin!
CRISIS VALLEY
Something that bugged me with this map was how I couldn't decide what to make of the caves. They're there. They're important for cover. Involved interaction. The V4 update brought this map a new front yard to distinguish itself from the backyard along with a teleporter. This update is the second half to that update, bringing a notable change to the side path and the cave itself.
The pool now connects to where the giant needle cannon pillar is now. Utilizing 3D floors I've created the original side path into more of an upper area while still retaining a bit of a lower area. This now connects to a new cave sidepath which in turn leads into the redone interior in the next screenshot.
The jump pad that was once there is now gone (the other one still remains). In that cave pool of water is just a low weapon energy and the only big health on the map. That's it. Catching your opponent in this room should be quite a treat, however this may be thwarted by the new rush coil spawn the map now holds, acting as a shortcut to reach the 3D floor above.
INFERNO
This is Roz07. Deserted Outpost is dead. This new map takes place in some hellish land rife with meteors crashing from above, none of which actually affect you (It's a skybox thing). Being rather small, this introduces something that hasn't been seen in awhile despite it being a common design point: symmetry. The map also feels quite punishing with its weapon selection and lack of big health.
Here's the exterior, complete with a meteor explosion.
Credit to Beed28 for the original textures in his Halloween map. I fancied them since they were originally used, so I'm glad they're used in another map. Here's part of the interior.
THE DIGITAL EXPERIENCE
This was not an easy choice to replace. Many memes were had on this map with its many Disco Filters. Its legacy will live on one day. But for now, I must retire the layout. I wanted something more arena like for this theme along with a nifty pulse effect - both of which have been accomplished in the new version. I present to you the new Iri01.
First off, there's only three light colors instead of four darker colors. The colors gravitate towards the center in a weak pulse-like fashion. There's also a new skybox. Secondly, as it's an arena map, there's 2 lines of symmetry. The size, so I've been told, appears to be reminiscent of Flashman despite me saying this is much bigger than Flashman Lego pls. The weapon set is also peculiar, consisting of "low tier" weapons exclusively. While the layout is different, I hope the visual effect and weapon layout is enough to make you come back and meme some more whenever you're feeling down. or up, it's always nice to have an Ultra-High
A NEW CHALLENGER
The first map I completed for 4.5. This is one nasty map, in a good sense. Fun Fact: It's the second part of the stages I had planned using this texture set. Besides being primarily a super intense map, I'm not sure what else there is to say. It's based I guess? There's symmetry? There's a one way drop down teleporter? There's more LaMulana? Yes to all of these.
The primary room holding "The most useful Thunderclaw peg ever created". Play around with it after release and you'll see what I mean. The canals are great for Water Wave blocking and when used from the upper platforms, Water Wave goes right over the canals when facing the right direction.
More of the interior of the temple and the receiving end of the one way drop down. There's waterfalls and stuff. Yea. Just an intense map.
SPRING FEVER
Due to the button, it's getting a unique layout for both TLMS and DM/Duel modes. In TLMS, the button hole is blocked and all doors are opened up. This is because, due to the nature of TLMS, you aren't always given a counter to someone being locked in the button room (Hyper Bomb exists right in front of it in the original setup). DM/Duel will retain the layout it is now with the button room being open.
CLOSING
To me, a lot of these feel like scary changes, like part of me has sold something off. I digress, I suppose I'm pleased with how this is turning out. This isn't quite a big update as compared to V4 (V4 had around 13 or so new maps and countless updated content while this is only 8 or so new maps) but I hope it's quite as anticipated as the previous version. Currently there's no ETA on completion as college continues to eat up my time, but considering I'm about halfway done I suppose it won't take too much longer. Oh, oh, I remember. ETA is approx 1-2 months after MM8BDM V5 is released. I'm waiting for the new weapons to settle down before I utilize them in my maps as, when 4.5 is released, it'll be sitting out for quite awhile. The final version of my pack won't be released until CoreV6, with a patch after that for CoreV7 weapons. I hope you'll still be around for the finale. In the meantime, I thank you for reading this and hope you look forward to playing RozpackV4.5! Feel free to leave feedback on what's mentioned here or on the current state of the pack in the comments!
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Some surprises are best to wait for until release.
Brownie points if you recognize this layout before then.
This looks very nice, Rozark. I look forward to playing this.