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Maps / Re: The Nexus Pack
« on: January 18, 2012, 10:03:15 AM »Quote from: "Mr. X"
The coding in your mapinfo is broken somewhere because it gives me a bunch of errors when I try loading it. That's why there's no music and jumping is weird.How exactly are you loading it? Because whenever I put it through the MM8BDM luancher, it works just fine.
As for the MAPINFO, it's a direct copy-paste of Ivory's code.
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Quote from: "Mr. X"
As for the maps themselves, my general complaints are...Sorry if I'm getting defensive over your C&C, but it's just how I am when it comes to anything I make.
-You seem far more focused on visuals than the maps themselves. Super FX may look like the original Star Fox but as a map, it's a boring field with a bunch of random shapes thrown about. Hex is...well, a bunch of hexagons with different heights. It's just boring. Blocks n Bits looks visually impressive but the lag and the layout kill it as a DM map. Satellite is just a bunch of hallways with lots of similar rooms that ooze confusion. What may be boring looking to you may be interesting looking to someone else.
-Some of the maps just feel like they're there to fill out the roster. I mean, with Octagon and Junkyard Hell, were you really thinking how well they'd play in the game? Both maps just seem very plain and there didn't seem to be too much thought put into either of them (or Hex). Just because it's simple in design doesn't mean it can't be a good map. Yes, these maps offer little cover, but this encourages a frantic style of play where the player has to constantly be aware and really have to fight to stay alive. These maps were made to change the pace a bit from other DM maps, by making it all about the player.
-The CTF maps all suffer from long hallways with no cover. These hallways are absolutely perfect for camping. For Sealab 20XX, it shouldn't be too hard to fix but Corridor 2.0 and Satellite are both completely designed around these problematic hallways and I can't see a simple fix being possible for either. I realize this, and it was something that plagued me in the playtest portion of the maps. However, this can always be counter-acted by teammates simply using good teamwork, which is the main point of CTF.
-The map flow in some of the maps is really bad. Both Ice Lab and Mesa have indoor sections with two areas to enter for each. With so few ways to enter the center area, you've set yourself up for incredibly drawn out battles with players stuggling to find one another. Ice Lab is the biggest offender and the outside area is completely pointless as it's far more boring than the inside. I'll admit that the outdoor portions of Ice Lab can make the smaller sized matches more cumbersome than they need to be. But the main intention for that map is to be used in larger sized matches.
-There's lots of dead ends in Ice Lab. You'll want to have as few as possible. Not sure if I agree with this. While it may disrupt flow, it certainly creates the feeling of a building which was what I more designing towards.
-The item selection...yeah, Gravity Hold is a powerful weapon, don't put it out in the open. Edits I made should be suitable.
-You should look at maps with 3D floors because the sidedef floors lag horribly Fixed.
However, it isn't all bad. Ice Lab and Sea Lab (figures, the two labs) have some potential if you can figure out how to make a layout that flows better as there seems to be much more thought put into them than any of the other maps. You've also got quite a knack for creating some interesting environments visually. Just make them interesting to play on too. I appreciate the comment and I will keep that design tip in mind if I decide to make more maps in the future.
Final release version is up.
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