Advanced Search

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Nexus11

Pages: [1] 2 3 ... 11
1
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.

(click to show/hide)

Quote from: "Mr. X"
As for the maps themselves, my general complaints are...
-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.
Sorry if I'm getting defensive over your C&C, but it's just how I am when it comes to anything I make.

Final release version is up.

>>Download<<

2
Maps / Re: The Nexus Pack
« on: January 18, 2012, 02:13:34 AM »
Quote from: "Knux"
Mesa looks so awesome! Can't wait to give this a try.

*gives it a try*

At least when the download link is back.  :p

Quote from: "Nexus11"
Hopefully I got it right this time. I managed to get them to load in Offline mode, however not when I hosted a server with the files added. But I'm sure someone can confirm this for me since I haven't played MM8BDM online since the days of the SGC Demo (ironic isn't it?) and I don't have my net setup to actually host a REAL server.

Download

(On a side note, I've temporarily taken down the map files just so people aren't grabbing the unplayable version.)

^This is the test version before I release the final (fixed) version.

3
Maps / Re: The Nexus Pack
« on: January 18, 2012, 01:38:07 AM »
Quote from: "ice"
Played the maps and here are some of my suggestions

Raise the skybox camera 64 units from the ground as they're creating a hall of mirrors effect
the air control is a tad off too
the maps have no music
and lastly, please refrain from adding gravityhold and windstorm in the same map, especially when they're both very easy to obtain

other than that I love the concepts
Will do.
Alright. Any suggestions to what would be suitable?
That's intentional. I remember back in the past there was an incident with people releasing music in the .wads and I just don't want to get involved in that.
...Didn't think about that. Will fix.


Quote from: "FiniteZero"
In any case, I think the maps are alright, but I'm getting too much lag on them. Try replacing all those linedef bridges with lag-free awesome-epic 3d-floors.
Didn't know there was a difference but I'll address the issue.

And I'm assuming from these posts that the .pk3 is correct and playable online?

4
Maps / Re: The Nexus Pack
« on: January 17, 2012, 10:02:35 PM »
Hopefully I got it right this time. I managed to get them to load in Offline mode, however not when I hosted a server with the files added. But I'm sure someone can confirm this for me since I haven't played MM8BDM online since the days of the SGC Demo (ironic isn't it?) and I don't have my net setup to actually host a REAL server.

Download

(On a side note, I've temporarily taken down the map files just so people aren't grabbing the unplayable version.)

(click to show/hide)
For the first map, it's intentional as it's supposed to emulate a game using the Super FX chip (hence the name). As for the fifth map (Hex), that's also intentional.

I'll admit to you that most of these maps were experiments I made in Doom Builder. 2Square, for example, was me wondering if it would be possible to make a double platform level. After figuring out it was possible I furthered that with Sealab 20XX by adding geometry in between the two floors and making a more "3D" level. Another example is Blocks N Bits which was an experiment in making real life objects. However I still designed these to be playable, just not in the traditional Doom sensibility. I wanted these maps to be open so that it would give the player an emphasis to be more aware of the environment, as well as adding a crazy atmosphere when you have 10 or more players duking it out all at once.

But despite this I still appreciate your C&C, Shade. And I will definitely take it to heart if I decide I want to make another map pack.

Quote from: "SmashBroPlusB"
One last suggestion, you might want to change the regular DM map codes to "NEX??" instead of "NDM??". You know, just to have your pack "stick" a bit more.
BRILLIANT!! *Fixed*

5
Maps / Re: The Nexus Pack
« on: January 17, 2012, 08:14:10 AM »
Here's the PK3. I guessing I got it right...

Download

Quote from: "Korby"
What're the skins included?
These:

(click to show/hide)
(click to show/hide)
(click to show/hide)
(click to show/hide)

6
Maps / Re: Some of those texture choices are 10/10, admit it.
« on: January 17, 2012, 07:05:40 AM »
Quote from: "Ivory"
You can't expect anyone to host this when each map is individual. It should all be contained in a single pk3 file.
Which shows my inexperience with modding. I'll fix it after I figure out how to make a PK3.

Quote from: "Bluebrawl"
Hory Shet, this is almost out of nowhere. I gotta take a look at these maps, but some of these texture choices look very tasteful. I'll be back in a bit to get some feedback for you. Still, I'm impressed with how you've made image previews for each of your maps, as well as the intro image. Do you do marketing or graphic design? Because you're wooing me over with just this post.
I do graphic design as a hobby, yeah. Thanks though. :)

7
Maps / The Nexus Pack
« on: January 17, 2012, 06:01:15 AM »
Imma just leave this here...



Preview:
(click to show/hide)
(click to show/hide)
(click to show/hide)
(click to show/hide)
(click to show/hide)
(click to show/hide)
(click to show/hide)
(click to show/hide)
(click to show/hide)
(click to show/hide)
(click to show/hide)

>>>DOWNLOAD THE NEXUS PACK<<<

Source

8
Mega Man Discussion / Re: Keiji Inafune Quits
« on: December 14, 2010, 11:05:03 PM »
Old news but since no one has posted this yet I thought I would. Mr. Inafune is out with a new blog titled "It's Keiji Inafune". If you can read it great, if not then use Google Translate or whatever works for you.

http://inafking.exblog.jp/

9
Maps / Re: Nexus11's Maps (Corridor Released!)
« on: December 12, 2010, 07:45:22 PM »
Don't know what to say about that problem. I'm still a noob to all this Doom mumbo jumbo and wasn't able to get too in-depth to it before my brain started to get rattled.

The only way I've been able to get this map to work is either through playing it in ZDL or making a server, adding the map to the custom parameters, joining the game through the launcher and adding the file again before connecting.

10
Maps / Re: Nexus11's Maps (Corridor Released!)
« on: December 11, 2010, 03:18:18 AM »
Quote from: "Disco"
Permission to add to the wiki?
Feel free. Sorry for the almost one month reply.

11
Mega Man Discussion / Re: Mega Man Legends is back!! Really not joking...
« on: October 30, 2010, 11:53:31 AM »
Quote from: "TrueTenguMan"
Ryuji 5th place?! Blasphemy!!
What this man said!

12
Mega Man Discussion / Re: Keiji Inafune Quits
« on: October 30, 2010, 02:24:08 AM »
Saw this just now on Protodude's and holy shit am I surprised!

It's going to be interesting to see how this plays out however and to see where Inafune ends up in the future.

13
Cutstuff Discussion and Feedback / Re: New to the forum - Medals!
« on: October 28, 2010, 12:28:40 AM »
Would some of the stuff on my blog (or the Playfire game page I made) meet the requirement for the 'Attractive Member' medal?

14
Maps / Re: Nexus11's Maps (NEW MAP!)
« on: October 27, 2010, 12:51:05 AM »
Quote from: "mugenstation360"
I liked the 1st revision, but then i saw your second revision and i loved it. how close is this to getting done.
I have it done already. Just been play testing it and making sure the textures are all nice and aligned. I'll have it out to you all very soon. ;)

EDIT: Here's the dl link.

15
Maps / Re: Nexus11's Maps (NEW MAP!)
« on: October 26, 2010, 01:16:56 AM »
Quote from: "SmashBroPlusB"
Oh, come off it DTD.

I think the map looks great. Sure, it's just the same texture that's been recolored a few times, but it WORKS. It looks really nice, and it doesn't make your eyes bleed. I mean, it's not like he used AirMan's tileset for the whole map.

It really gives the map the feeling of a futuristic tower or office building, and the corridor layout complements the tileset wonderfully. I think it's fine as-is.
Well fuck. Right as I finish texturing the whole map I find this. Well, here's the screens of the finished product. Take your pick.

(click to show/hide)

Pages: [1] 2 3 ... 11