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Messages - Vortale

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1
Projects & Creative / Re: Shade's Cave Of...Mapping...Stuff. [SHARP V1]
« on: February 25, 2012, 06:18:44 AM »
And you all thought I was dead! Mwahaha!...

...anyway, I'd like to thank Shade Guy again for fixing up my Roboenza maps to become more playable with DM games, something I wasn't quite able to do myself (CAUSE BAD).

Life and other fluff had me by the neck and I haven't had much energy to get myself back to making maps. Plus with Roboenza's fun factor slowly draining for me, I decided this project wouldn't be worth continuing.

It was clear many people still enjoyed these maps though, and I'm glad folk wanted to improve them to be more DM friendly and fix anything majorly broken (*cough*LEAF SHIELD*cough*). Without sounding too sappy, it makes me happy that people are still looking at these maps, let alone helping to improve them.

With that said, I'd like to test these out proper!

2
W.I.P Forum / Re: [Project] Cutstuff Summer Holiday
« on: July 24, 2011, 03:49:21 AM »
Snakeman, as per.

Also
"Vortale - Mapping"
This is probably the best for me and simpler to do, however I imagine some people would prefer
"Vortale - Sitting beside a map, weeping at the fact he put junk and leaf shield in his map and didn't do Shade Man instead"
Hiding in a vent like a sneaky snake man might work also.

3
Need to see that video. I know for a fact Rose was giggling like a nutcase during my map lol

But this was all in all good fun! I enjoyed making the maps, learned from my mistakes, and should hopefully produce better maps (and fix the errors in this one). Everyone did well, and I enjoyed every map (obviously there were one or two gripes with some, and personal weapon preference, but I had fun in all of them). It was quite difficult choosing the map I felt deserved my vote.

If this sounds like a losing speech, it is. My apologies for all the negative frags today lol

4
Alright sent the replacement file and I'm here on time, so my spot is secure! Anything else you need let me know.

5
I somehow missed this thread, despite coming in every day to check on it.
I've got a fair amount of work on my plate, but I'll show up providing the time is alright (sometime after 10pm GMT might be good, any time before that and I might not appear).

6
Maps / Re: ozxpackv1b testers wanted!
« on: July 22, 2011, 12:29:28 AM »
I will totally be up for testing, providing it's at a reasonable time.

7
Yep, they are.
There are 2 Item-1's that's actually close by you can use, but they're sneakly hidden.

8
Maps / Re: Vortale's stuff
« on: July 17, 2011, 08:07:46 AM »
It has come to my attention that I live in a bizarre world where I enjoy my Skulltag folder being full of multiple wads and pk3s. Apparently, many people don't like having multiple versions of individual level wads cluttering up folders and taking up valuable space on a hard drive. How strange.

Introducing a .pk3! Feel free to delete all other versions of my maps if you want some space, or you can hold it to keep a bit of history if you really wish.
This includes:
- Final version of Roboenza Bunker (without new music)
- OLD version of Combat Testing Facility (the new version hasn't been finished yet, and some people still like this one, so you can have fun with it while it's still around, no new music)
- Final version of Frozen Docks (the 100% one)
- Cave Of Wonders, which should hopefully be final soon (without new music)
- Final version of Last Hope (still without software texture fix, and now with an extra vent in the green building)

This was mainly created for convenience when I stick up servers and for anyone who intends to host. The next pk3 will be the actual release, I hope, but that won't be for a long while yet I imagine.

(by final version, I mean "final release with a huge chance that weapons will have to be fixed later on down the line" version)

9
Projects & Creative / Re: SSP_DRSG_vA1 Released :D
« on: July 17, 2011, 04:07:41 AM »
Kingdom Hearts one as well, I think. There might be quite a few, I don't recognise all of them.
I was going to give an opinion on this, but I'm saving it until this is sorted. I'd suggest checking EVERY and ALL music yourself and finding out what's illegal, then replacing. It'd be a shame to see 4 months worth of work grounded to a halt because of music.

10
Quote
Quick Question: Have any of you discovered the hidden bots? (If you have, do not reveal them.)
Yep!
I also hate not understanding why these folk are mentioned constantly. :< Might be for the best!

11
Maps / Re: Vortale's stuff
« on: July 15, 2011, 03:13:26 PM »
Funny story with this one.
While doing the green building, the thought occurred to me that I should put an extra path inside via vents. But then I thought that if enough zombies came into a camping spot, or walked in backwards, the camper would be dealt with. Having a little bit of camping isn't a bad thing in a map...right?
This was BEFORE I recently played Skullman's map on rageroboenza. Since when did players start working so well together in this mode? lol
Skullman is almost a win for survivors every time with pellet spam. Even if you come in backwards, you're probably going to take too much damage to do anything unless you're the alpha who hasn't caught anyone yet.
Because of this, I will have to prevent pellet spam camping by adding extra ways inside (sorry guys!). I'm just glad to see someone else has noticed this.

Music is Lufia 2 Boss battle, 8-bit. I noticed I didn't give credit to the guy who did the 8-bit version. Granted he didn't make the original piece, but I should've still credited for the effort put in (I've done it for Frozen Docks). Gotta add that in now before I throw the .pk3 out.

12
When it comes to weapon choices, people will probably tell you I'm one of the worst for choosing weapons lol
However, I feel this room - and some of the evil pitfalls in this map - could be saved with a Beat Call. That way if I do fall to an epic death, I'll at least get one extra chance to get out. At this moment, the map doesn't accommodate Beat, as the pits are just labelled instant death. You could probably borrow some code from Gyroman's stage and apply it to the death sectors.
As for weapons, I'd say keep Air Shooter, but that's because I personally like it lol
The thing is with this room is that if you're caught it's difficult to get out, but if no-one has noticed you in there it's easy to get out. Perhaps have an Eddie in the centre; have fate decide if it was worth going in the hole. You can keep the Air Shooter and Bass/Metal Blade down there if there's a Beat somewhere on the map. If you don't want to go for Beat, perhaps Skull Barrier could also do the job. With something like this it's best to experiment to see what would be worthwhile, because what's worthwhile to some won't be for others. Some people love Bass for instance, I don't. But EVERYONE loves a Top Spin!

I'm referring to the lower half of the waterfall. The tiny gap in the upper portion is easily missed. If you come from the upper portion into the lower, especially in Software Mode, it's difficult to see what's down there. I expected water first time. Thankfully I landed on a platform, but came a few pixels from falling in the small gap. If there was no gap I wouldn't feel as if I was taking any risk falling down, and that would help keep a nice flow with the rest of the level as I could fall down, not worry about a possible death, then run into the next rooms. You're free to keep the room as a giant pit with a few platforms of course, this is merely a minor gripe.

Remember, as creator of a map you can always say "No, I disagree and I'm keeping it that way."

13
I'm taking an epically wild guess since I'm not sure on how this works myself.
But MM1DW2 is in the same campaign as MM1ICE, and the entrances to the water shafts in MM1DW2 share the same tag as the outside water patch of MM1ICE. I don't know if it's using Iceman's script in a different level, but if it is, it would make sense.

I'm probably wrong though. Very wrong lol

Anyway I think I was supposed to comment on your map and I forgot. I quite enjoy it, though I have a few personal bugs.
One is the pink jumping room with nasty holes. To me, it feels really uncomfy, because I feel it's going to be very difficult to get out and the main reason are the holes between each step. I can't advance, or knock back could throw me into a hole. And except for Air Shooter, I don't see myself going in for anything worthwhile. There are needles outside that seem not too difficult to get. I actually preferred the previous version, when the ground was much higher.
Also, are you supposed to use the window sill to get to the Pharaoh Shot? I was constantly trying to get Item-1 to get there until I noticed it.
There's that tiny gap between two platforms at the end of the waterfall. Though it's difficult to fall into it unless you kind of do it deliberately, I don't think that small gap should be there, since I can just walk over them and I'd only fall straight in it by one fluke of an accident. Makes the room feel a little less deadly as well.
Although it's not an actual issue, you have many walls that are sectors with the ceiling brought to the top. You can just delete those, though it's not important. Just something I noticed while looking at the automap.

But these are personal gripes! I do quite like this map. Many folk may still think it's a bit claustrophobic at points, but it has improved since the previous version. Keep at it man, good luck with your next endeavour!

14
I'm bored so I thought I'd throw me your way in the off chance it gets in.
All you'd have to do is give a bot a snakeman skin who spends 3/4 of a game not saying anything at all.

SRSLY THO

(click to show/hide)

LOL ninja launch just as I submit this

15
Maps / Re: Vortale's stuff
« on: July 12, 2011, 11:47:33 PM »
Uploaded Last Hope.

Regarding music, I probably should've been both more specific and more awake when I gave a rough idea of what I was looking for. Granted some of the music you've suggested is still good, but doesn't quite fit the map. I wanted something that said "Shit is going down, this is the last stand, we lose now and everything is over, BUT, we aren't going to give up." I chose something that might work, people can let me know that it's terrible, along with telling me my weapon choices are also terrible. =D

Also, some may have noticed if they are playing in software mode:
(click to show/hide)
These windows have been an absolute pain for me. They work absolutely fine in OpenGL, but don't want to work in Software and it really makes the buildings look (more) ugly. If anyone knows why, please let me know!

It seems I am alone in my Cave Of Wonders statement. This will mean you'll probably be getting another new map at some point.
After giving it much thought and taking issues that have been repeatedly mentioned into consideration, I have a few ideas that could hopefully improve the map. I will upload a new version onto Mediafire when I get the chance. It shouldn't be drastically different, but hopefully should play much better for DM.

I have no idea if I'll get to hosting a server with these maps at any point in the near future, since I was supposed to do it twice and in both occasions that fell flat on it's ass. We'll see what the future holds though.

------

EDIT: Why not throw up another map while I'm here, huh?
Cave Of Wonders has been updated and up for downloading.
The changes are as follows:
- The walls that open have now been changed into crystal walls that will appear/disappear instantly at specific times. There is a beeping counter and a sound effect when the walls open/close for players. The crystal walls are also transparent, so players can see who's inside.
- Hyper Bomb has been removed and the area has been changed to become another path to the blue bridge, getting rid of a dead end and hopefully causing less confusion.
- Camping/hiding spot (for both survivors and infected) added.
- Weapons and items have been changed/moved to hopefully make the map a little better for DM.

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