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Author Topic: MM8BDM V3b Released!  (Read 73838 times)

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August 12, 2013, 09:01:44 PM
Reply #60

Offline Magnet Dood

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Re: MM8BDM V3b Released!
« Reply #60 on: August 12, 2013, 09:01:44 PM »
Quote from: "JoshAdams88"
I'll gladly explain.
One of the biggest offenders in terms of map design is Topman. It just seems like a huge box with weapons scattered around, and it has very little sense of direction. Yes, it looks nice and pretty, but I don't feel enough effort was put into thinking "Hmm, how does the map flow with the current weapon selection, and how can I improve it? Where do I want most of the action to take place, and how can I make that happen? Is the whole idea of platforms moving up and down a good idea, or am I just throwing it in because it thematically fits?". The whole idea of map design principles have been thrown out the door in favor of gimmicks and pretty textures. Another map, while not exactly recent that fits the bill for being extremely clunky and frustrating to fight on is mm5gyr. It's difficult to navigate especially in the heat of battle, and it's overall sloppy and still has the issues the old mm5gyr had (impossible to not fall a few times per game, too open, too restricting)

On a side note, I'm sure most will agree that mm2dw1 and mm5dar have too many damn weapons just piled up together. mm2dw1 having 16 and mm5dar having 18(?). That's plain unacceptable. Either remove most of the overly similar weapons and space the others out more, or remove a few weapons and repeat others, keeping the general spawns the same.

Tried and true excellent maps like mm6fla, mm4sku, mm4dc1, mm7jun, mm6kni and mm5sto should be the standard for maps today, not maps like mm8fro that completely break the flow of gameplay with ridiculous gimmicks.

Hate to burst your bubble here, but it's time for a little cross-ex.

MM5GYR pre-v3 was WAY worse than it is now. The map was always held up by stalling Leaf Shielders who found it enjoyable to fly around on gyro pads and make all but three weapons on the entire map useless (maybe 4, it's been a while), one of which was Leaf Shield itself and all of which sucked ass at long range. While your claim is somewhat reasonable since there still certainly are problems with falling off the map, I would rather take that than the former alternative. MM5GYR has become a respectable map after its retool from its "shit not here again" status.

In response to Top Man, I do believe you are mistaken. The weapons currently in the map were carefully picked in order to use the layout as an advantage. Water Wave is present due to the long flat surfaces across the map, Yamato Spear is useful because of the openness and long stretches (and both of these warrant Skull Barrier's presence). I think the only weapon that doesn't really benefit from Top's layout is probably Top Spin, which is somewhat dissapointing, but one weapon not fitting does not give much reason to bash the rest. Top's current layout emphasizes open brawling, which the current weapon selection caters to. However, it's interesting to note that this map was supposed to fix that problem, due to it being the emphasis of the old map...

As to your weapon overload complaint, it is difficult to use MM5DAR and MM2DW1 as valid examples. Both maps have a large enough size to warrant the large number of weapons present. As I stated before in Top's defense, the weapons all have purpose- I'll use MM5DAR as an example. Fun fact, the areas you find those weapons are usually where they're most effective. Water Wave is found on a long, wide, and empty wall- it's useful for long stretches with little cover. Crystal Eye is found in a tight corridor- use it in spaces with little breathing room. Flame Sword is next to a teleporter, and it's a brilliant weapon for ambushes. Power Stone can be located in the courtyard area which is sunk in the ground, and it's good in wide open spaces- or at least where it has enough breathing room. Star Crash is found in a room with only two narrow escape routes- and it's a good cornering weapon. These are only a few examples- all of the weapons serve a purpose on that map, the devs know what they're doing.

I find it difficult to believe that the game as a whole is weighed down by one or two maps that feature gimmicks that break from the norm. Really, the only one I could think of was old Wave Man and how it depended so much on the bikes. Frost Man doesn't nearly have that much emphasis on the snowboards- they're shoved into two corner sections, so it's hard to see how they literally break tbe game.

One final note- last time I checked, MM6FLA and MM7JUN have gimmicks that cover 1/3 of their maps.

EDIT: Ivory you ninja man

August 12, 2013, 09:16:58 PM
Reply #61

Offline Laggy Blazko

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Re: MM8BDM V3b Released!
« Reply #61 on: August 12, 2013, 09:16:58 PM »
I'm in a DM server.
Waiting to go kamikaze into someone. :D

I'm loving the gimmick in Magnetman's stage.

August 12, 2013, 09:29:21 PM
Reply #62

Offline The Killer Nacho

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Re: MM8BDM V3b Released!
« Reply #62 on: August 12, 2013, 09:29:21 PM »
Any legacy codes built in for the old Timeman and Oilman music? Or do I have my own music pack for that?

August 12, 2013, 09:40:20 PM
Reply #63

Offline Ivory

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Re: MM8BDM V3b Released!
« Reply #63 on: August 12, 2013, 09:40:20 PM »
Nope, sorry, not in the core anymore.

August 12, 2013, 09:43:28 PM
Reply #64

Offline Celebi

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Re: MM8BDM V3b Released!
« Reply #64 on: August 12, 2013, 09:43:28 PM »
Quote
Jump Canceling glitch in Gyro Man fixed

I'm upset, you fixed my "example" of the jump canceling thing, but not jump canceling itself, I think?
Actually I can't tell anymore, will need to test later

Edit: Other than that, those magfly things are fun, but why in CTF02.

August 12, 2013, 10:12:41 PM
Reply #65

Offline Awbawlisk

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Re: MM8BDM V3b Released!
« Reply #65 on: August 12, 2013, 10:12:41 PM »
WAIT WAIT WAAAIT! I found a HUGE problem with the campaign. Who in the DEV team thought it was a good idea to change Pharaoh's MAPINFO back to what it was in v2c? Cause now after you beat MM4PHA during the campaign, it sends you to MM4BRI, supposedly the last RM map in the campaign. Which means, after you beat MM4BRI it leads into MM4DC1, which also leads to the chapter boss. Just pointing this out so newcomers would be able to experience the 6 other RM maps other than just Pharaoh and Bright.

August 12, 2013, 10:14:33 PM
Reply #66

Offline Beed28

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Re: MM8BDM V3b Released!
« Reply #66 on: August 12, 2013, 10:14:33 PM »
Found a texture problem in Magnet Man's stage:

August 12, 2013, 10:19:39 PM
Reply #67

Offline Ivory

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Re: MM8BDM V3b Released!
« Reply #67 on: August 12, 2013, 10:19:39 PM »
Quote from: "Obelisk"
WAIT WAIT WAAAIT! I found a HUGE problem with the campaign. Who in the DEV team thought it was a good idea to change Pharaoh's MAPINFO back to what it was in v2c? Cause now after you beat MM4PHA during the campaign, it sends you to MM4BRI, supposedly the last RM map in the campaign. Which means, after you beat MM4BRI it leads into MM4DC1, which also leads to the chapter boss. Just pointing this out so newcomers would be able to experience the 6 other RM maps other than just Pharaoh and Bright.

I've been trying to figure out that mystery myself. During development, I noticed Pharaoh Man's map reverted back to the v2c version of the map a few days before release. I could never trace at what point did someone pull out Pharaoh from v2c and handed it to me since every single core map was edited at least twice. However this will also break the save system so I GUESS IT LOOKS LIKE V3C WILL HAVE TO HAPPEN!!!11!1!!1! probably anyways.
Nevermind, the v2c mapinfo still has the correct level number, there is no breakage there.

August 12, 2013, 10:38:13 PM
Reply #68

Offline Rozark

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Re: MM8BDM V3b Released!
« Reply #68 on: August 12, 2013, 10:38:13 PM »
Quote from: "Magnet Dood"
I think the only weapon that doesn't really benefit from Top's layout is probably Top Spin, which is somewhat dissapointing, but one weapon not fitting does not give much reason to bash the rest.

Oh the irony

Anyways, New Gemini/Magnet/Wood are amazing and now I feel the need to place monkeys in every map I make.

August 12, 2013, 10:39:02 PM
Reply #69

Offline Ceridran

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Re: MM8BDM V3b Released!
« Reply #69 on: August 12, 2013, 10:39:02 PM »
Did you make a Capital Science based map yet?

August 12, 2013, 10:41:24 PM
Reply #70

Offline Rozark

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Re: MM8BDM V3b Released!
« Reply #70 on: August 12, 2013, 10:41:24 PM »
Quote from: "Zerokk"
Did you make a Capital Science based map yet?

That's irrelevant to this but uh, I sorta did yes.
Like a long time ago before it became a forum thing. and then removed to oblivion profound sadness

August 12, 2013, 10:43:57 PM
Reply #71

Offline Ceridran

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Re: MM8BDM V3b Released!
« Reply #71 on: August 12, 2013, 10:43:57 PM »
These release threads are the only form of general MM8BDM discussion as far as I see, not that there is much to be said.

August 12, 2013, 10:52:35 PM
Reply #72

Offline Emmanuelf06

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Re: MM8BDM V3b Released!
« Reply #72 on: August 12, 2013, 10:52:35 PM »
Just to say, i sent the news to Protodude Rockman Corner!

http://www.rockman-corner.com/2013/08/m ... o-v3b.html

Yeah!  :cool:

August 12, 2013, 10:53:52 PM
Reply #73

Offline Ivory

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Re: MM8BDM V3b Released!
« Reply #73 on: August 12, 2013, 10:53:52 PM »
I traced back where the switch occurred and found the person that is 99% likely to be responsible for the accident. Nonetheless, this problem completely breaks the campaign save system so there actually will be a need for a v3c fix in the near future that will deal with that and other things like Shadow Man's floor in software and such.

August 12, 2013, 10:59:03 PM
Reply #74

Offline tsukiyomaru0

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Re: MM8BDM V3b Released!
« Reply #74 on: August 12, 2013, 10:59:03 PM »
Why not start thinking on hotfixes? I mean: how often does MM8BDM gets any hotfix at all?