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December 01, 2011, 10:57:54 PM
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Offline Joseph Collins

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[DM] JCDM02: Cityscape
« on: December 01, 2011, 10:57:54 PM »
Formerly "Central Intraurban Territory, Yes?"
(click to show/hide)
I'll just leave this video here.

December 01, 2011, 11:00:34 PM
Reply #1

Offline Blaze Yeager

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Re: Central Intraurban Territory, Yes?
« Reply #1 on: December 01, 2011, 11:00:34 PM »
Looks promising. I hope I can look at this when it is finished.

December 01, 2011, 11:07:36 PM
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Offline xColdxFusionx

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Re: Central Intraurban Territory, Yes?
« Reply #2 on: December 01, 2011, 11:07:36 PM »
Looks really interesting, but how are you supposed to get around?

December 02, 2011, 12:05:26 AM
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Offline Korby

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Re: Central Intraurban Territory, Yes?
« Reply #3 on: December 02, 2011, 12:05:26 AM »
It's probably a Super Adaptor stage, a la MM7DW4.
Quote from: "Topic Title"
Central Intraurban Territory, Yes?
Oh you.

December 02, 2011, 02:34:13 AM
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Offline Shade Guy

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Re: Central Intraurban Territory, Yes?
« Reply #4 on: December 02, 2011, 02:34:13 AM »
Do I spy Gravity Hold? Bad choice, mister...I think we can all learn from IPack V1's IDM08. Big map, lots of height variation and it had Gravity Hold. Not saying it was the only reason that map was rarely chosen to play on, but it was a contributing factor.

December 02, 2011, 04:41:56 AM
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Offline Joseph Collins

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Re: Central Intraurban Territory, Yes?
« Reply #5 on: December 02, 2011, 04:41:56 AM »
Well, I might have known that had I actually played online.  Or at least watched people play online.  Then again, I never saw anyone running custom maps the few times I poked around...

In any case, what's the problem with Gravity Hold and levels with open pits?  Is it purely a problem of "assisted suicide doesn't earn you points"?  Or something much more annoying than that?  Nevermind my questions.  I just did a little testing and found out that they changed the way Gravity Hold works while I wasn't looking.  Instant flooring weapon + open pits = anti-lulz.  Unless you're a troll, of course.  And this is exactly the kind of feedback I'm looking for in designing levels!  Thank you!  :D

Also.
Quote from: "Korby"
Quote from: "Topic Title"
Central Intraurban Territory, Yes?
Oh you.
Oh, me.  :3

December 02, 2011, 05:48:30 AM
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Offline MusashiAA

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Re: Central Intraurban Territory, Yes?
« Reply #6 on: December 02, 2011, 05:48:30 AM »
But all the buildings look the same D: What is this: Condo Man's stage?

Also: this map reminds me of PS1 Spiderman 1, what with all the evil gas disabling street exploration lol

December 02, 2011, 02:26:16 PM
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Offline Myroc

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Re: Central Intraurban Territory, Yes?
« Reply #7 on: December 02, 2011, 02:26:16 PM »
Quote from: "Shade Guy"
Do I spy Gravity Hold? Bad choice, mister...I think we can all learn from IPack V1's IDM08. Big map, lots of height variation and it had Gravity Hold. Not saying it was the only reason that map was rarely chosen to play on, but it was a contributing factor.
...is there anything wrong with putting a weapon in a stage whose terrain makes the weapon effective in it? Granted, as long as it is without reason, but considering the seeming difficulty in reaching it (at least without being assaulted by someone else in the meantime) and the large, wide, and flat areas that you can stay grounded on, I'd say you people are overreacting.

December 02, 2011, 05:08:42 PM
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Offline Ivory

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Re: Central Intraurban Territory, Yes?
« Reply #8 on: December 02, 2011, 05:08:42 PM »
If you played the original version of Gravity Core back in I-Packv1, Yes. Yes it's very bad.

December 02, 2011, 07:17:55 PM
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Offline Joseph Collins

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Re: [DM] JCDM02: Cityscape
« Reply #9 on: December 02, 2011, 07:17:55 PM »
Fair enough.  But on to more pressing matters -- a new video!:
(click to show/hide)
As of this video, I'd made very little adjustments to the overall level, but since I created the video, I added another building in the giant crevice (near the upside-down L-shaped building) that was otherwise void of anything interesting.  This makes for a nice little Super Adapter jet path.  I also changed some weapons around, removed Gravity Hold, and added a secret room (accessible by bumping one of the random roof access doorways) which I'll probably get rid of since it interrupts the flow of the overall level. (I will, however, keep the room in the actual map just for diggers like me who love finding hidden/dummied out content like that.)
On a more "who cares?" note, the map is now as centered on the X/Y grid as physically possible.  The current roof access ceiling/floor textures make centering the map exactly at x0 y0 impossible.  I could fix this, but I'm lazy.  And not that anal. o/`

Here's the current layout from the in-game map viewer (WiP 2011-12-02):
(click to show/hide)
Edit:
Quote from: "Musashi-COM"
But all the buildings look the same D: What is this: Condo Man's stage?

Also: this map reminds me of PS1 Spiderman 1, what with all the evil gas disabling street exploration lol
I might be revamping the textures (more) slightly to give the buildings a little more color.  My first thought was to make them purple and blue, like the background, but I think I'll just go with different shades of grey as per the real world. (Though if Rockman 7 is any indication, buildings can be pretty much any color, or sometimes shape, you can imagine.  :B)

December 13, 2011, 12:01:33 AM
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Offline Duora Super Gyro

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Re: [DM] JCDM02: Cityscape
« Reply #10 on: December 13, 2011, 12:01:33 AM »
Hey umm. Just out of curiosity( sorry 4 bad spelling), where did you get the idea for this map from.

December 13, 2011, 12:10:27 AM
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Offline Korby

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Re: [DM] JCDM02: Cityscape
« Reply #11 on: December 13, 2011, 12:10:27 AM »
You spelled it correctly, Duora.

Also, I think someone mentioned a map on top of the MM2 building at some point, maybe it's inspired from that.

December 13, 2011, 01:04:23 AM
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Offline Duora Super Gyro

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Re: [DM] JCDM02: Cityscape
« Reply #12 on: December 13, 2011, 01:04:23 AM »
I was wondering because I made a map based on the tital screen a while back and posted screen shots.

December 13, 2011, 10:11:07 AM
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Offline Joseph Collins

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Re: [DM] JCDM02: Cityscape
« Reply #13 on: December 13, 2011, 10:11:07 AM »
Quote from: "Korby"
Also, I think someone mentioned a map on top of the MM2 building at some point, maybe it's inspired from that.
Pretty much that.
Quote from: "Duora Super Gyro"
I was wondering because I made a map based on the tital screen a while back and posted screen shots.
Really?  *runs a quick search*  ... well crap.  Not only did you do it first, but you did it better, too.  For the most part, anyway.  There's a lot of ugly texture alignments, the skybox camera is way the heck too low, there's no roof access buildings anywhere to be seen, and I still think the buildings look nicer with recessed rooftops, but other than that, your map is a lot more interesting to look at than mine is.  The only thing my map really has going for it so far is how nice and square everything is.

December 13, 2011, 11:55:23 AM
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Offline Duora Super Gyro

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Re: [DM] JCDM02: Cityscape
« Reply #14 on: December 13, 2011, 11:55:23 AM »
Quote from: "Joseph Collins"
Quote from: "Korby"
Also, I think someone mentioned a map on top of the MM2 building at some point, maybe it's inspired from that.
Pretty much that.
Quote from: "Duora Super Gyro"
I was wondering because I made a map based on the tital screen a while back and posted screen shots.
Really?  *runs a quick search*  ... well crap.  Not only did you do it first, but you did it better, too.  For the most part, anyway.  There's a lot of ugly texture alignments, the skybox camera is way the heck too low, there's no roof access buildings anywhere to be seen, and I still think the buildings look nicer with recessed rooftops, but other than that, your map is a lot more interesting to look at than mine is.  The only thing my map really has going for it so far is how nice and square everything is.

Yeah. I wasnt really focused on the texture alignments. But yours will most likly be the first one released. Im releasing mine with a map pack that wont be out till probably somtime next late next year.