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Maps / Re: Marioluigi001's Strength In Numbers Custom Maps V1C Rele
« on: July 15, 2014, 09:43:54 PM »
I see V1C is out, let's take a look.
Bombman:
Fireman:
So, overall, Fireman in its first form is in better condition than the first forms of the other two maps, though it still needs progress.
Bombman:
(click to show/hide)
I see you got the majority of texture flubs, though I still see some line horizon errors here and there. I recommend using the "Fly" cheat in-game to zoom around your map and see if anything is being obscured.
The fences are off; rather than being thick, they should be created the way Tails brought up.
And, actually, though I like where it's at now, when I recommended the fences I was initially thinking this part of the room:
That way you could see it from when you're leading up to it.
The new added area is nice enough, I suppose, though it isn't exceptionally grand.
The Big Eye is a nice touch in that last room. I still think you should do the thing with the elevator I previously recommended with V1B. Try looking at, I think AMP, there are maps with lifts in there.
The fences are off; rather than being thick, they should be created the way Tails brought up.
And, actually, though I like where it's at now, when I recommended the fences I was initially thinking this part of the room:
That way you could see it from when you're leading up to it.
The new added area is nice enough, I suppose, though it isn't exceptionally grand.
The Big Eye is a nice touch in that last room. I still think you should do the thing with the elevator I previously recommended with V1B. Try looking at, I think AMP, there are maps with lifts in there.
Fireman:
(click to show/hide)
I see you made a new map. Just keep in mind, quality is prioritized to quantity, so I'd hold off on Hard until your current maps are up to snuff. Better to have 2-3 good maps than 10 lower-quality ones, right?
Now, the overall thing I see issue with in this map is that it's really, really flat. You should add some elevation differences in more parts of the map, otherwise it just feels like a hallway.
I usually do this in order from the start of the map to the finish, but, there's one issue that's so big that I need to point it out first.
No. Bad. This is very bad design.
For those reading this without having tried the map, if you take the path to the right, you get treated with unavoidable death. No warning, just a death trap. It's of utmost importance that you get rid of that death trap.
Now that that's out of the way, let's look at the rest of the map. It starts off looking good, and the first little issue I notice is these two hotheads. They're too close together and unless you take the time to snipe the first one without moving, they're annoying to fight unless you run straight past.
After that, I like the circular design of the fire shooters. One thing I should recommend is that every MMSP in the standard set has a secret or two, and I think having a short path to a hidden ETank would be a nice secret to use with that area, without having to alter any structures other than adding that small place.
Taking the non-death part of the two paths next, you come across a hothead. I'm not entirely sure if it's good or not for it to be in the position it is, so unless someone else has an opinion on it, I won't comment on it.
Now after that is the spot that made me think the hallway comment. That windy, narrow path is wayyyy too long for just a normal hallway. If you're ballsy and really want to go all out on this map, maybe you could do something like make it an open vertical area with ladders, something reminiscent of this:
Though, that would likely require a lot of use of possibly-overlapping 3D floors so as a mapping novice that might be too complicated. Still, some kind of variety is needed to make the hallway less bland.
Now, after that is this section:
There's not much here, but, I see a really easy way to spice it up: you should remove those turrets (since they can't hit you anyway) and instead have the upward fire shooters from Fireman appear every 3-4 platforms. You don't even need to wait for Tails to finish his enemy pack for that, they're in the core. Just make sure to replace the textures of the pillars you add the fire to so players can tell they'll shoot fire.
The next area is a bit harder to work out, but I think it could be done as well:
This is really a differently shaped but still mostly featureless hallway. To be honest, I could see an enemy barrage work, either with the fireballs that shoot out of the ground (you know, the ones the Hotheads shoot, but in Fireman's stage they flew out of the lava instead) or Killer Bullets. Or hell, maybe both if you keep their concentrations low enough.
I'd replace the ETank with a WTank, since it's so easy to grab.
The last thing is that it's really weird how many gates there are at the end. Feels disingenuous, when you think you're at the end and the level isn't yet over.
Now, the overall thing I see issue with in this map is that it's really, really flat. You should add some elevation differences in more parts of the map, otherwise it just feels like a hallway.
I usually do this in order from the start of the map to the finish, but, there's one issue that's so big that I need to point it out first.
No. Bad. This is very bad design.
For those reading this without having tried the map, if you take the path to the right, you get treated with unavoidable death. No warning, just a death trap. It's of utmost importance that you get rid of that death trap.
Now that that's out of the way, let's look at the rest of the map. It starts off looking good, and the first little issue I notice is these two hotheads. They're too close together and unless you take the time to snipe the first one without moving, they're annoying to fight unless you run straight past.
After that, I like the circular design of the fire shooters. One thing I should recommend is that every MMSP in the standard set has a secret or two, and I think having a short path to a hidden ETank would be a nice secret to use with that area, without having to alter any structures other than adding that small place.
Taking the non-death part of the two paths next, you come across a hothead. I'm not entirely sure if it's good or not for it to be in the position it is, so unless someone else has an opinion on it, I won't comment on it.
Now after that is the spot that made me think the hallway comment. That windy, narrow path is wayyyy too long for just a normal hallway. If you're ballsy and really want to go all out on this map, maybe you could do something like make it an open vertical area with ladders, something reminiscent of this:
Though, that would likely require a lot of use of possibly-overlapping 3D floors so as a mapping novice that might be too complicated. Still, some kind of variety is needed to make the hallway less bland.
Now, after that is this section:
There's not much here, but, I see a really easy way to spice it up: you should remove those turrets (since they can't hit you anyway) and instead have the upward fire shooters from Fireman appear every 3-4 platforms. You don't even need to wait for Tails to finish his enemy pack for that, they're in the core. Just make sure to replace the textures of the pillars you add the fire to so players can tell they'll shoot fire.
The next area is a bit harder to work out, but I think it could be done as well:
This is really a differently shaped but still mostly featureless hallway. To be honest, I could see an enemy barrage work, either with the fireballs that shoot out of the ground (you know, the ones the Hotheads shoot, but in Fireman's stage they flew out of the lava instead) or Killer Bullets. Or hell, maybe both if you keep their concentrations low enough.
I'd replace the ETank with a WTank, since it's so easy to grab.
The last thing is that it's really weird how many gates there are at the end. Feels disingenuous, when you think you're at the end and the level isn't yet over.
So, overall, Fireman in its first form is in better condition than the first forms of the other two maps, though it still needs progress.