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Mega Man 8-bit Deathmatch => Projects & Creative => Maps => Topic started by: Myroc on May 06, 2011, 02:23:04 PM

Title: Myroc's Obsidian Tower of Maps - RocPack v1b (Finally)
Post by: Myroc on May 06, 2011, 02:23:04 PM
Greetings Mortal, this here is where I upload all the maps that I make. (Or at least some of them.) Stay tuned, as additional maps (and mayhaps the earlier mentioned miscellany) may appear at any time I choose.

This topic is home to the RocPack, a pack where I put all the maps I make. These maps are (with one exception) all designed for deathmatch, and deathmatch only. Do not pester me about faults in these maps for modes other than DM, unless they are really trivial changes that does not change basic DM play. In addition, you are not allowed to redistribute this pack in any shape or form, without my personal approval.

You can download the RocPack here:

RocPack - v1b (http://www.mediafire.com/?vw8436v38g65z4s)
RocPack - v1a (http://www.mediafire.com/?sutl28kmhu99eaq)



These are the maps that are currently in the RocPack:

ROC01 - Azure Courtyard

This is the map I created for the Duel Map competition, and as such is the only map in the pack which isn't explicitly designed for Deathmatch. Based on the infamous Wily Logo, and previously named as the lame "Wily Arena", I have completely overhauled it's textures, using the Wily Stage 1 textures from Mega Man 7, but has barely changed at all layout-wise. Featuring semi-low tier weapons, they still all have varied uses in this tiny map. Perfect for small 2-4 person skirmishes, but can also provide a fun and completely chaotic game at large player numbers.

(click to show/hide)

ROC02 - Bubble Man No Constancy

This map is based off Bubble Man's map for the famous MM2 hack Rockman No Constancy. Being a submerged temple of sorts, it's a dual-tiered underwater/above water map, with semi-open areas above the water and cramped spaces below the surface. Use the Screw Crusher, which is a temporary replacement for the Spin Wheel, to not only barrage unsuspecting swimmers below, but it's also easily used to toss up onto the higher platforms from beneath.

(click to show/hide)

ROC03 - Obsidian Castle

A dark and sinister fortress, perfect residence for any villain worth his salt. Features both a good deal of cramped spaces and corridors, but at the same time a moderate amount of room.

(click to show/hide)

ROC04 - Devil's Lab

A forgotten weapons factory, this map was supposed to have a central gimmick which had ?boxes with variable contents travel through the map on it's central conveyor belt, but it was never implemented, as the map works alright for deathmatch without it. Powerful items hide underneath the crushers, which provide large rewards, should you want to brave the inherent risks.

(click to show/hide)

ROC05 - Smash Plant

An advanced wind-powered electrical plant situated in the mountains, with large amounts of open space. Special thanks goes to SmashBroPlusB, who made the basic layout for this map, which I implemented (Bluebrawl also has his own version of the map). Magnet Missile can be a powerful ally in this map, as long as your opponents don't decide to hide behind the ample cover this map also provides!

(click to show/hide)

ROC06 - Hilltop Mausoleum

Tread softly. Evil awaits beyond these gates. The master meets with the demon of the mausoleum! Hatching plots of purest evil! Forgotten nobodies would be wise to make themselves scarce.

(This map is based on a level from a game I grew up with, with some artistic liberties taken to make it a fun map. Kudos to Kackebango for providing the awesome music.)
(click to show/hide)

ROC07 - Border Gate Gulch

A map with a basic Spaghetti Western-type theme. Item-1 can as always be used to access items on ledges that are useful or powerful.
(click to show/hide)
Title: Re: Myroc's Obsidian Tower of Maps - More KotH
Post by: Myroc on May 06, 2011, 03:09:08 PM
MMKOTH (http://www.mediafire.com/?2wshwq9mq282zet) - King of the Hill/Domination

A small mockup map for the new domination mode, which has been tweaked to function more like TF2-style King of the Hill, but also works just as well for multi-point domination. The map is very basic, in total it took me less than an hour to make. There are two versions of the map, one that demonstrates the single point King of the Hill, and the other has three points right next to each other. These are purely for demonstration purposes, and I do not promise that the maps are actually decent maps to play on. Feel free to utilize the code for your own means, as long as I receive some credit for adapting it.

To set it up, you need to host the map in Team Game mode, and then set the server point limit to how many seconds the point(s) need to be held in total for a team to win. (E.g 90 means one and a half minute for each team). It does not have to be done in one sitting. In the event of several control points, ontrolling more of them means that your team accumulates the points required to win faster. Capturing points is as simple as walking onto them.

(click to show/hide)

Here's a how-to on adding extra control points in a map.
(click to show/hide)
Title: Re: Myroc's Obsidian Tower of Maps and Miscellany
Post by: Nuy on May 06, 2011, 03:12:40 PM
An obsidian tower? That doesn't seem like very smart idea. :V
Title: Re: Myroc's Obsidian Tower of Maps and Miscellany
Post by: Duora Super Gyro on May 06, 2011, 03:13:37 PM
yay actuall second post :D

the stage is good and I also like how you have MR.X TEXTURES IN A WILY STAGE.

its a pretty good design
Title: Re: Myroc's Obsidian Tower of Maps and Miscellany
Post by: Myroc on May 06, 2011, 03:23:33 PM
Quote from: "Duora Super Gyro"
the stage is good and I also like how you have MR.X TEXTURES IN A WILY STAGE
Makes perfect sense, doesn't it! :V

To be quite fair, it's called Wily Arena because of the design, not because of it's look. For the textures I went a tad broader and decided on textures from all the fortress stages instead. *Except Cossack.
Title: Re: Myroc's Obsidian Tower of Maps and Miscellany
Post by: Korby on May 06, 2011, 09:19:06 PM
Quote from: "*Nu*"
An obsidian tower? That doesn't seem like very smart idea. :V
Well, it's safe from Creepers!

Also, nice hint at Ivory with that name, Mr. Myroc. I have not tested this map yet(It's the Wily W, yes? Sounds interesting.) but I plan to soon enough.
Title: Re: Myroc's Obsidian Tower of Maps and Miscellany
Post by: Kapus on May 06, 2011, 09:22:26 PM
Hey, I remember this map! I played possession here months ago!

It was pretty fun.
Title: Re: Myroc's Obsidian Tower of Maps and Miscellany
Post by: Myroc on May 06, 2011, 09:50:09 PM
Quote from: "Korby"
Also, nice hint at Ivory with that name, Mr. Myroc.
Hm?

*checks*

...oh curse it all.
Title: Re: Myroc's Obsidian Tower of Maps and Miscellany
Post by: Nuy on May 06, 2011, 10:15:30 PM
You clearly play too much Minecraft :<
Obsidian is glass like as far as I remember.
Title: Re: Myroc's Obsidian Tower of Maps and Miscellany
Post by: Myroc on May 06, 2011, 10:23:38 PM
It actually isn't derivated from minecraft. I chose Obsidian Tower because nothing is as stereotypically evil as a sinister dark tower, and obsidian seems to be a popular building material for those.

If anything, it's more likely me that's playing too much Dwarf Fortress than playing too much Minecraft.
Title: Re: Myroc's Obsidian Tower of Maps and Miscellany
Post by: Nuy on May 06, 2011, 10:31:11 PM
It was at Korby.. I need to quote more.
Title: Re: Myroc's Obsidian Tower of Maps and Miscellany
Post by: Vortale on May 06, 2011, 10:51:59 PM
Had a good try with this one. I actually found it quite fun.
I'm fond of the weapon choices (I love me some tomahawk). None of them seem OP. And for a duel, I like the amount of weapon energy. I don't feel it's too much or too little.
You've also done a good job with the map design (considering it's the Wily logo), splitting it into an open area and a set of tunnels to run around in. Lack of pits are also a plus in my book.
I don't think I have anything major I can complain about without sounding like a whiney whore (I hate water wave bawww). Textures could be a little more interesting, but it's not as if it's bad as is.

Most enjoyable!
Title: Re: Myroc's Obsidian Tower of Maps and Miscellany
Post by: Myroc on May 08, 2011, 09:37:27 PM
So as a celebration of sorts for the migration, I've decided to release ROC02, which is based of Bubble Man's stage from the famous MM2 romhack Rockman No Constancy. See the first post for screenshots and download links.
Title: Re: Myroc's Obsidian Tower of Maps and Miscellany
Post by: Tesseractal on May 13, 2011, 05:00:46 AM
Wow! I've planning to squeeze out some juicy ROM-hack flavored maps, but here ye are. Nice! I like the water and other textures a lot, and most the problems are minor quirks that can be fixed easily. First: You MUST loop the music! Having a silence in between the loop is painful and amateurish. Just cut it with audacity (you're going to throw in the boss music anyway, so...)

The quick boomerang spawn areas, that lead into the black area. These are a bit troublesome: When I jump into the stairs, I *feel* like I should fall deeper. Reason? The water level cuts off at an odd place. There are a number of ways to remedy this, here's two: Add a step so that the water line is equal height to the ground. OR cut the first step (if you jump down to the second step, the fall feels "right") - what happens is when you walk on the first step, you're still above water and you don't know when you fall in. That's awkward and I'd try and get rid of that feeling. The other is the ladder - because of the low gravity, you only need to use the very tip of the ladder to get up, making 90% of the ladder useless. I'd axe it and just make that jump possible without a ladder (another step would do this). Now let's go into the black room.

The black room is cool. Here you notice: low gravity affects players, but NOT weapons. I don't mind this; just pointing it out (low gravity weapons makes a lot of them useless - look at Bubbles and Crushers). It's a little naked because of the textures, and you might throw in a gimmick here if you can? The teleporter is a nice stylistic nod to MM6YAM- but Centaur Flash feels weird there. I also feel like this room is REALLY close to the action, and that might make it troublesome in DM - I'd have to play it though (and I would play this map online as is). The rest of the weapons: are you going for "Theme weapons" - weapons that match the level them - or "utilitarian" - weapons useful based on the level design? I personally am against BOTH Freeze and Dust as they're nearly identical, whereas no Bubble Lead feels funny. The Hard / Knight platforms I felt were a tad too difficult to get to - I only could with three Item 1's, and that's tremendously difficult with lag (and impossible with people shooting at you) although I understand why you hid them. Dust for Bubbles, maybe? Anyway, I feel mostly comfortable with size, the Quick Boomerang room being the one that needs attention. Good work!

ext.: Skipped the duel map because I don't really play duel. Not sure what the migration was for. <.<
Title: Re: Myroc's Obsidian Tower of Maps and Miscellany
Post by: Myroc on May 13, 2011, 06:16:40 AM
Quote from: "Ice-IX"
Add a step so that the water line is equal height to the ground.
This was that I tried first, but ironically enough I didn't think people would approve of how it looked. Seems I was proven wrong.

As for the weapons, I try to go with themed weapons but only if they are also utilitarian in purpose. Gemini Laser is perfect in the cramped submerged environments, freeze cracker can shoot around corners, Spin Wheel Screw Crusher is perfect for both throwing up on the higher-tier areas, albeit blindly, but also for assaulting the people below. Hard Knuckle can easily be used to ambush someone and knock of most of their health, and Knight Crush is a really powerful weapon to have in these tight quarters. Centaur Flash just felt generally useful, especially with the two W-Tanks that were just before the teleport but in retrospect I might replace this with something else. Maybe put Knight Crush there instead and put Gravity Hold where Knight Crush is now?

Lastly, I could always remove the Item-1's and replace Dust Crusher with Rush Coil.

Thanks for writing detailed critique about this. This is exactly what I'm looking for. I tip my hat to you, good sir.
Title: Re: Myroc's Obsidian Tower of Maps - The RocPack
Post by: Myroc on July 09, 2011, 11:25:43 AM
Update! Say hello to the RocPack (http://www.mediafire.com/?sutl28kmhu99eaq)! Not affiliated with Roc's Creation in any shape or form.

This is a minor map pack which currently features 5 maps I've mad so far, all of whom are described in the first post. These maps are (with one exception) all designed for deathmatch, and deathmatch only. Do not pester me about faults in these maps for things other than DM, unless they are really trivial changes that does not change basic DM play. In addition, you are not allowed to redistribute this pack in any shape or form, without my personal approval.

With all that said, feel free to download this and use it to complement the basic selection in your DM games. I intend to periodically update this pack with any further maps I make, so expect this to eventually grow larger overtime.
Title: Re: Myroc's Obsidian Tower of Maps - The RocPack
Post by: Hallan Parva on July 09, 2011, 04:55:06 PM
Nicely done, Myroc. Nicely done.

I've played two of the stages in the past (the "W" duel one and the REALLY COOL no Constancy stage) and they were fantastic fun at the time. Tell me, did you change the weapon selection at all (to accomodate the new MM7 stuff)?

As for the other three stages, haven't played them yet but they look like fun. I'm excited to see how "Smash Plant" differs from "Lava Lake" in terms of layout and strategy. As for the other two stages, I'm excited to see what kinds of gimmicks you've implemented.

When you say "EXPLICITLY FOR DM", do you discourage Duels, LMS matches, and the like? Or are you referring to custom game modes like Rage Roboenza and the Classes modifier? I like Possession as much as the next guy, so please be more specific as to what you're discouraging.

As long as I can play default modes in these maps I'm happy, who cares if they don't work for Rage Roboenza?
Title: Re: Myroc's Obsidian Tower of Maps - The RocPack
Post by: Myroc on July 09, 2011, 05:17:12 PM
It's a disclaimer, that should anyone want to critique these maps and propose changes to it, they should do so in regards to DM and DM only. The only exception is ROC01, which can also receive critique in regards to duel, because that's what the map was originally designed for. I just don't want any people going "this doesn't work in rage robo fix it waaah" because I'm not going to do that.

You're free to play this with any mode I like, although I will be seriously annoyed should you choose to play it with Rage Robo. I really do not want my maps played with that cursed mode, but I'm not going to force people not to. I hope people will choose not to out of respect instead.
Title: Re: Myroc's Obsidian Tower of Maps - The RocPack
Post by: Hallan Parva on July 09, 2011, 05:20:59 PM
So you're saying "don't bug me over custom stuff", in a nutshell. Heck, as long as I can have my Team Possession I'm happy :lol:

Finished the DL, can't wait to test these maps out.
Title: Re: Myroc's Obsidian Tower of Maps - The RocPack
Post by: Korby on July 09, 2011, 06:13:43 PM
I hope you know that I will be calling Obsidian Castle "Bob's Fortress" from now on.
Title: Re: Myroc's Obsidian Tower of Maps - The RocPack
Post by: Myroc on July 09, 2011, 06:40:37 PM
And I shall berate you for it every time you do it, if that is the case.
Title: Re: Myroc's Obsidian Tower of Maps - The RocPack
Post by: BiscuitSlash on July 10, 2011, 02:08:25 PM
This map pack looks really good! I'l probably be hosting this sometime! i'm doing a good thing for you so stop calling me by that nickname
Title: Re: Myroc's Obsidian Tower of Maps - The RocPack
Post by: Nostalgia on July 10, 2011, 05:43:08 PM
I just wanted to say that you picked a very good song for ROC04. FF6 ftw.
Title: Re: Myroc's Obsidian Tower of Maps - The RocPack
Post by: Korby on July 10, 2011, 06:23:38 PM
Technically, Michael, it's not a nickname, 'cause it actually is your name.
Title: Re: Myroc's Obsidian Tower of Maps - The RocPack
Post by: BiscuitSlash on July 10, 2011, 06:46:21 PM
Oddly enough, I've never actually said my name is Michael. I wont ever change this name because I like it.
Title: Roc plays RocPack
Post by: Tesseractal on July 26, 2011, 08:02:37 PM
Well, after getting look at these maps, they're good. Weapon/layout choices are fairly solid so I won't comment on those. Really, I'll just share a few minor things.

ROC05: The jump to Gravity Hold can be made with SR50, but is impossible otherwise (bar Item-1). Blocking SR50 could be done by raising the platform higher.

ROC04: The conveyors going into dead-ends are... odd. You mentioned "they have to end somewhere" but instead- why not connect all of them? They seem to line up correctly; it wouldn't be "continuous" but you could add items in there and make it worthwhile to go inside them. The two dead-ends are empty (I assume you're not using PU yashs) and connecting them and throwing in items could make them less cosmetic. The outside area is also a little bleak. You could probably throw an extra area (accessible or not) so it's not just an empty sea of fire. Or you could leave it an empty sea of fire.

All of the maps could be expanded upon, I don't really feel like saying much as I'm not sure how much you want to "grow" them. Those are just the immediate things I see you wanting to fix.
Title: Re: Myroc's Obsidian Tower of Maps - The RocPack
Post by: Mendez on August 28, 2011, 07:40:53 PM
Well Myroc, considering most of the slack you've given this community, we decided to actually look closer into the RocPack and give our honest review

Myroc - The RocPack
5.6/10

ROC01 - I am simply not amused by this map. With the single set of textures that screams uncreative, we're forced to believe this layout is actually proper for duel. Dueling with DarkAura and others have shown that this weapon layout is far from impressive. It's the mediocre weapons show, starring ROC01. The layout isn't even as interesting as the weapon selection, which says a lot. I found myself moving around the narrow sides the whole time because there was no real weapon in the middle to make me want to go there. Also, with a water wave, I could easily mow down anyone that stood in my way. Even the Tomahawk, which I figure you put there because it's a "balanced" weapon, is no match to water waves from above. Another issue I have is getting up. One of the ladders isn't visible from an angle, and I spent time having to look at the purple walls to figure out which one actually had the damn ladder. Let's not forget the blatantly loud music that kicks in whenever we get near the fraglimit. The first time I heard that damn thing, I wanted to throw my speakers out the window. Overall, mediocre work for a VERY mediocre map pack.

ROC02 - I will cut you some slack, because this map has to use one set of textures for the RNC expansion. It seems like you actually put the textures in their proper place. However, that is no excuse for the weapon choice presented before me. When you put a screw crusher above us with a crystal eye as the second option, I almost felt like you weren't even trying. Combine this with the bland symmetrical layout and you have a map that leaves me simply begging for you to stop now while you're ahead. But no, you made three more maps for you to "bless" the community with. P.S. bubble lead doesn't work so well underwater. Or at all, for this map.

ROC03 - This is probably my favorite map, but that's only because this map isn't as mediocre as the rest. The layout isn't something that I can hate at all. Good height variation, an open center, and not much symmetry anywhere. The symmetry in the map is small, and that's a good thing. Having said that, I feel the design of the whole map feels unamusing. The constant black, followed by constand red, followed by pure blue feels uncreative to say the least. Think of a good complementing color to all these sections. Black pillars with black walls isn't stylish or interesting to look at. The weapon layout is something I don't have too much of a problem with, except for the awful location of Slash claw. Honestly, if you're going to hide a weapon from plain sight, it better be good. Not just some close-range-only weapon that I could easily counter with the billions of other mediocre close range weapons around here. I'm talking about shadow blade, napalm bomb, and fire storm. Get it together, Myroc.

ROC04 - My least favorite map out of the entire thing. Why is this? Because the design seems awful, there seems to be no point to having hyper bomb in the map, and the music is actually annoying to listen to. I'm going to show you a screenshot, and you tell me what you see.
(click to show/hide)
The weapon selection seems random, with no real power weapons to take advantage of. I look down on this.

ROC05 - Oh hey, I made another version of this. Overall, I can't say I'm very impressed with this map at all. The helipads are a nice touch and I enjoyed having a difficult time trying to reach the 5-hit-kill magnet missle that doesn't lock on so well to anything. The whole stage looks yellow, and looking at the skybox makes the whole stage feel incomplete. Overall, there isn't much I can say against this map, considering I made a version similar to this.

Well Myroc, what have we learned today? Well, we've learned that you're not as good at mapping as most people might think. Also, we learned that this map pack has A LOT of fixes to make before it becomes anywhere near fun. How this is still in Deathwind's DM server is beyond me. Anyways, hope you had a fun time learning pal.

- Alex Mendez, August 28, 2011

(click to show/hide)
Title: Re: Myroc's Obsidian Tower of Maps - The RocPack
Post by: Ivory on August 28, 2011, 08:04:17 PM
YD and Reboots review has been removed due to being entirely made of inappropriate content.
Really now, we have kids on these forums. That was unacceptable.
Title: Re: Myroc's Obsidian Tower of Maps - The RocPack
Post by: Myroc on August 28, 2011, 08:20:35 PM
Quote from: "Bluebrawl"
If you haven't noticed, this is just the community giving you the middle finger back for all the hateful crap you've spewed at us over time. Doesn't feel so good when the tables are turned, does it. Btw, fuck your shit for removing that parody of my review. I had a good chuckle at that. In all honesty, this is a 7.6 at most.

And what do you know? Seems my hate isn't just unbased contempt. Instead of actually proving that you can do better, or proving that your ways aren't so bad as I claim they are, you just decide for mutual hate with questionable reasons. If you haven't given me a reason to disapprove of your methods before, you certainly have now. You're not helping anything by doing this.

I'd like to prove that I've never claimed to be like a blessing this community isn't worthy of. I don't go around saying that I'm oh-so-almighty as you people like to think I do. I have my own fair share of flaws and problems. Hell, the fact that I hate things as much as I do really is one of them. I can accept that my maps aren't that great. Hell, I was ready to actually accept Bluebrawl's review as an actual, harsh opinion until I read the small subtitle he had decided to add. Now I don't know what to think.

When I go rant about the community as I do all so much, people often replies with "this is the internet, that's what you can expect". To this I have one thing to say.

No.

See, previous to Cutstuff and MM8BDM I come from a community that seems to be an exception to all this rampant ignorance that plagues the internet. It's the only place in recent memory where I've been able to hold several intellectually stimulating discussions. People think through what they're saying, are generally open-minded and polite, and are basically good company. Sure, it's not all fun and games, there's some strict moderation and things can get out of hand for a while. Like all things, neither it is perfect.

Why do I hate the community? Not only because the way it acts, but also its excuses for acting the way it acts, and the fact that they don't seem to listen to any sort of reason, whether it is from me, or members of its own community, and finally because I know people can do better. I don't expect perfection, but I bloody well expect more than this. And this example certainly isn't helping your cause.

Ye gods, is it too much to ask for a little damn faith in mankind?
Title: Re: Myroc's Obsidian Tower of Maps - The RocPack
Post by: Magnet Dood on August 28, 2011, 08:31:03 PM
All right, guys. Settle down. We don't need a giant flame war starting, right?

Trust me, I know I haven't been here for that long, but I am aware of what Bluebrawl is talking about. All the same, this topic is about maps. It is NOT for useless arguements with general spite at one of our members.

Speaking of maps, I'd say yours are pretty good, Myroc. The one thing that bothers me is the inconsistent weapon selection in ROC02. There's just too big a jump between unpowerful and powerful weapons.
Title: Re: Myroc's Obsidian Tower of Maps - The RocPack
Post by: BiscuitSlash on August 28, 2011, 08:37:28 PM
I just want to ask one question....your choice whether or not you read it
(click to show/hide)
Title: Re: Myroc's Obsidian Tower of Maps - The RocPack
Post by: Magnet Dood on August 28, 2011, 08:42:49 PM
It's his preference what he calls you. You shouldn't get so worked up about it.

Would you prefer to be called 712 instead?
Title: Re: Myroc's Obsidian Tower of Maps - The RocPack
Post by: Kapus on August 28, 2011, 08:44:59 PM
I, personally, find it annoying to write down the random numbers in someone's name each time I mention them. I almost always leave the numbers out.

I usually have enough time remembering the numbers in the first place.
Title: Re: Myroc's Obsidian Tower of Maps - The RocPack
Post by: Myroc on August 28, 2011, 08:48:05 PM
Quote from: "Kapus"
I, personally, find it annoying to write down the random numbers in someone's name each time I mention them. I almost always leave the numbers out.
Basically this. It's nothing personal, Michael.
Title: Re: Myroc's Obsidian Tower of Maps - The RocPack
Post by: Magnet Dood on August 28, 2011, 08:52:24 PM
I wonder how you could be so vehemently upset about that.

I mean, come on. It's just a forum name.

But anyway, maps.
Title: Re: Myroc's Obsidian Tower of Maps - The RocPack
Post by: Ivory on August 28, 2011, 08:55:17 PM
Star Dood, will you stop back seat moderating please. It's not your job.
Title: Re: Myroc's Obsidian Tower of Maps - The RocPack
Post by: Magnet Dood on August 28, 2011, 09:03:27 PM
Back seat mo- *looks at posts*

Oh. Well, I was just trying to break up that fight. Just hate it when those get out of proportion.

Crap, now I'm talking like a moderator! *slaps self*
Title: Re: Myroc's Obsidian Tower of Maps - The RocPack
Post by: Hallan Parva on August 29, 2011, 09:00:19 AM
It's not like Star made one post that was like "oh hey, don't double post" or anything. I mean, Star came in and made multiple NEUTRAL posts in a conversational tone that were meant to mediate a conflict, not instill forum powers!

Geez Ivory, you could've cut the girl (guy?) some slack couldn't you?
I'm just kidding, really. Ivory's a beautiful woman. A BYOOOOOTIFUL WOMAN. She's just doing her job!
Title: Re: Myroc's Obsidian Tower of Maps - The RocPack
Post by: Myroc on August 29, 2011, 10:23:58 AM
Two things. I don't mind non-moderators coming in and stating that things are getting out of hand. On the contrary, it shows that the person in question has atleast some semblance of reason, which seems to be a rare quality these days. (In general, not just the forum, mind.)

Secondly, Ivory's a man. Probably ought to point to those who've missed that already.

Unless that last paragraph was simply you poking fun at the matter.
Title: Re: Myroc's Obsidian Tower of Maps - The RocPack
Post by: Hallan Parva on August 29, 2011, 02:04:23 PM
Quote from: "Myroc"
Secondly, Ivory's a man. Probably ought to point to those who've missed that already.

Unless that last paragraph was simply you poking fun at the matter.

SON OF A -- I could've SWORN that Ivory was a girl. Seriously? The speech patterns? The multiple avatars? It all fits so WELL.

Boy oh boy is Joseph Collins (http://www.cutstuff.net/forum/viewtopic.php?p=21937#p21937) going to be severely disappointed (http://www.cutstuff.net/forum/viewtopic.php?f=29&t=1048&start=40) :lol:
And yes, it was sort of a joke
Title: Re: Myroc's Obsidian Tower of Maps - The RocPack
Post by: LlamaHombre on August 29, 2011, 02:09:14 PM
Silly Myroc, Ivory's a Xe.
Title: Re: Myroc's Obsidian Tower of Maps - The RocPack
Post by: Korby on August 29, 2011, 03:59:37 PM
Yes yes, save that for another time.

Good maps, wot wot.
Title: Re: Myroc's Obsidian Tower of Maps - The RocPack
Post by: Myroc on August 29, 2011, 05:08:15 PM
With all of that aside, I guess it's time I actually address the points given in the earlier review.

ROC01
(click to show/hide)

ROC02
(click to show/hide)

ROC03
(click to show/hide)

ROC04

(click to show/hide)

ROC05
(click to show/hide)

And there we go. Despite its seemingly biased origin, the review has been addressed objectively and professionally, and changes are taking place whether it comes from your opinions, other other people's opinions. Rest assured, while I do not hold this community in high regard, I do not leave any voice unacknowledged.
Title: Re: Myroc's Obsidian Tower of Maps - The RocPack
Post by: LlamaHombre on August 29, 2011, 06:19:21 PM
Forgot to mention, this is one of my favorite map packs if only because of 01, 02, and 04.

They all not only look nice, but are fun to play on.
Title: Re: Myroc's Obsidian Tower of Maps - The RocPack
Post by: Hallan Parva on August 29, 2011, 08:33:24 PM
Oh my god... Myroc, I just want to personally apologize for being SUCH AN ASS. I had actually typed up a complete review several WEEKS ago but never got around to posting it... I just recently re-discovered it hidden away on my flash drive and felt bad for not realizing my mistake sooner! Hopefully this serious and honest review will help you forget about those immature "joke" reviews and encourage you to stay with the community, so you'll continue working with MM8BDM. Trust me, I speak for a lot of people when I say that I appreciate your input to the forums. Thanks.

Well, if you're still in the mood then here's a month-old stale review! Enjoy! *blows dust off*

(click to show/hide)
Title: Re: Myroc's Obsidian Tower of Maps - The RocPack
Post by: Magnet Dood on August 30, 2011, 01:33:08 AM
Quote from: "Myroc"
On the contrary, it shows that the person in question has atleast some semblance of reason, which seems to be a rare quality these days. (In general, not just the forum, mind.)

I can't tell if this good or bad, but I'll say thank you anyway.

And, Smash, I've double posted four times in the last few days. :P
Title: Re: Myroc's Obsidian Tower of Maps - King of the Hill
Post by: Myroc on September 28, 2011, 05:36:56 PM
So, as mentioned in the relevant topic (http://cutstuff.net/forum/viewtopic.php?f=34&t=3416), I decided to make a small mockup map for the domination mode, which has been tweaked function more like TF2-style King of the Hill. The map is very basic, in total it took me less than an hour to make, and I had to do some additional tweaking in the code provided, but it should work relatively well. However, there is still a bug that can cause the point to be unable to be captured by the opposing team from time to time. I still do not know the cause of this. I'll do some more digging in the code, but if anyone could point out what's wrong, do tell.

Grab the map here (http://www.mediafire.com/?4bb5tfldtrw1b8r).

To set it up, you need to host the map in Team Game mode, and then set the server point limit to how many seconds the point needs to be held in total for a team to win. (E.g 90 means one and a half minute for each team). It does not have to be done in one sitting. Capturing the point is as simple as walking onto the platform in the middle. Your team should then accumulate a point per second until you either win or the enemy team captures the point from you. Beware though, health and energy are a lot more scarce here than normal maps.

Again, this is just a quick and basic mockup to how the mode could work in MM8BDM. I do not promise that this map is actually good to play on, so for it's just a map to play on.
Title: Re: Myroc's Obsidian Tower of Maps - King of the Hill
Post by: Shade Guy on September 29, 2011, 08:52:57 AM
After experimenting, it seems that the control point only registers a capture from 8 different spots, the 4 corners and the 4 edges. However, it looks like you accidentally made it so it only registers a capture from each spot once. Therefore, after 8 captures it becomes impossible to capture it anymore.

For example, you capture the point, running in from the top-right corner. After you capture it from there, the opposing team cannot run in from the top-right and capture it. Thus continuing until it is captured from every corner and edge.

In short, if you run onto the control point from a certain angle, no one can capture by running onto the control point from that angle again.
Title: Re: Myroc's Obsidian Tower of Maps - King of the Hill
Post by: xColdxFusionx on September 29, 2011, 07:32:24 PM
Quote from: "Shade Guy"
After experimenting, it seems that the control point only registers a capture from 8 different spots, the 4 corners and the 4 edges. However, it looks like you accidentally made it so it only registers a capture from each spot once. Therefore, after 8 captures it becomes impossible to capture it anymore.

For example, you capture the point, running in from the top-right corner. After you capture it from there, the opposing team cannot run in from the top-right and capture it. Thus continuing until it is captured from every corner and edge.

In short, if you run onto the control point from a certain angle, no one can capture by running onto the control point from that angle again.

Solution: Check off "Repeatable Action" in the relevant linedefs.
Title: Re: Myroc's Obsidian Tower of Maps - King of the Hill
Post by: Myroc on September 29, 2011, 07:37:18 PM
Quote from: "xColdxFusionx"
Quote from: "Shade Guy"
After experimenting, it seems that the control point only registers a capture from 8 different spots, the 4 corners and the 4 edges. However, it looks like you accidentally made it so it only registers a capture from each spot once. Therefore, after 8 captures it becomes impossible to capture it anymore.

For example, you capture the point, running in from the top-right corner. After you capture it from there, the opposing team cannot run in from the top-right and capture it. Thus continuing until it is captured from every corner and edge.

In short, if you run onto the control point from a certain angle, no one can capture by running onto the control point from that angle again.

Solution: Check off "Repeatable Action" in the relevant linedefs.
So that's what I missed. I feel like a tool now. Thank you, that was basically the last thing in the code that was still bugging me.

If only I hadn't lost all the other changes I made to the code when my desktop crashed earlier today and refuses to boot. I'm gonna see if I can reimplement the stuff I had changed prior to that and reupload it.
Title: Re: Myroc's Obsidian Tower of Maps - King of the Hill
Post by: Myroc on September 30, 2011, 03:39:41 PM
MMKOTH01 has been updated and improved. It should now be hopefully bugfree as well as a bit more streamlined. Download it in the first post.

Additionally, anyone is free to use the code provided to make their own King of the Hill maps. With a very minor amount of tweaking, it's also possible to do multi-point maps, for anyone who chooses to.
Title: Re: Myroc's Obsidian Tower of Maps - King of the Hill
Post by: Myroc on December 10, 2011, 11:40:29 AM
I've released the latest version of my King of the Hill map and code. This now contains two versions of the map, demonstrating single-point King of the Hill and multi-point Domination respectively. The download is on the first page. I'm also cross referencing the method used to add more control points mentioned in the Doom Builder help-thread.

Also, the next version of the RocPack is finally coming soon. I just need to do some more tweaks and testing. This next version (hopefully) addresses most of the issues in the first batch of maps, and also contains two new ones.
Title: Re: Myroc's Obsidian Tower of Maps - More KotH
Post by: Magnet Dood on December 10, 2011, 05:42:04 PM
Cool. Can't wait to see it finished.

Keep up the good work!
Title: Re: Myroc's Obsidian Tower of Maps - More KotH
Post by: Duora Super Gyro on December 10, 2011, 09:29:17 PM
Cool. And thanks for doing the domination maps. That really helped me out alot.
Title: Re: Myroc's Obsidian Tower of Maps - RocPack v1b (Finally)
Post by: Myroc on January 08, 2012, 07:43:34 PM
Do you hear that sound? That's the sound of me getting off my lazy ass and fixing stuff.

RocPack v1b has been released. (http://www.mediafire.com/?vw8436v38g65z4s)

What's new in this version? Not only have the original five maps undergone some heavy tweaking, this version also adds two more maps to the mix, Hilltop Mausoleum and Border Gate Gulch. The changelog for the first five maps are as follows:
(click to show/hide)

This should hopefully adress most of the issues that were present in v1a, although I expect there to be a metric fuckton of new issues arising with this version. I really wish I wasn't so lazy about these things, I really could have had this released one or two months ago. But ah well.
Title: why would you think Proto Buster / Rush Jet combo was fun
Post by: Hallan Parva on January 09, 2012, 12:08:15 AM
hello my name is SmashBro and I am going to complain now

Quote from: "On August 29 2011, SmashBroPlusB"
The weapon selection is rather nice and covers a wide spectrum of strategies and playstyles: from the multi-hit Crash Bomb to the sneaky Search Snake and Magnet Missiles to the all-mighty Power Stone, the zerg rusher's best friend. My only real complaint is Proto Buster. It can single-handedly nullify every single weapon on the stage (sans Gravity Hold), and deal a 50-damage counter attack to boot! Augh, I just really hate Proto Buster. It only takes one shield guy going buster only and camping the crap out of the Proto Buster spawn area to really ruin everyone's day.
Mind you, Proto Buster is harder to get now, but still it's a little disheartening to see that ONE thing single-handedly cock-block about 90% of the weapon selection that's here.

And then there was Rush Jet. :geek:

I don't have a real critique right now as I just now DL'd the pack, but I just HAD to check on the changes to Smash Plant.
Title: Re: why would you think Proto Buster / Rush Jet combo was fu
Post by: Myroc on January 09, 2012, 08:36:39 AM
Quote from: "SmashBroPlusB"
Mind you, Proto Buster is harder to get now, but still it's a little disheartening to see that ONE thing single-handedly cock-block about 90% of the weapon selection that's here.
What, Gravity Hold, Crash Bombs, Magnet Missiles and Drill Bombs aren't good enough for you? There are plenty weapons to counter it, most of them at least somewhat more accessible than Proto Buster is (and that's even taking into account the mass amount of Beat Calls and Rush Jet). Yes, Proto Buster can still be rather powerful, which it's supposed to be. I've added enough weapons that can bypass its protective abilities, saturating the map with yet more of them would make it a lot less useful fast.

Don't get me wrong, I appreciate the the input, and if this ever becomes an in-game issue, then I'll make sure to do some tweaking, but there is a lot of thought put behind it, and considering that all you did was open it up and having quick gander, I'm not too inclined to think of it as something severe nor important.
Title: because real men obviously abuse splash damage
Post by: Hallan Parva on January 09, 2012, 03:25:14 PM
Quote from: "Myroc"
What, Gravity Hold, Crash Bombs, Magnet Missiles and Drill Bombs aren't good enough for you?
Drill Bombs are slow and Proto Buster is fast
with Rush Jet, Gravity Hold makes me feel Gravity Trolled
Magnets and Crash Bombs are fine

and I should probably look at ALL of the maps before I piss you off any further :ugeek:
Title: Re: because real men obviously abuse splash damage
Post by: Myroc on January 09, 2012, 03:44:18 PM
Quote from: "SmashBroPlusB"
Quote from: "Myroc"
What, Gravity Hold, Crash Bombs, Magnet Missiles and Drill Bombs aren't good enough for you?
Drill Bombs are slow and Proto Buster is fast
with Rush Jet, Gravity Hold makes me feel Gravity Trolled
Magnets and Crash Bombs are fine

and I should probably look at ALL of the maps before I piss you off any further :ugeek:
Sorry if I come across as "pissed off", I appreciate feedback such as the one you are providing. I just don't find any validity in this particular claim, and I do not think it's of any issue unless I am given proof via real gameplay that it is an actual issue, in which case I will deal with it as required. I have, however, tried my best to prevent this from ever becoming an actual detriment to gameplay.
Title: Re: Myroc's Obsidian Tower of Maps - RocPack v1b (Finally)
Post by: SaviorSword on January 10, 2012, 02:30:04 AM
Well, I suppose I'll scan this pack as well for linedef problems. I will report problems with either the lack of or excessiveness of linedefs with the "block monster" property. I will supply photos too.

ROC05- Excessive on the stairs. Lack of somewhere. I've looked all over, but there is a spot that I can't seem to find.
(click to show/hide)
ROC06- No excessive. Lack of pretty much the entire outside.
(click to show/hide)

Well, that was a short and sweet review! Not much problems detected due to the amount of maps are in this pack to begin with.