Cutstuff Forum

Mega Man 8-bit Deathmatch => Projects & Creative => Maps => Topic started by: Hallan Parva on January 03, 2011, 07:36:01 PM

Title: SmashBro's Wall of Blueprints (TOP SECRET - HUSHITY HUSH)
Post by: Hallan Parva on January 03, 2011, 07:36:01 PM
Here are all my blueprints! Come take a look around, and map to your heart's content.



OLDEST ~ Time Man Clocktower
(click to show/hide)

COMPLETED (AMP, RocPack) ~ The Cage 2.0
(click to show/hide)

COMPLETED (AMP) ~ Sword Base
(click to show/hide)

GutsMan, Inc.
(click to show/hide)

Chemic Plant
(click to show/hide)

SPECIAL ~ Radius Thrust
(click to show/hide)

Chaos Shrine
(click to show/hide)

Pandaemonium
(click to show/hide)

Avalon Island
(click to show/hide)
NEWEST ~ Rock Club
(click to show/hide)
NEWEST ~ Sanctuary Subterfuge
(click to show/hide)
Title: Re: SmashBro's Useless Wall of Blueprints
Post by: Korby on January 03, 2011, 07:45:01 PM
Unless you want really tall gears, I'm pretty sure Time Man's Clocktower is impossible.
Title: Re: SmashBro's Useless Wall of Blueprints
Post by: Ivory on January 03, 2011, 08:06:27 PM
I can think of one method to pull it off. But it's certainly nothing a map newbie(no offense) could do. Nor would it even be practical at all.
You're best off not bothering with the gears.
Title: Re: SmashBro's Useless Wall of Blueprints
Post by: RenegadeX5 on January 03, 2011, 08:40:11 PM
*sits down and thinks* Unless ya set down a LOTTA 'conveyors' that will push you around in a circular formation...
Title: Re: SmashBro's Useless Wall of Blueprints
Post by: tsukiyomaru0 on January 03, 2011, 08:50:37 PM
Quote from: "RenegadeX5"
*sits down and thinks* Unless ya set down a LOTTA 'conveyors' that will push you around in a circular formation...
Exactly that.
Title: Re: SmashBro's Useless Wall of Blueprints
Post by: Ryuga_knight on January 04, 2011, 12:57:55 AM
Cool ideas but you'll need a pro mapper to pull it off.
Title: Re: SmashBro's Useless Wall of Blueprints
Post by: TERRORsphere on January 04, 2011, 01:17:35 AM
Make your own god darn map  :ugeek:
Title: Re: SmashBro's Useless Wall of Blueprints
Post by: Sonix the NMH on February 14, 2011, 01:17:44 AM
well u could just make the animation thing make it look like its turning and junk...btw can i map timemans?
Title: Re: SmashBro's Useless Wall of Blueprints
Post by: Hallan Parva on February 14, 2011, 08:57:00 PM
First off, necropost FTL.
Second off, don't lock this Ivory :p

To answer your question, go ahead and make the map. I don't mind.
I also have a few new blueprints... and I completely forgot about this thread. I'll post them if you want.
Title: Re: SmashBro's Useless Wall of Blueprints
Post by: Hallan Parva on June 21, 2011, 06:24:22 PM
Necropost FTL :lol: but there's a good reason for it:
Quote from: "Bluebrawl"
Could you post more blueprints? I'm interested in trying my hand at mapping these.
HOOOOOOOLYYYYYYYYYY SHEEEEEEEEEEEEEETTTTTTTTT :cool:

Come back in a couple of days!
Title: Re: SmashBro's No-Longer-Useless Wall of Blueprints
Post by: WheelieCarbonate on June 22, 2011, 02:55:37 AM
Hey look I'm not the only one who draws maps on pen and paper before in DoomBuilder.
Title: Re: SmashBro's No-Longer-Useless Wall of Blueprints
Post by: Myroc on June 22, 2011, 03:24:56 PM
I might try to implement the Cage blueprint. I'll toss you a word if I come up with anything.
Title: Re: SmashBro's No-Longer-Useless Wall of Blueprints
Post by: Mendez on June 23, 2011, 11:55:47 PM
Quote from: "Myroc"
I might try to implement the Cage blueprint. I'll toss you a word if I come up with anything.
Want to collaborate on the maps together? I think we need to make a few sections a little wider, but I think we can both go and recreate the design just fine.
Title: Re: SmashBro's No-Longer-Useless Wall of Blueprints
Post by: Mendez on June 24, 2011, 08:18:03 PM
Alright mang, I got the basic layout of the cage, I think. Not very accurate. Those damn graph lines are so faded I can't tell how long each section is supposed to be exactly. In any case, enjoy this.
(click to show/hide)
Here's the thing I want to hear from you: Would you like for me to recreate the actual Halo Reach map (Gray and blue textures all day erry day), or would you like for me to just use something more creative? I don't know what to go with, although I am leaning more toward recreating the actual map.
Title: Re: SmashBro's No-Longer-Useless Wall of Blueprints
Post by: Myroc on June 25, 2011, 01:54:24 PM
I've already done the layout myself in Doom Builder but I'd be happy to take a look at yours as well to see what can be improved on both versions. I based the textures in my map on Stone Man's, Magnet Man's and Cloud Man's textures, although this is subject to change. Also, there is some sliiiiight changes in layout to make it flow a tad better.
Title: Re: SmashBro's No-Longer-Useless Wall of Blueprints
Post by: LlamaHombre on June 25, 2011, 02:55:21 PM
Noticed a flaw in your blueprint: If you use the "wind cannon" or whatever it was in Halo, you'll smack right into a wall.

It's an easy fix, but I wanted to point that out.

EDIT: Wait, oops. There's a sector around the map. My bad.
Title: Re: SmashBro's No-Longer-Useless Wall of Blueprints
Post by: Korby on June 25, 2011, 07:06:02 PM
Ohhh, I just remembered what map this is.
(click to show/hide)
For a reference, if you need one.
Title: Re: SmashBro's No-Longer-Useless Wall of Blueprints
Post by: Trollman on June 26, 2011, 06:57:01 PM
Damn you draw blueprints better than me
Title: Re: SmashBro's No-Longer-Useless Wall of Blueprints
Post by: Hallan Parva on June 27, 2011, 06:03:27 PM
DAAAAAAAAYUM that looks nice! I didn't think you'd actually do it that fast! :cool:

In reality, "The Cage 2.0" was loosely based off of Halo Reach's The Cage, but certain things were changed to make it more "deathmatch friendly". For example the pillbox where the shotgun was had been removed and changed to open-air land, and some ledges were put in the mountain for things like Top Spin. As far as textures is concerned, I'm saying "go for it". As long as it looks nice I really don't care which look you're going for, I'm just glad you're actually making my blueprint a reality!

As for the faded graph lines, sorry but that's how my scanner works. :? Here's a hint though: all lines are 45 degree angles. Another thing: the Bass Buster and Super Adaptor platforms next to each other (by the Ballade pit) are the same size. Other than that, I'm fine with changing the lengths of platforms and such to make the map flow better.

I want to finish things here by saying "thank you very much" to everyone helping out on this. You can't believe how much you guys just made my day when I saw everything here. Thanks for everything, I really appreciate you guys helping me out! Keep up the good work!
Title: Re: SmashBro's No-Longer-Useless Wall of Blueprints
Post by: Myroc on June 27, 2011, 06:53:59 PM
Here are two pictures of my version of the map without items. The layout itself is pretty much finalized, I just need to add weapons and powerups to it.

Speaking of which, I intend to pretty much ignore your weapon layout because it seems ludicrously imbalanced but I'll include some similar weapons as long as they fit.

(click to show/hide)
Title: Re: SmashBro's No-Longer-Useless Wall of Blueprints
Post by: Korby on June 27, 2011, 06:54:47 PM
It's very yellow.
Title: Re: SmashBro's No-Longer-Useless Wall of Blueprints
Post by: Hallan Parva on June 27, 2011, 07:08:45 PM
Very yellow, indeed :geek:

I see a lot of areas are enclosed by walls and ceiling. Can you still boost-jump with the fan to the Freeze Cracker area? As far as weapon balance goes I'm now VERY aware of how imbalanced it is.

Change out Ballade Cracker, it's easy to get and pretty powerful to boot.
Charge Kick is meant to be Sprint. If not the kick, maybe Scorch Wheel?
I don't think Copy Vision is finished yet... better ask the MM&B guys about it.
I like the Hyper Bombs, they look fun to throw in the pit...
Plant Barrier is supposedly Drop Shield but it seems rather useless...
Top Spin's supposed to be powerful, it's on a high ledge. Maybe switch to Slash Claw.
Magnet Missiles are fine. That's where the Sniper Rifle was anyway.
Freeze Cracker's fine, too. It's not that powerful anyway.
You can change Yamato Spear and Atomic Fire to whatever you want, really.
Maybe add Item-1 somewhere so you can get to the Bass/Adaptor poles easier?
Title: Re: SmashBro's No-Longer-Useless Wall of Blueprints
Post by: Korby on June 27, 2011, 07:27:51 PM
Sorry bud, don't think I'll be able to let you use Copy Vision. May I suggest Treble Sentry?
Title: Re: SmashBro's No-Longer-Useless Wall of Blueprints
Post by: Myroc on June 27, 2011, 07:47:51 PM
The Fan was replaced with a ladder. It's also on the other side of the bridge.

I will take care of the weapon selection as I see fit as well. Treble Sentry is already in, though. I was never planning on including custom weapons.
Title: Re: SmashBro's No-Longer-Useless Wall of Blueprints
Post by: Hallan Parva on June 28, 2011, 05:00:29 PM
The fan was kind of the whole point...

Where the fan used to be, it allowed you to quickly exit a dead-end, but you had to think because you were entering a high-traffic area with many pathways. If you moved the fan to the Freeze Cracker area, it allows someone to quickly escape a high-traffic area, with nearly zero penalties because they jump over to an isolated dead-end.

Also, the fan was there because that's where The Cage put their man cannon.
Title: Re: SmashBro's No-Longer-Useless Wall of Blueprints
Post by: Myroc on June 28, 2011, 05:06:55 PM
Oops, once again I read too fast. The Fan's still there next to the freeze cracker area, but there's also a fan leading back, so you can cross both ways. I wouldn't call the left-side a low-traffic area, seeing as both Thunder Bolt, Crash Bomb and Treble Sentry is on the left half of the map, as well as other things.

The UPPER fan, close to the Atomic Fire, is replaced with a ladder, and is on the other side of the bridge leading to Eddie/Random Weapon on your blueprint.
Title: Re: SmashBro's No-Longer-Useless Wall of Blueprints
Post by: Hallan Parva on June 29, 2011, 01:54:15 PM
Alright, I think I understand now. One more question though: if the upper fan's where the teleporter was (on the other side of the bridge), then how do you get to the Top Spin?
Title: Re: SmashBro's No-Longer-Useless Wall of Blueprints
Post by: Mendez on June 29, 2011, 03:34:14 PM
You know guys, I still wanna help since, you know, I originally asked and all. I know I'm slow, but give me some time. I'll make something. Eventually....
I'm such a noobish mapper ):
Title: Re: SmashBro's No-Longer-Useless Wall of Blueprints
Post by: Hallan Parva on June 29, 2011, 03:41:47 PM
You're not a noob mapper! And even if you were (which you're not), it's still good because I'm not a mapper at all! I would really appreciate your help, Bluebrawl. After all, it's because of you that people are doing my work for me noticing my stage designs.

Hey Myroc, slow down a bit, okay? :p
Title: Re: SmashBro's No-Longer-Useless Wall of Blueprints
Post by: Myroc on June 29, 2011, 05:36:26 PM
Quote from: "SmashBroPlusB"
then how do you get to the Top Spin?
First thing? It's now Gravity Hold. Top Spin seemed a tad too powerful for this map, while Gravity Hold seemed to fit perfectly with the vast amounts of height variation. Oh, and you reach it with Item-1.

Quote from: "Bluebrawl"
You know guys, I still wanna help since, you know, I originally asked and all. I know I'm slow, but give me some time. I'll make something. Eventually....
I'm such a noobish mapper ):
Quote from: "SmashBroPlusB"
Hey Myroc, slow down a bit, okay? :p
No can do, lads. I map at a pace I see fit, and will release it when I deem it to be ready to be released. I don't mind you working on your own version of it, hell, just ask and I'll even help you with stuff, but I'm not delaying my own version just because of it.
Title: Re: SmashBro's No-Longer-Useless Wall of Blueprints
Post by: Hallan Parva on June 29, 2011, 07:57:58 PM
Well, could you at least throw in Slash Claw somewhere? I like melee'ing people to death!
Title: Re: SmashBro's No-Longer-Useless Wall of Blueprints
Post by: Myroc on June 29, 2011, 07:59:31 PM
I had mixed opinions on that but I'll probably include it then.
Title: Re: SmashBro's No-Longer-Useless Wall of Blueprints
Post by: Hallan Parva on July 01, 2011, 04:26:21 PM
Just out of curiosity Myroc, what will you do with the map once it's finished? Bluebrawl's throwing his version into the AMP Pack, so that's why I'm asking.

Also, I finished a new pair of blueprints, will be adding them later today. I hope we have textures for chairs and office desks...


... and a karaoke machine for Guts Man...
Title: Re: SmashBro's No-Longer-Useless Wall of Blueprints
Post by: Myroc on July 01, 2011, 04:41:15 PM
Throwing them in the pile with the rest of my maps, which are eventually going into a pack of my own once I get enough of them.
Title: Re: SmashBro's No-Longer-Useless Wall of Blueprints
Post by: Jc494 on July 01, 2011, 05:00:49 PM
Quote from: "SmashBroPlusB"
... and a karaoke machine for Guts Man...

Yes, sir! Ice used the scene of Roll and Gutsman Karaoking from the Japanese ending (i think Japanese) of Battle and Chase to replace the credits. All you would need is Ice's permission and the Karaoke machine is an object, not textures.
Title: Re: SmashBro's No-Longer-Useless Wall of Blueprints
Post by: Hallan Parva on July 01, 2011, 09:01:48 PM
NEW BLUEPRINTS ARE UP

Now presenting Sword Base and GutsMan, Inc. as new stage designs. Bluebrawl's probably going to be REALLY pissed that the gridlines don't line up properly, but what could I do? The grid paper literally didn't fit inside of the scanner. :lol:
Title: Re: SmashBro's No-Longer-Useless Wall of Blueprints
Post by: Mendez on July 02, 2011, 12:06:03 AM
No need to worry about it man, I kinda didn't follow the original layout of your cage design anyways. I might take up Sword Base and get back to you about that in about another week. Thanks for the designs, man.
Title: Re: SmashBro's No-Longer-Useless Wall of Blueprints
Post by: LlamaHombre on July 02, 2011, 12:08:34 AM
I'd like to give Gutsman Inc. a try, if you wouldn't mind!
Title: Re: SmashBro's No-Longer-Useless Wall of Blueprints
Post by: Hallan Parva on July 03, 2011, 02:32:46 PM
Well that's all good to hear then! As for LlamaHombre, go ahead! I don't mind at all.
Title: Re: SmashBro's No-Longer-Useless Wall of Blueprints
Post by: Hallan Parva on July 06, 2011, 07:12:07 PM
IT HAPPENED

(http://i544.photobucket.com/albums/hh355/smashbroplusb/Screenshot_Doom_20110706_150958.png)

Bluebrawl, love you bro :p
Title: Re: SmashBro's No-Longer-Useless Wall of Blueprints
Post by: Hallan Parva on July 22, 2011, 07:01:18 PM
PROGRESS BUMP

Myroc's version of The Cage, dubbed "Smash Plant", has been completed. It's actually VERY close to an exact match of the blueprint! It's part of his RocPack, which contains four other maps in addition to Smash Plant. They're great for duels or competitive DMs, so I recommend you guys download it.

In addition Bluebrawl's thrown his version of The Cage, "Lava Lake", into the AMP Pack, which you can snag a demo of here (http://www.cutstuff.net/forum/viewtopic.php?p=86995#p86995). He's also working on the Sword Base blueprint, with the tentative title "Holland 1945".

LlamaHombre, how's Gutsman Inc. coming along?
Title: Re: SmashBro's No-Longer-Useless Wall of Blueprints
Post by: LlamaHombre on July 22, 2011, 07:03:54 PM
It's going well, but I fail it.
Title: Re: SmashBro's No-Longer-Useless Wall of Blueprints
Post by: Hallan Parva on July 22, 2011, 08:01:59 PM
...?

I don't quite understand...
Title: Re: SmashBro's No-Longer-Useless Wall of Blueprints
Post by: LlamaHombre on July 22, 2011, 09:21:33 PM
You're not supposed to. ;)
Title: Re: SmashBro's No-Longer-Useless Wall of Blueprints
Post by: Galaxy Sisbro on July 23, 2011, 05:34:24 PM
Llamahombre stop failing to life!

I'm sure you can actually do something pretty good by not being that pesimist, my buddy!  ;)
Title: Re: SmashBro's No-Longer-Useless Wall of Blueprints
Post by: LlamaHombre on July 23, 2011, 10:09:18 PM
I'm almost done with it, okay!?
Title: Re: SmashBro's Wall of Blueprints (Poll and stuff)
Post by: Hallan Parva on August 16, 2011, 11:34:32 AM
So... LlamaHombre, how's that map coming along? Also Bluebrawl if you could give me some hints of progress for "Holland, 1945" that would be great.

Also added a poll. I was wondering, would you be fine with maps for custom robot masters, like Brotoad's or Donutyoshi's or my own?
Title: Re: SmashBro's Wall of Blueprints (Poll and stuff)
Post by: LlamaHombre on August 16, 2011, 02:12:42 PM
I've been working on other stuff like Schoolwork, Burner Man, and Personal Shit.

I'll work on it when I can, but do you mind waiting a bit more?
Title: Re: SmashBro's Wall of Blueprints (Poll and stuff)
Post by: Mendez on August 16, 2011, 08:33:25 PM
AMP11 was renamed "Adjective Location" and there are plenty of screenshots of it for you to see. It's basically complete, minus a tiny teleporter problem that's been nagging me a bit. Either way, if you want the actual map, I'll send it to ASAP.
Title: Re: SmashBro's Wall of Blueprints (Poll and stuff)
Post by: Hallan Parva on August 16, 2011, 08:55:02 PM
Llama, that's perfectly fine. I understand the feeling of having a complex real life. :p

As for you BB, I was just referring to progress "in general" but if I could have the map I'd love it!
Title: Re: SmashBro's Wall of Blueprints (Here come the Roahm maps)
Post by: LlamaHombre on August 22, 2011, 05:58:55 PM
(http://i55.tinypic.com/wiwwt5.png)

Personal shit leave me alone

Textures probably will get a change eventually.
Title: Re: SmashBro's Wall of Blueprints (Here come the Roahm maps)
Post by: mike858 on August 27, 2011, 04:09:09 PM
:) what do u mean by roahm maps?
Title: Re: SmashBro's Wall of Blueprints (Here come the Roahm maps)
Post by: Hallan Parva on October 04, 2011, 03:50:27 AM
BUUUUUUUUUUUUMP

Due to a massive influx of new toys to play with (domination mode, Nemz and his PU tilesets, MM.EXE class nearing first release) I've been working on a few new blueprints. Geyser Man, Angel Woman, and Wicked Pumpworks are going to be scanned and posted soon.

It's been three months LlamaHombre, how's that Guts Man Inc. map coming along? :ugeek:
Title: Re: SmashBro's Wall of Blueprints (Here come the Roahm maps)
Post by: LlamaHombre on October 04, 2011, 10:46:38 AM
I quit.
Title: Re: SmashBro's Wall of Blueprints (Here come the Roahm maps)
Post by: Korby on October 04, 2011, 11:48:34 AM
Generally, if something has been worked on for three months with little progress and it is not Megaman and Bass, it's safe to assume it'll never be finished.
Title: Re: SmashBro's Wall of Blueprints (Here come the Roahm maps)
Post by: CHAOS_FANTAZY on October 05, 2011, 10:53:53 AM
Quote from: "LlamaHombre"
I'm almost done with it, okay!?
Quote from: "LlamaHombre"
I quit.
I...um...
Did I miss something here?   :?
Title: Re: SmashBro's Wall of Blueprints (Here come the Roahm maps)
Post by: Shade Guy on October 05, 2011, 11:05:32 AM
Well, to be fair, people can give up on maps near their completion.

For example, I was working on a MM1DW2-esque map...And the layout I had in mind was nearly finished, then I realised it didn't have much going for it and gave up.
Title: Re: SmashBro's Wall of Blueprints (making BB a happy person)
Post by: Hallan Parva on February 01, 2012, 03:03:21 AM
GIGANTIC BUMP OF JUSTICE

(http://i544.photobucket.com/albums/hh355/smashbroplusb/okaywithit.jpg)




Today I'm uploading a blueprint titled "Chemic Plant". It's a medium-sized venue suited towards 4-8 players. The main gimmick is that every 45 seconds part of the level's path will sink down into damaging biosludge and cut off certain areas of the stage from access. However, a different set of paths will rise out of the biosludge in place, forming new ways to traverse the map. The green circles (marked "A" and "B") represent the paths. A platforms will be raised when the level starts, then sink down after 45 seconds -- at which point the B platforms will rise up. After another 45 seconds the B platforms will sink down to be replaced by the A platforms, and the cycle continues.

(click to show/hide)
Orange bracket squares and purple bracket squares represent different types of elevators. Orange elevators take players from 1 Elevation to 3 Elevation, and a player must stand on it to activate it. Purple elevators are located at the bottom of biosludge vats and are activated when a player is "generally" over top of it (they don't have to actually go further down and touch it). The purple elevators will generally raise to Elevation 1, though the elevator towards the center-left of the map that isn't next to any "safe" terrain will raise to Elevation 1.5 to allow players to easily jump to land.

Numbers signify height levels. Each stage of elevation is too high to jump up; in other words you can't jump up from Elevation 1 to Elevation 2, or from Elevation 2 to Elevation 3. Elevation 3 is meant to be a "true" second floor while Elevation 2 just serves as a sort of partial cover from attacks. "S" marks areas filled with biosludge and "W" denotes impassable wall areas. The two sets of changing platforms are all located at Elevation 1 when raised to the top.

If you have any questions be sure to ask!

Within the week I'll try uploading another blueprint, based off of a certain game series I have recently been found playing often.
Title: Re: SmashBro's Wall of Blueprints (making BB a happy person)
Post by: Knux on February 17, 2012, 07:12:21 AM
That map idea looks very interesting. I'm tired right now, so my brain can't take all of it. I will look into into it though, and see what I can do. I can tell you this however: the A platforms are better left raised at the start. Otherwise, a more complicated script will be needed for something too simple.

Yeah, I might give this one a shot... could be a break from my CTF maps. It's how Starlit Playground (upcoming CSCM map) came to be.
Title: Re: SmashBro's Wall of Blueprints (making BB a happy person)
Post by: NemZ on February 17, 2012, 04:26:02 PM
Hmm... nifty stuff there.  What would make this one complete would be to skin it with Gyromite tiles and add an animated image of ROB somewhere so his spinning disk madness can be blamed.
Title: Re: SmashBro's Wall of Blueprints (making BB a happy person)
Post by: Knux on February 21, 2012, 06:54:39 AM
Some questions. Am I allowed to:

- Build more on the map, or do I have to follow the blueprint exactly?
- Use custom textures/music or do I have to use the stock ones only?
Title: Re: SmashBro's Wall of Blueprints (making BB a happy person)
Post by: Hallan Parva on February 21, 2012, 12:39:18 PM
You're allowed to interpret the blueprints however you want. If it was just exact builds I'd be out of business! Just look at the contrast between "Smash Plant" (Roc Pack) and "Lava Lake" (AMP) for starters. It's the same blueprint, but vastly different stages. As for textures and music I don't really care as long as it's in good taste. I also request a copy of every map created from my blueprints, if you don't mind.

I know Blue's probably loading the missiles at my house right now because I said "in a week" and it's been at least three... so I guess I can put up my progress so far at the very least.
Title: Re: SmashBro's Wall of Blueprints (making BB a happy person)
Post by: Knux on March 06, 2012, 09:21:34 PM
Since I am taking a break from editing my CTF maps (read: stressful stuff), I believe I will begin this map later on today. Not sure what I'll do with it, though. I think CSCM has enough maps from me (wanna leave space for others).

EDIT: If you could though, make a description of the things with a list. I have a hard time following your post, for some reason.
Title: Re: SmashBro's Wall of Blueprints (MAPPY BIRTHDAY)
Post by: Hallan Parva on April 13, 2012, 01:44:15 AM
This took a bit longer to post than I had originally planned, but a least I got it up before midnight!

Happy birthday Bluebrawl. Thanks for putting up with my shit and making maps for me bro.

Here's a special blueprint just for you: Radius Thrust, the most popular bar in all of Cutter's Cove.

(http://i544.photobucket.com/albums/hh355/smashbroplusb/RadiusThrust.png)

It's late over here and I had enough trouble putting up the blueprint in the first place... so a description will arrive tomorrow.
Title: Re: SmashBro's Wall of Blueprints (MAPPY BIRTHDAY)
Post by: TheDoc on April 13, 2012, 02:57:25 AM
Reminds me of Hotel Megaman that Finitezero did.
Title: Re: SmashBro's Wall of Blueprints (MAPPY BIRTHDAY)
Post by: Hallan Parva on April 13, 2012, 08:59:06 AM
NO

do NOT use that language around HERE young man!


Hotel Mega Man was basically three squares stacked on top of one another with more squares for rooms sticking out the sides and in the middle with a fourth large square on top as a roof. The layout was fine as far as hotels are concerned but absolutely HORRID for any actual gameplay. The fact that it had four floors didn't help much either. Also it was made by a furry for a roleplay group aaaaaaaaaaaaaaaaa

Radius Thrust is designed to look like a real-world location, yes, but it can also function in actual gameplay. The main floor and the lounge are wide-open areas good for sweeping attacks, whereas the lobby and the kitchen are more tightly-enclosed spaces useful for bouncing projectiles off the walls. Think of it like CSCM's Wily Kottage: some areas are pretty small and the whole map is shaped like someone's house, but you can still play a game of Deathmatch, Last Man Standing, or whatever else with reasonable success, and it's a fun map to play. Also it was Bluebrawl's birthday so I made him a thing that's not a square aaaaaaaaaaaaaaaaa

Also while I'm here and nobody else but Kapus is here too, I thought I might let you guys know that I'm posting two new blueprints in the next few days. I just wanted to get Radius Thrust up yesterday as soon as I could. Also, does anyone know what goes on a pirate ship besides cannons and treasure chests?
Title: Re: SmashBro's Wall of Blueprints (MAPPY BIRTHDAY)
Post by: Myroc on April 13, 2012, 09:47:20 AM
Quote from: "SmashBroPlusB"
Think of it like CSCM's Wily Kottage: some areas are pretty small and the whole map is shaped like someone's house, but you can still play a game of Deathmatch, Last Man Standing, or whatever else with reasonable success
Good one.

The map itself seems fairly decent, but I'd respect it a tad more if the kitchen also connected to the main area by a corridor to the right of the lounge table, otherwise it feels relatively linear. It's also ridiculously small, barely enough to fit three or four people at the most. Interesting concept, though. Definitely has potential.
Title: notice how I said "reasonable" success, Myroc
Post by: Hallan Parva on April 13, 2012, 10:45:54 AM
... Surprisingly enough I never thought of putting a corridor there. That's actually not a bad idea.

Also I'm not sure if your concept of player size is the same as mine. Those circles next to the bar? Those are bar stools. People sit on those. Yes the map is small but it's not THAT small, I was thinking the map could comfortably house somewhere around 4 to 8 players and could fit up to 12 without feeling like cramped MM1CUT armpit.

I'd gauge the map somewhere around Guts Man's size, but since it lacks vertical variety it will undoubtedly feel smaller than that. It's certainly larger than Cut Man or Flame Man though.
Title: Re: SmashBro's Wall of Blueprints (MAPPY BIRTHDAY)
Post by: Myroc on April 13, 2012, 11:30:44 AM
I'm not sure how you intend to expand the map to such a size without everything seeming disproportioned to no end. It appears like the map was designed as if a player occupied a 2x2 square of graph paper area, at least in relation to all the objects placed around the map, the various tables, the arcade machines, etc, with the only exception being the bar stools which are comparatively tiny in size, and at that size the map sure as hell can't house more than four without being cramped.

On the other side of the spectrum, if players only occupied a single graph paper square, then one would feel as if the map had been designed for giants, something that would feel right at home in CSCM, which isn't a good thing. Granted, it would give players a bit more room to maneuver, but that would result in a good deal of the map being flat space.

You need a more clear concept of what the size of an actual player is, and then reproportion the map after that. Although I'm sure that any mapmakers who would recreate this map would probably restructure it as they see fit, so maybe I'm just nitpicking.
Title: Re: SmashBro's Wall of Blueprints (MAPPY BIRTHDAY)
Post by: Hallan Parva on April 13, 2012, 11:50:03 AM
Yes, I was intending for players to occupy a space of about 1.6 squares; one square would be a small / skinny platform like the edges of Blizzard Man's boat, whereas two squares would be a "comfortable" area for a player, like the large floating ice blocks on that same map. I guess I thought eight players would be a reasonable limit, though I can certainly see where you're coming from with the four player limit.

Regardless, thanks for the input. I always appreciate comments and criticism as it helps me to become better with my designs.
Title: Re: SmashBro's Wall of Blueprints (MAPPY BIRTHDAY)
Post by: xColdxFusionx on April 13, 2012, 12:58:51 PM
Fun fact: That's actually the exact same scale as Doom Builder's default grid. [/themoreyouknow]
Title: Re: SmashBro's Wall of Blueprints (MAPPY BIRTHDAY)
Post by: Hallan Parva on April 14, 2012, 02:20:24 AM
hey remember how I said I was putting up more maps

guess what I DIDN'T LIE THIS TIME


Chaos Shrine (warning: not original)
(click to show/hide)
Pandaemonium
(click to show/hide)

EDIT: updated the frontpage with map tags I'M SO FANCY
Title: Re: SmashBro's Wall of Blueprints (MAPPY BIRTHDAY)
Post by: fortegigasgospel on April 14, 2012, 03:36:18 PM
Quote from: "SmashBroPlusB"
hey remember how I said I was putting up more maps

guess what I DIDN'T LIE THIS TIME


Chaos Shrine (warning: not original)
(click to show/hide)
Pandaemonium
(click to show/hide)

EDIT: updated the frontpage with map tags I'M SO FANCY

Not bad, but if I'm making a Chaos Shrine I'm going straight out of FF1 baby.  :cool:
Title: Re: SmashBro's Wall of Blueprints (duel returns OH NOOOOOO)
Post by: Hallan Parva on April 21, 2012, 03:41:15 PM
I am on a roll guys

thank Bluebrawl for bringing back my love of mapping


Avalon Island
(click to show/hide)
Rock Club
(click to show/hide)
Sanctuary Subterfuge
(click to show/hide)
Title: Re: SmashBro's Wall of Blueprints (duel returns OH NOOOOOO)
Post by: Beed28 on April 21, 2012, 08:43:20 PM
Quote from: "SmashBroPlusB"
Sanctuary Subterfuge
My reaction:
(click to show/hide)

Seriously, a Mega Man Legends themed map? That would be like the best thing ever. Someone has to make that.
Title: Re: SmashBro's Wall of Blueprints (duel returns OH NOOOOOO)
Post by: Hinatediz on May 02, 2012, 04:43:49 PM
You do requests?

if it so... can you make a Map Blueprint for a Abandoned Flooded Subway themed map?

i'm starting on working on maps, and i'm starting with my abilities, so why not?
Title: Re: SmashBro's Wall of Blueprints (TOP SECRET - HUSHITY HUSH
Post by: Hallan Parva on June 15, 2012, 08:48:24 PM
(http://img23.imageshack.us/img23/9083/topsecretn.png)
Quote from: "Human Destroyer"
ACS HELL KJSDBJSBFJKBSFJDK

Seriously I can't do ACS get someone else to do that part
yeah somebody help we need saving


HD's doing the hard part with all those blasted sectors, we just need someone to move them around. I can't explain much more since this is supposed to be SUPER NINJA SECRECY but if you can help then let me know!


also Hinatediz I forgot you had a face
I'll get your request done soon okay bro
Title: Re: SmashBro's Wall of Blueprints (TOP SECRET - HUSHITY HUSH
Post by: Magnet Dood on June 15, 2012, 09:01:03 PM
If it's 3D floors you need, that's completly impossible, just warning you. All the intersections at the different sectors will create huge problems.
Title: Re: SmashBro's Wall of Blueprints (TOP SECRET - HUSHITY HUSH
Post by: Hallan Parva on June 15, 2012, 09:03:16 PM
what no

3D Floors are for quitters. :lol:


Really, these are all pieces of a big "floor". Like, imagine you have a puzzle on the table. Although there are tons of different pieces, the whole thing's still flat. Basically I need a sort of hydraulic lift installed to your table so the puzzle pieces can move up or down to create levels of elevation.

Wow, that metaphor was awful.
Title: Tappin' Dat ACS.
Post by: DarkAura on June 15, 2012, 09:06:39 PM
A puzzle box? room? I'm here for ya, sorta. *readies his body*
Title: Re: SmashBro's Wall of Blueprints (TOP SECRET - HUSHITY HUSH
Post by: fortegigasgospel on June 15, 2012, 09:09:55 PM
Quote from: "SmashBroPlusB"
what no

3D Floors are for quitters. :lol:


Really, these are all pieces of a big "floor". Like, imagine you have a puzzle on the table. Although there are tons of different pieces, the whole thing's still flat. Basically I need a sort of hydraulic lift installed to your table so the puzzle pieces can move up or down to create levels of elevation.

Wow, that metaphor was awful.
If the floors are just moving up and down thats not too hard. I've seen a map do it before. And Shade has the wobbling floor. And my CTF map is all about moving floors up and down.
Title: Re: SmashBro's Wall of Blueprints (TOP SECRET - HUSHITY HUSH
Post by: Magnet Dood on June 15, 2012, 09:30:16 PM
Oh, yeah. Right.

There's still some obvious intersections in places where sectors are inside other sectors, though- you might have to fix that.
Title: Re: SmashBro's Wall of Blueprints (TOP SECRET - HUSHITY HUSH
Post by: Hallan Parva on June 15, 2012, 09:39:22 PM
Actually, those are planned to be different sectors. You know, to avoid errors.

The plan was just to select multiple sectors and move them at once as a group. In between the moves all sectors would reset anyway, so nothing would look strange or anything.

I can't go further than that though, because again, INVISIBLE RONALD DECK and all.