Cutstuff Forum

Mega Man 8-bit Deathmatch => Projects & Creative => Maps => Topic started by: OZX on May 03, 2011, 07:51:38 PM

Title: ozxpack V1A upgraded-no progress yet.
Post by: OZX on May 03, 2011, 07:51:38 PM
Welcome to my map place.

link for OZXPACKV1A-*REMOVED DUE TO BECAUSE IT SUCKS ALOT.*


things i am currently working on:
OZX1
vs omega zero
OZXPACKV1B
OZXCTFV1A
OZX4CTFV1

things i am done with:
none


here is progress with the pack:
(click to show/hide)




Here is the layout for the UPDATED OMEGA02(with changes):

(click to show/hide)

Layout for omega05 as well:

(click to show/hide)

And here are the testers.

(click to show/hide)

I am now hiring more testers, just sign on in.
Title: Re: my maps of un-amazingness.nothin here yet
Post by: Mr. X on May 03, 2011, 11:39:07 PM
So you've got no screenshots, no map names, nothing but "I'm making a map pack."  And this topic exists...why?
Title: Re: my maps of un-amazingness.nothin here yet
Post by: OZX on May 03, 2011, 11:51:14 PM
Quote from: "Mr. X"
So you've got no screenshots, no map names, nothing but "I'm making a map pack."  And this topic exists...why?

better doing it early.and beside, im in a bit of a speck, but im tryin to get throguh it.

EDIT:i have trouble posting screenshots.>.<
Title: Re: my maps of un-amazingness.nothin here yet
Post by: TERRORsphere on May 04, 2011, 06:42:06 AM
inb4 canceled.
Title: Re: my maps of un-amazingness.nothin here yet
Post by: Sora on May 04, 2011, 03:47:28 PM
Do you have an account where you can post the screenshots online?
Title: Re: my maps of un-amazingness.nothin here yet
Post by: OZX on May 04, 2011, 07:05:50 PM
Quote from: "Sora"
Do you have an account where you can post the screenshots online?

nope. but i think what you are saying is the answer.
Title: Re: my maps of unamazingness.after map pack, what next?
Post by: OZX on May 12, 2011, 10:04:57 PM
after my map pack, im thinking of wat to do next. think carefully wat u want to pick, cause there is no re voting.
Title: Re: my maps of unamazingness.after map pack, what next?
Post by: Kapus on May 12, 2011, 10:08:30 PM
Getting a bit ahead of yourself, no?
Title: Re: my maps of unamazingness.after map pack, what next?
Post by: OZX on May 12, 2011, 10:31:59 PM
Quote from: "Kapus"
Getting a bit ahead of yourself, no?


im almost dome with my map pack anyway.and.......


Quote from: "DTDsphere"
inb4 canceled.

whats that supposed to mean?
Title: Re: my maps of unamazingness.after map pack, what next?
Post by: CHAOS_FANTAZY on May 13, 2011, 11:36:41 AM
Quote from: "omegazerox12"
whats that supposed to mean?

He's saying you don't have the ability/attention span/something else to make a good map pack, so somewhere along the way, you're going to give up.

Consider that a challenge, by the way.  :ugeek:
Title: Re: my maps of unamazingness.after map pack, what next?
Post by: OZX on May 13, 2011, 09:25:26 PM
Quote from: "CHAOS_FANTAZY"
Quote from: "omegazerox12"
whats that supposed to mean?

He's saying you don't have the ability/attention span/something else to make a good map pack, so somewhere along the way, you're going to give up.

Consider that a challenge, by the way.  :ugeek:



I.NEVER.GIVE.UP.


EDIT:why do you people love ctf!?O_o
Title: Re: my maps of unamazingness.after map pack, what next?
Post by: LlamaHombre on May 13, 2011, 11:22:43 PM
CTF is underrated.

That's why.
Title: Re: my maps of unamazingness.after map pack, what next?
Post by: OZX on May 14, 2011, 12:53:03 AM
Quote from: "LlamaHombre"
CTF is underrated...



why the hell is ctf underrated?


EDIT:thank u for whoever voted for vs omega zero
Title: Re: my maps of unamazingness.after map pack, what next?
Post by: Tesseractal on May 14, 2011, 01:17:12 AM
Consider it a "uniqueness" issue. There are around 50-70 DM maps in rotations on most servers. There's fourteen official + Ipack + Xpack CTF maps. See the difference? CTF maps are in huge shortage right now.
Title: Re: my maps of unamazingness.after map pack, what next?
Post by: OZX on May 14, 2011, 01:20:57 AM
so the more ctf maps, the better?
Title: Re: my maps of unamazingness.after map pack, what next?
Post by: Tesseractal on May 14, 2011, 01:57:22 AM
Quote from: "omegazerox12"
so the more ctf maps, the better?

Decent CTF maps, yes.

You want what me to order the official CTF maps in terms of quality, it's:

08 = 05 > 09 > 03 - Quality, enjoyable, mostly balanced maps.  Aim to make maps like these. You'll see these have: uncrowded passageways, paths that are mostly separate, passable or enjoyable weapon selections.

04 > "In the middle" mostly enjoyable, just a tad problems that draw it toward...  

06 > 07 > 01 > 02 - Less enjoyable maps that suffer from: extreme basecamping issues, poor/narrow weapon selection, presence of Eddie, and other maladies. Avoid maps like these.

However, quality > quantity in the long run. After you release a pack, particularly if it's "unamazing", you may consider re-working it a bit and polishing it up to get it used more. After all, no one wants to play on a hackjob.
Title: Re: my maps of unamazingness.after map pack, what next?
Post by: OZX on May 14, 2011, 02:26:57 PM
Makin ctf maps will be fun.........trolololol
Title: Re: my maps of unamazingness.after map pack, what next?
Post by: TERRORsphere on May 16, 2011, 12:43:12 AM
Quote from: "Ice-IX"
06 > 07 > 01 > 02 - Less enjoyable maps that suffer from: extreme basecamping issues, poor/narrow weapon selection, presence of Eddie, and other maladies. Avoid maps like these.
Shut it newb. You don't know what you're talking about.

Base camping?! ROFL!
Title: Re: my maps of unamazingness.after map pack, what next?
Post by: OZX on May 16, 2011, 08:10:22 PM
people always base camp.even in good maps.unless base camping has a different meaning.
Title: Re: my maps of unamazingness.after map pack, what next?
Post by: Tesseractal on May 17, 2011, 12:46:12 AM
Quote from: "DTDsphere"
Quote from: "Ice-IX"
06 > 07 > 01 > 02 - Less enjoyable maps that suffer from: extreme basecamping issues, poor/narrow weapon selection, presence of Eddie, and other maladies. Avoid maps like these.
Shut it newb. You don't know what you're talking about.

Base camping?! ROFL!

You know the slopes into the bases that you boasted about using? The ones in your official map? They make it too easy to get the flag. I'm serious. That and the map length. If you're a flagholder and you return your own flag; the person you killed shouldn't be able to get the flag back before you score! Look at the first four maps I listed. In all of them you have to jump to get the flag. (In three of them the flag is on an elevated platform, in 09 jumping is required to pass any of the paths instead). In CTF07 you're capable of dashing to the flag immediately after spawn without any jumping at all - and this is only because you used a slope instead of stairs.

Unless, of course, you spawn in the teleporter basement. Then you have to waste 5-10 seconds climbing out or using the teleport. Which is ironic because you might actually not be able to recapture the flag because of stairs, which are not present in any other spawn. So what you have is people basically stalling for a while, one flagbearer kills the other, but can't get back to the flag in time because the map is about 5 seconds in length. The map structure encourages players to immediately spawn, grab Yamato, then run to the enemy base and camp there until the flag respawns. This is what I refer to basecamping - waiting in an enemy base until a flag respawns, rather than contributing to getting a point (by defending your base or going after your flag) - and it's easier in this map in others because of the proximity of the spawns, the Yamato and other power weapons. The flag itself can also be camped easily because it's a narrow box, which allows for almost guaranteed shots from other players. It can also get stuck between the spawn and the wall of the box. There's not a lot of room in the area in front of the flag, which leads to crowding in games of over six-seven. There's also Eddie, which allows matches that draw out to give hundreds of different weapons to the flag barrier, and eventually leads to Skull/Time/GHold/Bombs/etc. and makes everything worse in CTF.

I made a long post about MMTCF05 and why it's good. The map makes it difficult to get weapons from spawn points (in relation to the other spawn points) getting up to the flag is difficult because of height changes, NOT because the flag is in a narrow box, the routes are separate, etc. In short: Spawnpoints too close to weapons/flag (timewise). You've yet to defend your map; only insult me.
Title: Re: my maps of unamazingness.after map pack, what next?
Post by: TERRORsphere on May 17, 2011, 07:51:52 AM
^ User error.
Title: Re: my maps of unamazingness.after map pack, what next?
Post by: OZX on May 17, 2011, 09:09:29 PM
how about this?!i can make the ctf maps the ****ing way i want it to, now stop arguing!
Title: Re: my maps of stuff.one problem to be fix and then its done
Post by: OZX on May 19, 2011, 08:30:51 PM
srry for double posting.derp me.i need to figure out why my maps wont do deathmatch.:/.anyone know the solution to this?
Title: Re: my maps of stuff.one problem to be fix and then its done
Post by: Asd967 on May 19, 2011, 10:43:09 PM
Add DM starts.
Title: Re: my maps of stuff.one problem to be fix and then its done
Post by: OZX on May 19, 2011, 10:57:25 PM
Quote from: "Asd967"
Add DM starts.


plz...plz i hope that works

EDIT:it doesnt.it says "deathmatch will be changed for next game."i do that, but it doesnt do deathmatch!wat is this kind of problem!?
Title: Re: my maps of stuff.one problem to be fix and then its done
Post by: Gummywormz on May 19, 2011, 11:29:36 PM
Try going to multiplayer > offline skirmish> and selecting your map from there.
Title: Re: my maps of stuff.this problem became a crap load of prob
Post by: OZX on May 19, 2011, 11:30:17 PM
NSSi did that already.doesnt work.maybe db2 might help the solution....
Title: Re: my maps of stuff.OZXPACKV1a is out!!!!1
Post by: OZX on May 20, 2011, 11:51:03 PM
after a pain in the really hard ass work, it is out! 5 maps, more will come and the 5 will be changed for next version.i solemly swear.
Title: Re: my maps of stuff.OZXPACKV1a is out!!!!1
Post by: Korby on May 21, 2011, 01:46:32 AM
Too big, far too open, every map seems to be the same, no coordination in terms of textures.

Put more time and effort into your maps.
Title: Re: my maps of stuff.OZXPACKV1a is out!!!!1
Post by: CHAOS_FANTAZY on May 21, 2011, 01:49:48 AM
Quote from: "Korby"
no coordination in terms of textures

Playable before pretty, my friend  :ugeek:
Title: Re: my maps of stuff.OZXPACKV1a is out!!!!1
Post by: Korby on May 21, 2011, 01:53:17 AM
Tell that to Infinity Ward.
Except these aren't playable. And, as most humans do, I'd much rather be in a place that looks nice than one that looks terrible.
Title: Re: my maps of stuff.OZXPACKV1a is out!!!!1
Post by: CHAOS_FANTAZY on May 21, 2011, 05:38:35 PM
Alright, I downloaded the map pack and gave it an explorin'.  I now feel I was being a bit generous with my aforementioned comment.

Remember, +s are positive things you did, while -s are the opposite.

- For the map's size, pickups are either scrunched together into a ridiculous ball or too wide-spread.  It doesn't feel worthwile to walk all the way over there and get the Shadow Blade because it's so far away.
- Speaking of map size, it just seems like there are a whole bunch of empty hallways with no items or sentimental value.  Eliminate these; we don't hate small maps.
- A couple more helpful pointers; for the players to actually see the skybox, the players have to be on top of the sector, not inside it (This is right, right?) .  Just felt I should mention this because I think you asked about it at one point.
- Every sector is one texture...and most of them are either decorations (Wily sign) or floor textures.  It doesn't matter if the sector doesn't have anything different about it gameplay-wise, but in general, moar sectors = moar textures.  Moar textures + ??? = good looking map?

+ At least it's asymmetrical, I guess?

Overall, this needs work.  In fact, I might scrap it and start over.  And this is coming from someone who doesn't even map!
Title: Re: my maps of stuff.OZXPACKV1a is out!!!!1
Post by: OZX on May 21, 2011, 06:27:06 PM
it was my first map pack.thats y i said it will be better then this one.but i need a break, and i just started doing maps.

EDIT:who posted other?u need to post what map u want me to do.
Title: Re: my maps of stuff.OZXPACKV1a is out!!!!1
Post by: Tails on May 21, 2011, 08:04:12 PM
Well me and my friends have been playing them and this is what we say.
- Eyesores. The textures don't match at all. And how many damn airman tiles do you need?!
- Too damn similar. I swear when we went to the next map it was the same thing.
- Music wasn't 8-bit. Playing it without 8-bit music in an 8-bit map made it weird. But you can't base maps on music, but really now. Why are all of them BN?
- What's with "Ship" in their names? The maps aren't ships, they're random textures everywhere with low ceilings.
- Bland. I couldn't remember a single map.

In all, it's great that it's your first time, but it seems like you took no time into making these maps. Needs so much improvement to be playable.
Title: Re: my maps of stuff.ozxpackv1b cancelled till further notic
Post by: OZX on May 21, 2011, 11:32:05 PM
to answer y its bn, is because Battle newtork is good.
Title: Re: my maps of stuff.ozxpackv1b cancelled till further notic
Post by: Nuy on May 21, 2011, 11:52:51 PM
This is clearly the best map pack ever.
Title: Re: my maps of stuff.ozxpackv1b cancelled till further notic
Post by: Gummywormz on May 21, 2011, 11:55:42 PM
Nooooooooooooooooooooooooooooo.

The legacy of these maps must live on. :(
Title: Re: my maps of unamazingness.after map pack, what next?
Post by: Tesseractal on May 22, 2011, 04:36:21 AM
Quote from: "DTDsphere"
^ User error.
Insightful.

Quote from: "omegazerox12"
it was my first map pack.thats y i said it will be better then this one.but i need a break, and i just started doing maps.

I know! I mean, just look at Ivory's and Mr X's first map packs!

Actually, do that, because they're quite good and you might see some patterns in what people want to see in level design. (The newer versions, of course. Also because that level of sarcasm was unnecessary. <.<)

Quote from: "Tails_Hatsune"
Music wasn't 8-bit. Playing it without 8-bit music in an 8-bit map made it weird. But you can't base maps on music, but really now. Why are all of them BN?

Actually, I think you can. I'll take you up on that statement (that you can't base maps on music) In fact, I was kinda sad the download link was removed because I actually got interested in this when you said it was all BN music. BN music immediately shouts "long flat pathways, bright/electronic/cyber-themed textures, high slopes!" to me. But yeah, 8-bit music is the norm for maps and I explained how to find 8-bit music in a topic titled "8-bit music" if that's an issue for omegazerox12.

Quote from: "Tails_Hatsune"
- Eyesores. The textures don't match at all. And how many damn airman tiles do you need?!

Well, airman textures are the default tileset in DBII, so this means they were left unchanged. (It's unfortunate because Air Man tiles are rather disgusting. There's a reason Ivory didn't use them in Sky Way with all the other "Wind robot masters" and he acknowledges it himself). The other thing is that textures need to be set at a power(I think that's the right word) of 32x32 or so or they won't "fit" correctly. Problems like these can probably be attributed to attention to detail - you can't just throw down a map layout and call it a map; you also have adjust sector heights and all that nonsense and make it fluid. (this area applies to omegazerox12- It's great that you want to make maps, however disappointed you may be, disapproval of the maps is MORE of a sign that a v1b [god I hate that version naming system] would be necessary. It's much easier to work with a base, provided the base has some existing fundamental concepts for good mapping. Where to go with this is up to you, of course, but I'd say a narrower focus would produce better maps. )

EDIT: So I looked at the maps. You're missing some fundamental concepts, so I'll say some things that are absolutely necessary to pass this off as high-quality. Let's start:

-Loop the music using Audacity.
-Don't use Air Man, or diagonal textures.
-Don't use textures in non-multiples of 32x32. This causes textures like the Wily ones in the first map; they don't line up and aren't even at all. This and the above look sloppy.
-Don't make a flat, open area that large. To get from one wall to the other I had to cheat for a wavebike because it took a year. Flat AND open areas are really bad. Look at Ice Man - it's open, but it's got different sectors and elevations in it. Look at Cut Man - it's flat, but it's very closed and dense / areas are blocked from each other well. Flat, open, and large a good map do not make.
-Don't put an item spawn in a wall. EVER.
-Put a good deal of space between weapon spawns. It should take a few seconds to get from one weapon to another; 5-10 should suffice.
-Don't leave huge graphical glitches in maps. In 01 I could see through the floor, through the edge where a wall and floor met, as well. 01 was largely unplayable because of this.
-Divide the map into multiple "areas" through the use of sectors, and make them distinguishable by assigning textures to that area. If you can't tell where you are in a map from the textures or layout, it hurts fluidity a lot.
-The ceiling are really glaring. You usually don't want a constant ceiling height, or floor textures on the ceiling, or even the ceiling to be as noticible as it is.

Basically, the map designs do not really resemble maps as much as they do debug rooms. Try and emulate older map designs; don't feel bad! Then branch out and do more original stuff and adding in gimmicks and map elements of your own style. Right now you're presenting an incomplete skeleton of a map - it's not ready for release, and holding them back is probably a good idea.
Title: Re: my maps of stuff.ozxpackv1b cancelled till further notic
Post by: Gummywormz on May 22, 2011, 07:41:10 AM
I really want to know why one map is called "ship war" and another is called "underground ship" when they have nothing to with ships.
Title: Re: my maps of stuff.ozxpackv1b cancelled till further notic
Post by: OZX on May 22, 2011, 04:50:39 PM
eh, i was running out of names.sue me.
Title: Re: my maps of stuff.ozxpackv1b cancelled till further notic
Post by: OZX on May 22, 2011, 10:59:19 PM
Quote from: "*Nu*"
This is clearly the best map pack ever.



i love ur sarcasm nu.i really do.


edit:srry for double posting, sue me. :/

Double edit:and ice-ix, goto  skins and bots section, find my topic.theres bn music there.

triple edit(sue me for this.:/): im goin to import new textures if i could.and i 'll make 2 vs omega zero maps.the one from MMZ and the one from MMZX
Title: Re: my maps of stuff.ozxpackv1b will go as plan now.
Post by: SaviorSword on June 02, 2011, 10:33:56 PM
Can't wait to see some more maps, any projected time on its release?
Title: Re: my maps of stuff.ozxpackv1b will go as plan now.
Post by: OZX on June 03, 2011, 10:22:29 PM
eh, there is no projected time.im doin this myself. :/




EDIT:alright, who's the idiot(s) not posting other when i said POST IT.>_<. srry for being a bit rude, but i lost a bit patience already.
Title: Re: my maps for the ozxpack, now accepting new maps for pack
Post by: OZX on June 05, 2011, 12:24:51 AM
if you are nice enough to donate a map for my pack, just pm me and send me a link, but add screenshots plz.



I will not accept maps from map packs.to me, its like a crime.>_>.


so, feel free to drop me a pm!



EDIT:fine, if you want to post maps in map packs you can, but make sure its edited, not the exaxt same,okay?
Title: Re: OZXPACKV1B is now doin some map remixes of the MMK!
Post by: OZX on June 18, 2011, 02:33:40 PM
since i feel like doin remixes of the MMK and a map from mm8,mm9, or mm10, put out suggestions on what game i should do!
Title: Re: OZXPACKV1B is now doin some map remixes of the MMK!
Post by: SaviorSword on June 18, 2011, 02:45:51 PM
What kind of poll is that?!

I'd honestly focus on quality more so than quantity. As we all saw the the 1st 5 maps made were pulled out REALLY quickly, and none of them turned out remotely even bad. They were terribad incase ya forgot.
But for remix maps, I suggest ya work on the side. They get the benefit of gettin' their mistakes caught earlier because the maps that are released earlier gets bashed everywhere and ya find problems to fix.

Lastly, if ya have all the textures, I'd like to see Astro Man stage made.
Title: Re: OZXPACKV1B is now doin some map remixes of the MMK!
Post by: OZX on June 18, 2011, 03:11:53 PM
Quote from: "SaviorSword"
What kind of poll is that?!

I'd honestly focus on quality more so than quantity. As we all saw the the 1st 5 maps made were pulled out REALLY quickly, and none of them turned out remotely even bad. They were terribad incase ya forgot.
But for remix maps, I suggest ya work on the side. They get the benefit of gettin' their mistakes caught earlier because the maps that are released earlier gets bashed everywhere and ya find problems to fix.

Lastly, if ya have all the textures, I'd like to see Astro Man stage made.


savior, the poll is broken for some reason.and vote for a game and then the one with the most votes is chosen and the robot masters are next then pick one of those and-there ya go.
Title: Re: OZXPACKV1B is now doin some map remixes of the MMK!
Post by: OZX on June 19, 2011, 03:47:15 PM
since there are some open places, drop me a pm if you want to do them
Title: Re: OZXPACKV1B is now doin some map remixes of the MMK!
Post by: SaviorSword on June 19, 2011, 03:49:54 PM
Just so ya know for a project like this, if ya don't pull yar own weight in this pack then no one's gonna help ya. I suggest that ya 1st go fix yar old maps and make'em look promisin' enough that would convince others to help ya out.
Title: Re: OZXPACKV1B is now doin some map remixes of the MMK!
Post by: Tails on June 19, 2011, 03:51:48 PM
I agree with Savior. One of the reasons why projects such as the Warioware one didn't work.
Title: Re: OZXPACKV1B is now doin some map remixes of the MMK!
Post by: OZX on June 19, 2011, 03:54:55 PM
Quote from: "SaviorSword"
Just so ya know for a project like this, if ya don't pull yar own weight in this pack then no one's gonna help ya. I suggest that ya 1st go fix yar old maps and make'em look promisin' enough that would convince others to help ya out.


>_< your timing sucks.i deleted my old maps.so i cant use them.



But...i can make new maps that are not from my pack....
Title: Re: OZXPACKV1B is now doin some map remixes of the MMK!
Post by: Tails on June 19, 2011, 03:58:11 PM
..Why would you delete them.
Title: Re: OZXPACKV1B is now doin some map remixes of the MMK!
Post by: OZX on June 19, 2011, 03:58:30 PM
Quote from: "Tails_Hatsune"
..Why would you delete them.



they sucked, i dont want them haunting me.
Title: Re: OZXPACKV1B is now doin some map remixes of the MMK!
Post by: Tesseractal on June 19, 2011, 08:03:42 PM
Quote from: "Tails_Hatsune"
..Why would you delete them.

Because the way the maps were left, it would be easier to make a better map from scratch than to try and fix the old ones.

I still have them (the pack, that is). The problems they have are overly glaring: Air Man textures, diagonal textures, non-32x32 grid'd textures, and so forth.

So I'll combine what omegazerox and Savior said: omegazerox needs to earn "map cred" by producing a couple of quality maps, and when people see him as a good mapper, then they'll want to associate with him. The old maps will in no way help him accomplish that.
Title: Re: OZXPACKV1B is now doin some map remixes of the MMK!
Post by: Tails on June 19, 2011, 11:57:50 PM
Oh, I assumed that he could fix it up a bit. Whoops.
Title: Re: OZXPACKV1B is now doin some map remixes of the MMK!
Post by: OZX on June 23, 2011, 10:21:21 PM
change of plan, not doing astro man....





doin some random map
Title: Re: OZXPACKV1B is now doin some map remixes of the MMK!
Post by: lol on July 01, 2011, 05:17:49 AM
I'll be wishing luck on your progress.

Also, if ya want to show screenshots, I would suggest Tinypic.
Title: Re: OZXPACKV1B is now doin some map remixes of the MMK!
Post by: OZX on July 01, 2011, 05:34:37 AM
Quote from: "lol"
I'll be wishing luck on your progress.

Also, if ya want to show screenshots, I would suggest Tinypic.



your timing is WAY off.>_>. i already got that.
Title: Re: OZXPACKV1B is now doin some map remixes of the MMK!
Post by: Trollman on July 02, 2011, 08:59:59 PM
Welp, it's not that good, you should make the sector textures the same and use different ones for the floor and the walls. Also the names are all unfitting. Yeah, my trollman map sucked, but your maps are worse.

I am strongly waiting for the V1B as the map concepts are interesting
Title: Re: OZXPACKV1B is now doin some map remixes of the MMK!
Post by: OZX on July 03, 2011, 01:41:32 AM
Quote from: "Trollman"
Welp, it's not that good, you should make the sector textures the same and use different ones for the floor and the walls. Also the names are all unfitting. Yeah, my trollman map sucked, but your maps are worse.

I am strongly waiting for the V1B as the map concepts are interesting


well, if someone says that, then i feel ready to make some good maps!
Title: Re: ozxctfv1a pack is the biggets project i have now.O_o
Post by: OZX on July 05, 2011, 12:13:45 AM
i decided to hold off the ozxpack for a while to do ctf maps.
Title: Re: ozxctfv1a pack is the biggets project i have now.O_o
Post by: WheelieCarbonate on July 05, 2011, 12:43:38 AM
You didn't even list my map!
Title: Re: ozxctfv1a pack is the biggets project i have now.O_o
Post by: OZX on July 05, 2011, 12:45:21 AM
Quote from: "zeswissroll"
You didn't even list my map!



...aw crap, srry.
Title: Re: ozxctfv1a pack is the biggets project i have now.O_o
Post by: WheelieCarbonate on July 05, 2011, 12:55:45 AM
Quote from: "omegazerox12"
zeswiiseroll
Did you take 5 seconds to type that?Im sorry,but fix that!
And what exactly are you fixing up?
Title: Re: ozxctfv1a pack is the biggets project i have now.O_o
Post by: OZX on July 05, 2011, 01:26:30 AM
im fixing up alot of things like:

-too many deahtmatch starts near each other
-weapons close to each other
-maybe more.


so basically, im fixing it alot of the mistakes of ur "map".
Title: Re: ozxctfv1a pack is the biggets project i have now.O_o
Post by: WheelieCarbonate on July 05, 2011, 01:32:31 AM
Quote from: "omegazerox12"
-too many deahtmatch starts near each other
-weapons close to each other
-maybe more.
-Well there are alot.
-Supposed to be.
-OK.
Title: Re: ozxctfv1a pack is the biggets project i have now.O_o
Post by: OZX on July 05, 2011, 01:42:30 AM
Quote from: "zeswissroll
-Well there are alot.
-Supposed to be.
-OK.[/quote


supposed to be?wouldnt it make more sense for it to not be so close to each other?
Title: Re: ozxctfv1a pack is the biggets project i have now.O_o
Post by: WheelieCarbonate on July 05, 2011, 01:45:50 AM
They were gonna be spaced out,but I was lazy.
Title: Re: ozxctfv1a pack is the biggets project i have now.O_o
Post by: OZX on July 05, 2011, 01:46:28 AM
Quote from: "zeswissroll"
They were gonna be spaced out,but I was lazy.


okay, ill do that for u.
Title: Re: ozxctfv1a pack is the biggets project i have now.O_o
Post by: WheelieCarbonate on July 05, 2011, 01:52:31 AM
Quote from: "omegazerox12"
Quote from: "zeswissroll"
They were gonna be spaced out,but I was lazy.


okay, ill do that for u.
Thanks,space the ones out against the walls and remove some at the outside area.
Title: Re: ozxctfv1a pack is the biggets project i have now.O_o
Post by: OZX on July 05, 2011, 01:54:49 AM
Quote from: "zeswissroll"
Quote from: "omegazerox12"
Quote from: "zeswissroll"
They were gonna be spaced out,but I was lazy.


okay, ill do that for u.
Thanks,space the ones out against the walls and remove some at the outside area.


or just creat more space, cuz i dont know how to get rid of stuff in db2
Title: Re: ozxpackv1b testers wanted!
Post by: mike858 on July 21, 2011, 06:04:56 PM
i wanna be a tester
Title: Re: ozxpackv1b testers wanted!
Post by: Tails on July 21, 2011, 06:07:21 PM
Testing? Sure.
Title: Re: ozxpackv1b testers wanted!
Post by: lol on July 21, 2011, 06:17:29 PM
I guess I'll be a tester if any more spots are open.
Title: Re: ozxpackv1b testers wanted!
Post by: Kapus on July 21, 2011, 06:19:42 PM
When will the testing take place?
Title: Re: ozxpackv1b testers wanted!
Post by: SaviorSword on July 21, 2011, 06:53:31 PM
I'm ready to see the next version of the OZX pack!
Title: Re: ozxpackv1b testers wanted!
Post by: Hiffe150 on July 21, 2011, 07:49:42 PM
I Take a tester spot if there are anymore open.
Title: Re: ozxpackv1b testers wanted!
Post by: OZX on July 21, 2011, 11:30:33 PM
Quote from: "Kapus"
When will the testing take place?



When i finish all the maps.
Title: Re: ozxpackv1b testers wanted!
Post by: Awbawlisk on July 21, 2011, 11:50:25 PM
I WANT IN FOR TESTING
Title: Re: ozxpackv1b testers wanted!
Post by: Vortale on July 22, 2011, 12:29:28 AM
I will totally be up for testing, providing it's at a reasonable time.
Title: Re: ozxpackv1b testers wanted!
Post by: Kage on July 24, 2011, 05:35:53 AM
I want to be a tester too if still possible.
Title: Re: ozxpackv1b testers wanted!
Post by: OZX on July 24, 2011, 08:35:05 PM
TESTERS POSITIONS ARE NOW DONE!NO MORE TESTERS!
Title: Re: ozxpackv1b testers wanted complete!
Post by: OZX on July 30, 2011, 04:30:25 PM
how do i reduce the file size for the ozxpack.its about 236 mb.O_o
Title: Re: ozxpackv1b preview on ustream!
Post by: OZX on July 30, 2011, 07:02:13 PM
here ya go:

http://www.ustream.tv/channel/omegazero ... ga-man-o-o (http://www.ustream.tv/channel/omegazerox12-is-horrible-at-mega-man-o-o)


srry for the bump
Title: Re: ozxpackv1b is cancelled.for good.lock this. i give up...
Post by: OZX on July 30, 2011, 07:23:53 PM
i give up.i cant make a freaking good map....i want this locked.I'm the worst mapper ever.
Title: Re: ozxpackv1b is cancelled.for good.lock this. i give up...
Post by: Ivory on July 30, 2011, 07:32:57 PM
Well, a shame you are giving up. Mapping takes practice. Ah well, if you change your mind, just shoot me or Korby a PM.
Title: Re: BOSSES BOSSES AND BOSSES IS ALL I HAVE.
Post by: OZX on July 31, 2011, 05:15:59 PM
I AM DOIN THIS FOR THE BOSSES.ever since the custom demostration boss came, i wanted to make a boss.
Title: Re: OZX IS BACK TO MAKING MAPS!? RP:u loco. OZX:T_T
Post by: OZX on October 31, 2011, 12:26:39 AM
Welp, im back to the oldterrible for me, map buisness.

Already working on 1 map, as llama said on ks's topic.

Quote from: "llamahombre"
OMEGA01 could be a more decent map with more time and effort into it.

Yea...i decided to follow llama's somewhat idea for it.
Title: Re: OZX IS BACK TO MAKING MAPS!? RP:u loco. OZX:T_T
Post by: lol on October 31, 2011, 03:25:11 AM
Well, I wish you luck on it.  ;)
Title: Re: OZX IS BACK TO MAKING MAPS!? RP:u loco. OZX:T_T
Post by: OZX on October 31, 2011, 07:18:52 PM
thanks lol.

I'm expanding it, and maybe adding some death traps as well.

Oh, and im also open for suggestionsthat wont actually kill me.>_>.

Ideas?
Title: Re: OZX IS BACK TO MAKING MAPS!? RP:u loco. OZX:T_T
Post by: CHAOS_FANTAZY on November 01, 2011, 02:51:34 AM
Quote from: "omegazerox12"
Oh, and im also open for suggestionsthat wont actually kill me.>_>.

Ideas?
There are lots and lots of Expansion Packs that could use a mapper!
To start, I'd probably do a custom map for Battle and Chase.  Nice and simple loop, no items to worry about placing...just focus on getting a good layout.  The only awkward part might be the fancy actors it requires.
Title: Re: OZX IS BACK TO MAKING MAPS!? RP:u loco. OZX:T_T
Post by: OZX on November 01, 2011, 07:27:48 PM
I'm actually doin that Chaos, just haven't found a good simple layout for a map worthy of needle man. :geek:


EDIT:Okay, im goin to put this on ustream, and see what happens.It might disconnect sometimes, so be warned.
Title: Re: OZX IS BACK TO MAKING MAPS!? RP:u loco. OZX:T_T
Post by: OZX on November 11, 2011, 11:26:04 PM
Well, i kinda finished the map im making, and...well......

WELL, you can get a preview of it.  :shock:

yeaa...not in the mood to upload pictures instead.No music for it, need to find some.


*OFFLINE*
Title: Definitely not a large forest.
Post by: Jennifer on November 22, 2011, 12:32:19 PM
When I Get home I'll do Omega04. I already have the Map layout in mind.

Also, are custom weapons allowed?

Hopefully I don't screw up.
Title: Re: OZX map preview-settin it up.
Post by: OZX on November 22, 2011, 09:09:53 PM
:shock:   :shock:


Hmm......I am in decision here, on one hand, custom weapons are cool, on the other hand, jack(don't mean to offend you here)tried the idea and people didn't like it...hmm...

LET THE PEOPLE DECIDE!
Title: Re: OZX map preview-settin it up.
Post by: SaviorSword on November 22, 2011, 09:12:24 PM
It'll be nice if we see screen shots of yar progression. Even if they are in the really alpha stages.
Title: Re: OZX map preview-settin it up.
Post by: OZX on November 22, 2011, 09:14:05 PM
Savior, you do remember I am a lazy bitch, right?

Ah, i'll get them up today...sooner or later. :ugeek:
Title: Mapping, Brb. :geek:
Post by: Jennifer on November 22, 2011, 09:15:20 PM
*Takes out blueprints and Shoves them into Doom Builder*
Title: Re: OZX map preview-settin it up.
Post by: OZX on November 22, 2011, 09:28:04 PM
OKAY!screenshots of THE BEST MAP EVER crappy map GO!


(click to show/hide)

Now i will take your complaints, how much it sucks all for free. ^_^
Title: Re: OZX map preview-settin it up.
Post by: LlamaHombre on November 22, 2011, 09:30:42 PM
My EYES.
Title: Re: OZX map preview-settin it up.
Post by: OZX on November 22, 2011, 09:32:44 PM
Blame opengl.


First one of the night!who's next?
Title: Re: OZX map preview-settin it up.
Post by: LlamaHombre on November 22, 2011, 09:33:54 PM
You can't accuse OpenGL, the better program, on something that's your fault!
Title: Re: OZX map preview-settin it up.
Post by: OZX on November 22, 2011, 09:35:22 PM
and strikethrough means nothing now, does it? :ugeek:

Okay, someone beside llama, who else has complaints?
Title: Re: OZX map preview-settin it up.
Post by: LlamaHombre on November 22, 2011, 09:42:52 PM
I'll yell at you more if nobody's going to respond.

Your textures suffer OZXv1a-v1b syndrome: Texture abuse. You use 3 textures and paste them everywhere.
You have an unbelievably simply layout with little to no height variation.
Super Arm and Knight Crush in a very easy spot to get. Really?
Title: Re: OZX map preview-settin it up.
Post by: OZX on November 22, 2011, 09:44:25 PM
Well then, I am not showing progress now.
If you want to yell at someone, yell at savior for asking for the progress.
Title: Re: OZX map preview-settin it up.
Post by: LlamaHombre on November 22, 2011, 09:48:13 PM
Good luck with your "successful" release then.
Title: Re: OZX map preview-settin it up.
Post by: Trollman on November 22, 2011, 09:49:24 PM
It looks a bit less than OK. As Llama said, use more textures and put more obstacles for the stronger weapons.
Title: Re: OZX map preview-settin it up.
Post by: OZX on November 22, 2011, 09:50:24 PM
Okay, i didn't mean to sound crabby there, but instead at yelling at me, how about you say it something like this:

Quote
I suggest [insert help here]

Quote
The thing that you need to change [insert help here]

Etc/

EDIT:yea, im adding more rooms to the map via teleporter.
Title: Re: OZX map preview-settin it up.
Post by: Myroc on November 22, 2011, 09:50:43 PM
Hoo boy, where to start.

Well, first of all, you want to put a lot more thought into... basically everything. Maps aren't made by drawing lines and throwing in weapons and items randomly all over the place along with adding three textures. But okay, let's adress each issue in order.

First of all, as already mentioned, my eyes start bleeding just by looking at that... thing. You want to add some variation to your texture selection, as well as select textures that complement and mix well with each other. Another good rule of thumb to follow is that large indoor areas should most of the time have a pure black roof, although you want to use your own discretion for this. Remember, though, that a map's aesthetics are dependent on much more than the texture choices alone. You will want to subtly modify the map's shape and look to make it look more pleasing to the eye while at the same time not altering its layout too much. Having a general theme in mind for the map as well is a good thing too. Look at other maps or map-packs for examples.

After you've fixed the fundamental graphical problems (and my eyes no longer bleed quite as severely), let's take a look at the layout. Again, this is not just as simple as drawing lines and raising/lowering sectors randomly. You want to put more thought into it, nobody with the possible exception of xxkirbysonicxx likes a map that constitutes solely of a big room with height variation. For starters, try to make several smaller rooms and connect them with corridors and pathways and such. Again, look at other maps or map-packs for examples.

Now that the map hopefully is bearable to look on and actually has a layout with tought about it, let's concentrate on the items in it. Again, these look like they're strewn around randomly, which even you should be able to realize is a bad idea. Not all weapons are equals. There's a dramatic difference in power between, say, Needle Cannon and Fire Storm, in contrast to Hard Knuckle or Top Spin. When placing weapons, think through of what you're adding and where you're placing it, keeping in mind thing such as role and utility, relative power, accessibility, and so on and so forth. Yet again, look at other maps for examples.
Title: Re: OZX map preview-settin it up.
Post by: xColdxFusionx on November 22, 2011, 09:54:53 PM
Looks like we have a few naysayers here. Personally, I see improvement, which is a good thing.

However, I do see a few areas you can still improve in:

* Large straight walking distances to get from one area to another are rather boring and frustrating. Don't make sectors too small, but make sure you aren't forcing players to walk in straight lines for a whole minute to get from point A to point B.
* Item placements needs to be more deliberate. Randomly scattering weapons may provide weapon diversity, but it makes the map look, for lack of a better term, half-assed.
* Sector placement also needs to be more deliberate. It may be tempting to randomly plop down linedefs and heights to make the map less boring, but taking the time to actually plan out how you want the map to look and play will prove much more rewarding. Sector planning and item placement kind of go hand-in-hand; when you actually plan out the layout of the map, it makes planning weapon placement easier.
* You seem to have gotten the hang of texture themes. However, now you need to work on the next step: texture diversity. Use different texture sets to section out different areas and make the map feel a bit less bland. One rough guideline you can use: Most maps use somewhere around 15 different textures. The key here, however, is to balance texture diversity and texture themes so that it doesn't look like you just decided "to hell with this" and pushed random buttons. Part of this may also come with layout planning; it becomes easier to define an area's look when you know what it's supposed to represent.

Keep working on your maps; it looks like you're starting to improve a bit. Practice makes perfect!
Title: Re: OZX map preview-settin it up.
Post by: OZX on November 22, 2011, 10:04:32 PM
Can i have an example of one?Pm it to me so i can keep it and study it to make my map better, then add teleporters to make it better...or no teleporters, depends.
Title: Re: OZX map preview-settin it up.
Post by: xColdxFusionx on November 22, 2011, 10:23:50 PM
It may not be an amazing map, but it could be a step in the right direction. (http://www.mediafire.com/?6llcnz6m91tcazk)
Title: Re: OZX map preview-settin it up.
Post by: OZX on November 22, 2011, 10:36:23 PM
problem:

Quote from: "from ozx long, long ago....."
I can't download stuff anymore due to Skype failing when i downloaded too many crap.


That was long time ago, got my answer:scan's for virus's:BOOM, it's gone.
Title: Re: OZX maps-front page updated
Post by: OZX on November 23, 2011, 12:18:39 AM
Travis made this.He goes into my hall fame.FOR LIFE.

(click to show/hide)

Now press your complaints on how lazy i am am how much of a pro travis is. ^_^
Title: Re: OZX maps-front page updated
Post by: xColdxFusionx on November 23, 2011, 12:21:22 AM
I have a bit of a problem with the sky, but other than that, I like it.

OZX, consider this your example.
Title: Re: OZX maps-front page updated
Post by: OZX on November 23, 2011, 12:22:11 AM
cold, y u do dis. T_T

I already played this and it's good.
Title: Re: OZX maps-front page updated
Post by: LlamaHombre on November 23, 2011, 01:13:29 AM
I was going to give that map praise.

Then I realized how small it is.
Title: In 3010.
Post by: Jennifer on November 23, 2011, 01:42:42 AM
I might make it bigger Later on. Probably will, Cause Yeah it is too Small.
Title: Re: OZX map preview-settin it up.
Post by: SaviorSword on November 23, 2011, 02:28:26 AM
Quote from: "omegazerox12"
Well then, I am not showing progress now.
If you want to yell at someone, yell at savior for asking for the progress.
It's not my fault that ya made another terrible map.

Now what Travis pitched in is a great start to look at.
Does it have eye bleedin' textures? Nope.
Does it have a really wide room with a few weapons and energy scattered around? Nope.
Is it so huge that it takes a minute to go from one side to another? Nope.
And the list goes on...

Good luck on more progress in the future.
Title: Because I'm totally not making a Map Pack.
Post by: Jennifer on November 23, 2011, 02:50:07 AM
I'm actually a little surprised the community isn't beating up on my map, cause most of my other maps have usually ended up badly, except for one of them I haven't released to the public.
Title: Re: OZX maps-front page updated
Post by: LlamaHombre on November 23, 2011, 02:50:59 AM
The only thing I'm scared about is the size. It has potential so far.
Title: No really it's as tiny as Hell. Like Cutman Size.
Post by: Jennifer on November 23, 2011, 02:52:10 AM
I'm probably going to make it bigger over in the corner Omega didn't take a picture of. Cause it's REALLY small.
Title: Re: OZX maps-front page updated
Post by: OZX on January 14, 2012, 08:11:26 PM
I have a question on this:


(click to show/hide)


Is it better with the curves, or would you rather have the lines straight?This map isn't done yet, but it will be soon.

You can also say your opinion's on the layout, like what improvements could be used, etc..

EDIT:making new paths, for quicker time.
Title: Re: OZX maps-front page updated
Post by: xColdxFusionx on January 14, 2012, 08:51:28 PM
Quote from: "omegazerox12"
I have a question on this:


(click to show/hide)


Is it better with the curves, or would you rather have the lines straight?This map isn't done yet, but it will be soon.

You can also say your opinion's on the layout, like what improvements could be used, etc..

EDIT:making new paths, for quicker time.

If you're going to make curves in the walls on the rocky segments, at least be consistent. The clash between the rounded outer walls and the flat inner walls is confusing my eyes.

Also, looking at the screenshot, I have a feeling that this map may suffer from a large distance problem. I'd have to see the actual map to make a final verdict on whether or not it does, but a general rule of thumb on the matter: lots of long hallways aren't really that fun to traverse.

It does, however, look like your mapping skills are improving. Keep working at it!
Title: Re: OZX maps-front page updated
Post by: OZX on January 14, 2012, 09:10:40 PM
I added 2 more ways to get to the center of the map, and it's going to be an outdoor map, thanks for the opinion cold.
Title: Re: OZX maps-front page updated
Post by: SaviorSword on January 14, 2012, 09:22:21 PM
Judgin' by the map's looks. The small blue square areas would be considerably large since the entire map is zoomed out alot. If ya want to access other parts of the map, it'll be a LONG walk to other parts. Of course, that'll be nothin' but obstruction to the flow of the map. Usin' just one flat texture on a sector will be painful to the eye, but not as painful as Air Man textures but that's besides the point, and speakin' of "flat" the map has absolutely no height variation at all. Without height variation, the map looks very borin' and dodgin' attacks would be very difficult since we can't jump that high. Addin' a missile weapon would be the nail in the coffin for the map. Absolute symmetry are mostly good for CTF maps, but that doesn't mean ya could use some symmetric balance (Think MMCTF09 Woodman's Revenge), either way stayin' away from 2 way symmetry (like a square) generally helps and 1 way symmetry (like MM1FIR) can be pulled off with interestin' design that's done right.
A step up from yar old works for sure, but ya still have lots to do. Don't give up!
Title: Re: ozxpack V1C-updated last 1/14/12
Post by: OZX on January 14, 2012, 10:48:17 PM
Front page updated with layout and hiring testers again due to BS.
Title: Without me you'd be nothing
Post by: Gummywormz on January 14, 2012, 11:19:51 PM
Signing up as a tester for obvious reasons.
Title: Re: ozxpack V1C-updated last 1/14/12
Post by: OZX on January 29, 2012, 08:13:24 PM
New layout since I couldn't fix the glitches on OMEGA02, so here's the new layout I produced:


(click to show/hide)

It will be fixed, just wanted to show some changes.

Here's the layout of the  OMEGA05 as well:

(click to show/hide)

Any concerns, question's or helpful hint's for this, their welcomed.

Also, front page updated.
Title: Re: ozxpack V1C-updated last 1/29/12
Post by: LlamaHombre on January 29, 2012, 09:58:58 PM
Stop making maps that are just lines in random directions.

It's not fun to play on, and it looks disgusting.
Title: Don't let the illuminati steal your spirit. Keep going.
Post by: Mendez on January 30, 2012, 02:33:21 AM
I agree with what Llama said, you should seriously consider mapping with less random lines. At most, just have lines that go at 45 degree angles MM8BDM is easier to map when you play with the multiples of 32. e.g. A rectangle that is 256 by 512 pixels with a height of 288. Simple sector to texture without fear of misaligning some of your textures.
On the subject of textures, just experiment sometimes. You never know what combinations you'll find. For the most part, though, just stick with themes to start. e.g. A fire-themed map. It has Flame man textures and fire man textures, blended smoothly together so as not to have mainstream facist people call out "texture soup". Also, it should be easy on the eyes, so no mixing certain colors. I dare someone to tell me that yellow walls mixed with a grey floor is a good texture idea.
That's all I can tell you so far. As you map more and more, you'll come across your own beliefs and ideals for mapping. That's of course if you let mapping crawl into your head and force you to have sleepless nights thinking about what textures and what layout elements to implement. But just remember Omega, you gotta map with purpose. Don't make a map just for the sake of mapping. You gotta have an audience, a goal, a dream you want to form into reality. If I worked with doombuilder just for the "pleasure" of making loads of shapes and elements, I would have hung myself months ago.