Cutstuff Forum

Mega Man 8-bit Deathmatch => Projects & Creative => Maps => Topic started by: Lobsters on June 20, 2011, 06:59:50 PM

Title: Lobster's Horribad Maps
Post by: Lobsters on June 20, 2011, 06:59:50 PM
Hi, I hope you enjoy these awesome maps. Now Action (52) Pack will be done by 5/01/12 SO Yeah Baby wooooooooottttttttt.

Action (52) Plans


Action 01 - Space Lava Castle
Action 02 - Not a techbase taken over by demons. (Old RAWR Map never public)
Action 03 -  Tango Lovers Unite!!!! (Slightly redesigned MMLOB1)
Action 04 - Not a Contra Stage 3 Homage (Less Cramped MMLOB2)
Action 05 - Ragecano (Overhauled MMLOB5 with more noticible death pits   because grass at the corners isn't enough)
Action 14 - Simon Says Stay off the Grass (MMLOB3 Slightly redesigned to look less shitty and please play it in LMS)
Action 15 - Visiting Hours Are Over (Controversial Map made Less Crampy and less one way passages aka teleporters of justice LMS Orientated)
Action 27 - Boxster's Arctic Base (MMLOB4 Plz play in small DMS/Duel/2 Man DM
Action 28 - Collapsed Ruins (renamed and slightly edited MMLOB6 Please play in Smaller games)





Current version Download Link Here  V1C
http://www.mediafire.com/?eu954x578jjrfui (http://www.mediafire.com/?eu954x578jjrfui)
Title: Re: Lobster's Potential Map Pack
Post by: Kapus on June 20, 2011, 07:03:28 PM
Hello, Lobsters! I have indeed played roboenza with you before. Welcome to the forums!

Don't worry, this is the right spot to post this.

Can you post a download link to the maps, please?
Title: Re: Lobster's Potential Map Pack
Post by: MagnetMan497 on June 20, 2011, 07:11:08 PM
I believe he is making a map pack, they might be released in the pack.
Title: Re: Lobster's Potential Map Pack
Post by: Korby on June 20, 2011, 07:17:04 PM
Well, you certainly need to use 255 brightness in your sectors.

Also you should record less sideways  :p
Title: Re: Lobster's Potential Map Pack
Post by: Lobsters on June 20, 2011, 07:20:50 PM
I had a link but I am going to adjust the lighting and and finish up the cave map. I am going to still use deep water for the water. And maybe get a Fraps or whatever it was called so I don't goof up like my previous video. I hope everything doesn't have to be square becuase if it is then I am screwed.
Title: Re: Lobster's Potential Map Pack
Post by: Tesseractal on June 21, 2011, 12:12:38 AM
Quote from: "Lobsters"
I had a link but I am going to adjust the lighting and and finish up the cave map. I am going to still use deep water for the water. And maybe get a Fraps or whatever it was called so I don't goof up like my previous video. I hope everything doesn't have to be square becuase if it is then I am screwed.

Actually, you can record videos from the 8-bit DM launcher. Simply connect via "connect" tab to your own server(localhost) and change the demo file name(DEMO-223240989-etc.) to something coherent and hit connect. It should record your play through as a .CLD file which others can view with the connect tab. (of course, you can just frap it if you want to put on youtube)

The maps appear to be a good start. Good luck.
Title: Re: Lobster's Potential Map Pack
Post by: Lobsters on June 21, 2011, 12:58:40 AM
Ummm Hmmm I Hope I can get this thing up in a week for download. I'll compse the music I guess but warning if I follow through with this. The music will be very odd. Very odd. I like to use Wario Ware D.I.Y's music maker which has 8-bit instruments and drums but It might sound eghh.
Title: Re: Lobster's Potential Map Pack
Post by: Lobsters on June 23, 2011, 12:44:12 AM
Okay my Map pack is done. Unless I geta an influx of stuff to fix. I don't know how to change the frag limit near music. So it just plays MM1 Robot Master Music. Disregard my above post about making the music myself.  The Map songs are from Contra and Super C (Contra 2).  If I knew how to change the Frag Limit music it would be this http://www.youtube.com/watch?v=mD0ES07I2_Q (http://www.youtube.com/watch?v=mD0ES07I2_Q)

Link Here Maps should pop up in the offline map select. Well give them a try, I can say they aren't that bad. Except for Stay off the Grass!!  
http://www.mediafire.com/?puw5ywh3ne7qj4c (http://www.mediafire.com/?puw5ywh3ne7qj4c)
Title: Re: Lobster's Map Pack
Post by: Shade Guy on June 28, 2011, 11:23:19 AM
Hm...I noticed a few missing textures in your second map which caused a bit of a 'hall of mirrors' effect. I'd suggest pressing F4 in Doombuilder 2 to look at any errors in your map.

Also, I'd suggest adding a skybox to your maps instead of just making the ceiling textures sky, there should be a tutorial made by DoomthroughDoomTERRORSphere around the forums somewhere telling you how to do so.

Aside from that, it looks like you have the basics of mapping down, keep working on it and you'll improve more.

Seriously what is with DtD changing his name every other day of the week
Title: Re: Lobster's Map Pack
Post by: Lobsters on July 01, 2011, 06:21:20 AM
Okay I fixed up the textures and added some things to the maps. I added to new ones. The Maps are NOT DONE yet but will be soon. Some maps had name changes but not code changes.

Map 1 has the water tunnel fixed up.

Map 2 has some more areas added in and some more weapons.

Map 3 No changes except name.

Map 4 Major Changes Expanded. The Base like area is bigger. Added more islands and now have a shack with a secret room.

Map 5 is an outpost tower in a volcano. Some Skeleton Joes are in a prison cage type thing. A lot of death pits given away by lower floor and different texture and plant man grass around it.

Map 6 Ruins area with flooded areas. Only one underwater section. Has 4 secrets.

1. A cave with a ladder that reaches up to a Treble Sentry

2. In the Head shaped cave on the upper area of the stage a big room. Can be reached by walking through the wall by the grass. Has an Eddie, Tango, Shadow Blade, and Exit unit.

3. Behind the tiger. The one closer to the high ground. Needs either pillar spawn or Rush coil. It has a Super Adapter.

4. The super secret. Think most obvious place a secret would be behind. Caution the prize's platform can kill you.
Title: Re: Lobster's Map Pack
Post by: Lobsters on August 06, 2011, 01:55:24 AM
Okay I am thinking of starting a new project. And if I do I want to know where to post it so I don't upset the moderaters. It has nothing to do with my Map Pack just to clarify.
Title: Re: Lobster's Map Pack
Post by: Korby on August 06, 2011, 04:25:11 AM
Depends on the type of project.

You should probably put it in WIP.
Title: Re: Lobster's Map Pack
Post by: Lobsters on December 18, 2011, 06:18:20 PM
I know these 6 maps in this pack aren't that great I'll try to make them hopefully better and
actually get around to making skyboxes for 'em and I'll throw in a map I was making for fun and well I'll get to screenies when
I get progress done.
Title: Re: Lobster's Map Pack
Post by: Jakeinator on December 20, 2011, 06:16:34 PM
Hey nice job on these maps! I see that you are getting better (how did you do the water effects?)
Title: Re: Lobster's Map Pack
Post by: Lobsters on December 23, 2011, 10:45:25 PM
The current availible maps are ones I made before Visiting Hours  :(  Also for the water effects if you mean the swimmable water/deep water. You should check this out. This is how I learned how to do it. In the video it shows Doom 2 Mapping but it really doesn't make a difference.
(click to show/hide)
Fun Fact: I learned how to make deep water before even ladders and bridges and even skyboxes.

Update coming soon hopefully: Almost at the point were I want to release a beta type ordeal with my horrible on purpose foot race.