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Mega Man 8-bit Deathmatch => Projects & Creative => Maps => Topic started by: Nexus11 on January 17, 2012, 06:01:15 AM

Title: The Nexus Pack
Post by: Nexus11 on January 17, 2012, 06:01:15 AM
Imma just leave this here...

(http://farm8.staticflickr.com/7160/6712538265_7d89ab146d_b.jpg) (http://www.flickr.com/photos/screamingbansheesofdoom/6712538265/in/set-72157624853273320/)

Preview:
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>>>DOWNLOAD THE NEXUS PACK (https://sites.google.com/site/nexus11downloads/mm8bdm-maps/The%20Nexus%20Pack%20%28MM8BDM%29.rar?attredirects=0&d=1)<<<

Source (http://the11thnexus.wordpress.com/2012/01/16/the-nexus-pack-is-here/)
Title: Re: The Nexus Pack
Post by: Ivory on January 17, 2012, 06:09:10 AM
You can't expect anyone to host this when each map is individual. It should all be contained in a single pk3 file.
Title: Some of those texture choices are 10/10, admit it.
Post by: Mendez on January 17, 2012, 06:54:51 AM
Hory Shet, this is almost out of nowhere. I gotta take a look at these maps, but some of these texture choices look very tasteful. I'll be back in a bit to get some feedback for you. Still, I'm impressed with how you've made image previews for each of your maps, as well as the intro image. Do you do marketing or graphic design? Because you're wooing me over with just this post.
Title: Re: Some of those texture choices are 10/10, admit it.
Post by: Nexus11 on January 17, 2012, 07:05:40 AM
Quote from: "Ivory"
You can't expect anyone to host this when each map is individual. It should all be contained in a single pk3 file.
Which shows my inexperience with modding. I'll fix it after I figure out how to make a PK3.

Quote from: "Bluebrawl"
Hory Shet, this is almost out of nowhere. I gotta take a look at these maps, but some of these texture choices look very tasteful. I'll be back in a bit to get some feedback for you. Still, I'm impressed with how you've made image previews for each of your maps, as well as the intro image. Do you do marketing or graphic design? Because you're wooing me over with just this post.
I do graphic design as a hobby, yeah. Thanks though. :)
Title: Re: The Nexus Pack
Post by: Myroc on January 17, 2012, 07:13:41 AM
This looks surprisingly promising for coming right the hell out of nowhere. Gonna have to take a look at this. A few of the maps look slightly barebones, what with appearing to be just single room with some bridges, but otherwise there's seemingly some potential in this pack.
Title: Re: The Nexus Pack
Post by: Korby on January 17, 2012, 07:19:12 AM
I quite enjoy how you advertised the maps.

What're the skins included?
Title: Re: The Nexus Pack
Post by: Nexus11 on January 17, 2012, 08:14:10 AM
Here's the PK3. I guessing I got it right...

Download

Quote from: "Korby"
What're the skins included?
These:

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Title: The maps and the reception remind me of the Shaggpack
Post by: Shade Guy on January 17, 2012, 08:43:15 AM
Yeah, if I recall all the skins are on the wiki.

I'm afraid your maps don't have mapinfos, which are crucial to, well, playing them. There should be a tutorial for them somewhere.

These maps are uh, not terrible but not that great either. The first map is a very flat stage with random shapes and whatnot littered around, which seems to me like a poor excuse for some (minor) height variation and cover. The second and third are also pretty simple. The fifth is a...Bunch of hexagons? A bit better than the layouts in NDM02 and NDM03, but still simple. The eighth suffers from the same problems as these maps, too. The seventh is...Creative, I'll give you that. But not suitable for DM either. The fourth and sixth look more like a DM map should, and while they can be improved, it's a step in the right direction nonetheless.

These comments are just from the few minutes I spent looking at the DM maps and are nothing too specific. There are problems I didn't adress, but I'll leave that to a later time when this hopefully gets hosted (and hostable) to look at these further. I reccomend in the future you continue making more maps like NDM04 and NDM06.

But hey, keep working on this stuff and you'll improve. I suggest you play MM8BDM online more and familiarise yourself with the stock maps and other map packs (namely IX Pack) further to get a feel of what you would consider a good DM map to be.
Title: I like them. Shaddup
Post by: BiscuitSlash on January 17, 2012, 10:45:52 AM
By the looks of those snapshots, I think this will be very fun and great to play in! They look as if they'll provide good clean fighting and not in that dummyhead way that I had that hologram room map.

If you see me host these, then don't be surprised!
Title: You like EVERYTHING, Michael.
Post by: LlamaHombre on January 17, 2012, 11:42:46 AM
I do like the packaging on the cover.
The actual maps I am unable to play at this time.
Title: Re: The Nexus Pack
Post by: Hallan Parva on January 17, 2012, 03:11:32 PM
Holy fuck this look amazing.

I don't have the slightest idea of who you are or where you come from, but whatever planet you managed to wormhole yourself from I really hope you come in peace, because this is one of the most beautiful things I have seen on this forum. If this is just a TASTE of what you can do, go ahead and load the spaceships with a whole alien armada.

[/nerdjokes]

In all seriousness though, this looks great for a first entry into mapping. I recall the old Corridor map and it's nice to see it take such a great change, and a change all for the better. I'm really liking the DM maps though. Even though some of them (NDM01, NDM02) look pretty boring, a few of them stand out from the screenshots alone (NDM04, NDM08), and some with simple layouts actually look like they would be very fun to play on (NDM05).

A bit off-topic, but I lol'd when I read "Sealab 20XX". :lol:

One last suggestion, you might want to change the regular DM map codes to "NEX??" instead of "NDM??". You know, just to have your pack "stick" a bit more.

I will definitely have to play around on these maps when I get the time to do so. *downloads*
Title: Re: The Nexus Pack
Post by: Nexus11 on January 17, 2012, 10:02:35 PM
Hopefully I got it right this time. I managed to get them to load in Offline mode, however not when I hosted a server with the files added. But I'm sure someone can confirm this for me since I haven't played MM8BDM online since the days of the SGC Demo (ironic isn't it?) and I don't have my net setup to actually host a REAL server.

Download (https://sites.google.com/site/nexus11downloads/mm8bdm-maps/NexusPack.pk3?attredirects=0&d=1)

(On a side note, I've temporarily taken down the map files just so people aren't grabbing the unplayable version.)

(click to show/hide)
For the first map, it's intentional as it's supposed to emulate a game using the Super FX chip (hence the name). As for the fifth map (Hex), that's also intentional.

I'll admit to you that most of these maps were experiments I made in Doom Builder. 2Square, for example, was me wondering if it would be possible to make a double platform level. After figuring out it was possible I furthered that with Sealab 20XX by adding geometry in between the two floors and making a more "3D" level. Another example is Blocks N Bits which was an experiment in making real life objects. However I still designed these to be playable, just not in the traditional Doom sensibility. I wanted these maps to be open so that it would give the player an emphasis to be more aware of the environment, as well as adding a crazy atmosphere when you have 10 or more players duking it out all at once.

But despite this I still appreciate your C&C, Shade. And I will definitely take it to heart if I decide I want to make another map pack.

Quote from: "SmashBroPlusB"
One last suggestion, you might want to change the regular DM map codes to "NEX??" instead of "NDM??". You know, just to have your pack "stick" a bit more.
BRILLIANT!! *Fixed*
Title: Re: The Nexus Pack
Post by: Hallan Parva on January 17, 2012, 10:18:00 PM
I finally got some time to myself and loaded this up... and it didn't work. I came here to complain but it looks like you already fixed it. Whoops.

Re-downloaded, I'll try to give a complete review sometime later on. I'm glad you liked my suggestion! :cool:
Title: Re: The Nexus Pack
Post by: Korby on January 17, 2012, 10:47:47 PM
Quote from: "Nexus11"
Quote from: "Korby"
What're the skins included?
These:
(skins)


OH! THAT'S who you are!

Welcome back! I'll check these out later, if I remember  :p
Title: Re: The Nexus Pack
Post by: ice on January 18, 2012, 12:28:53 AM
Played the maps and here are some of my suggestions

Raise the skybox camera 64 units from the ground as they're creating a hall of mirrors effect
the air control is a tad off too
the maps have no music
and lastly, please refrain from adding gravityhold and windstorm in the same map, especially when they're both very easy to obtain

other than that I love the concepts
Title: Re: The Nexus Pack
Post by: TheFancyEddie20 on January 18, 2012, 01:17:18 AM
I like Octagon.
Title: Re: The Nexus Pack
Post by: -FiniteZero- on January 18, 2012, 01:18:48 AM
Quote from: "TheFancyEddie20"
I like Octagon.

So does Jack Black.

In any case, I think the maps are alright, but I'm getting too much lag on them. Try replacing all those linedef bridges with lag-free awesome-epic 3d-floors.
Title: Re: The Nexus Pack
Post by: Nexus11 on January 18, 2012, 01:38:07 AM
Quote from: "ice"
Played the maps and here are some of my suggestions

Raise the skybox camera 64 units from the ground as they're creating a hall of mirrors effect
the air control is a tad off too
the maps have no music
and lastly, please refrain from adding gravityhold and windstorm in the same map, especially when they're both very easy to obtain

other than that I love the concepts
Will do.
Alright. Any suggestions to what would be suitable?
That's intentional. I remember back in the past there was an incident with people releasing music in the .wads and I just don't want to get involved in that.
...Didn't think about that. Will fix.


Quote from: "FiniteZero"
In any case, I think the maps are alright, but I'm getting too much lag on them. Try replacing all those linedef bridges with lag-free awesome-epic 3d-floors.
Didn't know there was a difference but I'll address the issue.

And I'm assuming from these posts that the .pk3 is correct and playable online?
Title: Re: The Nexus Pack
Post by: xColdxFusionx on January 18, 2012, 01:48:24 AM
Quote from: "Nexus11"
Alright. Any suggestions to what would be suitable?

Vanilla maps use 0.5.
Title: Re: The Nexus Pack
Post by: HD_ on January 18, 2012, 01:53:08 AM
Quote from: "ice"
Played the maps and here are some of my suggestions

Raise the skybox camera 64 units from the ground as they're creating a hall of mirrors effect
the air control is a tad off too
the maps have no music
and lastly, please refrain from adding gravityhold and windstorm in the same map, especially when they're both very easy to obtain

other than that I love the concepts

Don't worry, I've already started creating my new game mode: WindGrav Apochaos! They'll all have Gravity Hold and Wind Storm when I'm done with them.

Oh, wait, you don't want that? Too bad, I say.

I think I'll try to host these maps if possible.
Title: Re: The Nexus Pack
Post by: Knux on January 18, 2012, 02:06:59 AM
Mesa looks so awesome! Can't wait to give this a try.

*gives it a try*

At least when the download link is back.  :p
Title: Re: The Nexus Pack
Post by: Nexus11 on January 18, 2012, 02:13:34 AM
Quote from: "Knux"
Mesa looks so awesome! Can't wait to give this a try.

*gives it a try*

At least when the download link is back.  :p

Quote from: "Nexus11"
Hopefully I got it right this time. I managed to get them to load in Offline mode, however not when I hosted a server with the files added. But I'm sure someone can confirm this for me since I haven't played MM8BDM online since the days of the SGC Demo (ironic isn't it?) and I don't have my net setup to actually host a REAL server.

Download (https://sites.google.com/site/nexus11downloads/mm8bdm-maps/NexusPack.pk3?attredirects=0&d=1)

(On a side note, I've temporarily taken down the map files just so people aren't grabbing the unplayable version.)

^This is the test version before I release the final (fixed) version.
Title: Re: The Nexus Pack
Post by: Mr. X on January 18, 2012, 02:19:57 AM
The coding in your mapinfo is broken somewhere because it gives me a bunch of errors when I try loading it.  That's why there's no music and jumping is weird.

As for the maps themselves, my general complaints are...
-You seem far more focused on visuals than the maps themselves.  Super FX may look like the original Star Fox but as a map, it's a boring field with a bunch of random shapes thrown about.  Hex is...well, a bunch of hexagons with different heights.  It's just boring.  Blocks n Bits looks visually impressive but the lag and the layout kill it as a DM map.  Satellite is just a bunch of hallways with lots of similar rooms that ooze confusion.

-Some of the maps just feel like they're there to fill out the roster.  I mean, with Octagon and Junkyard Hell, were you really thinking how well they'd play in the game?  Both maps just seem very plain and there didn't seem to be too much thought put into either of them (or Hex).

-The CTF maps all suffer from long hallways with no cover.  These hallways are absolutely perfect for camping.  For Sealab 20XX, it shouldn't be too hard to fix but Corridor 2.0 and Satellite are both completely designed around these problematic hallways and I can't see a simple fix being possible for either.

-The map flow in some of the maps is really bad.  Both Ice Lab and Mesa have indoor sections with two areas to enter for each.  With so few ways to enter the center area, you've set yourself up for incredibly drawn out battles with players stuggling to find one another.  Ice Lab is the biggest offender and the outside area is completely pointless as it's far more boring than the inside.

-There's lots of dead ends in Ice Lab.  You'll want to have as few as possible.

-The item selection...yeah, Gravity Hold is a powerful weapon, don't put it out in the open.

-You should look at maps with 3D floors because the sidedef floors lag horribly

However, it isn't all bad.  Ice Lab and Sea Lab (figures, the two labs) have some potential if you can figure out how to make a layout that flows better as there seems to be much more thought put into them than any of the other maps.  You've also got quite a knack for creating some interesting environments visually.  Just make them interesting to play on too.
Title: Re: The Nexus Pack
Post by: Nexus11 on January 18, 2012, 10:03:15 AM
Quote from: "Mr. X"
The coding in your mapinfo is broken somewhere because it gives me a bunch of errors when I try loading it.  That's why there's no music and jumping is weird.
How exactly are you loading it? Because whenever I put it through the MM8BDM luancher, it works just fine.

As for the MAPINFO, it's a direct copy-paste of Ivory's code.

(click to show/hide)

Quote from: "Mr. X"
As for the maps themselves, my general complaints are...
-You seem far more focused on visuals than the maps themselves.  Super FX may look like the original Star Fox but as a map, it's a boring field with a bunch of random shapes thrown about.  Hex is...well, a bunch of hexagons with different heights.  It's just boring.  Blocks n Bits looks visually impressive but the lag and the layout kill it as a DM map.  Satellite is just a bunch of hallways with lots of similar rooms that ooze confusion. What may be boring looking to you may be interesting looking to someone else.

-Some of the maps just feel like they're there to fill out the roster.  I mean, with Octagon and Junkyard Hell, were you really thinking how well they'd play in the game?  Both maps just seem very plain and there didn't seem to be too much thought put into either of them (or Hex). Just because it's simple in design doesn't mean it can't be a good map. Yes, these maps offer little cover, but this encourages a frantic style of play where the player has to constantly be aware and really have to fight to stay alive. These maps were made to change the pace a bit from other DM maps, by making it all about the player.

-The CTF maps all suffer from long hallways with no cover.  These hallways are absolutely perfect for camping.  For Sealab 20XX, it shouldn't be too hard to fix but Corridor 2.0 and Satellite are both completely designed around these problematic hallways and I can't see a simple fix being possible for either. I realize this, and it was something that plagued me in the playtest portion of the maps. However, this can always be counter-acted by teammates simply using good teamwork, which is the main point of CTF.

-The map flow in some of the maps is really bad.  Both Ice Lab and Mesa have indoor sections with two areas to enter for each.  With so few ways to enter the center area, you've set yourself up for incredibly drawn out battles with players stuggling to find one another.  Ice Lab is the biggest offender and the outside area is completely pointless as it's far more boring than the inside. I'll admit that the outdoor portions of Ice Lab can make the smaller sized matches more cumbersome than they need to be. But the main intention for that map is to be used in larger sized matches.

-There's lots of dead ends in Ice Lab.  You'll want to have as few as possible. Not sure if I agree with this. While it may disrupt flow, it certainly creates the feeling of a building which was what I more designing towards.

-The item selection...yeah, Gravity Hold is a powerful weapon, don't put it out in the open. Edits I made should be suitable.

-You should look at maps with 3D floors because the sidedef floors lag horribly Fixed.

However, it isn't all bad.  Ice Lab and Sea Lab (figures, the two labs) have some potential if you can figure out how to make a layout that flows better as there seems to be much more thought put into them than any of the other maps.  You've also got quite a knack for creating some interesting environments visually.  Just make them interesting to play on too. I appreciate the comment and I will keep that design tip in mind if I decide to make more maps in the future.
Sorry if I'm getting defensive over your C&C, but it's just how I am when it comes to anything I make.

Final release version is up.

>>Download (https://sites.google.com/site/nexus11downloads/mm8bdm-maps/The%20Nexus%20Pack%20%28MM8BDM%29.rar?attredirects=0&d=1)<<
Title: Re: The Nexus Pack
Post by: Mr. X on January 18, 2012, 06:11:01 PM
Quote
What may be boring looking to you may be interesting looking to someone else.

But you should try to make maps that appeal to as many people as possible.  Clearly, Shade and Myroc have similar complaints and I'm sure others would as well.

Quote
Just because it's simple in design doesn't mean it can't be a good map. Yes, these maps offer little cover, but this encourages a frantic style of play where the player has to constantly be aware and really have to fight to stay alive. These maps were made to change the pace a bit from other DM maps, by making it all about the player.

Yes, there's simple and then there's what you've made.  Take the official Cut Man stage.  It's simple, but there's plenty of cover and nooks and crannies to make it also interesting.  Your simple maps are mostly open.  If you're making it more about the player, you might as well pull a "Fox only, no items, Final Destination" and remove all weapons and have it completely flat.  It's worth noting that Junkyard Hell is a much much bigger offender here.  Octagon is on its way to being a decent little map, but needs a little more kick to it.  Maybe something near the outer edges.

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I realize this, and it was something that plagued me in the playtest portion of the maps. However, this can always be counter-acted by teammates simply using good teamwork, which is the main point of CTF.

Good teamwork =/= make a hallway that requires throwing lots of people into a line of bullets at once.  It's the equivalent of saying a good teamwork strategy in war is to throw 1000 people at a machine gun and hope that eventually someone makes it through.  It does nothing but make these maps extremely prone to camping and spamming.  If there were a way around the large hallways, I could see keeping them, but in the maps mentioned you have no choice but to run into camping zones.

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I'll admit that the outdoor portions of Ice Lab can make the smaller sized matches more cumbersome than they need to be. But the main intention for that map is to be used in larger sized matches.

Either way, you need to have more ways into the center area.  Right now, there's so few ways outside that the only reason I could see anybody going out there is to hide from other players.  You should be able to get around in a map fairly easily.  If you spawn outside in the map like I did, you get screwed because you have to walk for quite a while to get back to where the action is.

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Not sure if I agree with this. While it may disrupt flow, it certainly creates the feeling of a building which was what I more designing towards.

But a regular building isn't designed around playing a game in.  This is.  I could make a map look just like my house but it won't be a good deathmatch map.