Please comment and tell me what to fix, what to add, and/or what to take out.
Can't believe people enjoy my music, that makes me happy ^w^I'm certain that most of the people that commented here were using sarcasm, although I do happen to enjoy these songs simply because of their... uh, interesting composition.
You correctly identified 26 tunes (out of 26) on the Distorted Tunes Test. Congratulations! You have a fine sense of pitch.
You correctly identified 25 tunes (out of 26) on the Distorted Tunes Test. Congratulations! You have a fine sense of pitch.
You correctly identified 26 tunes (out of 26) on the Distorted Tunes Test. Congratulations! You have a fine sense of pitch.That test was the easiest thing I've ever seen.
I should've made myself more clear that I was directing this test towards Lad due to the fact that he made the music.QuoteYou correctly identified 26 tunes (out of 26) on the Distorted Tunes Test. Congratulations! You have a fine sense of pitch.That test was the easiest thing I've ever seen.
Anyways, I need to know exactly in more detail what is wrong with FMP05 - Dr. Cossack's Test Factory so that I can fix it. I've already finished fixing the rest of the maps so I need to know what's wrong with that map in particular.
It's a line. It's completely linear. Linear levels don't work in any deathmatch game. Honestly, I'd scrap it and start over.
To stop the music codes from potentially clashing and to make the music a little more organised, you could have the songs as FMPMUS1, FMPMUS2, and so on.
FMP02's music vaguely reminds me of the one in the level of this hack:
It starts at 0:08.Maybe you should make an 8-bit rendition of that for the level...:D
My opinions based on what I see in the screenshots:
Map 01 - It looks interesting with all the foliage. That's it.
Map 02 - Gyro Attack likes places with a lot of space. There's not much of that in the map, or there doesn't appear to be. Still, a pirate ship. Now there's something that hasn't been tried before.
Map 03 - I see Screw Crusher lying on the floor in a small hallway. Very bad idea. Make it harder to get.
Map 04 - Appears to be somewhat bland in texture usage, but this is still in progress, right? Cool concept, by the way.
Map 05 - I'm confused. Is it supposed to be a cave with two floors? Also, a tip: use the Drill Man textures in an indoor-outdoor manner. As in, use the lighter ones as if outside, and the darker ones as if inside. Not an obligation, but it might help the map look better.
Map 03 - Screw Crusher isn't a good enough weapon that people would work for to get (the outside of the cave is terrible for Screw Crusher.I have to disagree. Screw Crusher is an area of denial weapon, and in small passages, it can be spammed to... well, DENY access. This might limit most of the fighting to the outside area (unless everyone wants to spam it in the cave).
I took some pictures of what I want to talk about, but I'm tired, so I'll just talk about them. :ugeek: Eh, maybe some pics.
Pirate Ship - I thought it was a small, decent map to play in. You could get something other than a Wave Man background on the skybox as it might not fit with a ship that's made of wood, but that's just nitpicking.
:I
Treehouse - You should have anti-camping weapons in the map that can be shot into the treehouse to prevent camping. Crystal Eye and Danger wrap are good options. Then there's this area:^ Already fixed in the next version.(click to show/hide)
I didn't notice the wall teleporter for a while. Why not just make it a floor one with the same effect? It's more noticeable that way.
I don't think it is possible to make floating floor teleporters so I did a wall one. If you know how let me know.
Cliff Mount 2 - The main problems here are the long ass hallways and platforming outside. Try to shorten the running distance as this will also make some weapons in the map worth getting. Instead of having small steps, just add stairs. It would be fine in Co-op, but this is DM, and the time it takes to platform can be a luxury sometimes. Finally, you have weapons (Ballade Cracker) that need said platforming to get, and Rush Jet in the middle. That just looks... wrong. I can't quite put my finger on it, but the main things here are the marathon hallways.
I will add stairs for the small steps but the big steps I will keep. The long hallways inside the cave are already fixed, the hallways outside I simply shortened the distance a bit. The platforming I put in the map were only to add shortcuts or to acquire good weapons. The Rush Jet will be moved to a harder to reach area I don't how I put the Rush Jet in the middle <_> tbh
On the plus side, it looks like a pretty damn cool concept for a map remake. It just needs some polishing.
Wily/Wood Man map - Avoid dead ends like the black plague of doom. Rush Coil at a dead end hallway just makes it all worse. Just lower that floor and add ladders or something. Speaking of having paths to get around, I suggest opening one up in here. Look where the Item 1 is:You also have one blue line texture spammed on the insides. Try other things! Decorate! I saw you were already trying it with the purple pipes at the entrance, and I encourage you to keep going.(click to show/hide)
^ Already fixed in the next version
I also suggest you change that music to something else for now. It sounds kinda bad, if you ask me. I looked up covers for that Power Fighters battle, but nothing appeared.
Because this song used a different style (i.e. Less instruments, echo) Some people liked this song more than the others but some thought it was the worst as well. I was going to expand on the song but I actually lost the original ftm file.
Drill Man map - The layout seems alright, but the cave area looks kind of bland. However, my main gripe is those black entrances. Why not just link the whole map? Don't worry if the hole above might not make sense. MM5CRY never did, anyway, and no one cared because it's a game and they were too busy having fun.I would link the whole map if I could but if I were to, it would require lots of 3D floo-Actually I will do it in the next version... . I know that MM5CRY never made sense but I don't see how my map would not make sense if it was linked unless you when you say link you mean something else?
Overall, I say you've improved your mapping, but you still have some things to learn. The music was quite a step up from FMP1, but there's some room for improvement there as well. I'm no composer though, so I'll let someone else critique that more in depth.
Thanks for the feedback.
Oh so elaboration ok.
So we have a pirate ship. It's fancy neat and all but it just doesn't work for DM (The general game mode that ALLyep ctf mappers toomappers should strive for) somehow. The music also feels unfitting, I was expecting GankPlank Galleon or something from DKC.
You need to tell me what exactly makes it unworthy for DM so I can fix it.
So we have two caves with a giant river in the middle. This layout doesn't feel right, the long sides to go to a bridge don't feel right, this entire map just doesn't feel right. However, some of the aesthetics on the sides are quite impressive.
Yet again this tells me nothing but your feeling for maps. The long sides will be shortened in the next version.
Then there's this Clubhouse. No. Just no. This map is waaaaaaaaay too huge, and that Clubhouse is still a prime target for camping. Fairly bland hallways. Also, this map has no skybox. Like before, this map has impressive aesthetics in some areas, not all areas. Oh, did I mention that this map was big. Oh right, -slap-. That is me "Pimpslapping" you, I'm using a variation of this song for my pack.
The outside (where the treehouse is) I will shrink once I figure a good way to shrink it (probably not in time for the next version). The overall map is smaller than the last, but ok. I won't be changing the song anytime soon since it took me awhile to make it, but I'll see if I can change it later on so we don't use the same music.
Then There's Clubhouse MKII: The Wily Tales. Overly Bland and huge Interior rooms. There's a rush coil at a dead end, and ask you: Why? Just why? The exterior boasts fancy aesthetics in some areas, again. However, like the rest of this map, it's too huge. Tone the interior down abit.
Please point out the huge interior rooms because I couldn't find any seemingly huge rooms :? . Rush Coil fixed in next version already, with the textures I wanted to work with I don't really think I could make the exterior any more appealing unless you have a suggestion? This map is again smaller than some of my other maps in this pack. I will actually be toning it up a bit in the next version for better flow.
Lastly is4MIDRILOLthis Drillman map. Knux already stated that the floors to the drop below don't make sense, and these aesthetics feel awkward. This whole map feels awkward, and I wonder why.The map was never intended to be for the MI pack, but instead a stone/drill/guts mix I just sent it as show of work improvement, I changed it later because the textures clashed; so noPlease explain how the floors to the drop below make no sense (also Knux meant MM5CRY made no sense unless I read it wrong :? ). I wonder why it feels awkward as wellbecause I can't focus on your feelings >_>.
Read that twice if needed, I did provide my criticism and/or constructive feedback. "Take it with a grain of salt", but this map pack could still use improving. Again, you've overall improved as a mapper, but this is just... ehh... :I
Thanks for the feedback.
Some of this red is simply myself restating what i've already said. I put the note "Read twice" for a reason. :IQuote from: "Rozark"Oh so elaboration ok.
So we have a pirate ship. It's fancy neat and all but it just doesn't work for DM (The general game mode that ALLyep ctf mappers toomappers should strive for) somehow. The music also feels unfitting, I was expecting GankPlank Galleon or something from DKC.
You need to tell me what exactly makes it unworthy for DM so I can fix it.
It feels like Hotel Gumballtoid. A great map, but it isn't great for DM.
So we have two caves with a giant river in the middle. This layout doesn't feel right, the long sides to go to a bridge don't feel right, this entire map just doesn't feel right. However, some of the aesthetics on the sides are quite impressive.
Yet again this tells me nothing but your feeling for maps. The long sides will be shortened in the next version.
This should tell you that your layout for this map doesn't feel right. I told it to you bluntly twice now.
Then there's this Clubhouse. No. Just no. This map is waaaaaaaaay too huge, and that Clubhouse is still a prime target for camping. Fairly bland hallways. Also, this map has no skybox. Like before, this map has impressive aesthetics in some areas, not all areas. Oh, did I mention that this map was big. Oh right, -slap-. That is me "Pimpslapping" you, I'm using a variation of this song for my pack.
The outside (where the treehouse is) I will shrink once I figure a good way to shrink it (probably not in time for the next version). The overall map is smaller than the last, but ok. I won't be changing the song anytime soon since it took me awhile to make it, but I'll see if I can change it later on so we don't use the same music.
The map is only smaller because that cave thing? is gone. Sure, you might've shrunk one side, but you wrapped that portion around the entire map, making it the same size if not bigger than the last version. This map is still too huge.
Then There's Clubhouse MKII: The Wily Tales. Overly Bland and huge Interior rooms. There's a rush coil at a dead end, and ask you: Why? Just why? The exterior boasts fancy aesthetics in some areas, again. However, like the rest of this map, it's too huge. Tone the interior down abit.
Please point out the huge interior rooms because I couldn't find any seemingly huge rooms :? . Rush Coil fixed in next version already, with the textures I wanted to work with I don't really think I could make the exterior any more appealing unless you have a suggestion? This map is again smaller than some of my other maps in this pack. I will actually be toning it up a bit in the next version for better flow.
Too much space, not enough filler. No, random filler won't count. The interior is just awkward, while the exterior (forest area) appears fine? :I
Lastly is4MIDRILOLthis Drillman map. Knux already stated that the floors to the drop below don't make sense, and these aesthetics feel awkward. This whole map feels awkward, and I wonder why.The map was never intended to be for the MI pack, but instead a stone/drill/guts mix I just sent it as show of work improvement, I changed it later because the textures clashed; so noPlease explain how the floors to the drop below make no sense (also Knux meant MM5CRY made no sense unless I read it wrong :? ). I wonder why it feels awkward as wellbecause I can't focus on your feelings >_>.
Amazing story. Anywho, go look at MM5CRY and learn how to make "Transitioning Floors". It probably feels awkward because of all the unneeded filler/ammo placements/weapon placements/unneeded diagonals on the pointless filler.
Read that twice if needed, I did provide my criticism and/or constructive feedback. "Take it with a grain of salt", but this map pack could still use improving. Again, you've overall improved as a mapper, but this is just... ehh... :I
Thanks for the feedback.
Quote from: "Fyone"Some of this red is simply myself restating what i've already said. I put the note "Read twice" for a reason. :IQuote from: "Rozark"Oh so elaboration ok.
So we have a pirate ship. It's fancy neat and all but it just doesn't work for DM (The general game mode that ALLyep ctf mappers toomappers should strive for) somehow. The music also feels unfitting, I was expecting GankPlank Galleon or something from DKC.
You need to tell me what exactly makes it unworthy for DM so I can fix it.
It feels like Hotel Gumballtoid. A great map, but it isn't great for DM.
Hotel GBT has large hallways, wide-open swimming pool, cramped rooms, cramped bathrooms, and wide-open parking; I don't see how that's like my map.
So we have two caves with a giant river in the middle. This layout doesn't feel right, the long sides to go to a bridge don't feel right, this entire map just doesn't feel right. However, some of the aesthetics on the sides are quite impressive.
Yet again this tells me nothing but your feeling for maps. The long sides will be shortened in the next version.
This should tell you that your layout for this map doesn't feel right. I told it to you bluntly twice now.
Well, feels good to me. You need to give me an explanation why it doesn't feel right.
Then there's this Clubhouse. No. Just no. This map is waaaaaaaaay too huge, and that Clubhouse is still a prime target for camping. Fairly bland hallways. Also, this map has no skybox. Like before, this map has impressive aesthetics in some areas, not all areas. Oh, did I mention that this map was big. Oh right, -slap-. That is me "Pimpslapping" you, I'm using a variation of this song for my pack.
The outside (where the treehouse is) I will shrink once I figure a good way to shrink it (probably not in time for the next version). The overall map is smaller than the last, but ok. I won't be changing the song anytime soon since it took me awhile to make it, but I'll see if I can change it later on so we don't use the same music.
The map is only smaller because that cave thing? is gone. Sure, you might've shrunk one side, but you wrapped that portion around the entire map, making it the same size if not bigger than the last version. This map is still too huge.
There was never a cave thing in the old map, I believe you're mixing it up with something else. And again this map is smaller than the previous so unless you're saying you want me to shrink the other one too.
Then There's Clubhouse MKII: The Wily Tales. Overly Bland and huge Interior rooms. There's a rush coil at a dead end, and ask you: Why? Just why? The exterior boasts fancy aesthetics in some areas, again. However, like the rest of this map, it's too huge. Tone the interior down abit.
Please point out the huge interior rooms because I couldn't find any seemingly huge rooms :? . Rush Coil fixed in next version already, with the textures I wanted to work with I don't really think I could make the exterior any more appealing unless you have a suggestion? This map is again smaller than some of my other maps in this pack. I will actually be toning it up a bit in the next version for better flow.
Too much space, not enough filler. No, random filler won't count. The interior is just awkward, while the exterior (forest area) appears fine? :I
Please explain what you mean by "random filler". Also, in the next version the interior room with the H. Knuckle will have more variety in the ground leveling.
Lastly is4MIDRILOLthis Drillman map. Knux already stated that the floors to the drop below don't make sense, and these aesthetics feel awkward. This whole map feels awkward, and I wonder why.The map was never intended to be for the MI pack, but instead a stone/drill/guts mix I just sent it as show of work improvement, I changed it later because the textures clashed; so noPlease explain how the floors to the drop below make no sense (also Knux meant MM5CRY made no sense unless I read it wrong :? ). I wonder why it feels awkward as wellbecause I can't focus on your feelings >_>.
Amazing story. Anywho, go look at MM5CRY and learn how to make "Transitioning Floors". It probably feels awkward because of all the unneeded filler/ammo placements/weapon placements/unneeded diagonals on the pointless filler.
Please explain what you mean by "Transitioning Floors" and MM5CRY is camping-mania; what would I learn from that? Can you give me an example of what you mean by "pointless filler"? And I also need to know where is the unneeded ammo, weapons, etc.
Read that twice if needed, I did provide my criticism and/or constructive feedback. "Take it with a grain of salt", but this map pack could still use improving. Again, you've overall improved as a mapper, but this is just... ehh... :I
Thanks for the feedback.
You seem to miss the point of what I said, you didn't explain your feelings much better from last time either. Please don't restate again saying "I don't like the 'feeling', too 'awkward'" Give me reasons and an explanation why you feel that way.
You seem to miss the point of what I said, you didn't explain your feelings much better from last time either. Please don't restate again saying "I don't like the 'feeling', too 'awkward'" Give me reasons and an explanation why you feel that way.
Knux already stated that the floors to the drop below don't make senseNo. What I said was that they don't need to make sense if the map was linked together, because it's a game.
The map pack as a whole is plagued by the same three problems:
-Poor weapon layout
I don't really see any problem with weapon layout but it could just be my poor weapon taste; can you give me some examples of places with poor weapon layout that'll help me get the just of it.
-An excess of health pickups
Yes, I will be decreasing the health and ammo pickups in the next version.
-Long, narrow corridors with hardly any attention to detail
I found this a problem as well. In the next version I'll definitely try to tone up the layouts for better flow so they aren't just long corridors and I'll also try to put more detail but I won't be putting unneeded detailing in some areas.
Thanks for the feedback.
- Well, at least you got rid of the dead ends in the Wily/Wood Man map. Still could use less plain wall textures, as in, actual decoration. Did you know that decors also help the player tell where they're going once they've seen the whole map? They're not just there to look pretty.
Yeah I'll try to add detail little by little each version with all of the maps.
- Thunder Claw in the forest map isn't so special that you need to have only one in the map and hide it up in the building. And even when you get it, chain swinging is still terribly hard because of their placements. It makes just going up the treehouse ladder all the more worth it. And the, the Thunder Claw room has a teleporter to the treehouse. Pretty much a slap in the face for anyone patient enough to look for Thunder Claw.
Yeah I'll move it and add some, I don't see anything wrong with the placements though.
- Cliff Mount still has the long hallways. Yeah, I've said enough about it.
Yeah as I'm still trying to fix the layout but it'll take me some time.
- The ship map seems fine for small games. I don't see much problems with it, really.
- The Drill Man map could use work on the cave section (the one without the white walls), although I'm not sure what to say. It feels somewhat bland.
Well I'm not exactly sure in what way?
I did expect one or two new maps, though. Are you planning on making more?
Yeah more will come, I'm pretty busy with other things actually.