Cutstuff Forum

Mega Man 8-bit Deathmatch => Projects & Creative => Maps => Topic started by: marioluigi001 on October 28, 2012, 11:33:52 PM

Title: marioluigi001's *Link Deleted*
Post by: marioluigi001 on October 28, 2012, 11:33:52 PM
*Link Deleted*

For the new map pack, click here: http://www.cutstuff.net/forum/viewtopic.php?f=29&t=9746
Title: Re: marioluigi001's map pack v1b released!
Post by: WheelieCarbonate on November 01, 2012, 01:52:37 AM
this map pack is amazing
in most maps, i feel its too wide open and roomy, but in these maps, you are treated with corridors with spikes everywhere, small rooms that give a snug fit, and 500000 high ceilings.
the lighting is perfect, as it branches off the boring path of making it the recommended lighting of 255, but makes it dark and mysterious
but i think the shining 3 examples of why this map pack is prime are MM7DW1, MM3SHA, and MM2HEA
ill start with shadowman
in the original map for shadowman, it had multiple textures, making it an eyesore to look at, but with marioluigi001's amazing map skills, he made the entire map a dull blue brick texture! no longer is the battle focused on brawn, but on wit, as true ninjas adapt to their dark surroundings, and perform sneak attacks. all in all, amazing.
next is MM7DW1
dont you get tired of looking in corners and always going out of your way to get a reward? well in this map, you get slapped with a kyorown! in the corridors, there are 2 indents which hold rewards for going out of your way. one is a super adaptor, and one is a kyorown, which does massive damage! also this map breaks away from the trend of skyboxes and makes the ceilings sky textures. again, a map that wants me to play more.
and the crown jewel of the map pack, MM2HEA
this map takes away from some trends of making rooms easy to navigate, using multiple textures, and alternating altitude.
this map is focused on one HUGE room that takes a real minute to get to one side to the other, has a huge ceiling, and is mostly flat, also using the red brick texture for the walls, ceiling, and floors. there arent many weapons available, making it a map for master duelists only. and it captures the essence of heat, not by putting you in a room full of lava, no, but putting you in a pressure chamber made of molten hot bricks!
overall, 10/10.
Title: Re: marioluigi001's map pack v1b released!
Post by: Rozark on November 01, 2012, 07:53:44 PM
Quote from: "Swiss"
this map pack is amazing
in most maps, i feel its too wide open and roomy, but in these maps, you are treated with corridors with spikes everywhere, small rooms that give a snug fit, and 500000 high ceilings.
the lighting is perfect, as it branches off the boring path of making it the recommended lighting of 255, but makes it dark and mysterious
but i think the shining 3 examples of why this map pack is prime are MM7DW1, MM3SHA, and MM2HEA
ill start with shadowman
in the original map for shadowman, it had multiple textures, making it an eyesore to look at, but with marioluigi001's amazing map skills, he made the entire map a dull blue brick texture! no longer is the battle focused on brawn, but on wit, as true ninjas adapt to their dark surroundings, and perform sneak attacks. all in all, amazing.
next is MM7DW1
dont you get tired of looking in corners and always going out of your way to get a reward? well in this map, you get slapped with a kyorown! in the corridors, there are 2 indents which hold rewards for going out of your way. one is a super adaptor, and one is a kyorown, which does massive damage! also this map breaks away from the trend of skyboxes and makes the ceilings sky textures. again, a map that wants me to play more.
and the crown jewel of the map pack, MM2HEA
this map takes away from some trends of making rooms easy to navigate, using multiple textures, and alternating altitude.
this map is focused on one HUGE room that takes a real minute to get to one side to the other, has a huge ceiling, and is mostly flat, also using the red brick texture for the walls, ceiling, and floors. there arent many weapons available, making it a map for master duelists only. and it captures the essence of heat, not by putting you in a room full of lava, no, but putting you in a pressure chamber made of molten hot bricks!
overall, 10/10.

Why the.. how.. I don't even @_@.
Just.. whyyyyyy.

But I already gave you tips in the server. You felt meh about them, but if you seriously want to map, take them into consideration.
Title: Re: marioluigi001's map pack v1b released!
Post by: Russel on November 12, 2012, 01:09:36 AM
I like Airman's base layout more than the core's version, but it would need to be opened up for it to actually be better
Stoneman is...alright...it can be improved upon quite easily, but every other map was not really that impressive in terms of ease of improvement
try to use sector height differences of multiples of 32
Ensure the lighting is 255 in all sectors to improve appearence, although in my opinion, this is totally arbitrary, but still recommended
Title: Re: marioluigi001's map pack v1f released!
Post by: andylucho on November 16, 2012, 12:27:00 AM
SCREENSHOTS. People want to know what they are getting themselves into.

I do like the maps, don't get me wrong, but they do need some improvement when it comes to enough space for people to move.
This is what i think about each map.

Heatman = The map is a bit to distracting,(Don't just use one texture, it can bother people.) and it needs some obstacles.1/10
Cutman = The map is way to small, try making it a bit bigger so the small gaps can be a bit more passable. 3/10
Airman = You've got a good idea there, but try making it bigger and a bit more platformy. 4/10
Magnetman = Add Higher ground, maybe have people fight on the top, in other words,(just an idea), make some stairs and make platforms in the sky. 4/10
Metalman = Raise the roof and make it a more of a maze, i like your style in that map. 7/10
Geminiman = I like your idea of having to jump over spikes in one of the hallways. Improve that idea a bit, and make the place a bit bigger. But wonderful design in my opinion. 8/10
Stoneman = Give it more of an underground cave/underground facility kinda thing. (Again, just a suggestion). 6/10
Skull Castle entrance = It needs what the title says, an entrance. Also, Maybe make some kind of obstacle type course to make to the entrance, Wily doesn't just let people in. Give it more height, (high and low platforms), and Distracting texture, Just a bit. 0/10
mm7dw1 = Give it more of a fortressy feel, and make the walkways a bit bigger 3/10
mm1dw1 = Give it more of a fortressy feel, and make the walkways a bit bigger 3/10
d2dmsec = Not bad, But what's with the movement? and make the narrow areas just a bit bigger. Also, nice gravity pit, but i don't think it's working. 7/10
Shadowman = If you make a death Pit, Make it so you can walk into to die, not in a corner to look good. Overall design is good... BUT black spaces, need to fix that, and make the small places bigger. 3/10
Napalman = Why the need of the gravity power-up? To small of a space, add more corridors to walk around 3/10
Title: Re: marioluigi001's map pack v1f released!
Post by: WheelieCarbonate on November 16, 2012, 07:00:34 PM
Quote from: "andylucho"
SCREENSHOTS. People want to know what they are getting themselves into.
your first post is one of the most intelligent posts i have ever seen on cutstuff.
it says everything that is wrong and right in the maps, but i thought airman and geminiman's scores should be swapped, but that's just me
in all honesty, if you want to try to make the next version of cscc remix, be my guest, but you should have some experience with maps first, marioluigi.
but dont stop
Title: Re: new poll! marioluigi001's map pack v1f released!
Post by: Donutyoshi on November 26, 2012, 04:44:09 PM
I need to try this when I get home.

I actually should play other's maps more often and actually comment maybe.
Title: Re: marioluigi001's map pack v2a released!
Post by: Mr.shadow on December 22, 2012, 09:05:31 PM
A LOT OF MAPS ARE SOOO CRAMPED...
Heatman is well... just no
210
Just play with more to get used to doombuilder, These look like MY map skills ...meaning i would mostly be shunned
Title: Re: marioluigi001's maps v2b released! v3a works and new pol
Post by: marioluigi001 on December 28, 2012, 12:38:24 AM
what map do you think i should make next?

please vote on it in the poll above
Title: Re: marioluigi001's maps v2b released! v3a works and new pol
Post by: Donutyoshi on January 07, 2013, 11:03:35 PM
Make MM6YAM or MM5WAV

THAT is if you ever figure out to use it's gimmicks or is capable to map more MM8BDM like layouts. It's not really hard, I could tell you how and all.
Title: Re: marioluigi001's maps v2b released! v3a works and new pol
Post by: Mr.shadow on January 08, 2013, 12:32:27 AM
these are... bad
sorry i had to
Title: Re: marioluigi001's maps v2c released! v3a works.
Post by: marioluigi001 on January 14, 2013, 10:37:33 PM
has ANYone found the two secrets in airmans stage and the two easter egg stages?
Title: Re: marioluigi001's maps v2c released! v3a works.
Post by: Donutyoshi on January 14, 2013, 10:54:13 PM
oh? theres secrets?
Title: Re: marioluigi001's maps v2c released! v3a works.
Post by: marioluigi001 on January 14, 2013, 11:06:34 PM
yeah 2 hidden things in airmans stage and 2 little easter egg stages
Title: Re: marioluigi001's maps v2e released!
Post by: Giantmega on February 01, 2013, 10:06:11 PM
They're Easy To Find.
Title: Re: marioluigi001's maps v2e released!
Post by: marioluigi001 on February 14, 2013, 10:44:21 PM
yeah they are pretty easy to find.


anybody find them yet?
Title: Re: marioluigi001's maps v3b released!
Post by: Rozark on February 14, 2013, 11:59:33 PM
Read the red.

(click to show/hide)
[/quote]
Title: Re: marioluigi001's maps v3b released!
Post by: marioluigi001 on February 28, 2013, 10:49:31 PM
ok the music packs are going to be included in the map pack in the next update so you dont have to download the music packs.

but thats next update.

also i am going to make more maps per update after the next update. the next update is just going to be without downloading the music packs. and maybe 1 new map.
Title: Re: marioluigi001's maps v3c released!
Post by: marioluigi001 on March 17, 2013, 06:07:34 PM
anybody find the hidden boss fights yet its only two and they are recycled in every stage that has them.....its all i had!

so anybody find em yet?
Title: Re: marioluigi001's maps and other stuff. *new bot*
Post by: FTX6004 on April 29, 2013, 05:10:26 PM
Quote from: "marioluigi001"
something else i made is a ryu bot.

skin. sorry dont know how to include skins
http://www.mediafire.com/?0a4prkrfnkzn2ur

and bot itself

http://www.mediafire.com/?e3tusoonwyu7i0q

Huh thats my skin! why did you add it here without ask me is okay please removed it but you made the bot chats so i must say they are awesome!
Title: Re: marioluigi001's maps and other stuff. *new bot*
Post by: marioluigi001 on April 30, 2013, 10:23:24 PM
you want me to take it off? fine im sorry.
Title: Re: marioluigi001's maps
Post by: GameAndWatcher on May 01, 2013, 01:41:31 AM
No he didn't, he just wants you to ask his permission next time.
Title: Re: marioluigi001's maps v3e released!
Post by: marioluigi001 on June 13, 2013, 04:44:16 AM
um... how do you make flammable oil pits in doom builder? i was going to make a flame man stage but i dont know how to do it....is it a script is it an action? i just cant do it....
Title: Re: marioluigi001's maps v3e released!
Post by: Russel on June 13, 2013, 05:11:46 AM
That is a relatively simple to do-

Please an actor in the oil pit of your desire, change the actor to type 9999 [Actors hits floor.]
Check the box labelled "Dormant."
Change the action under the "action" tab to 226- Script Execute Always. Then change the script number to which ever number you wish [preferably 1].
Apply a sector tag to the sector with your oil. Place a series of map spots in the same sector and tag them as the same and set argument 1 of the actorhitsfloor actor to the same number as the tags given to the map spots and sector.
Finally, copypaste this script into your scripts file.
(click to show/hide)
Replace "X" in the code given here with the script number you provided in the actorhitsfloor thing.

The oil sector should ignite properly now.
Title: Re: marioluigi001's maps v3e released!
Post by: marioluigi001 on June 13, 2013, 05:15:02 AM
thank you!
Title: Re: marioluigi001's maps v3e released!
Post by: marioluigi001 on October 11, 2013, 11:43:30 PM
what do you mean by mapspots? i dont get it never mind i got it
Title: Re: marioluigi001's maps v4a released.
Post by: Oliver on April 02, 2015, 11:07:41 PM
You shall still fix that Snowboard bug. I can't get off it.