Cutstuff Forum
Mega Man 8-bit Deathmatch => Projects & Creative => W.I.P Forum => Topic started by: Beed28 on January 06, 2013, 01:42:17 AM
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This is the Cutstuff Community Capture the Flag Map Pack, which is simular to Messatsu's CSCM map pack, only it's focused on CTF maps instead of DM. Anyone is free to submit any maps.
Current maplist:
Notes and stuff
1 Flag CTF must be supported
Stages must be symmetrical in one way or another
Music must be in 8-bit
Bases should have up to 16 player starts each
Maps must be under 6000 x 9000 units (Wide and Across), to prevent possible FPS lag
Maps should have several paths inbetween bases
3-way or 4-way maps are allowed
Custom textures are allowed
New props are allowed, but no new weapons or items
Area of effect weapons (such as Rain Flush) should be hard to access and not easy to obtain
Also take heed to the taboo weapon list below
Taboo Weapons
Shield weapons: Skull, Mirror, Leaf, Plant, Junk
Speed-boost: Charge Kick, Scorch Wheel, Oil Slider
Flag-Stopping: Flame Blast, Napalm Bomb, Tornado Hold, Flash Bomb
Misc: Top Spin, Gravity Hold, Wind Storm, Hyper Bomb, Time Stopper, Super Adaptor, Proto Upgrade
Items: Eddie, Rush Jet, Beat Call, Beat Support, Party Ball, Exit Unit, E-Tank, M-Tank
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can i make a map for this please?
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You should add Flash Bomb to the Flag-stopping weapons. I may do a map after I am done with the stuff I have to do, who knows, it may be interesting.
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Personally, I think it's too early to really put Time Slow as taboo. it doesn't do anythign to make YOU invulnerable or faster. And it's still an AoE.
But yeah, I banned Flash Bomb from being used in any official CTF maps, so it should be banned here as well.
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Can i find some texture you guys can have in the maps.
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um FTX i can't use custom textures in db2
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Right, I removed Time Slow from the taboo weapons list, and added Flash Bomb. I knew Tornado Hold would be there, but wasn't thinking of Flash Bomb.
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Can someone please make a map with this texture. (http://img651.imageshack.us/img651/8199/maptileset.png) (http://imageshack.us/photo/my-images/651/maptileset.png/)
Eherything thatt is green can you guys changes to the light and wily team colors.
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In the CTF map compo, there was a rule that limited maps to 9000 units long, 6000 wide. It's a good rule too, as it makes maps have nearly no FPS lag, and it's the reason I use it in my map pack. 32 starts for one team seems to me like a bit much, so I always use 16 for each.
Also, must Top Spin be an obligatory taboo weapon? I think that's situational. There are far more distance weapons than there are melee, and the map layout also plays an important role in Top Spin's effectiveness.
Can someone please make a map with this texture. (http://img651.imageshack.us/img651/8199/maptileset.png) (http://imageshack.us/photo/my-images/651/maptileset.png/)
Eherything thatt is green can you guys changes to the light and wily team colors.
I released an unused textures pack. It contains those and much more. It's on the Resources section. Or here (http://www.cutstuff.net/forum/viewtopic.php?f=47&t=5188).
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In the CTF map compo, there was a rule that limited maps to 9000 units long, 6000 wide. It's a good rule too, as it makes maps have nearly no FPS lag, and it's the reason I use it in my map pack. 32 starts for one team seems to me like a bit much, so I always use 16 for each.
Also, must Top Spin be an obligatory taboo weapon? I think that's situational. There are far more distance weapons than there are melee, and the map layout also plays an important role in Top Spin's effectiveness.
Really? I was wondering why maps were limited to 9000 units long, 6000 wide in the compo. I didn't know that beforehand. Thanks; I fixed up the rules accordingly.
And Top Spin was on the Taboo Weapon list there in the CTF Compo too. I think it's because it kills in one hit.
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HEY
HEY
HEY BEED
NEOGEO POCKET COLOUR SOUNDFONT COUNTS AS 8-BIT RIGHT
Power Battle Fighters Pocket has the best music in the world
Top Spin was on the Taboo Weapon list there in the CTF Compo too. I think it's because it kills in one hit.
Top Spin sucks balls now so I think it should be swapped with Flame Sword :ugeek:
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Prehaps. I don't know how different the NeoGeo Pocket Colour soundfont is compared to the NES soundfont, though.
I'm not sure about the Top Spin and Flame Sword, though. Weapon Balancing was never my bass forte.
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um FTX i can't use custom textures in db2
Then you should check this topic: http://www.cutstuff.net/forum/viewtopic.php?f=29&t=1899
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um FTX i can't use custom textures in db2
Then you should check this topic: http://www.cutstuff.net/forum/viewtopic.php?f=29&t=1899
thats not the prob db2 says that there is 0 custom textures in the folder i use for it
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um FTX i can't use custom textures in db2
Then you should check this topic: http://www.cutstuff.net/forum/viewtopic.php?f=29&t=1899
thats not the prob db2 says that there is 0 custom textures in the folder i use for it
You must, must, MUST put all textures between the PP_START and PP_END AS WELL as define all the new textures in a Textures lump.
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nvm i already fixed it
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Prehaps. I don't know how different the NeoGeo Pocket Colour soundfont is compared to the NES soundfont, though.
I'm not sure about the Top Spin and Flame Sword, though. Weapon Balancing was never my bass forte.
Soundfonts are stuff where you have a midi and use a wav's pitch. NES Music works differently.
Oh nice! I actually had some CTF maps, but thinking about it. They were kinda a little too gimmicky? Maybe I can fix it whenever I have the chance to access that HD with it.
I'd probably like to make a map for this, if I ever have the ambition to or the thought crossed me when I have the chance.
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would the boss music from sonic the hedgehog 2 be 8 bit?
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Unless it's either famitracked or hacked into something, like some music in CSCM (not remixed, that's different), no, the original song would be 16-bit.
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That said, someone did make Famitracker covers of Sonic 2 music (as well as Sonic 1 and Sonic 3 & Knuckles). I forgot where I got it from, though, so you might need to do some research.
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i found some on youtube (downloading from youtube lol)
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That said, someone did make Famitracker covers of Sonic 2 music (as well as Sonic 1 and Sonic 3 & Knuckles). I forgot where I got it from, though, so you might need to do some research.
8bitdanooct1 on Youtube did 8-bit covers for all of StH 1, 2 and 3 as well as & Knuckles.
Where do you think CSCM gets it's Sonic music from? (http://www.youtube.com/user/8BitDanooct1) :ugeek:
I might make a CTF map for this for shits and giggles, but only after KCTFv1c is out.
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im having a but of probs with my ctf map http://www.sendspace.com/file/gn2dns with some llines
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Downloaded. I'll look at it later.
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ty
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Son, why are you stealing my textures?
I died on the inside. :ugeek: :ugeek: :ugeek:
Just kidding. Found the problem. You did not define the textures in SLumped/Slade. I fixed that for you, but you must learn how to do it. Check out Mike's texture tutorial. It's really simple once you get the hang of it.
Get the wad again here. (http://www.mediafire.com/?7cnua78zngkvmc7)
Now for some things:
- The way you're using the textures makes no sense at all! But seeing as you're starting this, I think you'll fix it.
- ALWAYS use 255 brightness on all rooms. Textures won't display right otherwise (fixed this as well.)
- Try to not use diagonal lines on the map layout. That usually makes textures look bad. Diagonal lines aren't bad, though. You just need to be careful how you use them. I recommend you use vertical and/or horizontal lines since you're starting, though.
Good luck. Mapping is never easy at first. Just be persistent, and go see the tutorials. They'll help in the long run.
What's funny is that I learned something new while doing this: replacing textures quickly with F3.
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ty
i want to put a custom map prop in my map (its a infernape) how do i do that anyway?
nvm i got help with doing that
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sorry for double posting but i need help with my custom map prop for my map http://www.sendspace.com/file/p7i7xb
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Hey Beed, do you have any maps of your own in mind or in progress for this? I think it would be a good idea if the pack didn't have repeated themes unless the layouts were vastly different. So how about this little form?
Map Name: what
Theme: Which textures are used (to avoid soups and repeats).
Size: Number by number measurement. Ex.: 2,048 Wide x 4,096 Long
Gimmicks: Optional. Should be kept to a minimum, IMO.
Type: 2, 3 or 4 Team CTF.
Not sure if that's a good idea or not. Deadlines could also be a good thing, so that we don't have to wait nearly a year for a new release because we had to wait on one person, but not sure about that either. There's real life eating everyone's time, after all.
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Map Name: Overcast
Textures: mostly Magnet Man, Toad Man, and Dark Man Castle
Size: not finished yet
Gimmicks: trolling Beed28
Type: Red versus Blue
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Hmm, perhaps an estimate of the size would be better. OR an estimate of completion, such as a percentage. Don't know. Gotta hear Beed's opinion.
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Prehaps an estimate completion is better. Also, funny thing, I have a design in mind before you brought that up.
Map Name: Twin Hideouts
Theme: MM1 Wily Stage 1 and 4
Completion: Not started yet
Gimmicks: None
Type: 2 Team CTF
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Funny enough I was working on this map a few minutes ago, and already it looks like it could hit the pack.
Map Name: Tingle's Street Party (Yeah what a silly and random title)
Theme: Mr. X Stage, [and Custom?]
Completion: Layout done, needs Textures, Things, Music, and MapInfo.
Gimmicks: None?
Type: 2 Team CTF