Cutstuff Forum

Mega Man 8-bit Deathmatch => Projects & Creative => Maps => Topic started by: Megaman94 on June 17, 2013, 10:31:29 PM

Title: Megaman94's First Map Pack (v4 release date revealed)
Post by: Megaman94 on June 17, 2013, 10:31:29 PM
V4a Estimated Release Date: Late October to Early November.

Current Version (v3):http://www.mediafire.com/download/ud8kk3pnr6wv62i/Wily_Stages_Beta_3.pk3

Older Versions:
(click to show/hide)
Title: Re: Working on Maps For Server
Post by: Chauer on June 19, 2013, 10:14:05 AM
As far as I see, the map is bland, too high and focused on platforming challenges which distract from the gameplay. Also, please provide a download link.
Title: Re: Working on Maps For Server
Post by: Rozark on June 19, 2013, 06:16:29 PM
Quote from: "Chauer"
As far as I see, the map is bland, too high and focused on platforming challenges which distract from the gameplay. Also, please provide a download link.

It says he's currently working on it, so there isn't a download link yet.
Title: Re: Working on Maps For Server
Post by: Megaman94 on June 21, 2013, 11:22:21 PM
Yeah, I am still working on the maps
Title: Re: Working on Maps For Server
Post by: Megaman94 on June 21, 2013, 11:23:08 PM
who am i kidding? he is right, my maps stinks. I am thinking if i want to continue or give up on making maps.. :cry:
Title: Re: Working on Maps For Server
Post by: Megaman94 on June 21, 2013, 11:54:12 PM
Quote from: "Chauer"
As far as I see, the map is bland, too high and focused on platforming challenges which distract from the gameplay. Also, please provide a download link.

What I did was opened the map up. now it is less cramped.
Title: Re: Working on Maps For Server
Post by: Rozark on June 22, 2013, 01:01:46 AM
Quote from: "Megaman94"
who am i kidding? he is right, my maps stinks. I am thinking if i want to continue or give up on making maps.. :cry:

You shouldn't give up because someone gave you feedback. You should use that feedback to improve upon your map.
Also, every mapper gets feedback. It defines them as a mapper, and over time they improve. You're just going through the process we all went through and shouldn't be discouraged.
Title: Re: Working on Maps For Server
Post by: Megaman94 on July 05, 2013, 12:23:53 AM
Quote from: "Rozark"
Quote from: "Megaman94"
who am i kidding? he is right, my maps stinks. I am thinking if i want to continue or give up on making maps.. :cry:

You shouldn't give up because someone gave you feedback. You should use that feedback to improve upon your map.
Also, every mapper gets feedback. It defines them as a mapper, and over time they improve. You're just going through the process we all went through and shouldn't be discouraged.

I am going to work on that map.
Title: Re: Working on Maps For Server
Post by: TailsMK4 on July 05, 2013, 06:36:15 AM
If anything, people should try to find flaws for your map so you can make your map even better. By doing this, your skills as a mapper improve. I'm not really a mapper myself, but I have seen people improve their mapping quality after given some advice.
Title: Re: Working on Maps For Server
Post by: Megaman94 on July 06, 2013, 02:48:27 AM
Quote from: "TailsMK4"
If anything, people should try to find flaws for your map so you can make your map even better. By doing this, your skills as a mapper improve. I'm not really a mapper myself, but I have seen people improve their mapping quality after given some advice.

I just got done with 2 maps today, but i am not sure how the other members will like them.  :|
Title: Re: Working on Maps For Server
Post by: Mr. Wint on August 09, 2013, 03:55:51 AM
Only one way to find out.
Title: Re: Working on Maps For Server *Beta 1 Available*
Post by: Rozark on August 09, 2013, 04:05:18 AM
Just looking at the screenshots, these maps are either too bare or have too much platforming why.

Keep at it though.

Edit: Played them. Annnnnnnnnnnnnnnnnd I was right.
Title: Re: *Map not Available*
Post by: Gummywormz on January 05, 2014, 09:57:35 AM
And now it's time to review maps that don't exist anymore! But first...

GENERAL:
* Do not put spaces in your wad name. This makes it difficult for people to join servers.
* Your music is not looped correctly. It fades out instead of seamlessly restarting. Your music is also not compressed, and is taking up a lot of space. Anything over 1MB should be compressed. What is looped though, is your round win themes. These should have some silence afterward. The round end part of the match lasts for 6 seconds iirc, so make sure the win sound is at least 10 seconds long with silence. There's a tutorial here for compressing music. (http://www.cutstuff.net/forum/viewtopic.php?f=27&t=3332)

WILY1:
* The first major no-no here is the main wall texture inside gets cut off. Textures should never be cut off even if it makes things annoying. Raising the floor up 1 step should take care of this.
* In the random outside area, we have a problem that's everywhere in this pack: two weapons of the same kind right next to each other. Actually, we have four here. There's really no reason as why there can't be just one weapon in the middle.
* Another problem with the pack in general is "dining tables". This means there are a lot of small health / weapon energy powerups right next to each other. Replacing them with big powerups would help since they achieve the same effect, but it's still usually too much.
* As for the actual layout... it's a maze which is never fun. It's also cramped which never works either. I really don't have anything to say beyond that so...

WILY2:
* The outside area is largely pointless as there are no powerups or anything.
* This map also introduces another common problem in the pack: weapon decisions being silly. I can use rush coil to get gemini laser *and* crash bomb, or the largely useless magnet missile in a tight map. This isn't actually as bad as the other instances I noticed.
* There are slightly too many weapons. They are all actually good in a tight map like this, but maybe trash leaf shield + spark shock. For sure move crash bomb to where magnet missile currently is and then knock down the old crash bomb pillar.
* Another common problem are ceiling textures. In general you have two choices: black or sky. Anything else just looks ugly.
* Finally, as I mentioned twice already, the map is kinda cramped. It's actually not too bad especially compared to a certain map later on... but do open up the hallways a bit. Multiple people should be able to fit through almost any corridor at any time.

WILY3:
* Again, we have problems of the same weapon being placed next to each other. We also have the same issues of textures being cut off, dining tables, and too many weapons.
* I really don't have much to say about the layout itself other than it's kinda small, add a few more areas maybe? Also the teleporters are a bit weird. You can jump in one and then can't jump again to get back, you have to use the other one instead.

WILY4:
* I should also mention that the custom music is kind of low quality but that may just be me.
* So it's Cut Man somehow shrunken even more with a random outside area. Well, it's better than the last version where it was the same map copy pasted twice.
* Not much else to say except maybe scrap this one and try and make it like Cut Man in the Powered Up pack where it's mainly outside. The only other issues are the ones already mentioned: weapons of the same kind right next to each other, cut off textures, crampedness, dining tables etc.
* This level's silly weapon decision is between... Atomic Fire, Ice Slasher, and Rolling Cutter! Rolling Cutter obviously outshines everything especially since it's a really cramped map.

WILY5:
* This level doesn't have a silly weapon decision... but it does have water balloon of all things hidden behind some barrels. It also has search snake and bubble lead right next to each other.
* The outside area isn't actually that bad and could use some heavy expansion.
* Rush Coil hidden in the building is incredibly useless because I can just jump to flash bomb.
* All of the stairs should light up when one stair is lit.
* More of the same really. Dining tables, ugly ceiling textures, and oh so slightly too many weapons.

WILY6:
* Another meh one. Nothing to really say, it's just a bunch of squares with weapons in the middle that happen to be made of water. There's still all the common problems, particularly the whole bad ceiling textures and cutoff textures thing.

WILY7:
* The skybox is a hall of mirrors. First time I've seen one of those since Kappak.
* Another meh layout. There's two levels, but there is absolutely no point whatsoever in going down as all that's there is fire storm. The fact it takes four jumps on the springs to get back up doesn't help either. The burst water serves no purpose. There's also more dining tables.

WILY8:
* Blaze once made a map called MMHALX that was supposedly a series of giant hallways. I unfortunately never got this map, but this will have to do for now. I mean seriously, it's just a series of hallways. It's worse than my old 4MI Pharaoh Man map.
* More of the same. Dining tables. Too many weapons. Etc etc.

WILY9:
* There's what, 4 textures used here? It hurts my eyes.
* There's a "secret" that plays the original Elec man music after stepping on a red thing...
* This map is really really cramped. There's a giant pit in the middle of the map that serves no purpose whatsoever, because there's a massive dining table of powerups right next to it. Finally, this map suffers from the worst case of "the same weapons right next to each other."

WILY10:
* Literally every reoccurring problem I've listed happens here quite badly. Terrible ceiling textures, too many weapons, dining tables everywhere, weapons right next to each other...
* The map's textures are terrible too. I mean they sort of work together but it's as much of a palace as The Great Air Man Toilet was a temple.
* It's really difficult to navigate this map. Probably because to get to each area you have to jump 4 times up some stairs. Try making it only 1 stair or something.

WILY11:
* Dr Wily's evil Plan X... is to make Mega Man fight in a giant cramped circle. Seriously this is just bad, easily the worse map of the bunch. It's literally a cramped circle. The platforming is not a challenge at all. Again all the previous problems are here: cutoff textures, bad ceiling textures, dining tables, the lot.

END1:
* Ok so this isn't a proper map but I'm reviewing it anyway since no one actually makes bosses too often.
* After an intense staring contest of doom, you fight Bass... 8 times. Then you teleport iiterally right next to him. I bugged this horribly online and the original Bass actor wouldn't go away and I fought Cut Man a bunch too... but that was online so it doesn't really matter.
* You know Dr. Light... I'd love to use that teleporter to get to Dr. Wily... if you would stop freezing me every 5 seconds.
* It's the same thing as Mega Man 7's chapter boss except in a more cramped room. Fun for everyone if I was bothered to try. After 5 years of waiting the victory music plays. Then it goes to the Mega Man 6 credits because that's cool I guess.

WILYCTF1:
* A fitting end for the pack. It's a giant hallway with... dining tables, cutoff textures, weapons right next to each other, and bad ceiling textures. Nothing else to say.
Title: Re: *Map not Available*
Post by: Megaman94 on January 05, 2014, 08:01:55 PM
Quote from: "Gummywormz"
* There's a "secret" that plays the original Elec man music after stepping on a red thing...
That was intentional. Are you saying it is not secret enough?

Quote from: "Gummywormz"
* Rush Coil hidden in the building is incredibly useless because I can just jump to flash bomb.
It is not for Flash Bomb, it is for Rain Flush...
Title: Re: *Map not Available*
Post by: Dr. Crasger on January 06, 2014, 12:09:08 AM
Megaman94, you need to work on making those maps better. I'm not saying they're bad or I hate them or I hate you, just to be clear. Just so you won't mistake this for Cyber-Bullying. In fact, I haven't tried the maps yet. Just by looking at the screenshots I can tell that you can make them even better.

Look at the maps of MM8BDM through Doom Builder, study them and try to replicate how good they are and make even better maps than what MM8BDM-v3b.pk3 has.
Title: Re: *Map not Available*
Post by: Megaman94 on January 06, 2014, 12:46:27 AM
Quote from: "Dr. Crasger"
Megaman94, you need to work on making those maps better. I'm not saying they're bad or I hate them or I hate you, just to be clear. Just so you won't mistake this for Cyber-Bullying. In fact, I haven't tried the maps yet. Just by looking at the screenshots I can tell that you can make them even better.

Look at the maps of MM8BDM through Doom Builder, study them and try to replicate how good they are and make even better maps than what MM8BDM-v3b.pk3 has.

I know you are not bullying me because you are not putting my maps in a server for horrible maps Gummywormz
In fact what you did is what I wanted people to do, give friendly advice on how to improve my maps

Not This: Oh, your map is horrible
This: You could remove some weapons from the map
Title: Re: *Map not Available*
Post by: Rozark on January 06, 2014, 12:53:51 AM
If you want, put the maps back up and I'll review them/put that on my todo list.
You don't need to remove work just because someone made fun of it.
Title: Re: *Map not Available*
Post by: Megaman94 on January 06, 2014, 12:56:16 AM
Quote from: "Rozark Kyouko"
If you want, put the maps back up and I'll review them/put that on my todo list.
You don't need to remove work just because someone made fun of it.
With cyber bullies out there, I felt like it was the only thing to do...
Here is the current version... http://www.mediafire.com/download/ud8kk ... Beta+3.pk3 (http://www.mediafire.com/download/ud8kk3pnr6wv62i/Wily+Stages+Beta+3.pk3)
Title: Re: *Map not Available*
Post by: Dr. Crasger on January 06, 2014, 01:19:26 AM
You really need to learn how to handle criticism. If you don't you'll end up in a bad position.
Title: Re: *Map not Available*
Post by: Knux on January 06, 2014, 11:12:42 AM
I have one suggestion. Look at the maps from the core, see what you like about them, and try to follow the kind of thing that makes them quality maps. Of course though, even the core has some bad examples, like MM4SKU's dead end room with Skull Barrier. Discernment is important for both this and for when people are giving you the criticism you precisely asked for.

Having your maps hosted is great regardless of who and where, as you can get immediate responses by view and it can be easier to comprehend. You really need to not mind anything that may seem remotely like cyber bullying, since it helps you achieve your goals better rather than being stuck with unnecessary feelings of grief.
Title: Re: *Map Pack Returning Soon*
Post by: Megaman94 on April 19, 2014, 01:42:50 AM
Here is a peek at a map in my map pack. Thank you Gummywormz for helping me fix my maps by giving me suggestions on how to fix them.

(click to show/hide)
Title: Re: Megaman94's First Map Pack (v4 release date revealed)
Post by: andreasaspenberg on June 30, 2014, 09:30:59 PM
the improved music is good. you should release a music pack(if possible) containing improved music for all levels. you should rename some of the stages remix rather than wily. several of the stages is a bit too small so you should make them bigger while adding your own style to them. keep working on them and i hope to download the next release.
Title: Re: Megaman94's First Map Pack (v4 release date revealed)
Post by: Megaman94 on July 02, 2014, 06:31:59 AM
Quote from: "andreasaspenberg"
the improved music is good. you should release a music pack(if possible) containing improved music for all levels. you should rename some of the stages remix rather than wily. several of the stages is a bit too small so you should make them bigger while adding your own style to them. keep working on them and i hope to download the next release.

I am currently working on version 4 of my map pack, and it is about 70% complete. I have videos of my maps on my Youtube page.