Cutstuff Forum

Mega Man 8-bit Deathmatch => Projects & Creative => Maps => Topic started by: Linnie on July 19, 2013, 09:32:03 PM

Title: SMB2 Map: World 1
Post by: Linnie on July 19, 2013, 09:32:03 PM
I wanted to learn how to create textures, so a couple weeks ago I made an SMB2 World 1 texture set. After I did such, I decided I might as well make a map out of it.

Screenshots:


(click to show/hide)


Link to the current draft (v1b):

http://www.sendspace.com/file/uk9w03 (http://www.sendspace.com/file/uk9w03)


If there's an interest, I may make maps based off World 2 and beyond. I'd appreciate whatever feedback anyone feels to give me on this map.
Title: Re: SMB2 Map: World 1
Post by: FTX6004 on July 19, 2013, 09:47:56 PM
Well i gotta try this.

And theres one thing i want you to fix i just the door/teleporter is making you fall down.
Title: Re: SMB2 Map: World 1
Post by: Caprice on July 19, 2013, 09:52:42 PM
I never knew how much I wanted this until I saw it. Pretty wonderful job you did here!
Title: Re: SMB2 Map: World 1
Post by: xColdxFusionx on July 19, 2013, 10:01:28 PM
...You, sir, get a slow clap and a nostalgic tear.
Downloading
Title: Re: SMB2 Map: World 1
Post by: Ceridran on July 19, 2013, 10:02:39 PM
Sue me, but I never played Super Mario Brothers 2.

This is looking good, though.
Title: Re: SMB2 Map: World 1
Post by: Russel on July 19, 2013, 10:36:23 PM
I played through the map.
I like it, it's simple and understated.
I do have a suggestion for the doors, though.
Instead of using teleport, there is a linedef action that you could use called Line Teleport or sometihng similar (215) that can be used to teleport directly between two linedefs. I do like that you were suppressing telefrags in your current build, though.
Title: Re: SMB2 Map: World 1
Post by: Kapus on July 19, 2013, 10:56:22 PM
I can't believe this is only your second map attempt.
Title: Re: SMB2 Map: World 1
Post by: ZeStopper on July 19, 2013, 11:24:43 PM
It's so dang bright and cheery! I like it!
Title: Re: SMB2 Map: World 1
Post by: Kapus on July 19, 2013, 11:48:30 PM
Okay, so..a couple of suggestions.

(click to show/hide)
These vines look kinda weird the way they stretch into the sky like that. I suggest making them only appear on the wall.

Aside from that, I think it would be cool if you could get on top of the high ledge where the shy guys are walking around. It'd help expand the map a little bit. Maybe make the underground portion lead up there as well. That would be nice.


Also, I was planning to make a map based on this game for the Lakapack. Once again, you beat me to something I was too slow to do.
Title: Re: SMB2 Map: World 1
Post by: Linnie on July 20, 2013, 12:17:07 AM
Heh, sorry Kapus. I swear I am not doing it on purpose. Can you tell me what your next goal is so I won't accidentally do it?

I'll get to working on fixing those errors. I had originally had the teleporters on the ground, but I changed it to falling from a height because of that telefragging scenario. I'll try Line Teleport and see if that works better.


Now, what should I do with the Shy Guys if I were to make that top area accessible? Should I have them damage players like the vehicles in Turbo Man's stage, or should they just be solid and able to be walked on?


As to the vines, I was already told by someone that they looked weird, but I kept them as is anyway because I personally liked it. Since there's more than one opinion that they should be adjusted, I'll do such.



Thank you all for your feedback. It seems like there's an interest, so after I modify this map a little I think I'll get to starting a map for World 2. Maybe I'll end up having a map pack by the end of it.
Title: Re: SMB2 Map: World 1
Post by: SmashTheEchidna on July 20, 2013, 12:27:45 AM
Definitely let the Shy Guys be solid and rideable.
Title: Re: SMB2 Map: World 1
Post by: leoalex50 on July 20, 2013, 01:27:50 AM
wow it looks great i would like to see more of it and the other levels as well maybe even smb3 maps as well
Title: Why do I always write so much?
Post by: Shade Guy on July 20, 2013, 06:21:52 AM
Hey, good job on this! I'm again impressed with your work, what with this being your second map and all.

Since it looks like you're using this map as a visual experiment to practice using custom textures, decorate and such, I'll try and provide some tips on polish, both visually and in regards to the mapmaking in general. Note that I'm being excessively picky, so don't be disheartened because I've written up a wall of text, it doesn't mean there are heaps of major problems with your map or anything. Also note that since most of this is visual stuff, feel free to disagree with me on it; telling someone what looks good and what doesn't is much more opinionated than gameplay and map functionality.

-Part of the pit outside is not deadly, on the side near Crash Bomb.
-Make sure to tick the 'block monster' flag on the linedefs surrounding pits; this will ensure bots won't fall into pits. Bots aren't really self-aware, so without block monster linedefs they kill themselves willy-nilly.
-It looks like you've used the 'block everything' flag instead of the 'impassable' flag for the boundaries of your map, which means weapons like Crystal Eye will explode and divide into smaller pieces when they hit the boundary, instead of disappearing once they hit the line horizon. Visually, this looks odd as it doesn't look like the Crystal Eye projectile hit anything for it to split.
-Personally, I'm a fan of pit teleports, used in maps like MM5CRY and MM8AST. Perhaps those could be worked in somehow instead of line teleports?
-Instead of giving instakill pits sector special 115, consider using something like the following ACS script:
Code: [Select]
Script 1 OPEN
{
delay(1);
SectorDamage(1, 255, "Falling", "BeatCallCheck", DAMAGE_PLAYERS);
restart;
}
This would mean the pits use the 'player fell too far' obituary instead of 'player died'. In this example, any sector tagged 1 would act as a death pit.
-On the note of pits, I feel like you shouldn't be able to fall down and die in this spot, since every other point around these platforms is safe to walk across:
(click to show/hide)
-In the above screenshot, it looks like the texture SMB2WFL2 shouldn't be used on the 16-unit long walls.
-Also, the use of 3D floors in this spot: personally, I feel using 3D floors solely for visual effect (instead of using them to enable floors over floors) is unnecessary. The same 'platforms over a pit' visual effect could be pulled off using an additional custom texture. For example, look at MM3SNA and how textures such as SNAKEY1 are used.
-You could try pushing back the line horizon and the 'back' of the waterfall (that is, the point where the waterfall is cut off so the line horizon works properly) on the side with the Pidget for two separate reasons:
First, the position of the line horizon cuts off part of the Pidget's carpet when viewed at a certain angle:
(click to show/hide)
Second, the back of the waterfall is visible while standing on some of the more higher up ledges:
(click to show/hide)
-The Pidget's animation looks a bit jagged to me; looking at the decorate, though, it looks somewhat intentional, so I dunno.
-Consider using a solid blue texture for the ceiling of your skybox; having clouds run across the ceiling of the skybox doesn't look that great.
-You could try giving the texture SMB2WFL1 a splash effect when you land on it, like other water floor textures. It would be a good way to learn how to define terrains.
-On the note of water, perhaps the outside pit could be changed into a pit of water, instead of solid blue? If so, the word 'falling' in the ACS script listed above would have to be replaced with 'drowning' so the pit uses the 'player can't swim' obituary.
-Your use of 'edge textures' along the floors outside looks good, but with the various SMB2HIL# textures, you may want to keep each texture at 32x32, if possible. Although not visible in gameplay, it would make the linedefs neater and whatnot. For example, look at MM1BOM and how textures such as BOMFLOO4, BOMFLOO5 and so on are used.
-Also consider including edge textures for sidedefs. For example, look at MM3SPA and how the textures SPAMET1X, SPAMET3X and SPAMET5X are used. Glancing at a gameplay video of SMB2 1-1, there are definitely tiles for the edges of what is used in your map as SMB2HIL1; doesn't look like there are any for SMB2WALL, though, so I guess the use of those textures is fine as is.
-On the note of including additional tiles for textures, you could also include the tops of the vine in the vine textures; I recall the vines were also animated in SMB2, too. Following what Kapus said about not having the vines extend into the sky, you could make the vine midtexture work similarly to how WIL2GATE is used in MM2DW1: an incredibly tall texture, but the vertical offsets are altered so the height of the texture can be changed accordingly.

Making a map for each world of SMB2 does sound like an interesting project, if you do choose to continue making SMB2 maps.
Title: Re: SMB2 Map: World 1
Post by: Hallan Parva on July 21, 2013, 06:12:39 AM
After seeing you made a map topic, I can only echo the sentiments of my fellow Cutopans.
Quote from: "ThePlayer"
It's so dang bright and cheery! I like it!
Quote from: "xColdxFusionx"
...You, sir, get a slow clap and a nostalgic tear.
Downloading
Quote from: "Kapus"
I can't believe this is only your second map attempt.
I'm honestly impressed without even playing the map at all, and I'll probably have time to dig into it tomorrow or Monday.

Keep up the good work!
Title: Re: SMB2 Map: World 1
Post by: Linnie on July 22, 2013, 06:27:33 PM
I did some work on it, and now have v1b of the map.

Changes:
(click to show/hide)

http://www.sendspace.com/file/uk9w03 (http://www.sendspace.com/file/uk9w03)


I'm considering submitting this map to CSCM, after Kapus asked me/suggested it to me. Does anyone have a positive or negative opinion on that act? Also where do I find the CSCM page? I've looked everywhere but can't find it.
Title: Re: SMB2 Map: World 1
Post by: Magnet Dood on July 22, 2013, 09:33:32 PM
You'll have to ask Jax to make sticky Shy Guys, it seems. :ugeek:
Title: Re: SMB2 Map: World 1
Post by: Linnie on July 22, 2013, 09:39:34 PM
How would I contact Jax? Is he the only one who knows how to make a prop sticky?
Title: Re: SMB2 Map: World 1
Post by: Magnet Dood on July 22, 2013, 09:47:27 PM
More of a joke than a serious thing- he was the guy who coded the Mobies and the Guts Lifts to not drop people when they move.

He's actually on the forum as JaxOf7.
Title: Re: SMB2 Map: World 1
Post by: Linnie on July 22, 2013, 09:54:50 PM
Ah.

I plan on fixing that and a couple issues, then, I'll contact Messatsu asking about the possibility of CSCM.

I've noticed one issue with the map. I have a line teleport with a 3D floor above it, and while using it normally doesn't cause a problem, if one goes back and forth repeatedly through it rapidly, they'll occasionally wind up on the edge of the top of the 3D sector. Does anybody have an idea of how to fix such?
Title: Re: SMB2 Map: World 1
Post by: Flare Blitz on May 25, 2014, 05:20:47 PM
I can't seem to download the map. Can you please re-place the map onto Sendspace?
Title: Re: SMB2 Map: World 1
Post by: Zard1084 on May 25, 2014, 09:56:09 PM
Flare you just Bumped A year old Topic! For SHAME FOR SHAME!!!
On Topic now i would like to download this map too but it seems like linnie isn't bothering updating it or re-uploading it
Title: Re: SMB2 Map: World 1
Post by: Linnie on June 05, 2014, 01:20:02 AM
Actually I have updated it, I was just waiting for feedback from Mess since I was aiming to get it in CSCM.

CSCM is never getting updated, though, (and in the 10 months I waited I never got feedback on the current version), so I can resend the current version.

Here's V1D of the map.
http://www.sendspace.com/file/hqnllz (http://www.sendspace.com/file/hqnllz)


Hmm, looking at this again after 10 months, it makes me want to come back to MM8BDM, to be honest. I could just only play in my hosted servers so I wouldn't have to run into that abomination that replaced MM1CUT (the reason I quit).

Have classes/Saxton/any major map packs been updated to be used in V4 yet?
Title: Re: SMB2 Map: World 1
Post by: Knux on June 05, 2014, 07:50:41 PM
I suppose Unholy Classes (or Bosses?) did update, seeing as they have servers up. Other than that, Justified Classes updated two days after v4 was out. Meh.
Title: Re: SMB2 Map: World 1
Post by: ice on June 23, 2014, 02:01:27 AM
Mind if I use this with my Mario mod? (and yes I'm still working on that after all this time @_@)
Title: Re: SMB2 Map: World 1
Post by: Linnie on June 23, 2014, 05:13:15 PM
Well, I was planning on the map going to CSCM, or alternatively my own mini-map pack if CSCM never got updated (which it's increasingly looking like), but, I guess having it be in two map packs wouldn't be a big deal since I've seen the FTM pack be hosted with Sharp and have seen Rocpack be hosted with RNC, so, sure, you can use it.