MM4DUS is that one map I always dread playing on. The crushers are incredibly unforgiving if you don't shoot underneath at just the right moment, and the confined, claustrophobic feeling I get when I play on that map is just additional deterrent. The layout is solid, but it could do with a little more breathing room if you ask me.
Since when did Diveman have to be completely underwater? I feel like there's wasted potential there.
* MM2DW1 - I know of an easter egg it could use... Involving shooting a dragon and a certain music everyone knows. OKKUSENMAN! OKKUSENMAN!
Imo, MM2BUB needs a change.It sounds like you want MM2BUB to be replaced by MM2BUBX.
1.) How hard is it to find people in MM2BUB, especially in a duel?
2.) The spikes are so annoying. SO ANNOYING. In trying to run away from an enemy or just rushing to a particular spot in the map, more often then not you'll run straight into the spikes. Bots run into them, too, but that's really not as important.
3.) I agree that a section above water in front of the big waterfall would be so cool. My best memory of Bubbleman's stage (for whatever reason) is starting out in front of that waterfall and then re-entering the waterfall section to before facing Bubbleman, and it'd be very nostalgic to add to the map.
It sounds like you want MM2BUB to be replaced by MM2BUBX.MM2BUBX will need to be rebuilt from the ground up sometime in the future, as it uses a teleporter trick that would not be suitable for the core because it would be easy to telefrag opponents upon entering/leaving the water, especially in the shafts above the bubble bouncers.
It only recently occurred to me, but Gyroman's skybox burns my retinas. I feel like it would be much more bearable if the clouds were raised drastically.I think the skybox is like that because the giant fan up above is actually opaque; if the sky was moved up the white of the "ceiling" would cut off the blue and the cloud edges.
It counts.
Although, instead of just saying "This map is bad, and here's why" you could say "This map is bad, here's why, and here's what I think you could do to fix it."This is the main point to this topic existing.
Woah woah woah, I thought Cutman Mike said he wasn't going to change Cut Man's map....He isn't, Ivory is.
Quote from: "Megaman94"Woah woah woah, I thought Cutman Mike said he wasn't going to change Cut Man's map....He isn't, Ivory is.
He was against it. But then I made the changes on my own time and he grudgingly liked it.
I did not know that disliking a map is such a bad thing to do, Knux. I mean, not being allowed to say "hey this map is bad or not fun, and here are some reasons" would basically make this thread not possible.And there it is again. I gave you a chance to explain why it was a bad map, but since you can't come up with something concrete, my point still stands. That you liked them or not is an entirely separate matter. I thought I made that clear enough for people to avoid logical fallacies, but I guess I'm asking for feedback where I won't get it.
Well, have some useless credit for trying, Beed28, Knux and Max. I still don't really like either of your Wave Man maps.
Knux, stop trying to defend yourself.I think I'm misunderstood here. I was talking about giving feedback instead of just saying a map is bad because feedback is more productive. And that is exactly what Ivory made this thread for, so I'm hardly derailing it.
The only map that I could to be changed is bright. Mostly for the navigating the pitch darkness when the wattons are shot. Personally I would like to see an easier way to navigate in the dark. And maybe have it so the pits are easy to fall in when it's dark.I've been recommending this for a long while but nobody ever seems to tell me what they think of the idea: Take the stairs from Brightman's Remixed map. They glow in the dark when the lights are shot out so you can still navigate the map when it's dark, still more difficult than when the lights are on (as should be) but not just stumbling around without any clue of your position.
Quote from: "Tfp BreakDown"The only map that I could to be changed is bright. Mostly for the navigating the pitch darkness when the wattons are shot. Personally I would like to see an easier way to navigate in the dark. And maybe have it so the pits are easy to fall in when it's dark.I've been recommending this for a long while but nobody ever seems to tell me what they think of the idea: Take the stairs from Brightman's Remixed map. They glow in the dark when the lights are shot out so you can still navigate the map when it's dark, still more difficult than when the lights are on (as should be) but not just stumbling around without any clue of your position.(click to show/hide)
EDIT: Now that we're talking "Bionic Commando": have you guys ever considered making Wire Item a Thunder Claw that causes little damage but functons like a proper hookshot? Instead of shooting straight up and from your body, why not make Wire Item shoot the projectile anywhere you aim at (thus, as if you shot the wire from your buster), and then propel you up and forward? Something similar to Copy Robot's (was it his?) oldest Thunder Claw version, but also propelling you upwards if that's where you aimed the wire.
Wait, did you actually have a legitimate hookshot type of weapon/item that worked? Because I would love to see it, regardless of it being wire adapter or not.Thunder Claw actually worked similar to this back in really early stages of development. It was overpowered mobility-wise, but it was also a heck of a lot of fun.
So, as part of my new direction of providing forewarning; Bright Man has been placed on the mapping slaughter table for a complete layout revamp.
Bright Man has been placed on the mapping slaughter table for a complete layout revamp.I love you.
I did that.I love you.
I swear I'm the only person that actually likes current Waveman.
1. Springman: I can't stop bouncing on those two walls that are so close together.Jump.
I think by "can't stop" he means he doesn't want to stop, since it was in his top three.Quote from: "Lagman"1. Springman: I can't stop bouncing on those two walls that are so close together.Jump.
Wait, a fixed path and the path being two-way?It is a disaster. Not only will you have people slamming into each other like nobody's business, it's also just annoying and restrictive. I believe (and believed when the SWBT compo was going) that the fast, crashy wavebikes are what makes old MM5WAV cool.
That sounds like a disaster.
I like the other ideas, though.
like Gumballtoid said, MM2BUB isn't quite fun to play in.
Imo, MM2BUB needs a change.I just.....I just..... :cry:
1.) How hard is it to find people in MM2BUB, especially in a duel, and fight them in that cramped little space?
2.) The spikes are so annoying. SO ANNOYING. In trying to run away from an enemy or just rushing to a particular spot in the map, more often then not you'll run straight into the spikes. Bots run into them, too, but that's really not as important.
3.) I agree that a section above water in front of the big waterfall would be so cool. My best memory of Bubbleman's stage (for whatever reason) is starting out in front of that waterfall and then re-entering the waterfall section to before facing Bubbleman, and it'd be very nostalgic to add to the map.
I agree that a section above water in front of the big waterfall would be so cool. My best memory of Bubbleman's stage (for whatever reason) is starting out in front of that waterfall and then re-entering the waterfall section to before facing Bubbleman, and it'd be very nostalgic to add to the map.
I love those giant balls in the background, but maybe the place could be a bit more lively with some Killer Bullets flying about in the background and/or some Bombombs (I don't know either) hopping out of the pits (Grenade Man style), or something like that?
Gameplay-wise though, I actually don't mind the stage that much, so I'm not a good person to ask for that.
Quote from: "Some douche"I love those giant balls in the background, but maybe Killer Bullets?
WAIT! Those Killer Bills can have a secret Easter Egg in it! Just like the Ghouls & Ghosts "Satan" Flying with the bats in Shademan's stage, we can have a Bullet Bill in the pack! Now what song can we add to the Easter Egg... Maybe, like an 8-bit Mario Party Minigame song? I dunno...
Any other ideas?
Quote from: "Lagman"Quote from: "Some douche"I love those giant balls in the background, but maybe Killer Bullets?
WAIT! Those Killer Bills can have a secret Easter Egg in it! Just like the Ghouls & Ghosts "Satan" Flying with the bats in Shademan's stage, we can have a Bullet Bill in the pack! Now what song can we add to the Easter Egg... Maybe, like an 8-bit Mario Party Minigame song? I dunno...
Any other ideas?
Hmm... Maybe Bomberman?Either way, regardless of the theme, 'tis a good idea for an easter egg. :)(click to show/hide)
How about Bob-omb Battle Field?FUND IT.
Yeah, but for that, we would need a bomberman enemy... Or we can find a Mario-themed bomb-ish song... That's why I suggested Mario PartyYeah, true enough I suppose. While Bomberman music would be a funnier choice of theme, everything considered, there aren't many iconic or memorable things in Bomberman that would make a good egg trigger (Recognise any of this shit? (http://www.spriters-resource.com/resources/sheets/8/7884.png) Yeah, case in point).
Okaaaaaaaaaaaaaaaaaaaay
:(
...and the wind sweeps players off into pits because the direction can't be seen....the rain falls in the direction of the wind.
I think Bomb Man has been discussed enough now, so I'd like to bring up some stuff about MM7CLO.Or we could replace rain with snow, rather than making the stage harder let's make it easier by covering the platforms with snow and making them more visible.
The rain is a huge problem for two reasons. It produces lag, and the wind sweeps players off into pits because the direction can't be seen. This results in being forced to stick to areas under roofs, or risk running outside to somewhere else, which isn't good for gameplay. What I suggest is keeping the rain effect to the skybox and getting rid of the annoying wind. It might not feel a lot like MM7, but it will sure help the map be more playable.
You do realize snow already exists on Cloud Man, right?It does?
Sunny (When hit by fire or light weapons): Causes a brief flash and returns weather to "normal"
Rain (When hit by water weapons or any weapon during "normal" weather): Glass platform disappears, wind pushes players while they are not standing on a surface, sometimes a lightning may happen and reveal the glass platforms for a brief moment.
Snow (When hit by ice weapons): Glass platforms are perfectly visible, movement becomes a little slippery (like in MM2FLA) and snowflakes may hinder player's sight.
By "Disappear" I mean: invisible or mostly invisible. Spologies for the lack of clarity.Quote from: "tsukiyomaru0"Sunny (When hit by fire or light weapons): Causes a brief flash and returns weather to "normal"
Rain (When hit by water weapons or any weapon during "normal" weather): Glass platform disappears, wind pushes players while they are not standing on a surface, sometimes a lightning may happen and reveal the glass platforms for a brief moment.
Snow (When hit by ice weapons): Glass platforms are perfectly visible, movement becomes a little slippery (like in MM2FLA) and snowflakes may hinder player's sight.
Um, you do realize that the glass panels should always stay, so that players don't have to be stuck on one platform, waiting for the weather to be changed, right?
Oh, snow has the exact same effect as rain except for the appearance of the droplets. ._.Well, you most certainly derped.
Neither did the rain for that matter.So if we have a gimmick (the wind) that most people think disturbs map flow and hinders the map, and the gimmick wasn't in the original game, why is it in the map?
When there's a room with only one entrance and a team of people shoot Mega Buster at said entrance so that nobody else gets in.
Quote from: "Linnie"Wait, a fixed path and the path being two-way?It is a disaster. Not only will you have people slamming into each other like nobody's business, it's also just annoying and restrictive. I believe (and believed when the SWBT compo was going) that the fast, crashy wavebikes are what makes old MM5WAV cool.
That sounds like a disaster.
I like the other ideas, though.
I was playing Mega Man 6 and realized stuff about the MM6 Maps...Because the maps don't need to have everything from the original stages or you'd see a lot more actors/gimmicks.
MM6PLA does not have the springs used in the end of the stage.
MM6KNI does not have the bouncy wheels
MM6TOM could use a metool dispenser prop since it was in the stage twice
MM6BLI Does not have the count bombs that were used in the end of the stage
Quote from: "Megaman94"I was playing Mega Man 6 and realized stuff about the MM6 Maps...Because the maps don't need to have everything from the original stages or you'd see a lot more actors/gimmicks.
MM6PLA does not have the springs used in the end of the stage.
MM6KNI does not have the bouncy wheels
MM6TOM could use a metool dispenser prop since it was in the stage twice
MM6BLI Does not have the count bombs that were used in the end of the stage
Someone hasn't been paying attention to the v4 thread. :ugeek:
Eddie needs to go. This is the case for every CTF map. Just because the only spawn is in the center of the map does not excuse the harm Eddie can do to an otherwise good CTF game. Remove it, or replace it with SSW's version of Eddie.please leave
I am a little shocked at how rude this was. :(Quote from: "King Dumb"Eddie needs to go. This is the case for every CTF map. Just because the only spawn is in the center of the map does not excuse the harm Eddie can do to an otherwise good CTF game. Remove it, or replace it with SSW's version of Eddie.please leave
this is discussion about the core game and how to improve it :ugeek:
Quote from: "King Dumb"Eddie needs to go. This is the case for every CTF map. Just because the only spawn is in the center of the map does not excuse the harm Eddie can do to an otherwise good CTF game. Remove it, or replace it with SSW's version of Eddie.please leave
this is discussion about the core game and how to improve it :ugeek:
[8:43:54 PM] Knux: I'm gonna ask this since it wasn't specified
[8:44:17 PM] Knux: Are we allowed to comment on core CTF maps in the comments thread?
[8:49:51 PM] Knux: Welp, saw a comment on one right after asking this, so I kept going.
[8:55:32 PM] Ivory: yea
It appears we can comment on CTF maps.
What annoys me about MM7TUR is the fact that the stage wasn't even a racetrack to begin with. Most of the stage was a garage, and the outside areas were really short.Well, to be fair, Ice Man didn't have much of an "underground portion" in his original stage, and that's roughly half his map in MM8BDM. He didn't have any deep water, either.
I find the more flatter maps (such as Turboman's stage) really need to have their heights increased. Like have an area on the roof of the garage in Turboman's stage just to help the map look a tad bit better.
But...why?That would be IF he was replaced. Forgot to add the "if"
But you get a good weapon.But if you go in there with low health, you die and lose the weapon...
Skull Man does have a problematic dead-end in its map design.I know which one you mean. The Skull Barrier room
That's not it, though.
High risk, high reward?Quote from: "CopShowGuy"But you get a good weapon.But if you go in there with low health, you die and lose the weapon...
There is a dead end I need to address is in MM4SKU
(http://i44.tinypic.com/5pplwy.png)
If you have low health, there is no way you are making out alive.
Quote from: "Megaman94"High risk, high reward?Quote from: "CopShowGuy"But you get a good weapon.But if you go in there with low health, you die and lose the weapon...
Do you want Ballade Cracker of all things just handed to you on a pedestal?
bah...i like when people go here, we can kill them easily with anyweap because the corridors is really limited...pretty useless part....That's that seems like a good idea
There is others good weapons who dont need to be find in a risked part. Like Airshooter, Drillbomb and others....
And for a ballade cracker..seriously....i would prefer see the Airshooter in this "dangerous" part ^^
No, although, you do get it in chapter 6 anyways, I am just saying maybe another hall way should be added. Besides, you shoot through the bone wall and hide behind the rock wall next to it. *cough* Camping *Cough*I don't see why it would be necessary. Ballade Cracker isn't impossible to get, it just requires careful attention and speed. It's arguably the most powerful weapon on the map (especially in duels), so it doesn't need to be any easier to get.
If you have low health, there is no way you are making out alive.Solution, don't go in there with low HP. Or learn risk and reward, better stuff has a higher risk of death to get.
Double, I know, but can we make new Iceman and Crystalman maps that take advantage of a high level height? I have a thing against maps with those annoying warp holes. (especially Iceman's map, where the only way out is via teleporters)
I think the main reason why crystal man is a multi-layered map like that is that the different textures and backgrounds used are vastly different.Not that much... MM1ICEX worked pretty well.
And Ice Man would require a ton of 3D floors to work the same way, yeah.
Wait, what the heck? Since when was Time Stopper in Knightman's stage?
I don't think you understand. Trying to make Ice Man's entire outside area a 3D Floor would require a lot of work. Work for a map that doesn't need it. It's fine as it is.If that's the case, why not try decorating the underground portion of Iceman's stage so it doesn't look as bland; add some openings in the wall to outside (since Ice's stage in MM1 did that when you transitioned to the moving platform section after the final Yoku Block segment).
Double, I know, but can we make new Iceman and Crystalman maps that take advantage of a high level height? I have a thing against maps with those annoying warp holes. (especially Iceman's map, where the only way out is via teleporters)
Also, one of the teleporters leads to Magnet Missile which is a homing weapon. All you have to do is stand there and keep firing them.Until you very quickly run out of energy or someone else enters the same teleporter.
Quote from: "Megaman94"Also, one of the teleporters leads to Magnet Missile which is a homing weapon. All you have to do is stand there and keep firing them.Until you very quickly run out of energy or someone else enters the same teleporter.
My point is, it's not nearly effective enough in a deathmatch environment (probably not duel either) to really be considered an issue.Quote from: "Kapus"Quote from: "Megaman94"Also, one of the teleporters leads to Magnet Missile which is a homing weapon. All you have to do is stand there and keep firing them.Until you very quickly run out of energy or someone else enters the same teleporter.
Until a player gets more weapon energy, then returns to that spot, or goes to where Knight Crush is and fires from there.
I think that MM8CLO needs fixing. Remove those tiles that heal. I say this because of netgames. Seems kinda unfair.I think not! *objection poke!* they don't heal that fast and they don't heal much and you can still die quickly if someone wanted you dead.
What are those "tiles that heal" you're talking about?
* MM7TUR - Could use some map height. A second floor and higher sky would be REALLY nice.Yes, I like this very much.
No one has adressed MM2DW1 yet. It's far too big for how flat it isI like to think that it's far too flat for how big it is. Not the same thing! :lol:
You should pay more attention to the MM8BDM thread. I literally announced it was updated a few days ago :ugeek:Oh, well I think the map is in a bad state :roll:
Really, that better conveys it. And, yeah, the best stratagy on that map is Get Magnet Missle, Spam Magnet Missle, Win the Match.Quote from: "Legtendga"No one has adressed MM2DW1 yet. It's far too big for how flat it isI like to think that it's far too flat for how big it is. Not the same thing! :lol:
Then there's Magnet Missile on it. Ye gods.
Deserted City:As one of the people who voted for Deserted City in the CTF map compo, let me just say how ashamed I am of that map being present in the core game. Yes, maybe the death sand was a bit overboard, but the original map presented in the compo had a tight and simple feel to it while also looking beautiful and playing pretty well. The core version is nothing but a bastardization of an impostor trying to lay claim to the name "Deserted City", nearly doubling in size and adding 3D Floor after 3D Floor for seemingly no reason other than "because I can". I honestly wouldn't mind seeing that map get scrapped altogether; it has barely any elements from the original map left in it and wasn't voted on by the playerbase to represent the 8BDM core, and that's ignoring the humongous size, abundance of redundant weapons and assist items, and lackluster layout.(click to show/hide)
Oh. But this is a useless easter egg!But...why?
I think they can put the Yashichi only in Megaman 1 arenas.
Because the Yashichi is from Megaman 1! He's from the first Wily Fortress: in the last stage, a Yashichi appears, and if the player collects it, he gets all his life and all his weapon energy.And skull barrier didn't make you invincible, and plant barrier didn't heal you, and leaf shield didn't deflect stuff, Scorch Wheel didn't make you run faster, shield weapons in general. Gravity Man's stage doesn't flip gravity, MM7/8/&Bass are in 8 bit in MM8BDM. The Mega Buster can shoot more than 3 bullets at a time. Treble acts as a sentry, you can only have one etank a time. Mr. X is his own character in 8BDM. I could go on, and on...
should the MM1 maps only have MM1 weapons, MM6 maps only have MM6 weapons, and so forth?completely unrelated but I had to say it
That's kind of the point. The currents are supposed to be dangerously fast. It's a hazard. Bots falling down there could easily be fixed by impassable linedefs.
MM7SLA: My biggest gripe with this level is the water currents. The currents flow incredibly fast, and it's difficult constantly jumping to fight the currents.
MM2 Wily: Someone mentioned something like this earlier, but the main problem with this map is that it's far too flat, and in Story Mode, this level's an absolute pain since it's far too easy for the AI to grab weapons like Metal Blade or Silver Tomahawk and rape you to where it's not even funny.Don't see what's wrong with having a flat, open map like this! It offers variety. Bots can be a pain in single player mode, but it's most certainly not impossible to overcome, and the maps are primarily designed with multiplayer in mind anyway.
MM2FLA: I'm noticing many of the maps have been redesigned to become larger compared to V2 and V3a. Not that anything is wrong with that, but some small maps have to exist. This is essentially Dust Man minus the crushers. Some of the weapons may be a little too overpowered, primarily the Napalm Bomb. If at all, slightly increase the level's size and change some of the weapons to where they're not TOO overpowered. There has to be a sense of balance in most maps.I don't really see how any of the weapons here are really too overpowering. The map is small and compact (which is perfectly fine--once again, variety is nice) so it's designed around close combat weapons like Quick Boomerang, Shadow Blade, Water Wave and Napalm Bomb. I can pretty much go mono with any weapon here aside from Search Snake and do a good job. Also, some of the more "powerful" weapons in the map such as Crystal Eye and the aforementioned Napalm Bomb do require an extra effort to get. Seems fine to me.
MM1BOM: Someone suggested adding height to the level, but one suggestion I would want to make which was done with MM2CRA, move Hyper Bomb. Yes, it's Bomb Man's level, so it's given Hyper Bomb has to be on it, but it's far too easy to grab Hyper Bomb, and it's pretty much a done deal once you have the bombs, or at least in Story Mode. Hyper Bomb should be moved to somewhere where it's difficult to grab it, perhaps some parkour or above a spiked pit?I don't think a map should be changed on the grounds of it being too easy in Story Mode. Hyper Bomb is not overpowering at all during regular multiplayer DM, and that's what really matters.
Astro Crush: Same problem with Flash Bomb: overpowered. While Astro Crush consumes much more energy, the weapon could be slightly nerfed by about 10-15% in strength. It's almost an instant kill if you catch someone in the storm.Yeah but it also traditionally requires a ton of effort to get and only has about 2 or 3 uses. Aside from that, you're also completely immobile while using it, so someone out of range can easily take advantage of you. If someone is aware you have Astro Crush, it becomes pretty easy for them to avoid you. I don't really see this weapon as an issue.
Water Balloon: It's pretty much the water version of Needle Cannon. Then again, the balloons deal weak damage, but then again, you can pin someone down if you're quick enough. Perhaps the weapon can have a slight increase in strength or ammo?I don't see why this is necessary at all?? It fires in a fairly short ranged arc, hits in rapid succession and can easily pin someone down at good range. Seems fine to me.
Blizzard Attack: The snowflakes seem to offer very little damage dealt to your opponents. It's ammo if fine as it is, but the flakes seem far too weak. It's only useful for fighting crowds, but even then, you won't be able to deal a lot of damage individually.Blizzard Attack isn't meant to be fired willy-nilly. You're supposed to attack people at mid-close range so all of the blizzards connect at once. If you fire at close close range or long range than your flakes will only hit about once or miss entirely. Blizzard Attack is a super powerful weapon when you know what you're doing, and most certainly doesn't need a buff. It actually used to be weaker in an earlier version.
I agree with most of your other points, but this is variety in a bad way. It's like sampling everything at a restraunt, and then they just bring out a peice of paper for you to eat.Quote from: "DarkClawXD"MM2 Wily: Someone mentioned something like this earlier, but the main problem with this map is that it's far too flat, and in Story Mode, this level's an absolute pain since it's far too easy for the AI to grab weapons like Metal Blade or Silver Tomahawk and rape you to where it's not even funny.Don't see what's wrong with having a flat, open map like this! It offers variety. Bots can be a pain in single player mode, but it's most certainly not impossible to overcome, and the maps are primarily designed with multiplayer in mind anyway.
I don't see Magnets or Dive Missile ever making it easy to win in that map (not against the likes of power stone, super arm and gyro attack), but even then that'd be an issue with weapon layouts rather than map design itself.You can outrange all of those by miles with homing. But, yeah, it is weapons + map layout that is(was) the issue.