KNDM - Knux's Deathmatch Maps
This map pack currently features 21 maps with themes based on other NES games, or mixed RM tiles to create new, original ones!
Credits are included in the .pk3 file.
Get KNDM-v1c by clicking here! (http://www.mediafire.com/download/e7195zrkwckl1qb/KNDM-v1c.pk3)
Download from Best Ever! (http://www.best-ever.org/download?file=kndm-v1c.pk3)
SCREENSHOTS:
KNDM01 - Blast Central
(http://i.imgur.com/PPIXCzg.png)
KNDM02 - Conflagrated Plant
(http://i.imgur.com/zcwyFRA.png)
KNDM03 - Ridge Mines
(http://i.imgur.com/gMtEBCx.png)
KNDM04 - Isolated Fear
(http://i.imgur.com/EuZU7uS.png)
KNDM05 - MM3 Skull Castle Exterior
(http://i.imgur.com/EoyoFoq.png)
KNDM06 - Concealed Glassway
(http://i.imgur.com/6e2AcqA.png)
KNDM07 - Commando Man
(http://i.imgur.com/yPlemXp.png)
KNDM08 - Distorted Citadel
(http://i.imgur.com/e6KHs5T.png)
KNDM09 - Jagged Pass
(http://i.imgur.com/lC25UQa.png)
KNDM10 - Arctic Brawl
(http://i.imgur.com/g6PWllS.png)
KNDM11 - Structured Peak
(http://i.imgur.com/epK0SUc.png)
KNDM12 - Waveyard
(http://i.imgur.com/VfSwipI.png)
KNDM13 - Silence of the West
(http://i.imgur.com/rwKIpKw.png)
KNDM14 - Boost Man
(http://i.imgur.com/ysZpIgA.png)
KNDM15 - Dive Man Minus Infinity
(http://i.imgur.com/xiIEbva.png)
KNDM16 - Storm Eagle
(http://i.imgur.com/OAZvs2p.png)
KNDM17 - Sewer Surfers
(http://i.imgur.com/pC4xmF5.png)
KNDM18 - Eclipsed Grounds
(http://i.imgur.com/OiJ6qG5.png)
KNDM19 - The Amazon
(http://i.imgur.com/fTbFxsv.png)
KNDM20 - MM10 Special Stage 1
(http://i.imgur.com/BtGP8E8.png)
KNDM21 - Fortified Storage
(http://i.imgur.com/G60dT6P.png)
Known issues (READ BEFORE REPORTING STUFF!):
- There's a water gravity bug in KNDM04, which will be fixed by next version.
- The Skybox in KNDM02 hates Software mode in some (if not most) areas.
- KNDM16 has an odd skybox bug. I have no idea what causes it.
- Please don't host this with Saxton Hale. Although nothing can really stop you from doing so, consider the loss in motivation to update this pack you will be causing.
And finally, the changelog:
-CHANGELOG-
v1c:
- All maps: added a new music script - credit goes to Lego for this one.
- Maps with two way teleporters: made them compatible with Zandronum 2. Credit also goes to Lego for the script.
- Maps with underwater areas: Added the new underwater script.
- KNDM01: changed the name of the Killer Bullet actors so that they do not clash with the core ones.
- KNDM02: Complete layout remake which also uses WW Fire Man textures made by Nemz!
- KNDM03: Small aesthetic update, removed some excess health/ammo.
- KNDM04: Fixed a strange bug where players spawning in the forest could jump high once, and fixed the blurred crusher texture. Forest house modified.
- KNDM05: Fixed the glass by the boss display going up infinitely.
- KNDM06: Added barriers around the map for homing weapons in non DM modes. The platforms leading to Drill Bomb can now be run over from the paths branching from the middle. Missing Block Monster lines fixed.
- KNDM07: Sandtorm script updated (by Lego) to be less laggy, and teleport destinations changed. Middle with middle, corner with corner. Middle structure now has an area below it.
- KNDM08: Small aesthetic update.
- KNDM09: Changed the number of Rock Thrower actors so that they don't conflict with balloons in rozpack.
- KNDM10: Large aesthetic update to fix a lot of bad texture placement around the map, and add more detail.
- KNDM11: Area with Picketmen and Fire Storm is gone, added running stairs in some places around the map, and fixed the missing Block Monster lines. Gyro Attack added, Thunder Bolt removed and replaced with Search Snake.
- KNDM12: Rearranged the Vboys close to walls.
- KNDM13: Small aesthetic update.
- KNDM14: Fixed a bug with the conveyor belts that caused them to retain speed on LMS between rounds (by Lego).
- KNDM15: Removed a couple of pillars by the area with Water Wave and green Wave Man pipes.
- KNDM18: Western area widened and modified a little to make it easier to navigate. Hard Knuckle replaced with Flame Sword.
- KNDM20: Most of the pillars have been removed, the bridge area had its floor lowered and stairs removed, and running stairs were added to the golden area before Mirror Buster's area.
- New map! KNDM21 - Fortified Storage.
v1b:
- Global: Reduced the music size by a very significant amount.
- KNDM01: Gemini Laser changed to Tengu Blade, Mega Ball changed to Remote Mine.
- KNDM02: Astro Crush changed to Lightning Bolt.
- KNDM03: Fixed the metal bridge that had a rock texture.
- KNDM04: Previously known as North Hole, it has been replaced with Isolated Fear, another map.
- KNDM05: Tornado Hold replaced with Wave Burner. Skybox fixed, mostly.
- KNDM06: added more detail to the floors, added a more tolerable skybox. Drill Bomb replaced with Remote Mine, middle Air Shooter replaced with Tornado Hold, Item 1 replaced with Item 2.
- KNDM07: Sandstorm LMS/TLMS bug fixed (by Messatsu). Sandstorm lines in skybox adjusted to not start or end in the same place.
- KNDM08: Danger Wrap replaced with Magic Card.
- KNDM09: Noise Crush replaced with Copy Vision.
- KNDM10: N/A
- KNDM11: Ice Slasher replaced with Spread Drill. Gutslifts were updated and thus fixed. Skybox given a proper blue top.
- KNDM12: Created a small path of Vboys due South to ledges should people crash-land on them. Northern Vboys were spread around, far enough away from the walls.
- KNDM13: The map now has its own music instead of using TOMMUS.
- KNDM14: Fire Storm replaced with Water Balloon.
- KNDM15: W-Tank in underwater sand area replaced with Rush Marine. Wave Burner replaced Napalm Bomb and Crystal Eye. Drill Bomb and Danger Wrap replaced with Ice Wall.
- KNDM16: Skybox redone (but still bugs out a bit for unknown reasons), Fire Storm replaced with Wave Burner. In addition, Gas Tanks no longer have a fire weakness.
- New maps: KNDM17, KNDM18, KNDM19 and KNDM20! (And I guess KNDM04 also counts, sort of...)
v1ah (hotfix of v1a):
- Most maps: some small tetxure fixes here and there. Little nitpicks.
- KNDM02: switched Flame Sword back to Scorch Wheel.
- KNDM05: switched Super Adaptor and Leaf Shield with each other.
- KNDM06: raised the height of the ceiling by 256 units.
- KNDM07: made the powerups in the huge taks visible. Hiding things in DM is never a good idea.
- KNDM08 and KNDM09: cut down the music a great deal on both. KNDM09 got Sakugarne replaced with Noise Crush.
- KNDM11: added more detail and decoration.
- New map! KNDM16 - Storm Eagle
I noticed after looking at my maps that there's not a single one with grass on it! It's mostly rocks, snow and water. Gonna jot that down and... oh, right. I was already working on a little something for the next version before releasing this, too.
(http://i.imgur.com/HuJ555l.png)
All these maps are really cool!
I can't wait for BurstToadSword Man stage, or whatever that one is
The only gripes I have, are a few minor visual things to do with the skyboxes.
(http://cutstuff.net/molly/DBBKUP/MM8BDM/Screenshot_Doom_20140427_204445.png)
The "ceiling" is darker than the "walls"
(http://cutstuff.net/molly/DBBKUP/MM8BDM/Screenshot_Doom_20140427_204541.png)
A line in the sandstorm effect (left), and a rather minor skybox texture cutoff thing (slightly right from the center)
(http://cutstuff.net/molly/DBBKUP/MM8BDM/Screenshot_Doom_20140427_204635.png)
Probably the most significant one, four chunks of cloud are missing, resulting in cyan lines in the cloud layer.
I understand the sandstorm one, as it is just 2 halves of the graphic that are moving separate from each other. (Most likely in order to not have one side animating the wrong way from how the sandstorm is actually pushing you, right?)
And the Guts Man skybox, maybe you were trying to do some sort of gradient-type thing?
- Switched back to Scorch Wheel instead of Flame Sword on KNDM02 (made more sense, anyway).
- Eliminated the highly unnecessary Gutslift path on KNDM11 (I actually forgot to do this before releasing.)
- Working on fixing the other reported issues like KNDM05's skybox clouds (they were a pain to begin with...)
- KNDM04 looks quite bland, yes. Don't know what I could do about it currently, though.
Thanks for letting me know what needs to be fixed, guys. Here's something else that I'll include when I release a hotfix tomorrow. Well, that is, if I can fix its visual issues...
Yet another map that never saw the light of day. You can't see the visual issues because I positioned myself properly. Otherwise, those gray barriers by the green building would go to infinity and beyond. :ugeek:
(http://i.imgur.com/OpWEF1s.png)
Well, I'd love it if I could upload it tomorrow, so let me know if anything else should be looked at.
To be honest though, I am unsure this map is of quality, as it's too small and open for what it is.
Rise from your fragging grave.
This is still alive and seeing progress! For those who haven't been following the screenshots thread closely, I'll just leave these here. :cool:
KNDM17 - Sewer Surfers
(http://i.imgur.com/2dy2iNv.png)
(http://i.imgur.com/gZATAPC.png)
KNDM19 - The Amazon
(http://i.imgur.com/MvdzLf7.png)
KNDM...uhh, something - MM10ENK (will be in the pack temporarily, depending on the circumstances.)
(http://i.imgur.com/5DuR3Ot.png)
KNDM18 is in the works, but expect a Pharaoh/Ground themed map for it. There will also be updates to the existing maps, so if there's something you wanna report or suggest, that time is now!
KNDM04 is gonna be my halloween map now.
I thought this looked cool
(http://i.imgur.com/7PEZvyU.png)
ON TO THE FEEDBACK
only 2 negatives came to mind, both in the same map Storm Eagle.
I can cover both in this one picture
(http://i.imgur.com/BTRi7Tc.png)
The middle portion of the two windows over looking from the tallest building can be shot through. And the platforms with the E-tank and Treble Boost can not be gotten to unless the party ball drops a coil. Even beat doesn't last long enough for the height.
Also like that you called it MM10 Special Stage 1 instead of calling it Enker's stage.
No, you most definitely cannot. You were also the first one who jumped at the old KNDM04 saying it was the "worst map in the pack [sic]."
Also, I've been hearing some rumors being spread around since the last version of this pack. Spoilered because of language.
Something about me not wanting this pack hosted in anything other than Vanilla, which is bullshit at its finest. Why the hell would I not want it hosted after going through the trouble of creating it? I've expressed my hate for Saxton Hale and my disapproval for KNDM hosted with it numerous times, but nothing else aside from that. There's also the fact that I have no problem with this being hosted with Justified Classes (which is currently the case), even if that fucking removes the weapon layouts I spent hours thinking about.
Honestly, I'm amazed at how people don't read, but choose to believe crap like that. People, please.
One thing I picked up on:(http://puu.sh/bjumb/ac8271c060.png)
(http://puu.sh/bjund/cb1df1212f.png)
The top image shows an opening in the fence, giving clear access to the set of floating platforms around Remote Mine.
The opposite side of the set of platforms, shown in the bottom image, does not have such an opening. Adding one would be useful and would make that side of the set of platforms equally as accessible.
I dunno man, KNDM06 is a bunch of platforms on an open space. I'd like to think more could be done with an Air Man-themed map, but I've never attempted it so maybe that's all you can do with the tileset. I haven't been able to play this map with others so I haven't been able to gauge whether openness is an issue, but there is at least a fair amount of height variation so you don't have a complete overview of the map from most points, which is good. This is irrelevant to DM since no homing weapons are placed in the map, but if a player was given access to homing weapons, either through LMS weapon rotations or Classes mods, I can imagine it being an absolute pain for everyone else. If openness is an issue, you could try introducing structures like the arches and the barricades in MM2AIR, or more tunnels.
Speaking of tunnels:(http://puu.sh/bjuA3/c7bd1b2fe0.png)
(http://puu.sh/bjuAz/16aaf878b7.png)
Visual oddity: it does not look like there is a tunnel when viewed from the side of the platform, as shown in the bottom screenshot.
It wouldn't be a commentary from me if there wasn't some visual nitpicking!
A new map has been completed! This is one I was making for the Falcon mapping jam, but I didn't want to rush it.
KNDM21 - Fortified Storage
(http://i.imgur.com/Ct8tnJS.png)
(http://i.imgur.com/L6jWghm.png)
(http://i.imgur.com/MnDt5yY.png)
(http://i.imgur.com/QszEgNI.png)
(http://i.imgur.com/cK0Rzg8.png)
Also yes, I'm going to take those hints and change KNDM06 accordingly, Shade Guy. Thank you very much!
Double post, but I have a good reason to do so. Before I go on though, thank you Nemz for the tips on texture usage through PMs. It has helped out a lot on making the new KNDM02 look so much better than I ever hoped it would've looked.
Now then, these just became a thing!
(http://i.imgur.com/cG9fvN6.png)
(http://i.imgur.com/a7rpL2i.png)
To also make them different from MM1ELE traps besides a texture, and since they're on only two places in the map (the other place being another pair on the opposite side of the map), they do 20 damage instead of 15 and their activation delay is shorter. Some of you might think this is overkill, but because they're out of the way and their areas are easy to get through, their settings are actually fitting.
So, why am I posting this? I'd like a good custom fire sound, if anybody can make me one. I considered asking to take one from YD classes, but I like keeping things as original as possible in this map pack.
I was planning on waiting on the other 2 remakes and 3 new maps I'm yet to make, but since Zandronum 2 forced my hand, KNDM-v1c has been released! Download is in the first post. This is more than just a compatibility update, however! Here, have a changelog:
-CHANGELOG-
v1c:
- All maps: added a new music script - credit goes to Lego for this one.
- Maps with two way teleporters: made them compatible with Zandronum 2. Credit also goes to Lego for the script.
- Maps with underwater areas: Added the new underwater script.
- KNDM01: changed the name of the Killer Bullet actors so that they do not clash with the core ones.
- KNDM02: Complete layout remake which also uses WW Fire Man textures made by Nemz!
- KNDM03: Small aesthetic update, removed some excess health/ammo.
- KNDM04: Fixed a strange bug where players spawning in the forest could jump high once, and fixed the blurred crusher texture. Forest house modified.
- KNDM05: Fixed the glass by the boss display going up infinitely.
- KNDM06: Added barriers around the map for homing weapons in non DM modes. The platforms leading to Drill Bomb can now be run over from the paths branching from the middle. Missing Block Monster lines fixed.
- KNDM07: Sandtorm script updated (by Lego) to be less laggy, and teleport destinations changed. Middle with middle, corner with corner. Middle structure now has an area below it.
- KNDM08: Small aesthetic update.
- KNDM09: Changed the number of Rock Thrower actors so that they don't conflict with balloons in rozpack.
- KNDM10: Large aesthetic update to fix a lot of bad texture placement around the map, and add more detail.
- KNDM11: Area with Picketmen and Fire Storm is gone, added running stairs in some places around the map, and fixed the missing Block Monster lines. Gyro Attack added, Thunder Bolt removed and replaced with Search Snake.
- KNDM12: Rearranged the Vboys close to walls.
- KNDM13: Small aesthetic update.
- KNDM14: Fixed a bug with the conveyor belts that caused them to retain speed on LMS between rounds (by Lego).
- KNDM15: Removed a couple of pillars by the area with Water Wave and green Wave Man pipes.
- KNDM18: Western area widened and modified a little to make it easier to navigate. Hard Knuckle replaced with Flame Sword.
- KNDM20: Most of the pillars have been removed, the bridge area had its floor lowered and stairs removed, and running stairs were added to the golden area before Mirror Buster's area.
- New map! KNDM21 - Fortified Storage.
Screenshots have been updated as well! Enjoy for now, as there's more to come!
(http://i.imgur.com/39UGNQu.png)
Appearing sometime in a custom map. Though those who have seen it before should know what this means.
It sure has been a while since I last said anything about progress being done, eh? Can't have that, so here's a look at some changes that have been done for the next version. Huge thanks go to Mickle for his suggestions and amazing input on these maps.
KNDM02
The teleporters have been pushed back into one way paths leading to the + and X corners to allow better flow.
(http://i.imgur.com/fOneJOQ.png)
Made the ladder to the X corner into a staircase that can potentially be jumped in one leap, and the running staircase leading to Ice Slasher into a ladder because it was redundant with the staircase in the middle area.
(http://i.imgur.com/fEMY8xf.png)
Lastly, the lava around the Lightning Bolt platform has been covered up and is safe to walk on now.
(http://i.imgur.com/70Id5Up.png)
KNDM03
...Actually, I'll just let the screenshots do the talking here.
(http://i.imgur.com/JlCyrfM.png)
(http://i.imgur.com/YuSOxRi.png)
(http://i.imgur.com/3dmgxiN.png)
KNDM09
Height reductions ahoy! Hopefully, this'll make the map a lot easier to traverse.
(http://i.imgur.com/6NxeFhd.png)
(http://i.imgur.com/2GU7eZ3.png)
(http://i.imgur.com/VrwniCx.png)
KNDM13
It's night time! Better go hunt down that darn skull again.
(http://i.imgur.com/GkL5XVI.png)
Good morning, ol' West. The map switches entirely to the revisit tiles once the Skull Walker is shot.
(http://i.imgur.com/JqIg4G0.png)
More changes and adjustments are being done to the existing maps as of this post, so there's more to come. There will be some maps that will get new layouts, such as KNDM01 and KNDM12. The latter is pretty obvious as it's plagued by issues literally everywhere. However, even though KNDM01 hasn't really gotten negative reviews, I feel like I did not accomplish what I set out to do with it and thus went to try again. I'm quite receptive about constructive criticism though, so if the new layout doesn't turn out to be better to play on than the former one, please let me know as such when it's out.
That's about it for now. Go get some fresh air or something. I know I will (http://i.imgur.com/uELMfF4.gifv). :ugeek:
Hey, I'm back! And I'm bringing a rather huge update! Over the past month, I've been mainly focused in making changes to the existing maps, while slowly but steadily creating new ones. Let's look into this screenshot dump where I'll explain things in more detail.
KNDM04
Just a new little detail here. I didn't even realize those broken windows existed in the core game until now.
(http://i.imgur.com/bBJ9BAR.png)
(http://i.imgur.com/U8QTJhz.png)
As you can see, the area around Scorch Wheel's stump and the W-Tank is now flooded with mud that'll slow players down. That new bridge over said area is something I wanted to do ever since the map was created, and it finally exists!
(http://i.imgur.com/3vkSIJT.png)
Not only are there a lot less trees in the forest to the west of the map, but most of them also phase in and out of existence... though only in appearance. The space they are in will always remain solid.
(http://i.imgur.com/IqrJlYT.png)
Players can now look into the forest and the Super Arm platform from the grates lined up along the river bank. This should make it easier to locate opponents camping in those woods.
(http://i.imgur.com/fFKcOMg.png)
Not only are there only four trees in this area now, but getting Rain Flush is much easier now. It's still not risk-free, though... watch out for pitfalls.
(http://i.imgur.com/Q3Gblwr.png)
The crusher is fully automatic now. I'll miss that switch, but it broke too much so it had to go.
(http://i.imgur.com/vZ8Qf0K.png)
This south-eastern cave in the map is a lot more organized now, with more space due to how getting to the W-Tank is. Although not pictured, the teleporter in the waterfall pit nearby has a teleporter ceiling texture and its floor was raised so that it isn't hidden anymore.
A couple more things to note about this map are that the gravity bug was finally fixed for good, and that the radius of the trees in the middle area was reduced by 32 units, which makes said area a lot less cluttered. Good stuff.
KNDM05
(http://i.imgur.com/lIQcAAT.png)
This area with Knight Crush had it's floors raised, with the ladders being turned into one-jump staircases. The one near me is a run-through staircase, though.
(http://i.imgur.com/rwqQIAm.png)
This platform's width was shrunk, giving way to more ground to fight in.
Although I haven't gotten to it yet, this map will possibly receive an aesthetic update involving Wily Wars textures, mostly to alleviate the inevitable overuse of gray outside due to what the map is.
KNDM06
(http://i.imgur.com/fEdfCQo.png)
I wasn't going to show this yet as it is still in an early WIP stage, but I wanted to confirm that the Airman themed map is going for good... thankfully. I personally don't think the old map's layout is bad, but it sure is an eyesore.
(http://i.imgur.com/d2Z5r7p.png)
I still aim for this map to retain some elements of the old map, such as the weapon set and the symmetry, not to mention some returning concepts such as Fanfiends guarding Exit Unit.
KNDM07
Oops, there's no screenshots here, but I wanted to announce that the sandstorm gimmick will become aesthetic if playing in Duel and LMS modes, with platforms raising in places where the sandstorm would help get items or reach teleporters. This is great because the actual sandstorm is only intrusive in those modes, but I still wanted to keep it in the rest of them so that the map is played as intended.
KNDM08
(http://i.imgur.com/rtVTmdt.png)
The fountain was remade to be a more convenient structure, with the room it's in shrunk down a tad.
(http://i.imgur.com/NOnEgJg.png)
The elevations in the north-eastern area have been reduced, which has greatly improved flow there.
(http://i.imgur.com/NpfdKWZ.png)
(http://i.imgur.com/OEg1t3Z.png)
The old area due north-west was way too big, open and flat which made it pretty boring. Therefore, it got updated.
(http://i.imgur.com/QJ68Sbr.png)
This middle structure used to be pretty inconveniently placed and elevated, and as such it was changed.
(http://i.imgur.com/SfnhL6Q.png)
(http://i.imgur.com/sbFm4gu.png)
(http://i.imgur.com/QpcLWz8.png)
The southern area received quite a few changes, as you can see! Jumping around and getting to other areas is no longer a pain. I apologize for making players jump so much to get one Rush Coil. :X
In case you haven't noticed, underwater textures have been applied to areas with deep water in them. Pretty.
KNDM10
(http://i.imgur.com/ILrxd3k.png)
Two of the platforms here became hanging 3d floors, which created more space to fight below.
(http://i.imgur.com/L2xjdGv.png)
Running steps now make it a lot easier to traverse this middle area.
(http://i.imgur.com/fEU6Hh0.png)
Having an entrance next to another one is silly, so it became barred. If you look beyond Thunder Bolt, there's another barred window as well.
Some of the slippery, icy floors have been re-drawn too. Just some I felt looked ugly or too much in the way.
KNDM14
(http://i.imgur.com/DkyWEsG.png)
Players exiting from that right lane will never bump into this conveyor belt leading to Treble ever again. In retrospect, that should've been done from the start...
Also made a new floor texture from scratch, just to not spam the small 32x32 squares all the time.
KNDM15
(http://i.imgur.com/8gX1w1z.png)
Most of the useless pillars in this and other areas of the map have been removed. Feels a lot less cluttered now, which this small area needed.
(http://i.imgur.com/dgMmDXo.png)
Speaking of getting rid of clutter, I always wanted this map to have a port-like area, and it happened! The Wave Burner that was in that floor was moved here, as you can see. There's also that fish-tank to the left with clams. A clam-tank. Heh.
Thanks to Fefnir, who reported a bug in which people get stuck below the chains of the vacuum teleporter destination, this issue has been fixed. Granted, this only happened in Unholy, but I like making my maps as compatible with everything as possible.
KNDM17
(http://i.imgur.com/Lwlf8GP.png)
Mmm, color compass in the middle.
(http://i.imgur.com/LMAWnDn.png)
The structure containing Star Crash looked dumb as shit, so it was changed. Also, those stairs to the left are more convenient now.
(http://i.imgur.com/6mwqr9N.png)
(http://i.imgur.com/JTIsIcE.png)
There's a lot going on here. Rush Coil now has it's own space by the fence, Crash Bomb is now on the platform and the elevations below said platform are now 32 high instead of 64. Crossing into the middle from here is now as easy as running normally, and there's a booster wall for players entering in snowboards from the middle or the north-east route.
(http://i.imgur.com/6Mwi0Ep.png)
A bunch of useless pillars gone, the space near snowboards altered for better flow, and the Astro Crush platform's height got raised by about 32 units. Honestly though, to heck with excess pillars.
(http://i.imgur.com/jVfToFk.png)
Remember those cumbersome stairs in the orange area? They're a lot less painful now.
(http://i.imgur.com/Fj7aWwQ.png)
And finally, the south-eastern corner was revamped.
KNDM18
(http://i.imgur.com/bNytNCM.png)
As Blizzard Attack was removed from the map, I felt the need to have a small corner area and move the eastern Needle Cannon and Ice Wave to new locations. There was also only one Rush Coil in the map, so here's another.
One of my main goals for KNDM-v2a is to completely redo the health and ammo layouts. This has already been done for a few of my maps, such as KNDM08. I've noticed that having those pickups right against corners only is a really bad idea.
So what about KNDM01? It's going to be replaced, mainly due to the same issue as KNDM06 - it's an eyesore. However, the layout is also pretty confusing as since it's completely symmetrical, it's very easy to get lost and lose track of other players. As for what it's getting replaced with, I'm keeping that under wraps along with many other things to come. I can say, however, that I aim to retain the explosive weapon layout while at the same time introducing new concepts. Of course though, that also means it will be a new layout, which will hopefully turn out to be pretty interesting if its gimmicks are used correctly.
That's it for this update! See y'all later.
...
(http://i.imgur.com/pWJrerV.png)
But nobody came. (https://www.youtube.com/watch?v=5cNqJhIyWLk)
I've been pretty quiet lately, though that's due to being busy with a lot of IRL stuff and other projects I'm working on. Even so, I figured I should give y'all a teaser of what's going on with KNDM01's remake, so here it is.
(http://i.imgur.com/tLSgf3r.png)
(http://i.imgur.com/rSj5YDK.png)
The skybox might stay square shaped in this map due to a certain need for it.
Here's a quick little update about KNDM02. The first screenshot is a change which Shade Guy suggested a long time ago, with a twist.
Basically, the idea was that this area was symmetrical, and thus not exactly fitting with how the rest of the layout was built so it needed to be changed around. Napalm Bomb is still guarded by two fire beams, of course, and going through the rocky slope leads to the "X" corner outside. This path has no guardrails and is a bit ruined outside, so thread carefully. The Ice Slasher platform no longer has ladders on either side. They were redundant with how there's just a short staircase in the central area right next to them, but since I wanted players to access the "X" corner from it, this 3d floor connecting to it was made.
(http://i.imgur.com/xlKoneR.png)
I also felt like Fire Traps were underused in the map, so I placed a couple where this Tango Summon is. The screenshot timing, though...
(http://i.imgur.com/JqAt0mj.png)
I'm also working on other details for this map, such as removing the troublesome 3D floors from the skybox (just going to design textures with the tileset) and replacing the music.