Cutstuff Forum

Mega Man 8-bit Deathmatch => Projects & Creative => Topic started by: Knux on April 23, 2014, 03:56:20 AM

Title: [Map Pack] KNDM - KNDM01 v2 Teaser
Post by: Knux on April 23, 2014, 03:56:20 AM
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
(click to show/hide)
KNDM02 - Conflagrated Plant
(click to show/hide)
KNDM03 - Ridge Mines
(click to show/hide)
KNDM04 - Isolated Fear
(click to show/hide)
KNDM05 - MM3 Skull Castle Exterior
(click to show/hide)
KNDM06 - Concealed Glassway
(click to show/hide)
KNDM07 - Commando Man
(click to show/hide)
KNDM08 - Distorted Citadel
(click to show/hide)
KNDM09 - Jagged Pass
(click to show/hide)
KNDM10 - Arctic Brawl
(click to show/hide)
KNDM11 - Structured Peak
(click to show/hide)
KNDM12 - Waveyard
(click to show/hide)
KNDM13 - Silence of the West
(click to show/hide)
KNDM14 - Boost Man
(click to show/hide)
KNDM15 - Dive Man Minus Infinity
(click to show/hide)
KNDM16 - Storm Eagle
(click to show/hide)
KNDM17 - Sewer Surfers
(click to show/hide)
KNDM18 - Eclipsed Grounds
(click to show/hide)
KNDM19 - The Amazon
(click to show/hide)
KNDM20 - MM10 Special Stage 1
(click to show/hide)
KNDM21 - Fortified Storage
(click to show/hide)

Known issues (READ BEFORE REPORTING STUFF!):
(click to show/hide)

And finally, the changelog:
(click to show/hide)
Title: Re: [Map Pack] KDM (working title) - Knux's Deathmatch Maps
Post by: Stardust on April 23, 2014, 07:38:09 AM
I'd host this. 10/10. Moar map packz.

Can you actually die in these black textures fall in these pits? They seem so narrow, I don't even know if it's possible to fall in them.
Title: Re: [Map Pack] KDM (working title) - Knux's Deathmatch Maps
Post by: Emmanuelf06 on April 23, 2014, 08:26:20 AM
Good luck, pack maps are cool  :cool:

oh...is it possible to create some ennemis who can crush you ?... (like the one who throw a rock?)

It seems, they are pits?.... can be funny....how many maps do you want create? :V
Title: Re: [Map Pack] KDM (working title) - Knux's Deathmatch Maps
Post by: Dr. Crasger on April 23, 2014, 09:13:36 AM
Looks rather cool. Make more.
Title: Re: [Map Pack] KDM (working title) - Knux's Deathmatch Maps
Post by: Knux on April 23, 2014, 02:11:09 PM
Alright, time to elaborate.

I'm basically splitting off from Remixed maps because, as I stated earlier, I want better control over my maps and what happens to them. To date, I have over ten maps ready for this pack but I'm not releasing them right away. I need to make changes and adjustments to bring out quality.

Also, those aren't pits. They're mere decoration with invisible 3d floors to allow floor huggers like Water Wave to travel over them, and are 32 units wide. I can always do away with them if it discourages people, though.

On a side note, I'm not really excited to release this as people will play it with just mods and no vanilla anyway. That's... not very motivating.
Title: Re: [Map Pack] KDM (working title) - Knux's Deathmatch Maps
Post by: Zard1084 on April 23, 2014, 06:07:03 PM
i'd host it in vanilla knux if that makes you feel better.
Title: Re: [Map Pack] KNDM - Knux's Deathmatch Maps
Post by: Knux on April 27, 2014, 07:32:34 PM
That would be great, Zard.

You can go do it today if you want, too. The pack is out!
Title: Re: [Map Pack] KNDM - Knux's Deathmatch Maps
Post by: Zard1084 on April 27, 2014, 08:39:18 PM
i can`t host because i still don`t have my Laptop.... sorry knux.... but if i did have my laptop then i would have hosted it.
Title: Re: [Map Pack] KNDM - Knux's Deathmatch Maps
Post by: <geminibro> on April 27, 2014, 09:05:04 PM
Honestly, KNDM04 is the worst map in the map, it's just, so.. Bland.
Title: Re: [Map Pack] KNDM - Knux's Deathmatch Maps
Post by: Dr. Freeman on April 27, 2014, 09:30:09 PM
I'm incredibly lazy to post elaborate thoughts but holy crap MM3 Skull Castle Exterior is a really fun map.
Title: Re: [Map Pack] KNDM - Knux's Deathmatch Maps
Post by: Shmeckie on April 27, 2014, 09:39:38 PM
Having tested a few of these maps for Knux back in the day, I can safely say these are some choice stages. I'll definitely be hosting this pack.
Title: Re: [Map Pack] KNDM - Knux's Deathmatch Maps
Post by: Knux on April 27, 2014, 11:16:25 PM
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.
(click to show/hide)
Title: Re: [Map Pack] KNDM - Knux's Deathmatch Maps
Post by: Gumballtoid on April 28, 2014, 12:40:32 AM
A lot of these maps are a blast to fiddle around on, but the two that caught my attention the most were MM3 Skull Castle Exterior and Commando Man. The former was of such quality that I would have believed it were in the core, while the latter sports one of the coolest gimmicks I've ever seen. Kudos!
Title: Re: [Map Pack] KNDM - Knux's Deathmatch Maps
Post by: Geno on April 28, 2014, 12:52:24 AM
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.

(click to show/hide)

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?
Title: Re: [Map Pack] KNDM - Knux's Deathmatch Maps
Post by: Gumballtoid on April 28, 2014, 01:29:29 AM
In playing more on Conflagrated Plant, I'm finding Flame Sword is a little too easy to get. Maps it's featured in tend to have players going a bit out of their way to get a hold of it.
Title: Re: [Map Pack] KNDM - Knux's Deathmatch Maps
Post by: PotatoStrike on April 28, 2014, 11:26:38 AM
Ah... You don't need my help Knux... Ok...
Title: Re: [Map Pack] KNDM - Knux's Deathmatch Maps
Post by: Emmanuelf06 on April 28, 2014, 01:02:54 PM
I like a lot the remixed maps and the areas size of the maps are pretty balanced (not too big or too small).
The remix musics are pretty cool tool.
The mm3 skull castle exterior and hardman map are my favorites (i like te little ennemies who try to catch you in the hardman map).

I will host it for the conventions. : >
Title: Re: [Map Pack] KNDM - Knux's Deathmatch Maps
Post by: SmashTheEchidna on April 28, 2014, 03:24:26 PM
I should really get around to trying these out. They look great.
Title: Re: [Map Pack] KNDM - Knux's Deathmatch Maps
Post by: Shmeckie on April 28, 2014, 05:21:03 PM
I just gotta say if the Commando Man map in this pack isn't added to the core when the eventual MM10 update comes out, I will be severely disappointed.
Title: Re: [Map Pack] KNDM - Knux's Deathmatch Maps
Post by: Knux on April 28, 2014, 05:22:53 PM
I would much rather a new map was done for the core. I was still somewhat of a novice when I made the layout ages ago anyway.
Title: Re: [Map Pack] KNDM - Knux's Deathmatch Maps
Post by: Superjustinbros on April 28, 2014, 06:05:44 PM
This is a great mappack. I honestly have nothing but praise for it.
A lot of these would make great candidates for updated versions of core MM8BDM maps.
Title: Re: [Map Pack] KNDM - Knux's Deathmatch Maps
Post by: Knux on April 28, 2014, 06:13:35 PM
Guess I'll have to be more specific, then. I'm not donating my maps to the core.

Glad to see people are liking it, though. Feels good to know my effort wasn't in vain.
Title: Re: [Map Pack] KNDM - Knux's Deathmatch Maps
Post by: -Daiki-TheOni on April 29, 2014, 10:14:49 PM
I tried some of them long ago, and the only thing you can think from those maps is: awesometastic made from plastic.
Knux maps, 10/10
Title: Re: [Map Pack] KNDM - Knux's Deathmatch Maps
Post by: Knux on April 30, 2014, 08:26:15 PM
- 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...
(click to show/hide)
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.
Title: Re: [Map Pack] KNDM - Knux's Deathmatch Maps
Post by: -Daiki-TheOni on April 30, 2014, 10:30:21 PM
Quote from: "Knux"
- 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...
(click to show/hide)
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.

I played it long ago, is a cool map, simple but cool with those oil canisters exploding (chain efect). you released that map long ago :3
Title: Re: [Map Pack] KNDM - Knux's Deathmatch Maps
Post by: Knux on May 02, 2014, 06:34:15 PM
Hotfix uploaded! Check the first post!

The first version of KNDM was almost 24 MB in size. This hotfix nailed down some bugs, added missing music, fixed some stuff in maps and added a new one. So it's bigger now, right? NOPE! Barely 20MB, smaller than the previous with more content.

Next version of KNDM will probably wait some months after the release of MM8BDM-v4. Please look forward to it!

I couldn't do anything about the blandness of KNDM04 or the clouds of KNDM05 at this time. It would've been a lot of work for something that's supposed to be out quickly, but I promise to get it fixed for the next version. Thank you for understanding.

EDIT - 5/9/14: Someone told me that the sandstorm in Commando's map kinda breaks in LMS/TLMS. This is true, and I'll see what can be done about it.
Title: Re: [Map Pack] KNDM - Knux's Deathmatch Maps [v1ah Released!
Post by: Knux on August 11, 2014, 08:46:08 AM
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:
(click to show/hide)
(click to show/hide)
(click to show/hide)
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.
Title: Re: [Map Pack] KNDM - Knux's Deathmatch Maps [v1b is out!]
Post by: Knux on August 26, 2014, 09:43:35 PM
Bumped for v1b! Go download it on the opening post!  :mrgreen:

If the changelog is too long to read, the pack is now 12MB in size, the old maps were updated, KNDM04 was replaced and there are four new maps! Well, five counting the new KNDM04, I suppose.
Title: Re: [Map Pack] KNDM - Knux's Deathmatch Maps [v1b is out!]
Post by: fortegigasgospel on August 26, 2014, 11:57:08 PM
I thought this looked cool
(click to show/hide)

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
(click to show/hide)
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.
Title: Re: [Map Pack] KNDM - Knux's Deathmatch Maps [v1b is out!]
Post by: Tfp BreakDown on August 27, 2014, 12:40:48 AM
Oh cool, a new update. Though I am a bit sad to see North Hole gone as it was my favorite of the pack, but the new 04 is just as cool as well. The new maps are fun as well. Hope to see more from you.
Title: Re: [Map Pack] KNDM - Knux's Deathmatch Maps [v1b is out!]
Post by: Knux on August 27, 2014, 01:07:04 AM
Quote from: "fortegigasgospel"
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.
In the previous version, the pit area was much, much lower than it is now and reaching those two platforms was still very possible. Aiming up instead of holding down jump is a lot faster, and so are the fly/swim up/down keys.

I didn't know about that window, though! Thanks for reporting.

TFP, North Hole was replaced because in the last poll I made, it got voted for the most disliked map. That, and I didn't like it very much, either. And geminibro disliked it so much he couldn't use proper grammar or offer useful feedback.
Title: Re: [Map Pack] KNDM - Knux's Deathmatch Maps [v1b is out!]
Post by: fortegigasgospel on August 27, 2014, 01:54:05 AM
By the way, since Storm Eagle has Homing Sniper in it, add
Code: [Select]
Damagefactor "Normal", 0.0to your canisters so that homing weapons won't instantly destroy them.
Title: Re: [Map Pack] KNDM - Knux's Deathmatch Maps [v1b is out!]
Post by: Ivory on August 27, 2014, 02:32:34 AM
but DamageFactor Normal stops/allows all damage from occurring.
Title: Re: [Map Pack] KNDM - Knux's Deathmatch Maps [v1b is out!]
Post by: fortegigasgospel on August 27, 2014, 03:05:24 AM
You sure? Cause my destroyable walls use it and they work right. Unless it prevents any non-specified damage from occurring.
Edit: Ok after loading D.I.R.P. yes, it is all damage types not listed to do damage. Man that makes my code much easier.
Title: Re: [Map Pack] KNDM - Knux's Deathmatch Maps [v1b is out!]
Post by: <geminibro> on August 28, 2014, 12:36:56 PM
KNUX YOU CAN'T JUST GO AROUND SCARING ME LIKE THAT

Anyway, i like the update and can i steal the old KNDM04 for GMP, please?
Title: Re: [Map Pack] KNDM - Knux's Deathmatch Maps [v1b is out!]
Post by: Knux on August 28, 2014, 05:51:06 PM
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.
(click to show/hide)
Title: Re: [Map Pack] KNDM - Knux's Deathmatch Maps [v1b is out!]
Post by: Emmanuelf06 on August 29, 2014, 11:37:10 AM
I tested the last version of the packmap, eargasm at the map qui take the style of Teenage mutant...omg...and the sliding item, like the game.
Good job for the "Amazon" Ducktales map too.....what a great work!
For people who want see the original version:
(click to show/hide)
dat chiptuned version...! Who made the 8 bit style version?
Title: Re: [Map Pack] KNDM - Knux's Deathmatch Maps [v1b is out!]
Post by: Knux on September 03, 2014, 06:42:42 AM
Stonefunk, you should check the credits file in the opening post to know who made which music tracks. Anyway...

I have updated the opening post with screenshots of every KNDM map. That's not why I'm bumping this, though.

I'm going to need some feedback on KNDM06, specifically. The mere act of gazing upon the map bombards people with biased thoughts because of being mainly Air Man themed. I don't blame anybody for it, either, as Air Man tiles are definitely horrendous. However, I need people to get past the tiles and tell me how the layout feels. Depending on answers, I'll decide what to do with the map from there.
Title: Re: [Map Pack] KNDM - Knux's Deathmatch Maps [v1b is out!]
Post by: Shade Guy on September 03, 2014, 10:45:04 AM
One thing I picked up on:
(click to show/hide)
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:
(click to show/hide)
Title: Re: [Map Pack] KNDM - Knux's Deathmatch Maps [v1b is out!]
Post by: <geminibro> on September 11, 2014, 08:20:07 PM
Quote from: "Knux"
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.
(click to show/hide)

Alright then. Then again, i am making my own ice map
Title: Re: [Map Pack] KNDM - Knux's Deathmatch Maps [v1b is out!]
Post by: Knux on September 19, 2014, 05:49:25 AM
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.
(click to show/hide)
Also yes, I'm going to take those hints and change KNDM06 accordingly, Shade Guy. Thank you very much!
Title: Re: [Map Pack] KNDM - Knux's Deathmatch Maps [v1b is out!]
Post by: Goomba98 on January 23, 2015, 10:33:48 AM
While you're at it, I'm gonna say that of the weapons featured in Dr. Wily's Revenge, Thunder Beam is not on KNDM20. Is there a reason for that, or did you just forget it? I'm asking because it seems you're clever enough to include Water Wave and Mirror Buster on KNDM15.
Title: Re: [Map Pack] KNDM - Knux's Deathmatch Maps [v1b is out!]
Post by: Knux on February 08, 2015, 08:31:16 PM
There's a number of reasons for that:

- Thunder Beam can OHKO at point blank range. In a map with so many small spaces, this could be so common that everyone might as well ditch the rest of the weapons.
- There were no splitting weapons in the map in the vein of Dust Crusher and Freeze Cracker.
- Mirror Buster and Thunder Bolt share very similar colors, which I find fun for mind games. Don't know about everyone else, though...

---

Now then, I'd like to bring your attention to this thing (http://i.imgur.com/VfSwipI.png).

KNDM12 - Waveyard, was made back in the SWBT competition in hopes of replacing the old core MM5WAV. Back then, barely anybody voted for it, and I later then rectified the issues I was told about in the competition thread and put the map in my pack. Now that we are on v4b, wavebike speed has been slowed down, making taking turns in the water and pulling off sneak attacks on people (which is the intention of this layout) much easier. Even with all that, I always hear the collective groans of people whenever the RNG decides to pick the map.

Now I ask, what's so cringe inducing about it? What is it that people hate so much about the map? I can navigate it just fine, and that has nothing to do with the fact that I made it. I've scrapped layouts I've made before because of that issue. To be fair however, I can't simply do away with this layout or rework it as needed if nobody tells me what they want done to it. I'm willing to deliver, so if you all really care to have something better, you need to be specific about what's wrong farther than "this map sucks".
Title: Re: [Map Pack] KNDM - Knux's Deathmatch Maps [v1b is out!]
Post by: Russel on February 08, 2015, 11:48:06 PM
From what I can tell, the general consensus of "this map sucks" comes from the fact it makes use of Wave Bikes.
Wave Bikes, regardless of how they are implemented, have a tendency to remove the fun factor of trying to fight and chase. That being said, the map's use of the mechanic is exceptional. I can't say I've seen it used more..."pretty" way. It feels cool using a wave bike in this map, but it doesn't remove the problems that they introduce functionally.

In spite of how good it feels using the wave bikes in this map, the focus on them feels a bit too allocated, leaving a large amount of detail out of layout of the map you're to traverse without them. Most of the map itself overlaps the wave bike section, leaving it crazy flat and open and honestly quite lame.
It's large, open, and broken up without adding a whole lot of height variation...resulting in the map being kinda boring to run around.

Do with that what you will. I hope it helps.
Title: Re: [Map Pack] KNDM - Knux's Deathmatch Maps [v1b is out!]
Post by: Knux on February 14, 2015, 08:36:16 AM
Alright, I'm going to take all of that into consideration since no more replies have happened. Most likely, the map will be redone from scratch with the main focus being eliminating these issues either way. Thank you, Lego.

---

Since I'm going number by number, dealing with the current maps first before making any new numbers, let's look at this one (http://i.imgur.com/PPIXCzg.png).

KNDM01 - Blast Central, is the first map in the pack. For being the first one, I was aiming to have a symmetrical map where players can have simple, straightforward matches. Bomb Man's tileset, being limited as it is, was probably a good choice for such a map. I say probably, because I can also see people getting lost in the layout due to the multiple elevations and same looking North/South and East/West sides.

I was wondering if this or anything else was an issue in this map, since I couldn't find much else to consider changing through self criticism. As it stands, remaking the entire layout is no problem as Bomb textures are really easy to use. Although, just as with KNDM12, I'm not sure why I'd need to do that if nobody ever complains. One thing I did consider was to use WW Bomb textures in the map to make clearer landmarks, but I quickly learned that they don't look too good (which isn't Nemz's fault either, seriously.)
Title: Re: [Map Pack] KNDM - Knux's Deathmatch Maps [v1b is out!]
Post by: NemZ on February 14, 2015, 01:18:47 PM
What didn't work with the wwbomb stuff?  My fault or not I do want it to not suck... shoot me a PM and maybe I can tweak it somehow.
Title: Re: [Map Pack] KNDM - Knux's Deathmatch Maps [v1b is out!]
Post by: Rozark on February 14, 2015, 06:55:27 PM
Friendly reminder that constantly having to jump everywhere is a thing hated by quite a few people.
Judging by the screenshot, I'd say there's quite a few bizarre/random jumps just in that one area.

Try it.
Title: Re: [Map Pack] KNDM - Knux's Deathmatch Maps [v1b is out!]
Post by: Knux on February 14, 2015, 07:04:58 PM
Quote from: "NemZ"
What didn't work with the wwbomb stuff?  My fault or not I do want it to not suck... shoot me a PM and maybe I can tweak it somehow.
Well, I'm not exactly sure what you could do with the tileset without altering it too much. While I'm not one to say how they would look better, I do have a suggestion. The wider looking wall that's divided into four pieces could have its sections cut in three each so that it would be easier so make a wall instead of pillar walls. The tiles below that, I do not understand.

Actually, I need to see a video of WW Bomb and get back to you on this before I say something stupid.
Title: Re: [Map Pack] KNDM - Knux's Deathmatch Maps [v1b is out!]
Post by: Knux on February 22, 2015, 01:07:00 AM
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!
(click to show/hide)
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.
Title: Re: [Map Pack] KNDM - Knux's Deathmatch Maps [v1b is out!]
Post by: Endymion on February 27, 2015, 07:10:02 PM
Can you make this v4b compatible? Because the map pack still require the v4a megagame.wad.
Title: Re: [Map Pack] KNDM - Knux's Deathmatch Maps [v1b is out!]
Post by: Knux on February 27, 2015, 08:14:11 PM
It's already v4b compatible, as you can see in the servers. The real problem might just be that you're loading unnecessary files into the launcher.
Title: Re: [Map Pack] KNDM - Knux's Deathmatch Maps [v1b is out!]
Post by: Endymion on March 04, 2015, 01:16:59 AM
There are just the map pack in the skin folder. The problem is occurs with the KNDM04 and KNDM16. If I delete these two map, tha pack launch correctly. Maybe the pack requires some other files?
Title: Re: [Map Pack] KNDM - Knux's Deathmatch Maps [v1b is out!]
Post by: LlamaHombre on March 04, 2015, 01:25:07 AM
You probably shouldn't have files that aren't skins in the skins folder. Use the launcher, or doomseeker, or servers in general to include other wads that aren't skins.
Title: Re: [Map Pack] KNDM - Knux's Deathmatch Maps [v1b is out!]
Post by: Endymion on March 04, 2015, 01:48:29 PM
Still not work, but here is the error message:

Script error, "KNDM-v1b.pk3:KNDM04.wad:DECORATE" line 15:
Parent type 'ExitUnit' not found in GTFOUnit

Execution could not continue.

Script error, "KNDM-v1b.pk3:KNDM04.wad:DECORATE" line 17:
"AUTOACTIVATE" is an unknown flag
Title: Re: [Map Pack] KNDM - Knux's Deathmatch Maps [v1b is out!]
Post by: Knux on March 04, 2015, 08:03:53 PM
Just move the map pack from your skins folder to somewhere else, then load it using the MM8BDM launcher. You can't have anything in your skins folder that aren't skins or possibly music packs, but you don't really need those, either.
Title: Re: [Map Pack] KNDM - Knux's Deathmatch Maps [v1b is out!]
Post by: Endymion on March 04, 2015, 09:53:21 PM
Thanks, this method is works. :)
Title: Re: [Map Pack] KNDM - Knux's Deathmatch Maps [v1c - Z2 Updat
Post by: Knux on April 03, 2015, 07:56:52 AM
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:
(click to show/hide)
Screenshots have been updated as well! Enjoy for now, as there's more to come!
Title: Re: [Map Pack] KNDM - Knux's Deathmatch Maps [v1c - Z2 Updat
Post by: Knux on April 04, 2015, 05:23:38 AM
I have been made aware of a new water gravity bug in KNDM04. Added to the list of known issues for now.
Title: Re: [Map Pack] KNDM - Knux's Deathmatch Maps [v1c - Z2 Updat
Post by: Rozark on April 06, 2015, 05:32:59 PM
Quote from: "Knux"
- KNDM09: Changed the number of Rock Thrower actors so that they don't conflict with balloons in rozpack.

O..oh..
Despite that being considerate, I had plans to change my thing number line in v4 so that none of the actors conflicted with yours.
I mean I'm still going to do it, but, thanks for thinking of it?
Title: Re: [Map Pack] KNDM - Knux's Deathmatch Maps [v1c - Z2 Updat
Post by: Knux on April 06, 2015, 11:45:31 PM
I think Balloonspawners and Rockthrowers were the only ones conflicting as there's no other errors upon starting up Zandronum.
Title: Re: [Map Pack] KNDM - Knux's Deathmatch Maps [v1c - Z2 Updat
Post by: Knux on May 13, 2015, 09:37:58 PM
(click to show/hide)
Appearing sometime in a custom map. Though those who have seen it before should know what this means.
Title: Re: [Map Pack] KNDM - Knux's Deathmatch Maps [v1c - Z2 Updat
Post by: Knux on October 11, 2015, 07:10:51 AM
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
(click to show/hide)
KNDM03
(click to show/hide)
KNDM09
(click to show/hide)
KNDM13
(click to show/hide)

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:
Title: Re: [Map Pack] KNDM - Knux's Deathmatch Maps [v1c - Z2 Updat
Post by: Superjustinbros on October 11, 2015, 09:44:04 PM
I like that update to KNDM13.
Title: Re: [Map Pack] KNDM - Knux's Deathmatch Maps [v1c - Z2 Updat
Post by: Knux on March 19, 2016, 06:32:07 PM
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
(click to show/hide)

KNDM05
(click to show/hide)

KNDM06
(click to show/hide)

KNDM07
(click to show/hide)

KNDM08
(click to show/hide)

KNDM10
(click to show/hide)

KNDM14
(click to show/hide)

KNDM15
(click to show/hide)

KNDM17
(click to show/hide)

KNDM18
(click to show/hide)
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.

...

(click to show/hide)
Title: Re: [Map Pack] KNDM - v2a Progress Update!
Post by: Superjustinbros on March 20, 2016, 03:05:46 AM
Looking like one heck of an update so far!
Title: Re: [Map Pack] KNDM - v2a Progress Update!
Post by: fortegigasgospel on March 27, 2016, 01:02:06 AM
Oh man I almost forgot to actually post here, I ment to come back to it. The changes are looking great so far Knux, keep up the good work, looking forward to seeing these in play.
Title: Re: [Map Pack] KNDM - v2a Progress Update!
Post by: Knux on May 20, 2016, 04:19:03 AM
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.
(click to show/hide)
Title: Re: [Map Pack] KNDM - v2a Progress Update!
Post by: Rozark on May 20, 2016, 04:48:31 AM
What the heck is that thing?

As for that purple in the centaurman looking one, it's quite a bit bright/light. Would you mind darkening it so it isn't as bright? It could also be just the large monotony of purple against that one wall.
Title: Re: [Map Pack] KNDM - v2a Progress Update!
Post by: NemZ on May 20, 2016, 06:14:28 AM
This is the heck that thing is:  Journey to Silius (pretty sure they Sirius, but what ya gon' do?)



Kinda meh gameplay in this mostly forgotten NES game and a bit too much 'yay, more bricks' in the graphics department, but the music is dark and super groovy.
Title: Re: [Map Pack] KNDM - KNDM01 v2 Teaser
Post by: Korby on May 20, 2016, 11:20:55 AM
I really like those browns.
Title: Re: [Map Pack] KNDM - KNDM01 v2 Teaser
Post by: Superjustinbros on May 20, 2016, 05:57:42 PM
I instantly recognized the Journey to Sillius textures; Good to see another obscure (even if a bit mediocre) NES/FC title get represented.
Title: Re: [Map Pack] KNDM - KNDM01 v2 Teaser
Post by: Knux on May 29, 2016, 10:47:49 PM
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.
(click to show/hide)
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.