Cutstuff Forum

Mega Man 8-bit Deathmatch => Projects & Creative => Maps => Topic started by: BookofDobson on November 18, 2014, 08:13:24 PM

Title: Preston's Basic Mappack
Post by: BookofDobson on November 18, 2014, 08:13:24 PM
Welp I'm making a map pack. This is mostly for Unholy but it's a map pack so anyone can run it.


and remember critique is cool since I'm a total greenhorn to mapping

I'm done here is 2 brand new and 1 semi-new map. They have very basic layouts because mostly I really didn't know what to do in some places but I hope they are not too boring

Oh yea have a tutorial on how to get maps not in BE
1. find the wad in your forums
2. In doomseeker find where all those wads are going Configure>Wadseeker>general
3. copy paste that link you see to your explorer
4. put the new wad in there
5.done

update of new pack now here:  https://www.dropbox.com/s/s1013rlp8v8fg ... 3.pk3?dl=0 (https://www.dropbox.com/s/s1013rlp8v8fgi9/BasicMaps.pk3.pk3?dl=0)
Title: Re: The Preston mappack! (BRB Improving at own paaaacee)
Post by: Russel on November 18, 2014, 08:44:28 PM
You had a topic in this subforum you donk. (http://cutstuff.net/forum/viewtopic.php?f=29&t=7541)
Seriously you can change topic titles and bump them, you know. You don't make a separate topic for a single skin then make another separate topic for a skin pack, do you?
Yeah. Please be more mindful of topic creation.
Title: Re: The Preston mappack! (BRB Improving at own paaaacee)
Post by: BookofDobson on November 18, 2014, 09:19:47 PM
Sorry but I thought that meant "not done yet" and this sub mean done and released only ,sorry
Title: Re: The Preston mappack! (BRB Improving at own paaaacee)
Post by: Korby on November 18, 2014, 09:40:33 PM
Nah, you should just stick to one topic for all your stuff that fits in a specific category. I'll lock the other topic.
Title: Re: The Preston mappack! (BRB Improving at own paaaacee)
Post by: BookofDobson on November 18, 2014, 09:45:18 PM
thank you
Title: Re: The Preston mappack! (BRB Improving at own paaaacee)
Post by: fortegigasgospel on November 19, 2014, 12:09:20 AM
For the next release, remove the spaces and add _
Servers can't run files with spaces in the name.
Title: Re: The Preston mappack! (BRB Improving at own paaaacee)
Post by: Russel on November 19, 2014, 12:26:15 AM
Incorrect.
You can't run Best-Ever servers with spaces in wad names.
Title: Re: The Preston mappack! (BRB Improving at own paaaacee)
Post by: BookofDobson on November 19, 2014, 04:32:46 PM
Bump: Name is corrected and can now run on BE servers
Title: Re: The Preston mappack! (BRB Improving at own paaaacee)
Post by: Thunderono on November 19, 2014, 10:30:54 PM
I wanted to get around to doing this yesterday but I didn't

There's some notable issues with the pack that I feel I should point out.  Normal people call this a "Criticism," I think?  If I get something mixed up at any point, please let me know!

As a starting point, some general errors:
(click to show/hide)

Now then.  Let's address GUM01.

(click to show/hide)

It's all uphill from GUM01.  Let's see what GUM02 has to offer.
(click to show/hide)

That map was a notable step up from GUM01, so let's see if you improved even further in GUM03!
(click to show/hide)

And last, but not least, GUM04.
(click to show/hide)

So, yeah.  I'm no professional critic, so I likely missed a few things.  I also didn't mention a fair deal of odd texture choices due to my relative ineptitude in aesthetics, myself.  I hope this helps, though!
Title: Re: The Preston mappack! (BRB Improving at own paaaacee)
Post by: BookofDobson on December 02, 2014, 06:05:21 PM
Quote from: "Thunder Electros"
I wanted to get around to doing this yesterday but I didn't

There's some notable issues with the pack that I feel I should point out.  Normal people call this a "Criticism," I think?  If I get something mixed up at any point, please let me know!

As a starting point, some general errors:
(click to show/hide)

Now then.  Let's address GUM01.

(click to show/hide)

It's all uphill from GUM01.  Let's see what GUM02 has to offer.
(click to show/hide)

That map was a notable step up from GUM01, so let's see if you improved even further in GUM03!
(click to show/hide)

And last, but not least, GUM04.
(click to show/hide)

So, yeah.  I'm no professional critic, so I likely missed a few things.  I also didn't mention a fair deal of odd texture choices due to my relative ineptitude in aesthetics, myself.  I hope this helps, though!

I thank you kindly for taking the time
Title: Re: The Preston mappack! (BRB Improving at own paaaacee)
Post by: BookofDobson on December 02, 2014, 08:34:52 PM
MAP PACK IS HERE AND READY!
Title: Re: The Preston mappack! (BRB Improving at own paaaacee)
Post by: BookofDobson on December 03, 2014, 02:48:31 AM
Hi this is your incompentant mapper speaking http://www.filedropper.com/prestonpackv2ab here the correct link
Title: Re: The Preston mappack! hai have a tutorial
Post by: King Dumb on December 13, 2014, 10:09:43 PM
I don't know if it's just me, but that links leads only to the main page of file dropper, not to any file download.
Title: Re: The Preston mapp- Oh god redo! REDO!!
Post by: BookofDobson on January 24, 2015, 11:13:16 PM
OK I am complete ditching this and doing a brand new mappack because this was such a flop

(http://i.imgur.com/uYSX8HG.png)
Title: Re: The Preston mapp- Oh god redo! REDO!!
Post by: Russel on January 25, 2015, 09:52:06 AM
Ok. Ok. Ok.

Stop.

Just. Stop.

I understand you're trying to experiment with stuff but you need to start small. Make a map that feels like it flows well through all points in the map, even the more obscure locations that you can hide like a large weapon or something, but make the map small.
To help design a map that flows well, I recommend drawing a race track or something on paper and building a map's geometry around that. Just draw a circuit, add a couple overlaps maybe and just put rooms in places.
Don't make the map just hallways, though.

Afterwards, look at how other maps handle textures and work on your texture choices.
To be completely blunt in the most painful way possible, the above screenshot you posted looks like ass and that's what prompted this post.
Not only does it look bad visually, but it also doesn't look like a very good map based on the fact that it is a large, empty hallway. If you wish to make a long hallway like that, break it up with things, but try to avoid making things too claustrophobic, which is a problem some of my maps suffer.

I hope you were insulted by the above statement because that means you actually care.
Title: Pause.
Post by: Mendez on January 25, 2015, 06:18:16 PM
Lego is right, PLEASE PLEASE PLEASE stop worrying about aesthetics because a mapper is supposed to make a map that's actually FUN to play on. Your FTM2 map wasn't bad because it looked bad. To be honest, the aesthetics were cohesive in a few places. Your FTM2 map was bad because the layout was an aboslute hell to navigate through. It was disjointed, the use of ladders was really bad, and the there was one section where you could camp near the teleporter and farm kills. You have ambition to make a pretty map, but you honestly need to focus more on the way a layout works and take cues from what other mappers are doing. Read a book on game design if you want. Read this article which covers the basics of architecture and see how it relates to making an impressive map. (http://archive.wired.com/wired/archive/12.03/play.html) Above all, you need to START SMALL. Shade Guy is who you need to follow, because he grew at his own pace and slowly improved into the master he is today. You're not a master, but you can be if you have PATIENCE and take map design one component at a time. If you're more worried about the background than you are on the playable area, you'll just end up like DTD: a mapper with decent aesthetic skills but absolutely garbage at layouts. I'm glad I never have to work with him again because his last map, AMP16, showed he was only good at making a map look like a mess of textures while providing a layout that played like ass. Don't be another DTD. START SMALL. Make a symmetrical duel map or something. Don't push yourself to make a map pretty, make it playable first. I know I'm sounding like a broken record but you gotta believe me.
Take a large step back and look at the material around you.
Analyze what works and what doesn't.
Steal like an artist. (https://d262ilb51hltx0.cloudfront.net/max/1024/1*pcbrcRoIunAZneXLeG__Nw.jpeg)
Roll with the punches. (http://www.urbandictionary.com/define.php?term=roll+with+the+punches)
I can enjoy that you've got a lot of interest, and I seriously don't want to kill that interest. This community needs more good mappers and even people like Lego and Llama are starting to learn what can lead to a good map. If you feel you have potential, don't try to unleash it all at once or you'll end up frustrated when people don't like your works. Keep remaking the same map if you have to. Don't be like Blaze, who never really looks for anything new and seems to just map for the sake of mapping. Don't be like Rozark and focus so much on aesthetics that you forget the definition of the phrase "weapon layout". Don't be like me and assume that just because you've made a new gimmick, you've made a good map. Learn from those mistakes. Please.
Title: Re: The Preston mapp- Oh god redo! REDO!!
Post by: BookofDobson on January 25, 2015, 08:00:55 PM
Quote from: "Lego"
Ok. Ok. Ok.

Stop.

Just. Stop.

I understand you're trying to experiment with stuff but you need to start small. Make a map that feels like it flows well through all points in the map, even the more obscure locations that you can hide like a large weapon or something, but make the map small.
To help design a map that flows well, I recommend drawing a race track or something on paper and building a map's geometry around that. Just draw a circuit, add a couple overlaps maybe and just put rooms in places.
Don't make the map just hallways, though.

Afterwards, look at how other maps handle textures and work on your texture choices.
To be completely blunt in the most painful way possible, the above screenshot you posted looks like ass and that's what prompted this post.
Not only does it look bad visually, but it also doesn't look like a very good map based on the fact that it is a large, empty hallway. If you wish to make a long hallway like that, break it up with things, but try to avoid making things too claustrophobic, which is a problem some of my maps suffer.

I hope you were insulted by the above statement because that means you actually care.


Umm... its far from finished though and this is the corner of the map. Then again my fault for not stating that.

Quote from: "Mendez"
Lego is right, PLEASE PLEASE PLEASE stop worrying about aesthetics because a mapper is supposed to make a map that's actually FUN to play on. Your FTM2 map wasn't bad because it looked bad. To be honest, the aesthetics were cohesive in a few places. Your FTM2 map was bad because the layout was an aboslute hell to navigate through. It was disjointed, the use of ladders was really bad, and the there was one section where you could camp near the teleporter and farm kills. You have ambition to make a pretty map, but you honestly need to focus more on the way a layout works and take cues from what other mappers are doing. Read a book on game design if you want. Read this article which covers the basics of architecture and see how it relates to making an impressive map. (http://archive.wired.com/wired/archive/12.03/play.html) Above all, you need to START SMALL. Shade Guy is who you need to follow, because he grew at his own pace and slowly improved into the master he is today. You're not a master, but you can be if you have PATIENCE and take map design one component at a time. If you're more worried about the background than you are on the playable area, you'll just end up like DTD: a mapper with decent aesthetic skills but absolutely garbage at layouts. I'm glad I never have to work with him again because his last map, AMP16, showed he was only good at making a map look like a mess of textures while providing a layout that played like ass. Don't be another DTD. START SMALL. Make a symmetrical duel map or something. Don't push yourself to make a map pretty, make it playable first. I know I'm sounding like a broken record but you gotta believe me.
Take a large step back and look at the material around you.
Analyze what works and what doesn't.
Steal like an artist. (https://d262ilb51hltx0.cloudfront.net/max/1024/1*pcbrcRoIunAZneXLeG__Nw.jpeg)
Roll with the punches. (http://www.urbandictionary.com/define.php?term=roll+with+the+punches)
I can enjoy that you've got a lot of interest, and I seriously don't want to kill that interest. This community needs more good mappers and even people like Lego and Llama are starting to learn what can lead to a good map. If you feel you have potential, don't try to unleash it all at once or you'll end up frustrated when people don't like your works. Keep remaking the same map if you have to. Don't be like Blaze, who never really looks for anything new and seems to just map for the sake of mapping. Don't be like Rozark and focus so much on aesthetics that you forget the definition of the phrase "weapon layout". Don't be like me and assume that just because you've made a new gimmick, you've made a good map. Learn from those mistakes. Please.

Hmm? was there an era where I rejected everyone criticism and got mad that people didn't like my work?  

First things first thank you both of posting. Now to the actual topic, the map pictured is not finished at all. I would be pretty crazy to leave it like that. I am making a brand new map pack because the first one is absolute ass and just bad. thanks to the FTM2 map I finally get open advice and feedback to see what I'm doing wrong (which is alot), I have been also taking lot of notes.
Please, never be afraid to criticize me, I'm all ears at all times.
Title: Re: Preston's Basic Mappack
Post by: BookofDobson on March 13, 2015, 03:50:19 PM
I finished these three maps. I will make more sooner of later