
This will blow people's minds off.
So, mind sharing some details? I don't see anything different in this map. Did you fix item placement? E-tank/M-tank locations changed at all? Symmetrical weapon spawns (Quick/Shadow) altered at all? I would really disappointed if you made a big deal of something like changing the floor textures.
I got some complains about the trees in chaotischer garten map. I'm in it. As for now there will be new sectors for zombies. I know it would be more easy to camp at the trees. but whatever.
No. No, no, no. Messatsu has altered
his game mode for
your map. Do not try and do it the other way around. Do not alter your map for Roboenza. That will only produce amateur maps. Messatsu raised the alternate fire of zombies so that the trees are accessible. Right now, the outside trees only being accessible in Roboenza is preferable. I would prefer the trees outside remaining inaccessible in non-Roboenza and not made easier to access in Roboenza.
That MM6TOMX looks huge! Ivory huge potentially. No offense to Ivory, but that's how I describe maps that are THAT big. I can see that the map is designed for vanilla Death Matches, but consider other modes while makin' the map.
Ivory does not make maps of this size. In terms of length and width, I do not believe Ivory has created a map even half the total area of MM6TOMX. I have not checked Doom Builder for specifications to my point; I do not believe they are necessary, and one who does seeks to win an argument for a meaningless cause.
That same problem happened to me, knux. If you see MM1DW1X, actually it has almost the half (Or more) of the size than it has before (And it is still big).
Just imagine Roboenza mode there, or MegaManMafia.
Unfortunately, yes. Sometimes even great mapmakers can get caught in an undertow of criticism and, in the spirit of hardwork, saw off elements of their map with a bloodied butcher knife just as easily as they created them, in the same attitude you would cut corners off of a Rembrandt in the name conservation of space. I prefer to avoid stifling of creative design whenever possible. "Downsizing" a map is merely an
easy solution to a common map problem: slow fluidity. Ivory's original ten are small in appearance compared to MM6TOMX. Some people who view MM6TOMX will be daunted simply by the open spaces present. People who play the map, by contrast, will see that transition between areas are smooth and open, allowing for mass transit between areas. The original Ivory maps contained elements designed to slow down movement: Tall staircases, long death pit areas, and large elevation changes. The updated Ivory maps did not see great or massive size reduction; in fact, some were even expanded. The problem of "the maps are too big" was largely eliminated by
time-consuming elements being reduced or eliminated. My understanding is that when Ivory realized the original IDM04 was simply a giant time wasting map, the map was destroyed (er, the map's life had come to a conclusion). The same occurred with the outside of IDM08. The elements of maps that were large but "clunky" or harder to get through were reduced, with original map design left in tact.
I do not consider the new layout of MM1DW1X nearly as captivating or innovative as it originally was, I do not support a map being chopped to pieces and I would not advise anyone to edit a map in the same way. I would instead advise what remains of MM1DW1X to be left as is.
I will now imagine MM6TOMX in Roboenza. Actually, Rage Roboenza because vanilla roboenza would be a disaster. In Rage, a group of survivors wander around aimlessly looking for a place to camp. At first, the center area will be popular because it contains the highest elevations. They will get caught because it's open and in plain sight. Then, the "clever" campers will try and find places that obscure the height of the Mega Man (or whatever generic enemy skin that was churned out), such as the bizarre "pink ramp" anomaly, or the flame blast spawn. If zombies caught are smart and enable OpenGL, they can simply snipe them from above, or the Softwearers will just rely on trapping them in a corner. Traversing the map is a fairly simple exercise due to implementation of slopes(or "Doom Stairs") which means that entering and exiting areas is fairly simple and not time-consuming. As a human, I was able to scale about 70-80% of the map in 90 seconds. As a human! Zombies are faster, and as such I would able to climb the "teleport" area (which I did not) and the area of the map and the zone I did not search in the 90 seconds was the "pink ramp" area which Knux rightfully considered condensing.
Oh ho! I am not simply stating this to condemn the map-butchers. There are areas where a map may be condensed without losing design. I would support the pink ramp zone being condensed - basically, the entire outer area being knocked off (anything past the large square/aka beyond the flame blast spawn walls) as that kind of area is simply padding, and because the pink textures are mildly hideous. See, a map that is too large and requires too much time to get through - is Centaur Remixed, and THAT is a map that is in much more desperate need of size reductions, if you want to talk about RageRoboenza. Instead, I don't care about Rage Roboenza. Do not alter your maps for Roboenza.
Or for Mega Man Mafia, which has nothing to do with Mafia and has had its existence as a fad game mode that will not see much public attention without serious private attention (e.g. work) paid to the game mode first.