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Messages - Tesseractal

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736
Quote from: "Flandre Scarlet"
Ok so, here's what I will do:

1 - Add two sets of stairs to the outside of the garden, so there are multiple ways to enter the inside other than just the teleporter.
2 - Remove the fences from the roof. They make it suck for zombies.
3 - Change textures.
4 - Add two other corridors linking the entrance of the mansion to the side stairs and the second floor.

Edit:
Ok, thanks to what people did, I'm not fixing anything at all anymore until the community stop being such jerks.
So it's up to you guys.
I'm talking to you, Ken, mrguy and llama.

*sigh*

I don't really give a flying **** what you base your map on; if MM1DW1X had Ronald McDonald textures it'd still be awesome. I only ask this: Don't sacrifice map fluidity to emulate elements of a game. If you want to have a map that reflects a certain idea; that's great. It's great to have a vivid inspiration for a map; it's not great if your vision for a map is so stonewalled that it's not enjoyable. The changes that you listed all sound like they would be improvements if implemented correctly. I was hesitant about providing criticism for CSCM because I was worried that particular mapmakers would make excuses as why they can't improve maps.

Being a martyr for the touhou fandom is not an excuse not to improve a map.

737
MM8BDM Discussion / Re: Adopt a Noob Program!
« on: June 04, 2011, 09:06:27 PM »
Student
IGN: Roc's Creation
Time Zone: Central
Times Available: Summer so... almost anytime. Noonish (10-2) or late (after 7:30) are best though.
Which teacher you would like: Rtist or King Yamato.
Subject: Duel mode. Basically, just a time where we can sit down, relax, and duke it out is good, with any teaching/advice given as necessary. Don't really know if this is still going, but it should be obvious why I'm here. <.<

738
Quote from: "Asd967"
If you fall on the lava, it is pretty much because you got flung off, or strafed right into it. Even if you pay attention to fights, falling on death hazards isn't an issue as long as you remember you're on a fire themed stage with lots of lava. Not paying attention to what might kill you would apply anywhere, and Wind Storm was removed from the map's layout.

Yeah and so I retracted statements about FIRX(not in defense, or anything - I was hesitant about saying it initially). My mind is mangled because I don't register deathpits that contain almost no vertical drop - but it's really only the lava between the ladder/lower floor that I don't really understand. The difference with Air Man only being on Air Man I immediately recognize the deathpits and think "gee, stay really far away from those" on FIRX I had more difficulty. The "long, narrow" deathpit or "death crevices" I see in these remixes tend to bother me. The lava in CTF09 are the red floor textures in bases that the flag can be stuck in; the analogy is irrelevant however.

Now the other reason I'm here - Ring Man X. I hate to attack it viciously, but basically everything about the level design aggravates me. You can shoot through walls, basically making the entire map open. I feel there are unnecessary gaps in this stage - the "bridges" to the center of the middle of each ring feels extra long and because of the jumps, I'm forced to memorize the time-distance of the bridge so that when I'm running backwards, I can make the second jump... then immediately turn around because I have to jump again. It's a lot of platforming and I feel like one jump to the center... would suffice. If you don't want to cut a gap from the center, you could make the teleport in the center instead. Then there's the elevated wall areas. Actually: upon checking, you don't need to jump the second gap in order to clear it running backwards... But I disagree with the weapon spawns here. One of them is star crash and the other is... search snake. Star feels insanely more useful than the snake is. I have the same problem with the teleport weapons. Each time I spawn it's "Oh, ****, I didn't spawn on the side I wanted that has the good weapons" (as this side has Bass replacing Proto as well)


Here if you fall down the center of the "high platforms", you're stuck between a wall and a box with no simple way to get out. Sure, it's better than dying... Here's my problem: The "box"/crate that blocks you inside the center of the map's wall/border: the other two crates don't block your path. This bothers me; it feels like more of an inconsistency and not a clever way of hiding a single-use item (Bass and Proto which are largely dwarfed). I won a DM here with a good size a while back and despite doing so, it was rather arduous to do so. It felt as if in order to get any of the weapons I felt were useful (Top Spin, Magnets, Yamato Spears) I had to teleport spam. That merely aggravates me, and you might say "But Roc, if there were no teleports, you would have to beat spam/rush/footstool and it would take longer!" and it would be true, but it would be more interesting because the other weapons would see more common use (like weapons on the high towers in MM4RIN). As in "as I traverse the entire map to get top spin, maybe I'll use these other weapons on the way to get frags" versus "MUST GET TOP SPIIIIIIINNNNNNN". Like the majority of the maps in the game(or not in the game) you can remove topspin and decentralize the deathmatch a lot, but I like top spin so I won't really suggest that. Having your top spin cut off is very unfortunate.

One saving grace this map has is the presence of flyin' Saku, which instantly brings it up from "total fail" status. But you saku in the center of the map, which... I don't really understand at all. You have all these weapons you have to jump hurrdles to get to but you just hand 'em Saku. This still puzzles for me some reason. The other mystery to me: you have Three large health spawns in the entire map. You want a reason to split the elevated platforms on the edge, put more large health spawns. Or something. It feels lacking in that area(and oddly asymmetrical to have so few large healths). Also I forgot to mention that since the teleporter has the same problem as Dog Man - insanely easy to telefrag, although not as easy because they're technically both one-way teleporters. I would say "raise the teleporter entrance" but then it's possible to get the teleport spawns with saku and.... More importantly, most remixes I would say "be in the vein of the original map" but this map I would say "take the original map and saku it". But anyway, this map has had enough for now. If it weren't for top spin, the weaponset might be interesting. *Sakugarnes away*

739
Played ProtoMan.
1st Match: MM2MET, Proto's pick.
Roc wins 10-0.
2nd Match: MM1DW1, Roc's pick.
Roc wins 10-0.
Frag differential: +20
(click to show/hide)

Played Unfaded Sora.
1st Match: MM5CHA, Roc's pick.
Roc wins 10-5
2nd Match: MM3SNA, Sora's pick.
Sora wins 10-8 (argh)
Frag differential: +3
(no screencaps)

Played Rtist =HASTE=.
1st Match: MM1FIR, Rtist's pick.
Rtist wins 10-5
2nd Match: MM4DC1, Roc's Pick.
Rtist wins 10-9
Frag differential: -6?
Rtist's screencaps
(click to show/hide)

740
Maps / Re: What makes a good ctf map?
« on: June 03, 2011, 11:22:14 PM »
You talk about things that have no place in CTF. I violently oppose Eddie being in any CTF map ever. Here's why: Two players that are of the top skill level in the server get the opposing team's flag. Then they stall and wait for team mates to return to flag. During this time, both flagholders compete for Eddie spawns. As more time passes, it becomes more likely they will get a weapon that increases stalling: Mirror Buster, Skull Barrier, Time Stopper, Leaf Shield, Centaur Flash. Then because most maps are abundant in w-tanks, they never risk losing this item. Getting an OHKO weapon also murders power balance, as any fruit can run into a base and drop Hyper Bombs/Atomic Fire/Top Spin when no one else has it. Atomic Fire actually seems fine to be in the game on its own. And yes, this event has happened numerous times, with one of the above weapons going to Celebi, OJ, or DarkAura and then even *I* couldn't get the flag back. It's insanely common and why I loathe playing on MMCTF07 in particular.

Instead, however, here's a post I made addressing X's issues with CTF.
(click to show/hide)

As for symmetry - I have to go with Yamato on this one. Not perfect mirror symmetry is fine; but the layout of the map needs to be functionally the same. In fact, Savior already does this on Submerged Base because of elec beam spawns - and that's a SINGLE weapon spawn! I'd also agree with pathways- there needs to be more than two, and there needs to be a "separate but connected" - CTF05 is a good example. All the areas are connected, making the map overall feel like a tic-tac-toe grid. CTF05 and 08 are probably the maximum size you want for a CTF map - any larger would promote flag camping, which is very, very, unwanted. ice I feel like you already have a good idea, but other things: I would avoid excessive deathtraps, or "mandatory" deathtraps - Ivory's removed the platforming elements of CTF08 with iteration because people generally fail it. (And I am sad, because I like CTF08) Are you making Tengu Man's stage, ice?

741
Quote from: "Ivory"
Yes you will, good bye LlamaHombre  :ugeek:

I know not everyone likes it, I don't really care. I just aim to please those who do like it. Hence why I spent so much time overhauling the quality with v3.
Also if more people actually tell me WHY they don't like the I-Pack, I can actually work to fix up the problems if they are in fact map problems.

I, actually, prefer the I-pack to CSCMPR. The I-pack maps as whole show more polish and attention to detail. I steal a CSCM mapper's words talking about the I-pack: "They're beautiful." Then you look at CSCM13, 15, and 16. The I-pack generally shows signs of considering what will happen in scenarios in the various maps- and the ones that didn't will most likely in the V3(I was hoping I could use it in this argument, alas...). You don't have things like "Gee, maybe I'll put an M-tank in the center of a map!" such as CSCM15; you have "M-tanks are a huge asset, they should be put in a place hidden or difficult to get to." You DO have a map that uses one texture/tileset and isn't garish, whereas 13 and 15 still generally fail to appeal to the masses' eyes. Plugging Ivory aside, what bothers me about CSCMPR is that my impression is that opinions are only valid in bulk or- "If only one person complains about, it's not an issue." My question CSCMappers is: is that really true ever? Is Ice Man X really a good map because there wasn't a uniform complaint about it? I see that if everyone has a complaint with it, something must be wrong with it. My meaningless, unspecified complaint is: It seems nothing like Ice Man at all; just like Cut Man X; it's nothing more than a Doom-styled map with Mega Man textures. You want to make it less maze-like? Cut off some of the meaningless dead ends, the cuts into walls that are the size of a player's hitbox in length and width; that have no function other than to change the shape of an island into something less closed-looking. I mean:

[_][_]
....[_]
[_][_]
[_]...

Would become

[_][_]
[_][_]
[_][_]
[_][_]

Basically: If the islands had less gaps in them (like the E-tank spawn) there would be less "dead-ends" and in effect, less maze-ness. I can try and explain this better. Now let's talk about Fire Man X. The lower floor is still insanely death heavy. To the point where: jumping haphazardly is simply not safe. It was a problem in Metal Man X, in Bomb Man and Dive Man X(all have been vastly improved), and it's a problem here. I'm sure it has been fixed but it still requires attention. Say the lava flow in MMCTF09 (Wood Man) was fatal. Sure, you could easily evade it with jumping skill. Not everyone is a skilled jumper; I do not think platforming should be the central feature of a map - it's why you don't like Shadow Man X, after all. I still believe the amount of death crevices in Fire Man X are unnecessary in the lower floor. Because jumping shouldn't be your main concern; it should be killing others. I'm almost certain that map's creator isn't a fan of roboenza.

I recall what I said about Fire Man X - for the most part, it's only one crevice that bothers me. It's a bit odd but yes, I was thinking of the old fireman x and not this one.

Now this is a huge map pack to tackle, and I don't really see the CSCM side a whole bit - but there are certain problems I feel that were stated to be in V2, and not addressed. First: I like Blaze's maps. Castle Crashers has improved, I like the added section, but the center area - the teleport pillar - is still effectively a dead zone. In Duel/LMS/etc. styled modes, you cannot effectively get out of there. Using a ladder the only exit is really disastrous for anyone inside. You could justify it saying "Don't go in there in Duel/LMS/etc.!" but do you really want a non-usable area in the map? I don't, and that's why: making the ladder a fan, or a slope, or SOMETHING that isn't painful to use as a ladder. CSCM10 - I don't really like the ice in the map but that's only a minor complaint.

CSCM13 - I'm going to paraphrase Flan when I say "I fixed all those problems". And I paraphrase myself when I said, "Remove the ****ing teleporters that you can see both sides of!" It'd be freaking awesomeone thing if in real life, you could kill someone by obliterating their existence with a gate, but you can't do that. That MUST come off insanely asinine even to the map creator. There are ways to get around this, the easiest being: remove the gate. Alternatively, leave the gate and make that area only accessible from the walls. This would make the area a dead-end without item-1, so add stairs so you can get back up the walls, OR make the teleporter one-way: you can use it to go INSIDE the garden, but not back out. Now you can have your gate and eat it too. The door the mansion... Honestly I see no reason for a teleporter at all, just make it a passable wall. You'd have to try really, really, hard to justify any teleporters inside the mansion at all to me. The inside area being wider/different is an improvement in the least. I can't really tell you're using 8-bit lighting. I don't see why the entire inside of the mansion has to be red, either. You ask: "Why do people think it's confusing/mazelike?" I answer: The textures and the lighting make it difficult to distinguish individual areas from each other. I still say this map has a bit more to go. Don't think you're off easy because you added another texture, or increased the lighting by 20. CMM himself said something like - not using 255 lighting makes 8-bit actors look funny - and it's still the truth. CMM and MRX both learned: sometimes you have to sacrifice elements of a game you're emulating in order to make it more fun - and you might have to do the same.

CSCM14 - Congrats on your linedefs trees, Galaxy. As Noxium showed us, it's possible to stand on the trees *outside*, and not just the ones that are inside. You decide if it's a good or bad thing. Our theory is: godmodding jumping off someone's head.

CSCM15 - The foreground objects (foilage) are a bit excessive, almost to the point that they obscure everything. You don't put pepper ENTIRELY over your meal; just a bit on the sides would be fine. The teleporters - they seem designed to discourage telefragging, but in fact they make it easier because of the walls. There is only one possible entrance direction to each teleporter - making it insanely easy to jump on a tele as someone enters; and easier to block someone who is trying to get out (because they can only go one direction). Possible solutions: Make only one teleporter on each side and don't box it in; put the teleporter at the top of multiple stairs (so people can't drop down from above on it), because it seems you want to prevent telefragging. Also three teleporters just looks funny, kind of like the yellow-greenness of the map. (really, there are less offensive shades of green you can use for grass) Also mentioned: Etank and Mtank placement is wretched, too easily attainable. Hide them better or axe them entirely, I'll say.

CSCM05- I believe this is "strange castle", correct? I'm not sure if it has been brought up: Weapon placement is atrocious. In most balanced maps, weapons with higher damage output/"OP-ness" are put at higher elevations and require more jumping/time to get to. Look at Mirror Buster and C. Eye in MM6MRX. In this map, Hard Knuckle and Mirror Buster on the ground level - with 2 W-tanks no less! - and so almost every other weapon becomes useless. Cutter is in there somewhere but would you really use an 11-hit kill (iirc) weapon over a 2-hit kill? Can you switch to Mirror easily if you're using cutter? No, and you have TONS of high-elevation "Wily" textures that would be great for these items, but are neglected. It's also a tad claustrophobic(again this is minor).

CSCM12 - People haven't figured out that the long jump by the shrine is in fact, a death pit. Just add spikes to it. You could allow people to jump to their deaths and blame it on them, make a stand against incompetence, but you could also add a simple visual cue to curb some of it. Your choice.

Hmm. Somewhere in there, I forgot to brutalize Ring Man X. That'll come later, I guess.

742
Name: Roc's Creation
Timezone: CST
Availability: Since school is over for me, anytime
Contact: Skype - ice--ix or AIM - Kurockbo (rarely)
Projected skill Level: 1st tier (bottom though)

I am taking Tails's spot.

743
Quote from: "Messatsu"
I've been playing around with my Team Assassination code a bit and had a question I wanted to pose.  Without making the captains weaker (the idea is the captain is the team leader, not someone who needs to be escorted), how could this mode be improved?  Right now I'm changing a few small things but am looking for other suggestions.

-Captains won't be selected unless there are 2 members per team.  That way you won't have 1 vs 1 captain fights.
-Captains selection doesn't start till 10 seconds after the round starts.  This is so that more people have time to join and thus can be made captain.
-Alt Fire is now 5 bullets instead of 3 thus freezes the player longer and has a bit randomness to it to make it unreliable over a distance
- Captain's do even less damage to each other (10 damage instead of 20) to encourage them to avoid fighting each other directly.

I'm going to say I like/approve all these things, although the last one I'm unsure about (not sure yet whether it'll be good or bad). Now I haven't been able to play this mode as much, the only problem I had was rounds ending instantly due to captains failing it. You've altered it to make a "ball-saver" effect where it just reselects the captain if it's in the first 30-60 seconds ago. Was it your intent to have rounds end instantly because the captain killed himself(jumped off a cliff/etc.)? When you have rounds end instantly you create a sort of roboenza-like slowness.

Here's my other idea: you could could try picking another captain with LESS health - or say that falling down a pit as a captain respawns him with a 50% MAX hp penalty? Meaning that if he had less than 50% health, he would die. I don't remember if captains are immune to wind storm / ghold right now. That way, captains would still be punished for dying - they couldn't use it as an easy escape, but the rest of the players don't have to lose a round because of captain incompetence. It might not be the best idea, but instant-kill of captains is something I think should be approached.

744
Mega Man Zero 4 High Quality Music Pack

Codes: Just add "X" to the MMZ4 music codes. e.g. Z401X for Esperanto, Z420X for Falling Down.

http://www.mediafire.com/?9zsfc6qinva2e3d

Rockman & Forte Music Looped Pack

Rockman & Forte Music Codes:
(click to show/hide)

http://www.mediafire.com/?734qyy0dikdlaqh

Thanks to Kenkoru for help again.

La Mulana Music Pack

http://www.mediafire.com/?hw5aahp77z08bag

La-Mulana Music Codes:
(click to show/hide)

MEGA MAN X5 & X6 LOOPED MUSIC PACK

http://www.mediafire.com/?zy6ca4ja04c0hm0 (long link)

Thanks to Kenkoru for most of the X5 tracks. (and Yammark. Whoo) Thanks to SaviorSword for buggin' me about this(This one's for you, Sword!).

MMX5 Music Codes:
(click to show/hide)

MEGA MAN X6 Music Codes
(click to show/hide)

Mega Man Zero 3-4 Music (looped)[/url]
http://www.mediafire.com/?p4x7134zdtg0r48 (same mediafire "long" download)

Download here. If link doesn't work, respond and I'll reupload a mediafire one.


All files are looping, ogg vorbis, volume controlled files done by moi.  All files listed are from MMZ3 and MMZ4, and are NOT remastered (as they are most of the time you hear them). Music code is: Z3## and Z4##, with ## being a number 1-23. Stages in mostly chronological order, then boss themes(after all, I can't even remember all the maverick names in Z3... but I can count to 23!)
(click to show/hide)

Here's a link to Cannonball

745
Mega Man Discussion / Re: Favourite NetNavi counterpart?
« on: May 24, 2011, 04:32:03 AM »
Wha-

Seriously?

Bass. Easy. Everything about him screams "badass", whereas a lot of the designs are just freakish, or not too far off. ("Flam" Man, I'm looking at you...) Of course, the same upgrade could be said about Proto Man, but he's always been lame. =P

746
Maps / Re: NEW Map Workshop from TOT
« on: May 22, 2011, 07:22:45 AM »
Quote from: "Tails_Of_Tales"
Quote from: "DTDsphere"
Looks VERY boring. Add more textures.

Well, I'm kinda finished with the map, but I could once I have the time. (It's 12:30 at my area)

Also, (once I edit said map) the next map I have planned will be a remake of Icicle Pyramid from Diddy Kong Racing. I might need some help with it, but I'll find out once I make the first part whether or not i will need help.

Eh? The map's a good start, it just  seems a tad lacking. My main beef - Magnets, E-Tank, and M-tank are FAR too generous and I'd scrap all of them. All of those weapons should be at high elevations or in places that are convoluted to get to; putting them in plain sight encourages farming and is unbalanced.

 My next question - the "center area", so to speak. What's the purpose? You can get up there with item-1, but there's nothing there. No weapons, energy/life, nada. If it's meant to be a wall, make it a wall. If it's meant to be part of the map you just go through as you battle, make it accessible without item-1. (that seems more reasonable to me, this way you could cut item-1 entirely) I also like the idea of adding a hole in the center of tall pillar (Think the Rush Jet spawn in v1c Edge of the Damn/MMCTF09) so you can put an item in there and make that pillar traversable. The map layout is basic but doesn't have any glaring flaws, so you've got room to add depth to the map structure. You could make it FEEL larger by raising the elevated areas into the ceiling, making them true walls that seperate parts of the map (and that way doesn't encourage magnet dominance as much).

Minor thing- if possible, loop the music so that the intro is not played again. The game has two sound files for the final boss (MM10FB1/MM10FB2 iirc) and the first one is the intro, and the second is the loop. You could also just gut the intro so that it loops fine.

747
Mega Man Discussion / AWESOME MEGA MAN ART
« on: May 22, 2011, 06:45:13 AM »
Oh wow! Most of this looks like it could really pass for concept art/sketches! Tengu Man's head looks a little small but that's the only immediate thing that bugged me. really nice.

I like Burner Man's face a lot. It's like you ripped it straight from Zero! =D

748
I actually like all the series, save for one, so it's a bit hard to order them. I'll just go by how much I enjoyed each one (and again, I enjoyed all but one)

-Zero
-MMBN
-ZX

LOVE Zero and ZX for probably having the fastest paced gameplay. BN is an action RPG, my favorite genre, so it goes here for having action based battles and allowing for insane customization(Thousands of weaponsets, choose good or evil, etc.) Zero is the most consistent in that all of the games are high-calibur (and it's a damn good thing they stopped at Z4). BN has a quality dip somewhere in there, and ZXA is a bit lackluster, but the peaks of those series are fantastic if you're into the genre. Really, you shouldn't hate BN for being an action RPG!
---
-X
-Classic
-Star Force

I love these games too but they're just slower. X5+ just bogs down pace with various gimmicks, Classic is hard for me to play now because there's no dash (of course, Rockman & Forte is my  favorite of that bunch). Star Force is a watered down MMBN but has the benefit of online mode (also they push boss difficulty up a bit here) Problem here is quality jumps around a lot here, each series has its own black sheep.
---------
-Legends

Oh god I started Legends 1 and couldn't stand it all. Dunno what it was, really.

749
Maps / Re: my maps of unamazingness.after map pack, what next?
« on: May 22, 2011, 04:36:21 AM »
Quote from: "DTDsphere"
^ User error.
Insightful.

Quote from: "omegazerox12"
it was my first map pack.thats y i said it will be better then this one.but i need a break, and i just started doing maps.

I know! I mean, just look at Ivory's and Mr X's first map packs!

Actually, do that, because they're quite good and you might see some patterns in what people want to see in level design. (The newer versions, of course. Also because that level of sarcasm was unnecessary. <.<)

Quote from: "Tails_Hatsune"
Music wasn't 8-bit. Playing it without 8-bit music in an 8-bit map made it weird. But you can't base maps on music, but really now. Why are all of them BN?

Actually, I think you can. I'll take you up on that statement (that you can't base maps on music) In fact, I was kinda sad the download link was removed because I actually got interested in this when you said it was all BN music. BN music immediately shouts "long flat pathways, bright/electronic/cyber-themed textures, high slopes!" to me. But yeah, 8-bit music is the norm for maps and I explained how to find 8-bit music in a topic titled "8-bit music" if that's an issue for omegazerox12.

Quote from: "Tails_Hatsune"
- Eyesores. The textures don't match at all. And how many damn airman tiles do you need?!

Well, airman textures are the default tileset in DBII, so this means they were left unchanged. (It's unfortunate because Air Man tiles are rather disgusting. There's a reason Ivory didn't use them in Sky Way with all the other "Wind robot masters" and he acknowledges it himself). The other thing is that textures need to be set at a power(I think that's the right word) of 32x32 or so or they won't "fit" correctly. Problems like these can probably be attributed to attention to detail - you can't just throw down a map layout and call it a map; you also have adjust sector heights and all that nonsense and make it fluid. (this area applies to omegazerox12- It's great that you want to make maps, however disappointed you may be, disapproval of the maps is MORE of a sign that a v1b [god I hate that version naming system] would be necessary. It's much easier to work with a base, provided the base has some existing fundamental concepts for good mapping. Where to go with this is up to you, of course, but I'd say a narrower focus would produce better maps. )

EDIT: So I looked at the maps. You're missing some fundamental concepts, so I'll say some things that are absolutely necessary to pass this off as high-quality. Let's start:

-Loop the music using Audacity.
-Don't use Air Man, or diagonal textures.
-Don't use textures in non-multiples of 32x32. This causes textures like the Wily ones in the first map; they don't line up and aren't even at all. This and the above look sloppy.
-Don't make a flat, open area that large. To get from one wall to the other I had to cheat for a wavebike because it took a year. Flat AND open areas are really bad. Look at Ice Man - it's open, but it's got different sectors and elevations in it. Look at Cut Man - it's flat, but it's very closed and dense / areas are blocked from each other well. Flat, open, and large a good map do not make.
-Don't put an item spawn in a wall. EVER.
-Put a good deal of space between weapon spawns. It should take a few seconds to get from one weapon to another; 5-10 should suffice.
-Don't leave huge graphical glitches in maps. In 01 I could see through the floor, through the edge where a wall and floor met, as well. 01 was largely unplayable because of this.
-Divide the map into multiple "areas" through the use of sectors, and make them distinguishable by assigning textures to that area. If you can't tell where you are in a map from the textures or layout, it hurts fluidity a lot.
-The ceiling are really glaring. You usually don't want a constant ceiling height, or floor textures on the ceiling, or even the ceiling to be as noticible as it is.

Basically, the map designs do not really resemble maps as much as they do debug rooms. Try and emulate older map designs; don't feel bad! Then branch out and do more original stuff and adding in gimmicks and map elements of your own style. Right now you're presenting an incomplete skeleton of a map - it's not ready for release, and holding them back is probably a good idea.

750
Maps / Re: 8-Bit Music
« on: May 17, 2011, 09:17:39 PM »
The easiest way to download it off the internet is to find a download link somewhere- usually it'll be in .mp3 or .midi format. To make it loop and convert it into the .ogg format (which is what the official maps are) use Audacity (or some other sound editing program iirc). If you can't find the music online, you can find it on youtube and find a site that downloads youtube videos then just rip the audio. You can also rip the audio from an NES game(which are in 8-bit) using an NES emulator to get the .nsf files (these have to be converted to something else, preferable .ogg to be used in skulltag- also I don't really know how to do this). Anything made in *Famitracker* will be in 8-bit(.nsf files), so look for those. If the music sounds like garbage, it's probably GSXCC (and not 8-bit. usually youtube comments will give it away)- and NEVER, NEVER, NEVER use GSXCC music in your maps. You'll receive scorn of the earth for a very long time. (actually, you'll just have to replace it with something else that doesn't have horrible sound quality)

But yeah, this could go in skins/bots instead.

edit: I *think* I hit what you were covering. In case I didn't,

viewtopic.php?f=30&t=1634&hilit=create

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