Yes you will, good bye LlamaHombre 
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:
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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.