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Messages - Tesseractal

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781
Skins & Bots etc / Re: Megaman x2 music WAD (updated!)
« on: May 01, 2011, 05:56:17 AM »
X-Hunter stage themes & Intro theme, please? Sigma boss music would also be good.

782
Quote from: "Jack Corvus"
Hardman needs a nerf. Why? I'll tell you why.
He's a bit slower than Megaman, with a near death weapon, which has a big hitbox, he has a stun (to make sure the near death weapon hits) and to top is all off he has alot of armour thus rendering him the most annoying thing to kill. Sure he's looks like a freaking tank, but shouldn't he be slow? I mean, he's faster than Yamatoman? What sense does that make? What's more annoying is that he is resistant to everything. He kills Topman in 1 hit, he is immune to Flashman's Time Stopper, magnets are not attracted to him and most of the time he just won't die. I'm sick and tired of always being killed by a Hardman and then being unable to kill it no matter had I try.

Suggested fix: Switch Yamatoman's and Hardman's speed and nerf the Hard Knuckle damage a wee bit.

Inb4 this post is ignored.
I agree with all of this, and SSW. (Quoting it again so it isn't ignored) Still going to push for an ammo recharge buff for Wave. (I don't really consider him usable as he is now)

783
Mega Man Discussion / Re: Favorite robot master from each game.
« on: April 27, 2011, 03:52:48 AM »
MM1: Elec Man
MM2: Flash Man
MM3: Gemini Man
MM4: Pharoah Man (mainly for RM4:MI, otherwise these are pretty forgettable)
MM5: Gyro Man (This game has the most "winning designs" IMO for rms. Didn't really save the stage design, tho... >.>)
MM6: Yamato Man
MM7: Junk Man
MM8: Tengu Man
R&F: Ground Man (Favorite RM ever)
RMK: Enker
MMV: Pluto

I'm not really sure MM6 qualifies as "stereotypical" but you might be looking for "archetypical warriors". 'Cept Blizzard/Plant for the lawls and Wind is just the oddball of the bunch.

784
Help & Editing / Re: Map Editing Question
« on: April 27, 2011, 02:07:59 AM »
Quote from: "Tails_Of_Tales"
Quote from: "CutmanMike"
Oblige is used for singleplayer map layouts, which (currently) MM8BDM has no business with really.

Although that is true, I have found that going into Doom Builder and making more spawns would help. lol.

You're looking at it the wrong way. Using it for conventional modes is out - it'll be much harder to distinguish good, handmade maps from the autogenerator and you don't want that. However - I'm not familiar with Doom, but I assume the single-player maps are linear. I doubt Doom functions in a objective/campaign based maps, but it sounds like a long linear map would be great for Invasion. (they want like 30 maps or so and who wants to make maps for a non-standard game mode?)

Not to bash the Invasion project, I'm just saying "massive map total" seems to fit the bill for something like this.

785
Maps / Re: Ryuga_Knight's House of Maps (new Ryuga Map pack V3 up!)
« on: April 26, 2011, 04:26:36 AM »
Quote from: "Ryuga_knight"
RYUMAPPACK_V3 IS NOW UP! 2 NEW MAPS and 1 REDONE MAP!

RYU01- So far, the most difficult weapons to get here are Rain Flush and Water Wave. With Top Spin present, they hardly
even matter. Leaf Shield makes more weapons useless as the game literally would turn into "Leaf Shield / Metal Blade / Top Spin" as weapons that COULD be useful (like Knuckle or Knight Crush) are just thrown out. Also remember that in v1c, Leaf Shield/ Ballade Cracker cancelling was THE SCORN OF THE EARTH (see: it lead to stalling in duels) and put them next to eachother and an etank is just... a bit much. Without Leaf Shield, weapons like water wave/snake might become useful. As of now not really, because I just grab Leaf, Spin, and Bass/Metal and just steamroll with those. Consider Power Stone here and not... Saku. Magnet Missiles would also work really well here, but then you might need to keep Leaf Shield. I would just recommend against the e-tank in general.

As for map design - it's bland, but not because it's "TRAININGGROUND" (add a space in map name) - you want BASIC, not bland. Add a bit more division in the main area to separate it some so it doesn't feel like one screen. In fact, a giant divisor of some kind - wall, gorge, whatever to make two sectors would probably help you. If not that, add more "platforms" to provide for a little more cover.

Immediate fix: Add "block monsters" linedefs. (something like this, check an official map if it's not the exact command) You need to be able to stop bots from walking into pits. Example: MM4DC1 has spikes; bots don't walk into the spikes because of block monsters linedef. This doesn't apply to the first map but to most of them, so... do it.

RYU02: Weapon placement is a bit better here, minus Gyro Attack. You work so hard to stumble into a secret room to get.. the almighty Gyro Attack? Unfortunately, in v1d Loneyou have lost use of your full cancelling powers. What WOULD make sense is Grystal Eye, Top Spin(in one stage that involves ninjas Top Spin is absent?), Atomic Fire, etc. but you throw in Crystal Eye. I also was unable to get Eddie here- upon landing after the jump, I died instantly (regardless if I hit the edge or the wall of the alcove). The Metal Blade spawn- you can't go back into the hallway without crouching (which is disabled 90% of the time) so that passage needs to be raised. The main problem in this map is the long, tall ceilings. They simply take too long to get through as they're uninteresting at the moment. Shrink them a great deal, unless the intent of the map is "walk down hallways for a long time; accidently fall into pits/lasers/etc."

RYU03: Ooh, now we have an interesting map(despite it being the first). I would argue against the "too many power weps" and instead argue: too many power weapons at ground level/odd places. I spawn and get: Mirror Buster, Spark Shock, and Sakugarne. What's wrong with this? Sakugarne is customarily hidden as an "easter egg" weapon - it's in MMCTF05 and I didn't know about it for months (scary, I know. this is before I was Roc olo. Same with the Mirror Buster spawn in MM6MRX). Napalm's current spot seems like a much better location for Atomic, Saku, or Mirror; but Saku and Mirror desperately want to be more hidden. This map is screamimg "ADD SKULL BARRIER!" because if you give it to yourself, there are actually two "lava pathways" (one of them with the yashichi) that you can traverse between rooms. Now instead of adding a gimmick like the yash, you can add Mirror Buster in a corridor that branches off a lava tunnel! (or Mtank!) and now you've got a cool gimmick. (I LOOKED for the skull barrier here) Oh yeah, make sure Skull Barrier is hidden at well. In fact, that's your problem: pretty much no weapon is out of the way from a spawn at all, except Napalm... which makes no sense. "Easy to get" weapons would be things like: tomahawks, shadow blades, snakes, pharoah shot, star crash, gemini lasers(which would fit here), quick boomerangs, etc. "moderate-power weapons" and your "high-power weapons" like napalm, RMkiller weapons go away.

part 2!: This map seems to lack a "central focus area" that allows for a great deal of fighting. It can have more than one(most symmetrical maps do) but right now everything feels like a hallway or transition spot. Imagine if Darkman's castle was all crowded stairs - you'd struggle to engage in a battle at all! Expanding some of the rooms such as the "protoman/item-1" room would allow for powerups to be hidden/dispersed a bit more easily (i'd suggest axing proto or bass, as well as Arm to due to probable uselessness here). This map, ironically I see as having the most potential / best layout so far (despite it being your first). Work on the "32x32" thing - does that apply here? Iron out inconsistencies (in the teleporter spawn across from Napalm, you can jump on one of the elevated rock platforms but not the others - this makes no sense) and perhaps make it a little more dynamic and wily. (har) Also perhaps look into gimmicks like bridges, firetraps, and such - this map is such a good start! In fact, as a reward I'll give you this 8-bit music freebie. New music would be appreciated heavily for these maps, btw.

part 3!: Too much lava between platforms. The amount of lava is fine; the platforms need to be continguous. What will happen here is: minor lag/knockback from enemies: needless deaths. Connect the dots a bit more, man! You don't want this to be a remix map, do you!?!? (increase size by about 1000% and you might. Dohoho. I'm far too kind to remix maps. In jest, of course. ;D This is more important, forget that I put it at part 3. needless deaths ARE REALLY BAD!

RYU04: I assume this is a joke map... If not, charge kick AT THE LEAST would be necessary to uh, get around. It's as large as it is pointless. It's like if you took Skull Castle Entrance, stripped 80% of the content and then quintupled the size. I would recommend not progressing with this map.

RYU05: This is the opposite of RYU03: Too much "large open areas" and not enough sub-areas. Mixing this map style with O3's would be good, but you ahve to remember: water stages are SLOW. I hate them, and fundamentally you need to add "power weapons" to help speed it up. Charge Kick for mobility; you have bass for buster spam. Air Shooter is good but you want more power weapons here: Gravity Hold would help a lot (olololo) as would tomahawks, blades, blades, knight crush, magnets, blades, and so on(these are just suggestions). Also the ceilings bug me a bit- are you using 32x32? Look at CMM's topic; iirc it mentions this. So far these maps greatly lack a "mega man feel" or at the least the feel set by the official/Ivory maps that you want to get recognition. (X's original feel on the other hand is good enough to stand on it's own. Map philosophies don't really belong here right now, though <.<) I in part blame it on ceilings and hallways that are too long. (also not enough Slumps; remember most halls in previous maps involve a turn quickly. You want a map with long halls, sure, but very few, and it make it a castle. Knight Man probably has the longest halls I can think of).

RYU06: I assume this is another joke map, or in the "5% finished" stage. You have... spark shock, mirror, and dust crusher. What?!? How can you possibly expect to have a deathmatch if Mirror Buster is your strongest weapon!?! For one, Mirror Buster is hidden because Bots have infinite ammo. (Bots with mirror buster are huge lulz). The other thing being: no interaction between worlds, and I'm not really getting the "shrunk world" besides that my eyes hurt a little. Etank is also in plain sight and this is deplorable. This could be a cool concept but right now it's not even bare bones.

RYU07: YES I ALWAYS WANTED TO PLAY ON A STAGE THAT REMINDS ME OF ONE OF MY HATED TLMS OPPONENTS, GYROMAN! This is the best map since 03- you have a good deal of expressing a theme here (park/playground). One: I LOATHE any sort of powerup spawn being next to something else. It doesn't look symmetrical, and this is the Etank/Starcrash. Etank has to go, because ETANKS ARE NOT NECESSARY FOR A DM STAGE AND NEED TO BE HIDDEN. (that's a basic pointer, I yapped at X for it too for XDM04. Dun feel bad) The water bothers me here: add spikes into the water (frankly, the cones are not enough) but WHY IS WATER WAVE SO VALUED!?!? It's got weapon energy comparable to crash bombs(e.g. far too high consuming to be useful). What's another stage that has a weapon surrounded by a deathpit? That's right, MM6YAM, and the weapon is Atomic Fire. (which is kinda silly because you have cutter sometimes... ah well) It's not terribly difficult to get but I worry that fps slowdown/lag would cause trouble online.  Next: The maze needs to be a little wider; right now it's "bumpy" and you can't get through it without hitting walls. A lot. I'd personally make the trees here transparent (a la CSCM04) to add a gimmick. Gimmicks would help these maps, yo BUT NOT THINGS LIKE THE RANDOM DEATHPIT IN RYU01. Those are no good. IMO Star Crash / Top Spin is a bad mix and I feel top spin is unnecessary here- Top Spin makes things one-sided VERY quickly. Another power weapon would suffice. Cutter? Thawks? I dunno. You figure that one out. =P

Also: WHY DOES THE MUSIC RANDOMLY CHANGE TO DRILLMAN. I had it happen on another map (RYU01 I think) and this reeks of "unfound bug!" - the music randomly changes to DrillMan here, and I liked my R&F Tengu Man playing in the background, and then you just through in tenguman. No good. :<

RYU08: What is this, dawg? We get to a map that needs top spin and you lack it. That's all I'm gonna say here. I would say "larger boats, smaller lakes" and make the boats form a circle or connect them SOMEHOW so that you can't get very far past the boats, imo. Bigger boats = more fighting on land, which is good. Weapon set could also use tweaking here - get creative, I'm running out of ideas here. Immediate ideas though are: Top Spin, axe etank, Hyper Bombs (if they work on water, I forget) and so on.

Anyway soak that in if you want, the majority the maps (EXCEPT O3 and O7) seem to lack a finished theme (05's execution is lost due to absurd size). Here's one thing I'm noticing: it seems you like to add weapons that reflect stage design, like putting water waves in water, or power stone in stones. I'm against this; I feel it pigeonholes weapons into places where they are not actually useful. Make the stage, then say "what weapon would be useful?" then: "how useful is this weapon? The more useful weapons I'll make harder to get directly from spawns" generally and then "if this weapon is god-crushing, make it really convoluted to get to!"and if you want I can apply this to EXISTING maps for examples (if you try to do this, you'll see it a lot). Take Snakeman: Needle Cannon, Blade, Napalm on "ground" - Bass, Star Crash, Snakes require jumping to get to (tier-2 weapons), Rainflush, Fire Blast, etank require extensive climbing (tier-3). Weapon tiering- think about it in terms of weapon placement. In order of "maps that could be refurbished into something really good" - start with 03, 07, and 05, with 01 and 02 being slightly meh-ish and possible but would require more diversity. The others I would throw out or consider needing 98% additions to make a map. I would like new music as well(I'm a stickler for this, but I can help if you want).

786
Maps / Re: Gummywormz's Maps (Oh god another map pack)
« on: April 24, 2011, 04:54:03 PM »
Bah. If I wanted to play a "giant flat circle" map, I'd use the old CSCMP.

Some of these maps might play well, but as said they're bland and not imaginative. Also the water map I see as being overly massive - getting around in a water map is SLOW.

787
Projects & Creative / Re: Mr. X's X Pack and stuff (New Music Pack)
« on: April 24, 2011, 04:06:20 PM »
Quote from: "Mr. X"
(click to show/hide)
Heh. We've got the two mapmaker giants working on a Plant-texture map? XD The comparison will be fun. I assume the water will be "shallow", yes? But anyway - The Sand Sea changes SOUND like something I was looking for (felt the interior parts weren't flshed out), Rolling Cutter is good, and so on.

Anyway, the real reason I'm here. This "Path to the Truth" might interest you a bit. (see, I didn't even recognize the version you have at all, even despite having the original song binded to W! It was so grating I assumed it had to be a Sonic track, har) I suggest listening to that version and your version back to back and seeing what you like.

788
Mega Man Discussion / Re: Mm8bdm Mega Man Game
« on: April 09, 2011, 05:52:19 PM »
Quote from: "SaviorSword"
A few things to say.

Randemz is -Ranran, so ya'll gotta replace him with someone. Now no offense to Tess (Roc's Creation), but I think he should be replaced by Messatu. You certainly can NOT say Mess is not notable member of this community. I can say the best solution to this problem is to put Tess(Roc) as the 3rd -Ranran boss and make Mess a Robot Master.

Now from here on out is more hypothetical stuff.
If this was not a MM7FC hack but instead was a fan-game built from ground up, then I would design my own stage and such if I get a tile set up and runnin'. Also (again hypothetically) what would be the difficultly of the game? Would it be Rockman No Consistency or MegaMari Hard or somethin' easier?
I agree only because Mess is the only person I said "wha? why's Mess not in there?" (well,  besides maybe DarkAura, and I'd prefer being replaced by Muzaru >.>) and because I feel the "not notable member" comments are directed at me(although I am certainly more notable than the people saying thus). Also if this is a MM7 Mod, it would be ironic not to include Turbo as.... Turboman. >.>

Also the Wily bosses list is funny, and probably going to be weird because no one here is really villainous besides Ran(or maybe Tsuki). Lonewolf absolutely must be Bass though. rTist's original post is comedic gold with his cancelling powers. Also amusing would be to include "Ran" (the character from Bob & George MM Comic) as a sprite for -RanRan, or two of them on top of eachother.

Other thing: People need to stop calling random stuff. This game designer's not gonna look through this topic and go "Yeah, I'll include an easter egg/gimmick for every Cutstuff member!" I'm not calling anyone out or try to diminish someone's noteworthiness, but if you're not immediately recognizable to most of Cutstuff, you're not guaranteed to get in. (and that applies to some of the others, too)

789
MM8BDM Discussion / Re: Bot Apocalypse
« on: April 09, 2011, 05:47:03 AM »
NEW IDEA

We discussed this earlier on Apocalypse.

"NOHOPE should be playing."
"What if SSW adds NOHOPE to the game mod?"

Genius! Basically, when only one human is left, trigger alternative usage. Personally I think the NOHOPE theme is great but anything menacing should take the cake. It's a nice touch you should be able to throw in relatively simply. (I hope. Er, NOHOPE)

790
Projects & Creative / Re: [Mod] Rage Roboenza
« on: April 09, 2011, 02:19:40 AM »
Quote from: "tsukiyomaru0"
Quote from: "Galaxy"
Quote from: "Galaxy"
tsukiyomaru0, Then don't download something with the word "Rage" on his title. Wanna hide? go to normal roboenza, then.
It is dead and you know it is.

It's because people down't want slowbroenza (har) and you know it as well.

@Mess: I think the problem is that the Alpha Zombie is weak, but the minions are stronger, giving you conflicting messages. My experience is that the Alpha is easily overpowered(which I suggest regenrune, HP buff, anything)

791
Quote from: "Messatsu"
Man, people have a complete hate for symmetry.  As not to rehash previous discussions, yes I know it's boring.  There are two things to keep in mind here though.  The remixed maps were not originally going to be part of the CSCM pack, so yes, CSCM01 and MM1CUTX do share some similarities but I would argue they're not exactly the same.  Also, in most cases the maps reflect their original map style.  So MM1CUTX is symmetrical because the original was.  MM4DC1X is not symmetrical because the original was not.  This is just something I chose to go with when designing my maps and it's fine if you disagree with it. (Though, of course, I hate you with the ..um...energy of 1000 suns...yup, that's it).  

I, like Kapus, do not hate on symmetry. I believe there is actually good and bad symmetry. What's "bad symmetry"? Think weapon placement. If weapons are symmetrically in opposite places from each other... that's lame. (yes, it happens in Heat Man. I don't like it there either) What's "good symmetry"? Well, ladder placement is one. Having a single ladder can get frustating in large matches. When dual ladders show up in Flame Man, Crash Man, etc. that's good. (and invisible ladders are even better! dohoho) To me, MM1CUTX *should* be symmetrical, and the map ISN'T exactly the same as CSCM01- but it resembles CSCM01 more than the actual MM1CUT. *That's* what irks me greatly. If it were called say.... CSCM05X, I would be less miffed. It's really the presentation. You want a Doom Map Pack, call it that and I'd be fine. (and so on. Again, I appreciate the work put into the mapmaking to begin with and am not trying to diminish your ability)

Quote from: "Messatsu"
As for Dive Man, I guess I could close that gap between the buildings, but in testing I found that falling in there was more a move of carelessness than an unavoidable trap.  Has anyone else found it to be a problem?  (Yes I'm sorry about the symmetry in that map, you can chalk that one up to lazyness.  Might fix that one up in the future.)

Again the symmetry is not an issue, imo. I feel that the deathpits aren't menacing- they're needless, and the map becomes needlessly deathprone. Imagine if Snake Man's map had deathpits or say... DEATHSPIKES between every sector/room. You could dodge them, and so could I, but it'd make the map look like a string of islands and it'd feel tacky or "needless". Right now the map looks like a string of islands, and I think connecting them would make it look more polish. (You may disagree with this, but if you do, polish it up somehow. It'll help your cause/reduce complaints)

@Mr. X: The original MM4 Dive Man stage DID have death pits- In fact, near the Moby. The original level had more spikes than death pits iirc, and it was NOT a long string of islands. <.<

792
Well, well. This is a bit more than I expected. It's come a long way from DW_DM, eh? I have yet to "soak in" the magnitude of such an expansive pack at the moment, so I will wait until I've had a bit of time with each map before I start raising points. Except one.

MM1CUTX. It's exactly like CSCM01. I hate to say "have you no shame, Messatsu" but... Have you no shame? Or it reeks of a quality that says something like "I'm not going to deviate beyond one map design, a giant freaking ring with a teleport in it". As I said before, I want to bring no harm to your mapmaking ability - that's fine, but the idea that the first remix map of a project is based off DM_DW1 - it's a bit sour, and I'll leave it at that for now.

Oh and the other thing. Make a freaking contiguous platform layout! This problem is horrible in: DIVX, BOMX, a little less horrible in: FIRX, NAPX. What do I mean? In DivemanX it's the worst, it's possible to miss/mistime a jump slightly and fall off a platform into a narrow death pit between two land masses. Ideally, I do not envision any map being a giant floating series of platforms. Leave that to Gyro Man/IDM03/other troll maps. Connect the maps, put your death pits on the end if you have to, but even MM4DRI has blackspace on the end and there's no deathpits added. In fact, I say having a death pit in a water stage really makes no sense at all, but whatever. There seems to be some craze with deathpits going around(I suggested in jest adding them to Flan's map on the edges of the roof/garden), but "death crevices" need to go.

I do like the general feel of the maps: steroid, supersized versions. What I want to remind you mapdevs: A lot of the level design in the in-game level is present in the 8BDM counterpart(see: firetraps for FireMan, as an example) and any elements of the NES version you can carry over is great. I give props to the "clone machine" tiles in MM1DW1X. That's what I'm talking about. Those are good.

793
Projects & Creative / Re: [Mod] Rage Roboenza
« on: April 06, 2011, 03:45:51 AM »
Have you considered giving RegenRune to *just* the Alpha? it might protect him from being gimped/mobbed/etc. and he dies the fastest anyway(from time).

794
Hoping my feedback's worth something, I'm going to rank the v2 Ivory maps in order of preference, starting with the top. I'll include things I liked/didn't like, and then afterwards I'll hit up the new MMCTF08 with some comments.

#1: IDM10

Easily my favorite of the bunch. Weapon choice/placement is excellent, the textures are good and I could totally pass this for an official Napalm Man stage. Battling is a bit focused toward the teleporter room and the room it teleports to - the "open brown" area, and that's not too bad. This is in part because the blue hallways are slightly tricky to navigate through - they feel narrow and slightly confusing, and I've sometimes had trouble remembering which hallway I'm in.  (remember this is only a minor problem) The big gap next to the teleporter also feels "empty", like it could contain something besides an open pit. You really only go into the pit by missing a Charge Kick; it's not really a threat on its own. Maybe a bridge or something? That's really more of a discretion call(as I said, it's not bad how it is now). The teleporter split is also *very nice*- I don't know how it works, but it seems to prevent telefrags(I've never seen one here, which is good) and dampen telecamping. In fact the only thing that really bothers me is the "dead end" rooms, although I suppose that can't be avoided(without a teleporter, really).

#3: IDM09

Another map that I feel is really well-rounded. The difference in the water's lethality(one kills, one's open) has confused a few people, but I'm fine with it and feel that's their problem. =P The underwater area is my only concern - like the big hole in IDM10, it's really naked, and so entering that area loses interest and it becomes a "passing area" which I'm not too fond of it. Or a hiding area, which is equally lame. It could be spiced up with a weapon, some energy drops, ice on the floor(this would be neat imo), something that can bring in focus. Right now the focus is in the "Cossack Room" but that's fine as it is. Weapon choices are also great here, the only thing to me being that Crystal Eye, Freeze Cracker, and Ring Boomerang(to a lesser extent) has a tinge of redundancy. The e-tank/mtank placement also confuses me- as it is , the mtank is easier to get. Going after the etank makes you a sitting duck for enemy fire; the mtank is a quick escape although I LIKE that corridor (it seems like a nod to Mess's infamous chimney, intentional or not). Personally I think the mtank could go, no problem, but it's a discretion thing.

Also, you can do better with the music. LOTS of good ice-themes out there. Go for it.

#2: IDM02
Another map that's pretty balanced and imo passes as a "GB Elec Man map". I like this map a lot, don't let 3rd place fool you. It's very fluid, the size feels right for even a moderate size DM,  weapon choice is great/weapons placed well. Saku's got a nice spot, so does Rain Flush, and some weapon combos that are original (like Rain + Cutter + Stone + Saku + Star!). The "Search Snake" pit (near Rush Coil) is really deep down and while it's nice for Search Snakes, it makes getting out of the area tricky. And as a recurring theme, being difficult to navigate takes focus away from the area, which you may or may not want. You might want that area being a pit to slow down traffic, but I'm a bit impatient as far as things like that go(wait until he with map 10). Quick Boomerang's placement also feels funny - it's a bit easy to get "gimped" (or stopped in midjump and die, SSB-style) for what's only a moderate power weapon in this setting. I'm not real sure what to do with it, though. But imo design-wise this map actually beats out the others. In fact, screw it- I'm bumping this map up to #2 while writing it because I like it that much. =)

#4: IDM07

This map is pretty fluid. Main problem: Leaving the underwater/knight crush area is very difficult. it needs two slow, underwater jumps to get on the pillar, then out of the water, and then up stairs. Something could remedy this. The knight crush nerf also really hurts this map, because as great as Triple Blade is, it turns battles incredibly one-sided. You spawn and someone has it; you're done even if you have some good footwork. (I am aware you did not code this weapon, and it's not a bad weapon either, it just lacks real counters here) The other weapons have their good points, but in the face of Triple Blade it's a bit of wasted effort sometimes in terms of raw damaging power. The Freeze Cracker is kind of... random in this setting, but I don't have any better suggestions at the moment.

-Ah, stairs added. Well, this map's got one major issue fixed. Thumbs up to that choice.

#5: IDM05

It has potential! This infamous map is called "trollish" and the reason is obvious: it trolls you a lot, and you can see self-deaths rackup like on WaveMan's stage in the wrong hands. This does not bother me. Most of them can be avoided with some good reason. I like weapon placements here, so here's my problem: 1) The quicklasers in Spark Shot room. They're bloody fast, and I've NEVER crossed them. 2) The darkness room. It's overkill. What do those two things do? Since I'm inept at crossing them, they turn into deadends and now you have a map that's split in two places, which becomes bothersome. The quicklasers you don't have a whole lot of flexibility, but the darkness could be tampered (so it's not as frequent? or not there? the death pit is menacing enough) so it doesn't feel like the map is jammed. But imo weapons/player concentrations spread real well. I still enjoy being the only one to get Screw Crushers. :)

In the eddie room: (image below) incase image fails: It's possible to stand on the spike pit on the VERY EDGE without dying. Not sure if intended.


edit: So it's gonna get softened, huh? Not a bad move at all. It could be a little more user-friendly.

#6: IDM01
This map grew on me at first. The size is great for smaller matches and it's fairly fluid, with not one area taking too much focus(you'll see action concentrate outside the Knight Crush area but that's fine). The only problem: weapon choice here is a bit wonky. Weapons like Gemini, Charge, Snakes, & Drill become totally overshadowed. You've got SuperArm, Crush, and Spears competing for massive damage output but then leaf shield comes in, and you're stuck. The only piercing weapon is Centaur Flash and Proto. Proto's a bit of a nightmare to get to, as I personally hate "dead ends". So like in Centaur Man, it becomes a bit of contest to stockpile W-tanks and go on a Centaur rage to kill leafshielders. It's not too bad but it hurts because the map isn't very "deep" and so the power weapons are just floating around. Also the Tango Rush at the end of the waterfall- is that supposed to be accessible via crouching? I've never really understood it.

#7: IDM06

Your "large map penchant" is beginning to show a little bit. It's fairly easy to get around, I disagree with some of the "one-way" areas (mainly conveyor belts) but they're forgivable, you don't really get lost, I sometimes feel it takes forever to get a weapon (weapon set's good though, and helps this map a lot). Magnet Missile has a deathpit next to it (I assume is intentional). When falling into the lava, it reads "ROC'S CREATION KILLED HIMSELF" instead of the regular "... mutated" message. What can help other than just shrinking it? Make more pathways. I hate the fences, personally. Try running through this map with NOCLIP - it's interesting, you can connect through a lot of the rooms that are normally blocked off by a fence/wall. Say the magnet missile room - were it not for the fence, (passable via noclip) you could walk along it and pop above the health spawn in different rooms. It would make it easier to find people and get around a bit. The size is what hurts this map the most, really.

#8: IDM03

Now I'm checking the V3 status before I finish this, so... Rushjet gone is definitely good. I don't like the map because it's MORE deathprone than IDM05, and that's saying a lot. Even if you farm Beats. It's really kinda menacing with different fans, top spin, wind storm, amd jumps in midair everywhere over death pits. There's not a lot I can do to help this map... The unfriendliness of the whole thing just bugs me. You'll have to look elsewhere for this one.

#9: IDM08

Yup, v1d Gravity Hold saves this from being dead last! I'm not too concerned with the inner area, though, although v1 version was borderline bland. The "mountainous" area is a disaster. In this area, if gravity triggers in mid-air, I cannot fly high enough with Beat to survive, so the whole thing becomes pointless. New Ghold probably makes this area still threatening, although surely not nearly as much as the v1c. Also because of the frequency in gravity switching, it's very easy to become stuck. I *hate* dead ends, and being stuck is the equivalent of that. Then you throw in Dive Missiles and it's just plain frustating. I think the inside of the map alone would be just fine as a stage(I'm sure you don't, of course =p) due it's size already. Something about changing the gravity fluxes, the massive heights between the pits, anything to make it less tedious to get through. Unless that was the point. But really the whole outside area is like if you combined Gyro Man's and Gravity Man's stages, and those were very death prone. Both of them.

#10: IDM04

It's too freaking large. But not only that: Everything in this map is designed to help someone stall death. That aggravates me to no end. This is only of the maps that I loathe. You have all 3 barrier weapons, teleporters, massive water jumps/water heights, WAVERUNNERS(which reek of a gimmick feel, because the top area is sparse) and rush. All of them stall death somehow, and that's not really how you make a fluid match. Even cramming in 50 players would not really solve the problem. I know it's getting shrunk down, and that's good, but water stages are slow and 3 barriers are slow and waverunners are fast, but make things slow. My solution: Add top spins/igmetalblades/star crash/atomic fires to speed it up. When Plant Barrier and the like come into the scene, a oneshot weapon is desparately needed to put in check. That's my two cents for this map. I feel I have more input with the maps I like more, but that's sorta because these last three maps I avoid quite a bit. >.>

now for MMCTF08:

It's better. Nice work. Top Spin, Wind Storm, and Rushjet- I love them, but they promoted extreeeeeeeme spawnkilling (I prompted a ragequit from a Cutstuff staff in v1c, olo). I bring up "fluidity" as an example of what to do in other maps. You know how you can jump down from Rolling Cutter/etank spawn in the left hallway to get Pharoah Shot? That's freaking awesome. I like that over the old map infinitely, espcially because in CTF you need to outmanuver the non-basecampers(the "hunters") and Rush Coil is great in a spot like that. The new ballade Cracker spawn: It's good, BUT: The small window there is large enough to crouch through, but you have an invisible wall there. Hiffe and I crossed it with noclip, and imo connecting the old Wind Storm/Teleport area to the Ballade Cracker spawns would be great and add some more diversity to the map. You could also return the teleporter there as well, or make it accessible without crouch('cause DW doesn't do crouching). OR! remove the invisible wall over that fence. That way, by using Rush in the water(a la the old Rushjet jump) you could reach it. Then you could... put Rushjet there add stuff. The teleporter, I dunno. I think it's an interesting possibilty. Gemini Laser and the bridge expansions are greatly appreciated. You need to know what you did right, and you did the changes right. Still my favorite CTF map (CTF05 also got a lot better as well).

tl;dr: no you dun get one It's a bit wall-texty, but I figure you'd want some detailed reaction to the maps. The first seven maps I enjoy playing on and I await the next release. :)

795
Quote from: "SmashBroPlusB"
Your idea basically gives us a lower-HP Mega Man with no slide who starts with Sakugarne... unless rocks fly freakin' EVERYWHERE

EDIT: Suggestion ~ Make Mega Man Jet and Mega Man Power selectable classes. As of now you can't remove the armor once equipped anyway. Plus, most Classes servers run LMS/TLMS till they're blue in the face, I wanna fly around DANG IT

FLYING SAKUGARNE RETURNS

Personally, I envision Quint as being able to shoot Saku from the floor (think like Needleman's Altfire). It's not really his ability, but there are some liberties already taken with the RMs. Plus it'd be funny. =P

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