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Messages - Shade Guy

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91
I was going to be all cool and make a 'first time voting' comment, but KD beat me to it.

+Chocolate

92
Update! Someone yelled at me and said the Mighty Switch Force music pack was too loud, so I reuploaded a version of it, with a SNDINFO file added to make it quieter. A music pack for Mighty Switch Force 2 was also uploaded, so go check that out.

93
Forum Games Archive / Re: New Super Mafia Bros. -Mystery! The Horror!-
« on: August 29, 2013, 06:56:59 AM »
Parodical, meta and potentially offensive content? I approve.

Now watch as my pride is wounded when I find out I'm not important enough to have a role based on me.

94
DECORATE and ACS Modifications / Re: Duel Item Patch
« on: August 16, 2013, 07:07:24 AM »
I'd be interested in a patch removing some health from duel...Like ?-Box mode, except you know, without the ?-boxes. The problem is that health placement in a map is generally intended for anywhere between 8-24 players, when there are only 2 players in duel; being able to heal is alright on its own.

95
MM8BDM Discussion / Re: SBWT Mapping Competition: Spring Man
« on: July 23, 2013, 08:05:20 AM »
Hey all you Spring Man entries, get ready for me to comment on your stuff. Keep in mind this is partly comments and opinions and partly suggesting improvements.

-Trouble In Boyoyon Paradise-

Kapus:
-There are a ton of springs here. However, I won't note this as a problem because I know that I'm a no fun, anti-gimmicks type of guy, and that other people will be more than happy with the amount of springs. Plus, I would be a dick if I really had a problem with it and didn't tell you when I provided feedback previously.
-Regardless of the amount of springs, the use of springs is fairly diverse, which is great. We have floor springs used specifically to climb ledges, floor springs used for fun, wall springs to climb upwards, wall springs as an obstacle, walls springs used for fun, and ceiling springs used for fun.

Linnie:
-I've said this several times before, but man. Awesome start to mapping. I do think this map could use some more visual polish, but that's really something that's developed through mapping experience. Continue mapping and it will come naturally, I guess.

Shade Guy:
-What am I doing, going over my own map? I figured I might as well put forward the notes and guidelines I wrote up for myself while making this map:

"This map expands on Spring Man's theme of 'alternate methods of movement' (at least, that's what I interpret it as) by including floor springs, side springs, steps, slopes and ladders. This is compared to MM7SPR's mere use of floor springs.

While slopes are generally not used often in the core, I believe this map establishes a consistent use of slopes that fits in well with core mapping requirements. All slopes in this map follow a 1:4 ratio; a slope rising 32 units will cover 128 units.

Alternation between SPRPINK1 and SPRPINK3 is based on whether the surrounding walls are purple or pink; if they are purple, SPRPINK1 is used, if they are pink, SPRPINK3 is used. This is done due to the pink walls sharing the same pattern as SPRPINK1. As such, SPRPINK3 is used to avoid repetition of the same texture pattern."

Messatsu:
-I'm not even going to complain about the Gravity Hold area itself, but the placement of the Gravity Hold area. The room is like a side area of a side area, and shoving this area here weighs the layout to one side, which doesn't seem right when it looks like the layout is intended to revolve around the Party Ball room.
-I feel like there should be a way to reach Wire from the room it appears in.

Korby:
(Yes, I'm making serious comments about this entry)
-With how there's a huge pit bordering part of the map, it seems like this map would have been better for Burst Man. Seriously, retexture the map, swap out the springs for bubbles, shove a few glowing flasks along the borders, and you've got a Burst Man map.
-Path between Laser and Homing Sniper is excessively dangerous. Providing more space for the steps around the large pillar would have been good. Having one set of springs without gaps along that path would help too.
-The difficulty of the two paths leading to Time Slow is inconsistent. All you have to do to reach it on the side closest to Hyper Bomb and Laser is walk forward onto the single spring, while on the other path, simply holding forward will not suffice.
-Railings around the springs near Wild Coil and Homing Sniper doesn't make it immediately obvious there are springs there.
-Inconsistent bounce heights for various springs around the map irks me.

Also, I voted for myself...I can do that, right? I mean, I would have expected everyone who entered to do the same. My favourite non-me map was Kapus', though.

96
MM8BDM Discussion / Re: SBWT Mapping Competition: Burst Man
« on: July 23, 2013, 07:14:37 AM »
Hey all you Burst Man entries, get ready for me to comment on your stuff. Keep in mind this is partly comments and opinions and partly suggesting improvements.

-Shade Guy's Danger Rap-

Mendez:
-I dunno man, I liked this map.
-Great visuals.
-Good use of gimmicks (except for Count Bombs, which seemed tacked on, since they were only in one small corridor off to the side).
-Crash Bomb overshadows Danger Wrap's role as an explosive weapon a little bit.
-MTank is way easier to get with Wire than it is to jump to it. Perhaps you could move it to the centre of the ledge, on the opposite side of Crash Bomb?

Fyone:
-Very reminiscent of MM7BUR. Not that that's a bad thing; I've been guilty of lifting layout concepts from core maps myself (coughcoughSHA08coughcough).
-Count Bomb hiding a weapon was a cool concept.
-Poor Danger Wrap is neglected in this map. It's the stage weapon! What's it doing in the pool, and without a dark circle indicating there's anything there, too?
-Astro Crush is pretty unwieldy in some of the more enclosed areas of this map. Not a very good fit for this map, really.
-There's an over-reliance on Mega Ball, a non-MM7 weapon, to get goodies. Seriously, to get Time Stopper, Astro Crush, Laser and Arrow, you need Mega Ball. Perhaps Super Adaptor would have been more fitting?
-Not enough ways to reach the Scorch Wheel ledge from the Thunder Beam pit, especially odd since there are a few pipes around which look like you should be able to climb the ledge by jumping on them.

Smash:
-This map's layout is...Curious. It looks like it rigorously follows a 128x128 grid, which is limiting in itself, but the paths made with this 128x128 grid are, generally, unnecessarily convoluted. Some spots which stand out in this aspect include:
The set of steps to Magnet Missile
The barricade between Wild Coil and Ring Boomerang
Barricade behind Power Stone, near Bubble Lead tunnel
There are probably some other spots, but those are three that immediately came to mind.
-No glowing flask props? Insignificant, but it's odd those props were left unused.
-Being able to use Tornado Hold to run across the borders of the map is bleh

Also, I voted for Mendez.

97
Maps / Why do I always write so much?
« on: July 20, 2013, 06:21:52 AM »
Hey, good job on this! I'm again impressed with your work, what with this being your second map and all.

Since it looks like you're using this map as a visual experiment to practice using custom textures, decorate and such, I'll try and provide some tips on polish, both visually and in regards to the mapmaking in general. Note that I'm being excessively picky, so don't be disheartened because I've written up a wall of text, it doesn't mean there are heaps of major problems with your map or anything. Also note that since most of this is visual stuff, feel free to disagree with me on it; telling someone what looks good and what doesn't is much more opinionated than gameplay and map functionality.

-Part of the pit outside is not deadly, on the side near Crash Bomb.
-Make sure to tick the 'block monster' flag on the linedefs surrounding pits; this will ensure bots won't fall into pits. Bots aren't really self-aware, so without block monster linedefs they kill themselves willy-nilly.
-It looks like you've used the 'block everything' flag instead of the 'impassable' flag for the boundaries of your map, which means weapons like Crystal Eye will explode and divide into smaller pieces when they hit the boundary, instead of disappearing once they hit the line horizon. Visually, this looks odd as it doesn't look like the Crystal Eye projectile hit anything for it to split.
-Personally, I'm a fan of pit teleports, used in maps like MM5CRY and MM8AST. Perhaps those could be worked in somehow instead of line teleports?
-Instead of giving instakill pits sector special 115, consider using something like the following ACS script:
Code: [Select]
Script 1 OPEN
{
delay(1);
SectorDamage(1, 255, "Falling", "BeatCallCheck", DAMAGE_PLAYERS);
restart;
}
This would mean the pits use the 'player fell too far' obituary instead of 'player died'. In this example, any sector tagged 1 would act as a death pit.
-On the note of pits, I feel like you shouldn't be able to fall down and die in this spot, since every other point around these platforms is safe to walk across:
(click to show/hide)
-In the above screenshot, it looks like the texture SMB2WFL2 shouldn't be used on the 16-unit long walls.
-Also, the use of 3D floors in this spot: personally, I feel using 3D floors solely for visual effect (instead of using them to enable floors over floors) is unnecessary. The same 'platforms over a pit' visual effect could be pulled off using an additional custom texture. For example, look at MM3SNA and how textures such as SNAKEY1 are used.
-You could try pushing back the line horizon and the 'back' of the waterfall (that is, the point where the waterfall is cut off so the line horizon works properly) on the side with the Pidget for two separate reasons:
First, the position of the line horizon cuts off part of the Pidget's carpet when viewed at a certain angle:
(click to show/hide)
Second, the back of the waterfall is visible while standing on some of the more higher up ledges:
(click to show/hide)
-The Pidget's animation looks a bit jagged to me; looking at the decorate, though, it looks somewhat intentional, so I dunno.
-Consider using a solid blue texture for the ceiling of your skybox; having clouds run across the ceiling of the skybox doesn't look that great.
-You could try giving the texture SMB2WFL1 a splash effect when you land on it, like other water floor textures. It would be a good way to learn how to define terrains.
-On the note of water, perhaps the outside pit could be changed into a pit of water, instead of solid blue? If so, the word 'falling' in the ACS script listed above would have to be replaced with 'drowning' so the pit uses the 'player can't swim' obituary.
-Your use of 'edge textures' along the floors outside looks good, but with the various SMB2HIL# textures, you may want to keep each texture at 32x32, if possible. Although not visible in gameplay, it would make the linedefs neater and whatnot. For example, look at MM1BOM and how textures such as BOMFLOO4, BOMFLOO5 and so on are used.
-Also consider including edge textures for sidedefs. For example, look at MM3SPA and how the textures SPAMET1X, SPAMET3X and SPAMET5X are used. Glancing at a gameplay video of SMB2 1-1, there are definitely tiles for the edges of what is used in your map as SMB2HIL1; doesn't look like there are any for SMB2WALL, though, so I guess the use of those textures is fine as is.
-On the note of including additional tiles for textures, you could also include the tops of the vine in the vine textures; I recall the vines were also animated in SMB2, too. Following what Kapus said about not having the vines extend into the sky, you could make the vine midtexture work similarly to how WIL2GATE is used in MM2DW1: an incredibly tall texture, but the vertical offsets are altered so the height of the texture can be changed accordingly.

Making a map for each world of SMB2 does sound like an interesting project, if you do choose to continue making SMB2 maps.

98
Mega Man Discussion / Cheap? Sometimes. Impossibly hard? No.
« on: July 19, 2013, 02:09:07 PM »
Quote from: "tsukiyomaru0"
you don't have any time-bending weapon to save you in MMU
This would be a good time to point out that Glue Man's weapon can stun those enemies which change the direction of the laser/expand the laser into a triangular shape, which I'm sure would help out considerably if you're having trouble with keeping up with those lasers.

My only real problem with Rainbow Man's stage was how it alternated between forcing you to sprint through a screen and punishing you for sprinting through. It would have been cool if there was some sort of visual aid so you know how you're supposed to react in the following screen; are you supposed to run straight through, or are you supposed to take it slowly and change the direction of the lasers to get through? Quick Man's stage was at least in a situation where you know that all you have to do is get through the screen as quickly as possible. Of course there's some trial and error involved when you're trying to get through a stage filled with instakill traps, but some of that trial and error could be avoided through additions such as this.

What also bugs me about Rainbow Man is that he isn't really built up to be a formidable robot master; he had a pretty meh design in my opinion, which to me didn't properly justify shoving a bunch of instakill lasers into his stage. Quick Man on the other hand, was intentionally built up as Mega Man's rival of the MM2 bosses, what with his horns coming out of the frame in the stage select screen and all, so it felt more right that he was the robot master with instakill lasers.

99
Both versions convey their own musical ideas well; as Red mentioned, the US version focuses on one aspect of the stage's general theme, while the JP version focuses on another, eg. Palmtree Panic; US is palmtree (more tropical instrumentation, slower tempo), JP is panic (instrumentation is less generically tropical, more fast paced,). The difference is fine, and they're generally both good in their own right, but I can't help but appreciate the JP soundtrack more for its quirkiness and originality. Like, including lyrics in the JP Metallic Madness (Bad Future) theme that outright tell you to give up, "you can't do anything, so don't even try, get some help", is genius.

And regardless, the JP boss theme is an automatic winner for sampling this song; the song that got me through the hard times while mapping for MM8BDM v3a (Astro Man, I'm looking at you):
(click to show/hide)

100
MM8BDM Discussion / And then he got gold anyway.
« on: July 14, 2013, 08:34:10 AM »
Ah, yes. That was one of the most entertaining games of LMS I've played. Other highlights from that event included OJ, on his last life, with barely any health left, resigning himself to his fate...By jumping onto the fan leading outside and Top Spinning into a pit (this was on MM6MRX). I believe I was one of the few witnesses to this spectacle.

101
Mega Man Discussion / Re: "Megaman Revolution" Fangame released!
« on: July 13, 2013, 04:34:38 AM »
When I checked this game out, I was lucky enough to try out Sand Man's stage first (the stage being set in Australia enticed me). I say lucky, because you can get the MM3-styled Rush Jet there, which, as in MM3, renders all other mobility items useless. It may have diminished my first impression of the game, because with Rush Jet, I was able to get the max amount of WTanks, ETanks and even MTanks (all lying around stages) easily. I also feel the game is pretty forgiving with tank placement, which didn't help matters...Not to mention Sand Man's stage was pretty long and boring; I still have to go back and find the letter in that stage, but merely going back there is so tedious...

The concept of hiding secondary items in every robot master stage was cool, though, even if some of the item concepts weren't very interesting, as NemZ noted.

102
Mega Man Discussion / Re: Megaman Joke Topic
« on: July 07, 2013, 12:52:37 PM »
In attempt to understand human recreation, Mega Man went to the beach to learn about surfing. A surfer pointed out to the water and said to him, "ride the wave, man."

Mega Man was last seen tying up a water-themed MM5 robot master and carrying him to the water.

103
MM8BDM Discussion / As for the other boxes in the map...
« on: July 06, 2013, 01:13:23 PM »
(click to show/hide)
What's in the box?
(click to show/hide)

104
The rule already looks incredibly similar to the Green Glass Door, but I guess it isn't...

Regardless, I nudge an Amazy Dayzee through the door.

105
Great drawing. Smash looks pretty happy with himself, for whatever reason. Image could be a bit more centred, though.

9/10

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