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Skins & Bots etc / Re: Marioluigi001's music packs *Update*
« on: July 07, 2015, 07:53:43 AM »
Done, and Done! Hope you enjoy!
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you should use buttons over teleporters to lower that one door.
The textures are really bland, but it's Hardman so you can't expect Picasso's work. Still, one thing you might want to consider is to take a hand at spriting and demake the Wily Wars textures for Hardman. NemZ has MM1 and MM2 Wily Wars tiles made, but not MM3. All the maps from the standard MMSP mod use custom textures to fleshen out the level; it's should be strongly considered in your maps to make use of them to improve your maps' aesthetics.
You want more inward areas, more underground-feeling locations.
Hardman's stage is this mineshaft-like cave with a lot of support beams.
The main issue I feel the stage has is that it's a giant hallway, and a rather large one. There's a split path, but each path is just a long, trek with enemies, and due to the size of the rooms, you can run right past them.............. I recommend heavy map reworking to try to make it less hallway-ish
On the linedef you want the fence, give it action 121, Line Identification. After you do that, go to "Flags" and check the box titled "3D Midtexture." Then you just add the midtextures and you have your fence.
You may want to make it a little more obvious that the hallway right after the first Sniper Joes has a part that you can fall to your death. The problem is, it does not look like a pit. Extend the outside bit of that section a little more so it doesn't look like it cuts off the next room, and place the Blader Spawners a little further away from the hallway over the previously mentioned pit. On the next room, the Cannons are positioned badly. They cannot hurt you as long as you're not in their line of fire. Their shots literally do not land on any of the platforms. The hallways in general are VERY narrow. You need to have hallways at least twice the current width, three times is preferred imo. As Linnie mentioned, model your maps after the ones that CutmanMike made, as his maps are very good quality maps. The mets in the next room literally have one chance to attack you, then they fall in the spike pit and can no longer attack you. Maybe place an obstacle there instead of enemies. The long room with the Two Crazy Razies REALLY needs monster blocks, as they can fall on the lava and no longer be a problem. That room produces a TON of hall of mirrors effect, btw. DO NOT release maps without making sure every linedef has needed textures. You're missing some in that room. Try using the Map Analysis feature in Mode menu.
The Two Hotheads in the map are placed in VERY evil spots. You will NOT survive if you didn't grab the very easy to reach E Tank in the room. Seriously, make players earn the right to get access to the E Tank. It's very easy to find and get, and place some other enemies on the top floor there instead, maybe a Sniper Joe Grenader and a couple of Beaks. What's with the Cannons in the outside area? The enemy placement here can be placed better since it's very easy to just run among the columns and never get hit. Speaking of enemy placement, the lone Escaroo is placed WAY too close to where the player enters the little area. When it does the bomb attack, the bombs explode as they start coming down, making avoiding the area-of-effect damage impossible. Consider how far the first Escaroo is placed in Toad Man's stage from the wall players jump down from. Even THAT is a little too close, but the bomb attacks are survivable. The various doors through the level, btw, are far too large. Also, you don't need to have the player press "Use" to open doors. Try studying how Gumballtoid did the doors in his hotel map. They're composed of a linedef that opens and closes a door, and said door is actually a sector that rises up and down.
One last thing, consider redoing your maps in Zdoom (Doom in UDMF format), as you will get more choices on how monsters interact with your map, and it's almost a simple copy and paste from the example map to begin mapping. All of MM8BDM's maps are being or have been switched over to UDMF if I recall correctly.
The Giga Roll map has some potential in it. If I am provided the necessary graphics needed for attacks and such, I actually can code a Giga Roll boss for you if you want. I'd really focus on increasing the quality of your maps first before you start asking for additional things. I'll let you use some of the enemies I made once I feel your maps are good enough quality that people will be interested in playing through them. I thank you for attempting to do some Coop maps, and hope you'll take our advice seriously to improve your maps. I'd really consider studying the MMSP maps, though, as people will definitely play and replay maps with quality near to that level. Good luck with your maps!