Advanced Search

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Mendez

Pages: 1 ... 9 10 [11] 12 13 ... 65
151
Forum Games Archive / Y O U R W A I F U A _ _ _ _
« on: April 01, 2016, 11:27:08 PM »
I take back what I said earlier, it's not a reject because the design is actually a bit better. I'd say it's like if Sakuya and Reisen decided to have a baby, but then the kid grew up to hate Gensokyo and made the depressing realization that there's no escape from her universe. Those eyes look dead to me for some reason, not sure why. Maybe she realizes you'll never be able to hold her ;-;

152
Forum Games Archive / Re: Describe the avatar above you!
« on: March 31, 2016, 10:18:42 PM »
For the longest time, I thought your avatar was a rejected Touhou character. I mean, that's how I'd describe it.

153
Anything Goes / Re: What's your excuse? What's your damn excuse?
« on: March 26, 2016, 10:16:01 PM »
Quote from: "Watzup7856"
Mendez, that post I made was mostly in response to Biscuit about our skype chat, not the dev team. I don't know what you're getting at.
I mentioned you because of the map you made, as an example of someone being productive. Musashi was implying there was a connection between you and me when there wasn't. Sorry for the misunderstanding.

154
Anything Goes / Re: General Offtopic Discussion
« on: March 26, 2016, 09:26:35 PM »
Glad to see you dropped the "elistist overtaker" theory, that was getting absurd.
The idea that the team is being mismanaged is a result of a lack of progress, and if you remember my original post in this whole fiasco, you'd know I just wanted answers for this. When I see how KD rose to the managerial position, I can definitely take some blame for not having the foresight to see that KD was going to be a slow manager. I figured you wanted to shove this blame entirely on me by insisting it was entirely on my shoulders, when it was my lack of doubt in KD's managerial skills. I never boosted him, I let him walk in without questioning the move for a single second. Because I wasn't the big shotcaller who decided who got in and got out of the dev team, I was the mapper who was excited to see a friend join him.
I'm sorry for that, by the way.
Now the big question that I wanted to know was why KD and Korby have been so slow to manage this team? Where did their passion go, and why is it that myself and five others can get our productivity up while they can't? I wasn't being serious about inciting a coup while playing glam rock music. I am still serious about lighting a fire under the dev team's ass.

Edit: Watzup and I are not homies. FGG and Roz are already part of the dev team. Max and I broke up. I'm more concerned with AMP2. And Knux is a friend. You got me Mus, this was all an elaborate plan to get Knux on the dev team. My big plan to get him to produce maps for MM9 has been foiled thanks to your elaborate and carefully worded arguments. Bravo.

155
Anything Goes / Re: General Offtopic Discussion
« on: March 26, 2016, 09:03:13 PM »
You see Musashi, you're trying to paint a picture to fit your narrative, but I don't see myself as a member of a big clique, much less one of the influential members of this community. I don't think KD ever contacted me to boost him to a managerial position, I don't think Korby and I ever had a secret plan to boost him to the top, and I don't think I've ever called Korby "my boy" or anything similar. The reason? Because none of that happened. Because you keep insisting that I was part of this exclusive clique that talked in some secret Skype chat about how to take over 8bdm. I'm not part of the elite because I'm not the one getting invited to test mods with other people or getting invited to be part of the dev team. I had to ask Ivory directly to get in. I was never part of the Tengu chat or Roc's haven or any other closed clique chats because surprise, I'm not among the elite. I remember being part of a duel chat, if you consider that to be "elite". I also remember being part of a mapping chat and Freeman's massive chat, if you still wanna insist that 30+ member chats are where the elite conspire. You wanna tell me otherwise? Cool. You want it to be true though? Too bad, it's not.
Stop pushing lies and exaggerations, Musashi. You clearly don't have the evidence to back it up, and no amount of rhetoric is going to suddenly make those statements true. There's no coup, I'm not part of the  so called "elite", and you keep telling yourself it's my fault when it's not. I'm going to agree to disagree unless you actually wanna attempt once more to reword it as my fault. Keep painting your personal picture, I'll just keep making maps.

156
Anything Goes / Your apathy is lame
« on: March 26, 2016, 08:25:13 PM »
You are now aware that I'm not associated with Bik, OJ, or any of the other 5 people I listed in my previous post. Also, that's very cute when you say "Now from what I recall, he rose to where he and KD are on your shoulders" because I don't seem to recall telling Ivory to give KD and Korby the management postition for V5. Stardust is probably right about standards causing us to get more irratable than before, but when I see the core lagging behind other modders in terms of productivity, there becomes a clear need to question the dev team's productivity. Rozark gave his answers though, and he gave me some more info so that I can feel better about the future of the game. Whether or not the dev team will act on the complaints made by myself and a few others is left to be seen. I'm putting my faith in Rozark and FGG to rise up and push the expansion towards completion, because they seem to be two of the most improved mappers as of late.
Edit: You know, your claim would be more valid if you had evidence and didn't just pull out an exaggerated statement. I was friends with KD before, but I wasn't the one calling the shots for the dev team. I was brought on to make maps, and that's it. Any other claims is pure nonsense.

157
Anything Goes / Re: General Offtopic Discussion
« on: March 26, 2016, 08:07:17 PM »
Oh bug off Mus, I'm not insisting on a coup, I'm insisting on being given answers so that I no longer have to wait ages for something that has been in production for almost a whole year now. Speaking of answers though, I got some answers from a member of the dev team. He should be posting momentarily.

158
Anything Goes / What's your excuse? What's your damn excuse?
« on: March 26, 2016, 07:36:42 PM »
Watzup, Knux, Max, Rozark, FGG, Mendez. All names that are not associated with the dev team, but they're still names associated with productivity. Why? Just take a look for yourself. You see people with the creativity and the work ethic and passion for this game still giving it all they can to help the game grow because they all have ideas they strongly believe in. There's at least 5 mappers on the dev team, but I think they've produced/modified just as many maps in 11 months as the six mappers have produced/modified in 2. Some of us are in college or have full-time jobs, just like the dev team. So when Bik tells us that the dev team has been incredibly mismanaged, he's right. When he says there's a clique involved that likes to shrug off their own mistakes but condemn others, he's not wrong. I think there's over a dozen people that are "active" in the dev team, which makes me really question: If 6 people can do the work of 12, what exactly is holding the 12 people back? I'm not gonna make any assumptions, but I'm also not going to give the dev team the benefit of the doubt by saying that they have too many obligations to make any meaningful progress. We've given these guys nearly a year to give us another expansion, and they're still not finished. Heck, I'm not certain they're even 75% done. I'm fine with the dev team taking a break, but you take that break so you can get back to busting your ass on 8bdm, not to timidly and half-heartedly produce the next expansion. Does the dev team still have the passion? Should they be replaced by people who still have the passion? Will we need a coup and a violent uprising while I play glam-rock in the background? One thing is certain: Someone needs to light a fire under the dev-team's collective ass.

159
W.I.P Forum / Re: AMP 2
« on: March 22, 2016, 11:09:34 PM »
I went with MW Knux since it looked fancy and I already had a lot of restaurants

160
W.I.P Forum / AMP02: Glazgow Style Mile
« on: March 22, 2016, 01:27:30 AM »
Have you ever had those days where you feel super positive and relaxed before you're bombarded with a bunch of images on Imgur on Monday and you suddenly grit your teeth and remember-
Well, in an attempt to move on with the map pack, I'm currently producing a bunch of small sprites for use in the glazgow style mile. The next map will be styled like a mall and use the same kind of aesthetics previously seen in Glazty's version of the mall map. The map will also be partially based on the mall in my hometown since it has a pretty cool ice rink that I've never had the money/ice skating skills to use ): The layout is still being thought of, so don't expect any map screenshots until Wednesday at the earliest. In the meantime, I need you guys to give me ideas for shop names based on Cutstuff members. If you want to be immortalized with a cheeky shop name, just post in this topic. Here's some of the sprites I've come up with so far:
(click to show/hide)
Expect a picture/rant for Tuesday's update, and then I'll start making the map on Wednesday.
March 22 Update
So for everyone who was on Skype giving me ideas yesterday (especially Jax, FGG, and Raveman), I'd like to thank you guys a ton because I honestly would not have thought of most of these on my own and now the map will look several times more interesting than I had previously imagined. If you wanna see all the shopnames made so far, just check out this link. I've got 18 shopnames added so far, and I'll likely add a few more before finally importing them into the map and producing the layout. Speaking of producing maps though, someone recently asked me a good question on why I'm suddenly getting back into mapping and I'd figure I'd give an explanation.
Quote
[3/20/2016 6:49:06 PM] Rozark Kyouko: what made you reach the conclusion that things were getting stale?
[3/20/2016 6:49:19 PM] Rozark Kyouko: I've known that myself for awhile but I'm just curious
When you're coming out of a breakup, you see things with much more cynical eyes, so when I tried to get back into the game, I found myself only playing for five minutes and then leaving out of boredom. I guess it was when I started asking myself why I couldn't play for more than 5 minutes at a time, I started looking more critically at the maps that I was playing on. Honestly, the maps didn't feel stale. They felt static. Like, you see the map once and you already know what it's gonna look like the next time you play it. Nothing moves, nothing flashes, nothing changes, nothing catches my eyes, it's all nothing but a collection of rooms and corridors to me. Nothing changes except the mode you play it on, which means the only way you can keep a game fresh is by adding new toys to play with. The toyroom you play in never changes though. And the toyroom doesn't amplify your fun, it just houses it. So I really started asking myself "How do we make maps great again?" Well, the best idea I came up with was to make moving around the map as fun as it could be. I think one of the most recent examples I can come up with would have to be SHA15, and in particular a single room where the player feels challenged to time their jumps properly. You all likely know the room I'm talking about, but in case you forget:
(click to show/hide)
And so this is where I take a good moment to realize that this is one of the VERY FEW times in recent memory where a map has challenged the player to make a jump. But it's not even a hard jump either, and there's no major consequences for falling. Better yet, this jump is treated as part of the layout because it connects two areas together. It's one of those moments where I realize the reason that maps have felt static is because they've felt too safe and played it too careful because they fear the player would hate to be challenged by the map unless the challenge was a bunch of stairs. Screw that, I've climbed enough stairs in my life to know that's no fun. But SHA15 is fun. It's fun because I'm constantly kept on my toes by the jumps required to traverse the map. It's fun because those jumps are complimented by the silky flow of the layout. It's fun because this is the first time I could sense a custom map asking me "are you good enough to play on me?" and I smiled as I replied "Damn right I am". We've honestly forgotten that Megaman 8-bit deathmatch is supposed to be a marriage of shooting and platforming and that the platforming is what distinguishes us from 90% of other shooters. I'm hoping the next expansion gives me more of the creative platforming that's made it fun for me to play on the maps themselves and less of the baby toyrooms I get shoved down my throat on a near-endless basis. Experiment, change, evolve, adapt, remodel, innovate, do what you have to do. As long as you don't give me more of the same, I'll be happy. And we'll all be better for it.
March 23 Update
I got about 1/4 of the layout drawn out, and it's probably the most complex part of the layout since it involves the use of 3d floors on top of regular floors. The map is looking to be about 3500x3500, which is really stretching the limits of map size, but my plan is to use line teleporters/fast escalators/the ice rink to make travelling convenient. Expect more of the layout to be drawn tomorrow.
(click to show/hide)
March 24 Update (2 A.M.)
Can't really sleep so I'm just drawing whatever parts of the layout I feel certain about. Finally got the ice rink drawn which is nice. Gonna get some sleep and then start adding some stores and thinking of little games to put into Rave & Busters south of the ice rink.
(click to show/hide)
March 24 Update (10 P.M.)
Still drawing the basic parts of the layout I'm feeling certain about, but honestly there's this biiiig empty space in the eastern half of the map that I might just cut down on so we'll see how it goes. Here's another important lesson for all aspiring mappers out there: Give every space a purpose. I think it's easy to cover up meaningless space with complex routes and cover, but when you're playing on other maps next time, take a good look at where people go and how often you use certain rooms or routes. If the map is at least above decent, you'll see people using a route or room more than once. Sometimes though, I see there's spots that get avoided altogether because they have nothing to offer or feel too hard to reach. I could cover up the empty space with kiosks and plants, but honestly I'd prefer to have cover only if it benefits the people on the first floor. Now that I think about it, the second floor barely has any cover. Ugh, I really should just replace the second floor with a movie theater or something. Or maybe give the second floor some more plants and cool paths. Or maybe get rid of the department store in the north end and put it in the east end, make some connections to paths on the second floor, put a cool jewelry store somewhere, and then add plants and kiosks to the second and first floor. Don't expect this layout to look the same tomorrow, I'm gonna cut a lot of empty space tonight and hopefully have the layout done by tomorrow.
(click to show/hide)
March 25 Update
(click to show/hide)
Back to our regularly scheduled program, the layout for the map is now 99% done. I managed to fit every shop into the map and locate them according to similarities and assumed preferrences, so basically everyone has shops that are right next to their friends or peers and all that jazz. If you want me to move your shop closer to someone else's, just let me know. Here's the proper version of the image you saw just above you.
(click to show/hide)
Now I think the biggest question on your mind would be what all those lines and sectors translates to. Well, here's a series of images to explain how the layout will look.
(click to show/hide)
Tomorrow will be focused on making all the map gimmicks functional, and then comes the SUUUUUUUPER tedious task of texturing everything so that it all looks
March 29 Update
So there's three reasons I've been unable to update for the past few days, and 2 of them have to do with the map itself while the last reason is related to failing to take over the 8bdm dev team college classes starting again. So, remember when I said that I would make the map gimmicks functional? I've kinda pushed that to the side because I realize that would be more tedious than texturing the whole map. I decided to use some tilesets given to me by the 8bdm dev team for King 1 (The texture set should be posted in the 3rd post) and tried applying them to the mall so I can have a bright friendly look. This is the result so far:
(click to show/hide)
So it looks nice imo, and it may look a bit too plain now, but the plan is to make each shop as colorful and distinct as possible to add more variety and life to the map. The reasoning behind using King 1's tileset is because I needed a bright but simple palette that didn't draw attention to itself, similar to how most of a mall's walls are painted a plain color so that the shops can stand out even better. Obviously, though, I didn't want to spam a single color across every part of the map so I'm using a mixture of Tengu and Wily Tower 2 textures to add a bit of diversity. We'll see how decorating the shops goes later, but for now my main focus is just getting everything but the shops looking spiffy.
March 31 Update
After a super exhausting day of classes and exercise and home cooking, I'm back to work on texturing the map to my liking. The process is a bit slow because right now I'm working on the flagship stores (Ivo, Jax, Rave&Busters, Glazty Theatres) and it's hard thinking of a distinct palette for each one. For Jax/YDMaxx, I went with the same palette seen in AMP01 with Wily Tower 2 textures mixed with light grey and light blue.
(click to show/hide)
Rave & Busters is also done, which leaves Ivo and Glazty Theatres. The plan for Ivo is to use museum textures along with pictures of some of Ivory's maps scrolling along. For Glazty theatres, it'll mostly have a red carpet and darker textures and a golden concession stand, along with whatever comes to mind as I continue working. The gimmicks are still not functional except for the escalators, but that's fine by me as long as the map looks nice before the programming is started. The biggest concern is how... plain the food court looks to the rest of the map, but I guess I just haven't added any detail to the restaurants there which causes me to worry about the aesthetics more than I should. More updates and work is expected for tomorrow since I don't have lectures.
April 1 Update
It looks like I'm on track to have the map ready by Sunday afternoon, seeing as how decorating the shops isn't as tedious as I previously thought. I've got about 3 of the 18 side shops done: Blaze M.C. Pizza, Smashburger, and Forever 28. I'm not sure if I should change the colors of the signs to match with the textures, but who knows. Each shop will use a certain stage's tileset, so obviously Stardust's will use Time Man's green and brown tiles. Mike will go with a wily tileset, Shadidas will get Darkman, etc. Here's the progress done so far:
(click to show/hide)
Expect me to finally get to programming the gimmicks tomorrow, and (hopefully) we can all test it on Sunday or Monday at the latest.
April 1 Update (Part 2)
Got another batch of shops done, I'm happy with how they're turning out although it's pretty tricky for me to add much detail when I have only about 192-384 pixels of free space to work with, so the most I can do for each shop is a few pillars, something overhead, and doors. What's keeping me motivated though is a really cool song that I've had looping for the past hour, I hope you guys like it. In the meantime, here's a screenshot of the batch of shops I finished detailing.
(click to show/hide)
April 2 Update
I spent last night fighting a rough cold, but it's mostly gone now so I'm decorating the last 6 shops before finishing off the decorations for Ivo and Glazty Theatres. After that comes the programming for the two minigames in Rave & Busters and the elevator in the southwest corner. I told a friend that I'd hang out with him today though so just enjoy this screenshot.
(click to show/hide)

161
W.I.P Forum / Eyo Crash don't call me a faggot you nameless jerk
« on: March 21, 2016, 12:46:37 AM »
I'm hosting a 1-night server to help test my first map, so you're welcome to join and watch and listen and obviously play the first official map of AMP-2.
[Redacted]
Thanks to Rozark, Knux, FGG, Sanictrillster, and others for giving some feedback and advice on the map! I promise the final version will feel a little smoother and better to play on. Now I'll move on to AMP02 - Glazgow Style Mile

162
W.I.P Forum / Re: AMP 2
« on: March 16, 2016, 11:33:18 PM »
I kinda like the advice you're giving, albeit a bit general. Personally, when making maps, the mechanics/physics/pace never cross my mind because I've played the game enough to know almost exactly how everything works. That's another piece of advice kids: Play MM8BDM before you map for MM8BDM. That advice may suck now, but you'll thank yourself later. By the way, there's more updates on the first page/AMP01 post in case you all wanna see.

163
W.I.P Forum / AMP01: My Favorite Things
« on: March 14, 2016, 01:38:51 AM »
Edit: Gonna reserve this post as a sort of progress report on AMP01, screenshots will be in the third post as always, but my insight and rants will stay here.
Yeah, I think the map might be a bit too brightly colored, but I really did wanna make a flashy map haha. Anyways, today's progress pic is a simple extension of yesterday's section, with Needle textures to provide a darker contrast to the super bright Astro textures introduced so far. I really don't like having tilesets that clash with each other, so I used a tileset that wasn't too dark but still fit the general palette I was going for.
Okay, that last statement was B.S. but it helps justify using my favorite tileset in the entire game. HSH comes close because the palette is so delicious, but it's not as... I guess, applicable to as many settings as the Needle textures are.
(click to show/hide)
In case you're wondering what's with the daily small updates, let's just say I'm fighting to beat my own version of "The Avatar Project". By the way, I've decided to post the rejected layouts on the 3rd post too since I figured they could be of more use to other mappers. The layouts aren't that amazing, but they could serve as a nice template for other mappers to bounce ideas off of. Gonna post more updates when I get the chance.

March 14 update:
Have you ever had those nights where you're thinking out loud to yourself about certain things and end up with a desperate craving to scream "I still matter in this world" before suddenly being hit with a depressing realization that makes you consider-
Well I have those episodes from time to time, but to help me cope, I'm gonna start trying to teach the community my tricks to mapping in the hopes that I show how mapping can be simple, fun, and rewarding. Today's lesson will be on the thought process on map size/shape. When you first map, it's obvious that you have an idealized vision of what you want your map to look like. More often than not, however, you see maps that feel much larger or smaller than they need to be. This is why it's important to take note of the size of your rooms/corridors/paths so that the player doesn't get lost or feel hopelessly seperated from the action. The general rule of thumb I follow is to use more than 4,000,000 square units of space but less than 16,000,000 square units. Basically, make a map between 2000x2000 and 4000x4000. Of course, you shouldn't try to fit your maps in a square. In fact, I completely discourage that. Make your map shaped like a massive triangle, or like a big circle, or a bunch of large overlapping rectangles. What I've noticed a lot in maps these days is that we tend to fit all our ideas in a big rectangle, and rarely try to break away from that shape because then it feels harder to connect rooms together. This is why I'm a big fan of Shade Guy's MMWTHSH map, because it breaks away from a rectangular mold to produce a layout that is fun and unique to move around.
(click to show/hide)
For my map, I took a few queues from MM3NEE and MMWTHSH to produce a layout that doesn't feel as rectangular as usual, with emphasis on moving between two corners of the map. Of course, my ideas still fit in a 2816x2624 rectangle though, so I guess I'm not great at following my own rules. I promise it will feel refreshing though.
(click to show/hide)
Final exams are finishing up tomorrow, so I likely won't make any posts until Wednesday at the earliest.

March 16 update:
This update isn't as massive as the others in terms of progress, but I do have some neat screenshots to show you. If anyone remembers the mall map Galaxy Sisbro (I still miss you fam) made years ago, and also remember the changes I made to it, then you'll probably remember the unique teleporters I made for them. They worked similar to the teleporters in Rozark's past/future map, but I would argue my teleporters felt more seamless than his. In any case, I'm gonna start using those kinds of teleporters more often now because they offer less chances of telefrags and let the player keep moving after teleporting. For these new teleporters to work, however, the teleportation lines must parallel to each other. Otherwise, you gotta check some flags to ensure the player keeps their direction, and that causes the player to stop moving for a small second which practically negates the purpose for making these teleporters in the first place. I'll upload a map to the third post that shows the teleporter in action so you can see it and copy it (which I assume Rozark did when you notice the updated version of his past/future map
(click to show/hide)
I'm stuck on the kind of layout I wanna produce, but hopefully by Friday I can get everything figured out. Then I can move on to item/weapon placement, and finally move on to the next map.
(click to show/hide)

March 17 Update:
Finished up the layout for a room and finally got something super cool coded. Trust me, when you see it in action, it will be pretty trippy. It's gonna be for the southeast corner of the map, and it's gonna be about as pretty and bright as the northwest corner of the map.
(click to show/hide)
The layout should be finished by late Friday or early Saturday. Then comes the items and whatnot.

164
W.I.P Forum / Re: AMP 2
« on: March 13, 2016, 03:30:25 AM »
Currently preparing for finals, but in the meantime I'm looking at the kind of textures I want to use for the map, and how I want the layout to flow. I already have a general idea of what I wanna do, but honestly what I want to do is provide a layout that feels new to people, and feels less like a collection of sectors and empty rooms. The coolest maps are the ones that blend rooms together in ways you didn't think about before, or have rooms that feel fun to move around in. I think one map that I gotta give credit to is Pik's ultra-massive but ultra-distinct FPS01. Like, a few of those rooms are honestly just fun to jump around in, especially this one:
(click to show/hide)
I hope to craft a room as platform-centric without making it unplayable, but for now my main focus is just making the maps look pretty.
(click to show/hide)
Gonna put both of these screenshots in the 3rd post of this topic so you can look back at the progress. Expect updtes later.

165
W.I.P Forum / Re: AMP 2
« on: March 08, 2016, 03:01:57 AM »
Everything up to this point has been scrapped and I'm starting from mostly scratch because it was getting far too messy for me to keep track of all the stuff I wanted to do. Like, there's 5 scrapped layouts, a dozen unused tilesets, and at least 3 good gimmicks that are still in the "proof of concept" stage because I've been too lazy to work on anything. If anyone wants to use the scrapped layouts for a map, contact me. Max's maps will not be used. This will be entirely on myself and I'll try to do as much as I can on my own. Here's the list of maps I want to make, and here's a list of tracks that will go with the maps.
Maplist:
(click to show/hide)
Soundtrack:
(click to show/hide)
Actually, I just remembered that Ruby Queen was all finished so I guess that's 1/15 of the work done. Here's the work being done on AMP01 right now:
(click to show/hide)
That's all for now, just wanted to let people know that I wasn't dead, and neither was this map pack.

Pages: 1 ... 9 10 [11] 12 13 ... 65