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Messages - Vortale

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16
Maps / Re: Vortale's stuff
« on: July 11, 2011, 12:40:55 PM »
Apologies for bumping my old thread with no new maps at this very moment, but I just thought I'd give a little update since people have been asking why there has been no progress on these maps in nearly 2 months, and what I'm going to do.

In a nutshell: Life. I'm currently doing a Games Development course in University (no, it's not awesome, the course is pretty terrible but it's a degree nonetheless) and recently it began to eat up a lot of my free time. Oh, I was map building at the time, but it was in UDK. I still have nightmares...

Except the contest entry, I haven't touched any of my maps in a long time. However this may change soon. Although I'm still working, I have much more free time than I had previously.
I still don't feel I should release a .pk3 until I have finalised just about everything. But I will soon release Last Hope instead for my lateness, which was originally only going to be thrown out as a bonus map for the .pk3.

For the final version, the following things have changed in each map:
(click to show/hide)

So with that said, my apologies to those who have been waiting for news on these and a big thanks to everyone who helped and gave feedback so far (Ice-IX especially, who has kicked ass). I should hopefully get Killing Game Show done, fix all maps then get this damn long awaited .pk3 thrown out. No deadline, but I'm HOPING that this shouldn't take me till September.

17
MM8BDM Discussion / Re: Online Friends?
« on: July 11, 2011, 11:27:26 AM »
Nobody added me to their list? BAWWWW /wrists

In all seriousness though, I know why I'm not listed. I live by the rule "Everyone is a friend until proven otherwise." So pretty much everyone is a friend of mine currently, and I can't exactly list the entire community.
There are cool bros who I do enjoy playing games with and some that have shown quite a bit of interest in my own maps. These guys are already ranked highly in my book, but I don't need to make a shout out when YOU KNOW WHO YOU ARE!

I feel also, as folk have said, people are going to get hurt regardless. Admittedly this thread shouldn't hurt anyone and people should be mature about the whole thing, especially if a name is forgotten by accident, but there are some people whose best friends may reside here and with more sensitive members of the community I can see this being somewhat harmful. I don't really think this thread needs a lock though...providing people don't continually bump it to cry about the fact they aren't on a list. >>

So if you're upset that no-one is in your online friendslist, don't worry. You're on mine! :B

18
MM8BDM Discussion / Re: Map Competition #2 - "Can you do better?"
« on: June 22, 2011, 05:45:37 AM »
...isn't the 27th of June a Monday? =P
Oh well, I shall have this done before Friday anywho!

19
MM8BDM Discussion / Re: Map Competition #2 - "Can you do better?"
« on: June 20, 2011, 12:14:20 AM »
lol i am late
Gonna give Cloudman a shot. Time to see what terrible map I can throw together in a small amount of time!

20
Maps / Re: Myroc's Obsidian Tower of Maps and Miscellany
« on: May 06, 2011, 10:51:59 PM »
Had a good try with this one. I actually found it quite fun.
I'm fond of the weapon choices (I love me some tomahawk). None of them seem OP. And for a duel, I like the amount of weapon energy. I don't feel it's too much or too little.
You've also done a good job with the map design (considering it's the Wily logo), splitting it into an open area and a set of tunnels to run around in. Lack of pits are also a plus in my book.
I don't think I have anything major I can complain about without sounding like a whiney whore (I hate water wave bawww). Textures could be a little more interesting, but it's not as if it's bad as is.

Most enjoyable!

21
Maps / Re: FiremanX's Maps
« on: May 06, 2011, 10:24:50 PM »
I'm going to be mean and give my opinion on this map.

I do enjoy the fact that the map is split into 4 different sections that are easy to recognise. I didn't find myself getting too lost.
But then again, considering how open this map is, it wasn't too difficult to find my bearings (I don't quite get why really open maps are done so often).

I'm seeing a huge abundance of health and weapon energy, most of which seems to be just scattered with no real thought for placement. I'd love this weapon energy though, if there were weapons to use it with. Besides the Atomic Fire, Fire Storm (which are sitting beside each other) and Flame Blast, which are ALL on the west side of the map, all the other weapons just seem like a long trip to reach. There's going to be nothing but Mega Buster pellets flying everywhere, because certain folk (me) might feel they may be wasting frag time and leaving themselves open to death on their long quest to get that Metal Blade or Thunder Beam (unless you're lucky enough to spawn close). The three easy to reach weapons feel more suited for up-close combat, and this map is just to open and wide for me to get much use out of them.

After spawning next to Metal Blade 4 times in a row, I had a look. There are only 5 spawn points on this map. I don't think I need to go into why this is bad. Have at least 16-32.

I'm not sure why the north side of the map barely has much, except a rush coil, an E-Tank, Flame Blast, and a ton of weapon energy (only in the upper area). The long trip to get to the E-Tank is pretty much pointless, because Rush Coil can easily help me reach the E-Tank.

That Thunder Beam on the south side is tasty, but such a long walk to get to. That climb leaves me very exposed. Also, again, Shadow Blade is good fun but this map is still too open for it. If I see that purple skin, I'm just standing back and shooting away at a distance.

The east side I see being more occupied, as Metal Blade feels like the best weapon here. I can see it being spammed all over the place with the lovely amount of weapon energy scattered around. Also, at the end of the bridge (near the Metal Blade) you've left the kill script on the sector, so I get killed on the platform that I shouldn't be killed on.

There is a heck of a lot of FireTrap spam on the west side, all of which pointlessly hitting a wall. I'm not sure if this will be a huge issue for servers, but it still feels unnecessary and a wee bit distracting. I do like the idea of the FireTraps going around other areas of the map in "pipes", as it gives the map better visuals, but the huge cluster hitting the wall sort of ruins that.

A lot of this map has issues following a 16x16/32x32 format, or even a grid. There are a lot of diagonal lines which are clearly splitting the textures and making them look a little ugly. You're free to keep the giant fire logo if you really want, but I'd straighten much of this map out.

...disappearing blocks. EVERYWHERE. And many of them aren't even required. A lot of people aren't comfortable with disappearing blocks when they're using them to get to secret prizes on Heatman's stage. It's even WORSE when they have to use them just to get around. There doesn't have to be so many patterns to learn and platforms to wait for just to get to higher ground.

Those Wily tunnels shouldn't be secrets. Or so narrow. They are useful for getting me across the map and into areas that, personally, I don't think should be too difficult to get to in the first place.

I might've missed a few points but I think I've said quite a bit here already. I hope you're able to take this and help improve your map. I know it's your first, but it's best to get the critique now, rather than just having people say "I don't like it." and not explaining why. Of course, you're free to ignore just about everything I've said here and go about your business. I'll leave you to it!

22
Maps / Re: Vortale's stuff
« on: May 05, 2011, 06:35:24 PM »
Little update here: Cave Of Wonders is done and up for some testing. I did do some privately with a few friends, but there is a chance we missed things (they don't play DM games normally so they didn't help in that field). I've been fiddling with weapon placements for quite a while so they aren't completely retarded, but I still feel there might be BIG balance issues somewhere that I haven't noticed. My brain's been a bit frazzled with school work.

This map is designed for much bigger games. This is not recommended for 1v1, especially in Roboenza, as there are many hiding places and secrets. Although the map isn't too big, it will seem huge the first few times playing through and getting used to it.

Again, all fixes will be sorted - if noticed - for the .pk3, as well as visual improvements here and there. You're free to wait until then before downloading.

Also
Quote from: "Magnet Dood"
Frozen Pier or Docks or whatever looks pretty cool. Downloaded.

I don't know how to use it in game however.  :?  Do you add it like a WAD?

Frozen Docks. Pier was the name I had originally, but I prefered Docks.

Download. Open MM8BDM Launcher. Click Add File. Select VortRoboP3.wad. Press start. Multiplayer>Offline Skirmish. Select map. DONE!
Though because I took a while to reply you might've figured that out by now.

23
Maps / Re: MM8BDM Mapping Competiton #1 - WINNER!
« on: May 05, 2011, 04:03:04 PM »
I don't think we were all too surprised by this.
But congrats! There were a few good entries in this that I would've had trouble choosing between.

I might be interested in another competition. When I caught wind of this one I was a bit late, and with the summer break closing in I wouldn't mind giving it a shot.

24
I think a lot of people who reviewed and criticised these maps were aware that some of the people involved haven't mapped for too long. But I don't think experience should matter when it comes to fair or even harsh criticism of any kind. A good bit of harsh criticism is better than people simply complaining and telling you "you're no good at making maps", when you know you're inexperienced already. There is always room for improvement and it should be what all true warriors strive for.

25
Maps / Re: Vortale's stuff
« on: April 09, 2011, 10:48:11 PM »
Quote from: "Blaze"
This is an Amazing Map i must say!

And yeah YD did make a Map Pack but it was...Meh

Now now, none of that. There was a few I thought would've been good for a game of Roboenza. It's a pity I've never saw a server host it in order to give a full opinion (not sure if I missed one at some point a while ago).

But thank you for the compliment!

26
Maps / Vortale's stuff
« on: April 09, 2011, 08:08:37 AM »
I've done nothing but lurk for a bit. I thought I'd just show people what I've done and what I may be doing, even if there is a lack of interest. Because making maps is fun.

Roboenza maps (Works for DM games)

Download .pk3: http://www.mediafire.com/?5b513ylq31bc2gc
Current version: 0.8, not yet finished

I started the first map back when Roboenza was at it's peak in popularity. Due to work, I never really had time to get things finished and I have only very recently been able to work on them more. Although they will work in other modes, they were originally designed for Roboenza and this was my first crack at fixing it up to be a DM map, so I'm not 100% sure these will be completely balanced for DM games. Complaints help of course.

VRP01 - Roboenza Bunker - 90% (needs new music)

Screenshots
(click to show/hide)

VRP02 - Combat Testing Facility - 85% (needs new music, big fixes and changes more than likely)

Screenshots
(click to show/hide)

VRP03 - Frozen Docks - 100%

Screenshots
(click to show/hide)

VRP04 - Killing Game Show - 15% (layout sketched, script ready)

VRP05 - Cave of Wonders - 90% (needs new music)

Screenshots
(click to show/hide)

VRP?? - Last Hope - 98% (Software mode textures need fixed)

Screenshots
(click to show/hide)

Possible ideas for after this is finished

VRP?? - House of Horrors

This map will be of a haunted mansion, containing random spooky effects including the appearance of fake infected that may appear, then disappear.

VRP?? - Robot Museum

This works somewhat as more of the opposite of House of Horrors. It will contain random non-infected robot masters in certain rooms, each with a broken capsule. Some of these broken capsules will be empty.

You are free to praise, critique, complain about, hate and slaughter (verbally of course) any of these maps. Feedback will be appreciated, as it will help me fix up what might be bothering folk and keep me motivated.

At some point I might host these maps in a server (UK based I'm afraid, sorry) in order to test them. If anyone's interested let me know.

27
MM8BDM Discussion / Re: Screenshots
« on: April 02, 2011, 03:28:59 AM »
God those Airmen...how did we end up winning that?
Still got the demo. If I ever feel like making another video I might include some of this chaos.

28
MM8BDM Discussion / Re: Bot Apocalypse
« on: April 01, 2011, 10:47:17 AM »
Welp, this kept me up quite late. Nothing like a good bit of chaos.

29
Projects & Creative / Re: [Mod] Rage Roboenza
« on: April 01, 2011, 05:25:47 AM »
After playing this for a short while on a server with less than 7 folk, I'm in no position to give an opinion. But I have this to say:
I quite enjoyed this, in it's own way. The speed really helps me clear more ground when sneaking and going into rage is quite fun...or OP depending on my weapon lol
I'm on the fence over which one of these two Roboenza versions I'd like more, though. Some maps that were difficult to win before have became much more difficult. The health did feel a bit low but again, didn't have that many players so can't quite fault that. Have to keep playing it, but I like what I've played and will most likely be coming back.

30
MM8BDM Discussion / Re: Let's talk about Roboenza
« on: March 31, 2011, 04:31:35 AM »
I thought the accuracy wasn't that bad. I tend to roll with the ping I have when I aim.

Does Proto's shield prevent roboenza? Never tested so I wouldn't know.
I don't think Bass would be a fair powerup due to the knock back. Well, unless you come at them backwards, but not everyone knows or does this. It's why we have needle/yamato for rapid firing.

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