Advanced Search

Author Topic: MMINV Public Map Pack - Fixed MMINV4 W/Screenshots  (Read 10096 times)

0 Members and 1 Guest are viewing this topic.

January 27, 2011, 09:18:40 PM
Reply #15

Offline Ashley

  • Warrior
  • *
  • Date Registered: November 20, 2010, 02:17:35 AM

    • View Profile
Re: MMINV Public Map Pack - Fixed MMINV4 W/Screenshots
« Reply #15 on: January 27, 2011, 09:18:40 PM »
Quote from: "Yellow Devil"
You could add some walls around the edge, so the whole thing isn't just lava. Add some barriers in Moby's as it just sorta ends.

Nobody's told me anything about Oilman so

Quote from: "Ashley"
Deal with it. :3

Edit: Oh look, post below.

January 27, 2011, 09:19:03 PM
Reply #16

Offline Myroc

  • MM8BDM MM8 Contributor

  • Tyst! Jag ser på TV!
  • *****
  • Date Registered: October 13, 2010, 08:35:35 PM

    • View Profile
Re: MMINV Public Map Pack - Fixed MMINV4 W/Screenshots
« Reply #16 on: January 27, 2011, 09:19:03 PM »
I would like to clarify here that Oilman's stage failed Minimum Quality Expectations because of it's general openness and emptiness, not because of its look. YD at least tried to make a layout, and the stage actually looked pretty neat.

Supermoby's arena, on the other hand, is literally a single texture used both for floor, roof, and walls, in a circular room. In comparison to maps such as this, Oil Man's stage looks a lot more desirable.

I will have to side with YD on the matter here, since you're managing to come off as a bigger hypocrite than what you tried to make YD look like.

Edit: And yes, I have been rather lazy as of late (I blame Steam for making me purchase distracting games), and should have informed YD about this earlier, but he is welcome to have another attempt at Oil Man's stage if he wants.

January 27, 2011, 09:21:46 PM
Reply #17

Offline Ashley

  • Warrior
  • *
  • Date Registered: November 20, 2010, 02:17:35 AM

    • View Profile
Re: MMINV Public Map Pack - Fixed MMINV4 W/Screenshots
« Reply #17 on: January 27, 2011, 09:21:46 PM »
Quote from: "Myroc"
I would like to clarify here that Oilman's stage failed Minimum Quality Expectations because of it's general openness and emptiness, not because of its look. YD at least tried to make a layout, and the stage actually looked pretty neat.

Supermoby's arena, on the other hand, is literally a single texture used both for floor, roof, and walls, in a circular room. In comparison to maps such as this, Oil Man's stage looks a lot more desirable.

I will have to side with YD on the matter here.

There's no siding on a matter, for there is no matter.

I stated that he shouldn't really criticize my work on texturing on something as simple as a square room.. The rooms don't need to look fancy on Invasion. They just need to WORK.

As far as opinions go, I don't care much. I know stuff needs work, but mapping is not one of them. Nobody should concern themselves with how maps look, either, because they're designed for what's inside of them. Not for the players running through them.

January 27, 2011, 09:23:24 PM
Reply #18

Offline Max

  • MM8BDM Extender

  • i ate those food
  • ************
  • Date Registered: July 09, 2010, 08:10:13 PM

    • View Profile
    • ??
Re: MMINV Public Map Pack - Fixed MMINV4 W/Screenshots
« Reply #18 on: January 27, 2011, 09:23:24 PM »
Problem being is that people won't be bothered with the content of the maps if the maps themselves deter people. Please make them look a little better!

January 27, 2011, 09:24:53 PM
Reply #19

Offline Myroc

  • MM8BDM MM8 Contributor

  • Tyst! Jag ser på TV!
  • *****
  • Date Registered: October 13, 2010, 08:35:35 PM

    • View Profile
Re: MMINV Public Map Pack - Fixed MMINV4 W/Screenshots
« Reply #19 on: January 27, 2011, 09:24:53 PM »
Quote from: "Ashley"
The rooms don't need to look fancy on Invasion. They just need to WORK.
Wrong. Completely utterly wrong.

There's more to making maps and mods than layout and content alone. Assuring that what you're doing actually looks decent can factor into this as much as the above two categories since really, no one wants to play something that looks like pure concentrated pain inject apply directly to eyeballs.

(And hell, this is coming from someone who plays Dwarf Fortress for crying out loud.)

January 27, 2011, 09:26:33 PM
Reply #20

Offline Ashley

  • Warrior
  • *
  • Date Registered: November 20, 2010, 02:17:35 AM

    • View Profile
Re: MMINV Public Map Pack - Fixed MMINV4 W/Screenshots
« Reply #20 on: January 27, 2011, 09:26:33 PM »
There's nothing to make look better, unless you give me specific details, with possible images.

As long as it took me to do this, I'm really just shocked that people care about MINOR map details. You'd think you could just appreciate the work we put into this and just let it be for now.. But no, people will criticize anything, even if it's not wanted, and certainly not needed.

(Really sickening how much shit I get over the work I do.. It really is)

Just be happy and accept it.

January 27, 2011, 09:30:29 PM
Reply #21

Offline Korby

  • Global Moderator

  • Benvenuto nella room italiana!
  • *************
  • Date Registered: March 04, 2010, 03:36:02 AM

    • View Profile
    • Korby Games
Re: MMINV Public Map Pack - Fixed MMINV4 W/Screenshots
« Reply #21 on: January 27, 2011, 09:30:29 PM »
In other news, maybe if the enemies did a little less damage and people didn't die every three seconds I'd feel better 'bout this mod.

Otherwise, yeah, it's pretty good. It's a beta map pack which excuses the quality of the maps. This pack is more of a debug for the mode, not the maps. I have a feeling not many of these maps will survive the official release, and if they do, they'll be touched up.

January 27, 2011, 09:40:11 PM
Reply #22

Offline Ashley

  • Warrior
  • *
  • Date Registered: November 20, 2010, 02:17:35 AM

    • View Profile
Re: MMINV Public Map Pack - Fixed MMINV4 W/Screenshots
« Reply #22 on: January 27, 2011, 09:40:11 PM »
Quote from: "Korby"
In other news, maybe if the enemies did a little less damage and people didn't die every three seconds I'd feel better 'bout this mod.

Damage? Please. I cannot affect such without making custom weaponry! We all know it's not needed... Translations and damagefactors do work FOR you!
--I cannot be bothered to change their damages because it would just be a whole other pack of code I'd have to work on just to please someone, and then it would be too easy for groups!

Again, this is meant for a group of people, 5 or more.

Quote from: "Korby"
Otherwise, yeah, it's pretty good. It's a beta map pack which excuses the quality of the maps.

Sure, why not.

Quote from: "Korby"
This pack is more of a debug for the mode, not the maps. I have a feeling not many of these maps will survive the official release, and if they do, they'll be touched up.

Not a debugging pack, bygods! You don't KNOW how many times people have played early releases of this SHIT piece of work I've done.
This is public for the oodles and oodles of messages, spam, and requests I got about Invasion.. I stayed up 22 hours straight making MMINV5 "perfect" for release just because I got sick of hearing whines about it. XD

I know a lot of stuff needs work, but for now, this is what you get.
Enemies from old waves won't always respawn, either.. Like wave 1's won't appear on wave 10 or something. Mike had this working in his template, but it doesn't work (for god knows why) whenever I implemented it.

NOW, I'm off to go do things non-MM8BDM for like.. A month.. Then I'll continue whatever. This wore me out, and the people around me don't help much. (No offense?)

EDIT: None of these maps will be in the official Invasion release I plan to work on with Mike (or at least, with Mike's knowledge). These were for the D2MM project, and Invasion mode was picked up from it, to make the maps better, and fit the style used for them. I'll be making my own maps to accustom the real invasion mode.

January 27, 2011, 11:25:26 PM
Reply #23

Offline SickSadWorld

  • MM8BDM MM8 Contributor
  • ****
  • Date Registered: December 03, 2010, 07:35:28 AM

    • View Profile
Re: MMINV Public Map Pack - Fixed MMINV4 W/Screenshots
« Reply #23 on: January 27, 2011, 11:25:26 PM »
i agree with kroby and YD, lol

no offense, ash. this is a good start

January 28, 2011, 05:54:10 PM
Reply #24

Offline Hallan Parva

  • MM8BDM MM8 Contributor

  • drifting absently across an endless sea
  • *
  • Date Registered: September 23, 2010, 10:32:40 PM

    • View Profile
Re: MMINV Public Map Pack - Fixed MMINV4 W/Screenshots
« Reply #24 on: January 28, 2011, 05:54:10 PM »
One shot from practically any enemy kills you.

Decrease enemy HP and enemy attack power. Big Eyes shouldn't be able to shoot anything, anyway.

Why don't you model enemies like their in-game counterparts? Big Eyes move fast and have instakill stomps, but can't shoot; Colton spams Needle Cannon in your general direction; Helimets are hard to hit and move spastically but have super-low HP; Hotheads throw Tackle Fires at you (like YD's Flamethrower alt-shot).

January 28, 2011, 07:43:16 PM
Reply #25

Offline Ashley

  • Warrior
  • *
  • Date Registered: November 20, 2010, 02:17:35 AM

    • View Profile
Re: MMINV Public Map Pack - Fixed MMINV4 W/Screenshots
« Reply #25 on: January 28, 2011, 07:43:16 PM »
Quote from: "SmashBroPlusB"
One shot from practically any enemy kills you.

Decrease enemy HP and enemy attack power. Big Eyes shouldn't be able to shoot anything, anyway.

Why don't you model enemies like their in-game counterparts? Big Eyes move fast and have instakill stomps, but can't shoot; Colton spams Needle Cannon in your general direction; Helimets are hard to hit and move spastically but have super-low HP; Hotheads throw Tackle Fires at you (like YD's Flamethrower alt-shot).

One shot is totally over-exaggerated.

Enemy HP may or may not be changed. Most of the people who helped me pick their HP's feel it's a good setup. You think it's too high because BigEyes are the only enemies that really show up, and have 600. (When in large groups, that SEEMS like a lot, but it really isn't.)

Enemy attack power stays because of..

Quote from: "Ashley"
Damage? Please. I cannot affect such without making custom weaponry! We all know it's not needed... Translations and damagefactors do work FOR you!
--I cannot be bothered to change their damages because it would just be a whole other pack of code I'd have to work on just to please someone, and then it would be too easy for groups!

I'm not modeling them after in-game ones because there's things called LIMITATIONS and Ignorance.

A. Bigeyes who don't shoot are completely useless if they get stuck on a wall (Like in many of the maps)
B. Colton is fine as is. Period. He was hard enough to get to work in the first place.
C. Helimets aren't spastic because they lag the server if I used their really early forms, with horrible AI.
D. Hotheads don't exist, silly.. And I doubt they ever will. There's no need for them.

January 29, 2011, 08:39:54 PM
Reply #26

Offline Bikdark

  • Standard Member
  • Date Registered: December 26, 2010, 01:51:13 AM

    • View Profile
Re: MMINV Public Map Pack - Fixed MMINV4 W/Screenshots
« Reply #26 on: January 29, 2011, 08:39:54 PM »
Hmm, I just downloaded invasion, and whenever I start up MM8bDM with it, I crash as soon as Skulltag's done loading. :/
Edit: Disreguard this post, it was fixed by simply re-downloading.

January 29, 2011, 09:03:52 PM
Reply #27

Offline Nekolord

  • Standard Member

  • A blast from the past
  • Date Registered: December 04, 2010, 10:11:22 PM

    • View Profile
Re: MMINV Public Map Pack - Fixed MMINV4 W/Screenshots
« Reply #27 on: January 29, 2011, 09:03:52 PM »
I have something, that bug me in the Maps. The Jump Speed in Air. It is Probably in MMINV2 a Huge Problem because of the Spawn Points, you start, run down, and than you realize you charge into the Lava. If the Aircontrol also would be like in the MM Stages, it kinda would be easier to play Invasion.

Edit: Its kinda unnice so many People critisize the Mode. Ash & Co. Gave MANY for make it working, and i almost heard only critic, and endless Enemy fix wishes.
I think some of you just take it very hard with the Invasion Mode. Its Undone and still in work, so please dont start Crying if the Enemys beat you, you dislike the Maps because of the Look, or something different. I guess after all they didnt made it for getting pissed off. You would dislike 2, if you Make a Mode and anyone start critisize without end. They also give their best to fix these Problems, but please, please stop spamming the same Wishes, and PLEASE stop Critisize without end. Be Happy this Mode exist now.
Start disliking me for my Edit now, i dont mind.

January 29, 2011, 10:49:01 PM
Reply #28

Offline Lio

  • Standard Member
  • Date Registered: November 11, 2010, 01:48:55 AM

    • View Profile
Re: MMINV Public Map Pack - Fixed MMINV4 W/Screenshots
« Reply #28 on: January 29, 2011, 10:49:01 PM »
Eh, I honestly thought this would be WAY better, considering the amount of attention it got. I stand corrected. No offense of course, because I really appreciate the work being done here and it's obvious you guys worked pretty hard. That's great, really, but I need to want to share some of my opinions.

Well yesterday I was hanging at msn with my bud like I always do. We got bored and decided to give Invasion a go since we used to play it on Doom with limited lives and a Megaman themed one sure was interesting. We were feeling high and mighty so we used limited stock on this too for teh lulz. Boy, was that a mistake.

First off, I imagined something way more balanced. You know, weak enemies at first increasing in numbers to finally have a gang of Baron of Hell-like enemies walking to you. As it is now, it's just spamming mobs that hurt like hell so it's pretty much Use Rolling Cutter > Die > Repeat. It isn't enjoyable at all, it feels like it's aimed at an audience with a short attention span that just want to shoot something while chatting, sort of like cheat servers. I think you could have edited a few of the official weapons to be less DM based and more coop friendly to be able to correctly balance the monsters.

Then we have monster variety. I know what I'm talking about here so I understand how their coding works and such. There's plenty of enemy skins out there, you could have easily done a ton of new monsters, with permissions of course. Now, as for the coding, it's not that hard. They don't have to go spazz at the time to spawn to look flashy or to make the game feel refreshing. Something normal like walking and shooting 1 small and normal projectile would be fine, no need to overdo it.

And finally, I just want to agree the maps are too bland. They need to show some kind of variety so it doesn't gets boring after a play or two. But that point was already discussed so I'll leave it at that.

That's pretty much all, I think. And yes, this is a good start, and like I said, it's great someone is working on this so I thank you. I just think the attitude you're trying to hold here is a bit immature. I know what it feels to slave yourself for someone who doesn't appears to give a damn, but it's no reason to act like this.  :| But you do need a rest from all this, so I wish you the best with that.

Quote from: "Nekolord"
Its kinda unnice so many People critisize the Mode. Ash & Co. Gave MANY for make it working, and i almost heard only critic, and endless Enemy fix wishes.
They also give their best to fix these Problems, but please, please stop spamming the same Wishes, and PLEASE stop Critisize without end. Be Happy this Mode exist now.
If they want the mode to be better for everyone they need to know what everyone else thinks about the mode. Critique helps us do that. It's not like we're attacking Ashley and co., at least most of us aren't. Or is everyone supposed to say "Oh, this is great. GG." all the time? In the end, the way they take critique is totally up to them.

January 30, 2011, 12:21:18 AM
Reply #29

Offline Nekolord

  • Standard Member

  • A blast from the past
  • Date Registered: December 04, 2010, 10:11:22 PM

    • View Profile
Re: MMINV Public Map Pack - Fixed MMINV4 W/Screenshots
« Reply #29 on: January 30, 2011, 12:21:18 AM »
1. Yes, after Wave 6 The Battles Get very hard, i must Admit without the Spots where ive could shot Moby without getting Damaged, i wouldnt come to Wave 10. But i also guess if they are overlowed in HP and Damage, its kinda too easy, but i must admit, in MMINV1 if you got the Last Wave (Was 10 when i made), your also raped by Bigeyes Road Block.

2. yes, you guys can critisize Lio, i just guess its not fair, if People feel "too" Bad about Invasion. After all it was made for Fun and for a new Gamemode in MM8BDM, after Roboenza took over The Game. But not even Roboenza is Popular Last Time. i guess MM8B loses the Fun without new Modes. I Hope Invasion will be a Hit.