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Author Topic: ozxpack V1A upgraded-no progress yet.  (Read 27660 times)

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November 22, 2011, 09:48:13 PM
Reply #105

Offline LlamaHombre

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Re: OZX map preview-settin it up.
« Reply #105 on: November 22, 2011, 09:48:13 PM »
Good luck with your "successful" release then.

November 22, 2011, 09:49:24 PM
Reply #106

Offline Trollman

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Re: OZX map preview-settin it up.
« Reply #106 on: November 22, 2011, 09:49:24 PM »
It looks a bit less than OK. As Llama said, use more textures and put more obstacles for the stronger weapons.

November 22, 2011, 09:50:24 PM
Reply #107

Offline OZX

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Re: OZX map preview-settin it up.
« Reply #107 on: November 22, 2011, 09:50:24 PM »
Okay, i didn't mean to sound crabby there, but instead at yelling at me, how about you say it something like this:

Quote
I suggest [insert help here]

Quote
The thing that you need to change [insert help here]

Etc/

EDIT:yea, im adding more rooms to the map via teleporter.

November 22, 2011, 09:50:43 PM
Reply #108

Offline Myroc

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Re: OZX map preview-settin it up.
« Reply #108 on: November 22, 2011, 09:50:43 PM »
Hoo boy, where to start.

Well, first of all, you want to put a lot more thought into... basically everything. Maps aren't made by drawing lines and throwing in weapons and items randomly all over the place along with adding three textures. But okay, let's adress each issue in order.

First of all, as already mentioned, my eyes start bleeding just by looking at that... thing. You want to add some variation to your texture selection, as well as select textures that complement and mix well with each other. Another good rule of thumb to follow is that large indoor areas should most of the time have a pure black roof, although you want to use your own discretion for this. Remember, though, that a map's aesthetics are dependent on much more than the texture choices alone. You will want to subtly modify the map's shape and look to make it look more pleasing to the eye while at the same time not altering its layout too much. Having a general theme in mind for the map as well is a good thing too. Look at other maps or map-packs for examples.

After you've fixed the fundamental graphical problems (and my eyes no longer bleed quite as severely), let's take a look at the layout. Again, this is not just as simple as drawing lines and raising/lowering sectors randomly. You want to put more thought into it, nobody with the possible exception of xxkirbysonicxx likes a map that constitutes solely of a big room with height variation. For starters, try to make several smaller rooms and connect them with corridors and pathways and such. Again, look at other maps or map-packs for examples.

Now that the map hopefully is bearable to look on and actually has a layout with tought about it, let's concentrate on the items in it. Again, these look like they're strewn around randomly, which even you should be able to realize is a bad idea. Not all weapons are equals. There's a dramatic difference in power between, say, Needle Cannon and Fire Storm, in contrast to Hard Knuckle or Top Spin. When placing weapons, think through of what you're adding and where you're placing it, keeping in mind thing such as role and utility, relative power, accessibility, and so on and so forth. Yet again, look at other maps for examples.

November 22, 2011, 09:54:53 PM
Reply #109

Offline xColdxFusionx

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Re: OZX map preview-settin it up.
« Reply #109 on: November 22, 2011, 09:54:53 PM »
Looks like we have a few naysayers here. Personally, I see improvement, which is a good thing.

However, I do see a few areas you can still improve in:

* Large straight walking distances to get from one area to another are rather boring and frustrating. Don't make sectors too small, but make sure you aren't forcing players to walk in straight lines for a whole minute to get from point A to point B.
* Item placements needs to be more deliberate. Randomly scattering weapons may provide weapon diversity, but it makes the map look, for lack of a better term, half-assed.
* Sector placement also needs to be more deliberate. It may be tempting to randomly plop down linedefs and heights to make the map less boring, but taking the time to actually plan out how you want the map to look and play will prove much more rewarding. Sector planning and item placement kind of go hand-in-hand; when you actually plan out the layout of the map, it makes planning weapon placement easier.
* You seem to have gotten the hang of texture themes. However, now you need to work on the next step: texture diversity. Use different texture sets to section out different areas and make the map feel a bit less bland. One rough guideline you can use: Most maps use somewhere around 15 different textures. The key here, however, is to balance texture diversity and texture themes so that it doesn't look like you just decided "to hell with this" and pushed random buttons. Part of this may also come with layout planning; it becomes easier to define an area's look when you know what it's supposed to represent.

Keep working on your maps; it looks like you're starting to improve a bit. Practice makes perfect!

November 22, 2011, 10:04:32 PM
Reply #110

Offline OZX

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Re: OZX map preview-settin it up.
« Reply #110 on: November 22, 2011, 10:04:32 PM »
Can i have an example of one?Pm it to me so i can keep it and study it to make my map better, then add teleporters to make it better...or no teleporters, depends.

November 22, 2011, 10:23:50 PM
Reply #111

Offline xColdxFusionx

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November 22, 2011, 10:36:23 PM
Reply #112

Offline OZX

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Re: OZX map preview-settin it up.
« Reply #112 on: November 22, 2011, 10:36:23 PM »
problem:

Quote from: "from ozx long, long ago....."
I can't download stuff anymore due to Skype failing when i downloaded too many crap.


That was long time ago, got my answer:scan's for virus's:BOOM, it's gone.

November 23, 2011, 12:18:39 AM
Reply #113

Offline OZX

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Re: OZX maps-front page updated
« Reply #113 on: November 23, 2011, 12:18:39 AM »
Travis made this.He goes into my hall fame.FOR LIFE.

(click to show/hide)

Now press your complaints on how lazy i am am how much of a pro travis is. ^_^

November 23, 2011, 12:21:22 AM
Reply #114

Offline xColdxFusionx

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Re: OZX maps-front page updated
« Reply #114 on: November 23, 2011, 12:21:22 AM »
I have a bit of a problem with the sky, but other than that, I like it.

OZX, consider this your example.

November 23, 2011, 12:22:11 AM
Reply #115

Offline OZX

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Re: OZX maps-front page updated
« Reply #115 on: November 23, 2011, 12:22:11 AM »
cold, y u do dis. T_T

I already played this and it's good.

November 23, 2011, 01:13:29 AM
Reply #116

Offline LlamaHombre

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Re: OZX maps-front page updated
« Reply #116 on: November 23, 2011, 01:13:29 AM »
I was going to give that map praise.

Then I realized how small it is.

November 23, 2011, 01:42:42 AM
Reply #117

Offline Jennifer

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In 3010.
« Reply #117 on: November 23, 2011, 01:42:42 AM »
I might make it bigger Later on. Probably will, Cause Yeah it is too Small.

November 23, 2011, 02:28:26 AM
Reply #118

Offline SaviorSword

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Re: OZX map preview-settin it up.
« Reply #118 on: November 23, 2011, 02:28:26 AM »
Quote from: "omegazerox12"
Well then, I am not showing progress now.
If you want to yell at someone, yell at savior for asking for the progress.
It's not my fault that ya made another terrible map.

Now what Travis pitched in is a great start to look at.
Does it have eye bleedin' textures? Nope.
Does it have a really wide room with a few weapons and energy scattered around? Nope.
Is it so huge that it takes a minute to go from one side to another? Nope.
And the list goes on...

Good luck on more progress in the future.

November 23, 2011, 02:50:07 AM
Reply #119

Offline Jennifer

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Because I'm totally not making a Map Pack.
« Reply #119 on: November 23, 2011, 02:50:07 AM »
I'm actually a little surprised the community isn't beating up on my map, cause most of my other maps have usually ended up badly, except for one of them I haven't released to the public.