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Author Topic: ozxpack V1A upgraded-no progress yet.  (Read 27658 times)

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November 23, 2011, 02:50:59 AM
Reply #120

Offline LlamaHombre

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Re: OZX maps-front page updated
« Reply #120 on: November 23, 2011, 02:50:59 AM »
The only thing I'm scared about is the size. It has potential so far.

November 23, 2011, 02:52:10 AM
Reply #121

Offline Jennifer

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No really it's as tiny as Hell. Like Cutman Size.
« Reply #121 on: November 23, 2011, 02:52:10 AM »
I'm probably going to make it bigger over in the corner Omega didn't take a picture of. Cause it's REALLY small.

January 14, 2012, 08:11:26 PM
Reply #122

Offline OZX

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Re: OZX maps-front page updated
« Reply #122 on: January 14, 2012, 08:11:26 PM »
I have a question on this:


(click to show/hide)


Is it better with the curves, or would you rather have the lines straight?This map isn't done yet, but it will be soon.

You can also say your opinion's on the layout, like what improvements could be used, etc..

EDIT:making new paths, for quicker time.

January 14, 2012, 08:51:28 PM
Reply #123

Offline xColdxFusionx

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Re: OZX maps-front page updated
« Reply #123 on: January 14, 2012, 08:51:28 PM »
Quote from: "omegazerox12"
I have a question on this:


(click to show/hide)


Is it better with the curves, or would you rather have the lines straight?This map isn't done yet, but it will be soon.

You can also say your opinion's on the layout, like what improvements could be used, etc..

EDIT:making new paths, for quicker time.

If you're going to make curves in the walls on the rocky segments, at least be consistent. The clash between the rounded outer walls and the flat inner walls is confusing my eyes.

Also, looking at the screenshot, I have a feeling that this map may suffer from a large distance problem. I'd have to see the actual map to make a final verdict on whether or not it does, but a general rule of thumb on the matter: lots of long hallways aren't really that fun to traverse.

It does, however, look like your mapping skills are improving. Keep working at it!

January 14, 2012, 09:10:40 PM
Reply #124

Offline OZX

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Re: OZX maps-front page updated
« Reply #124 on: January 14, 2012, 09:10:40 PM »
I added 2 more ways to get to the center of the map, and it's going to be an outdoor map, thanks for the opinion cold.

January 14, 2012, 09:22:21 PM
Reply #125

Offline SaviorSword

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Re: OZX maps-front page updated
« Reply #125 on: January 14, 2012, 09:22:21 PM »
Judgin' by the map's looks. The small blue square areas would be considerably large since the entire map is zoomed out alot. If ya want to access other parts of the map, it'll be a LONG walk to other parts. Of course, that'll be nothin' but obstruction to the flow of the map. Usin' just one flat texture on a sector will be painful to the eye, but not as painful as Air Man textures but that's besides the point, and speakin' of "flat" the map has absolutely no height variation at all. Without height variation, the map looks very borin' and dodgin' attacks would be very difficult since we can't jump that high. Addin' a missile weapon would be the nail in the coffin for the map. Absolute symmetry are mostly good for CTF maps, but that doesn't mean ya could use some symmetric balance (Think MMCTF09 Woodman's Revenge), either way stayin' away from 2 way symmetry (like a square) generally helps and 1 way symmetry (like MM1FIR) can be pulled off with interestin' design that's done right.
A step up from yar old works for sure, but ya still have lots to do. Don't give up!

January 14, 2012, 10:48:17 PM
Reply #126

Offline OZX

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Re: ozxpack V1C-updated last 1/14/12
« Reply #126 on: January 14, 2012, 10:48:17 PM »
Front page updated with layout and hiring testers again due to BS.

January 14, 2012, 11:19:51 PM
Reply #127

Offline Gummywormz

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« Reply #127 on: January 14, 2012, 11:19:51 PM »
Signing up as a tester for obvious reasons.

January 29, 2012, 08:13:24 PM
Reply #128

Offline OZX

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Re: ozxpack V1C-updated last 1/14/12
« Reply #128 on: January 29, 2012, 08:13:24 PM »
New layout since I couldn't fix the glitches on OMEGA02, so here's the new layout I produced:


(click to show/hide)

It will be fixed, just wanted to show some changes.

Here's the layout of the  OMEGA05 as well:

(click to show/hide)

Any concerns, question's or helpful hint's for this, their welcomed.

Also, front page updated.

January 29, 2012, 09:58:58 PM
Reply #129

Offline LlamaHombre

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Re: ozxpack V1C-updated last 1/29/12
« Reply #129 on: January 29, 2012, 09:58:58 PM »
Stop making maps that are just lines in random directions.

It's not fun to play on, and it looks disgusting.

January 30, 2012, 02:33:21 AM
Reply #130

Offline Mendez

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« Reply #130 on: January 30, 2012, 02:33:21 AM »
I agree with what Llama said, you should seriously consider mapping with less random lines. At most, just have lines that go at 45 degree angles MM8BDM is easier to map when you play with the multiples of 32. e.g. A rectangle that is 256 by 512 pixels with a height of 288. Simple sector to texture without fear of misaligning some of your textures.
On the subject of textures, just experiment sometimes. You never know what combinations you'll find. For the most part, though, just stick with themes to start. e.g. A fire-themed map. It has Flame man textures and fire man textures, blended smoothly together so as not to have mainstream facist people call out "texture soup". Also, it should be easy on the eyes, so no mixing certain colors. I dare someone to tell me that yellow walls mixed with a grey floor is a good texture idea.
That's all I can tell you so far. As you map more and more, you'll come across your own beliefs and ideals for mapping. That's of course if you let mapping crawl into your head and force you to have sleepless nights thinking about what textures and what layout elements to implement. But just remember Omega, you gotta map with purpose. Don't make a map just for the sake of mapping. You gotta have an audience, a goal, a dream you want to form into reality. If I worked with doombuilder just for the "pleasure" of making loads of shapes and elements, I would have hung myself months ago.