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Moved to maps.I highly suggest making some screenshots.
screenshots.we need screenshots or no one will download it.
and the ceiling is low.this makes my new upcoming map pack good.
Quote from: "omegazerox12"and the ceiling is low.this makes my new upcoming map pack good.Overdue, but: No, it does not. The incineration of human fecal matter is more appealing than your map pack. Do not forget that your map pack was an abomination released upon this world with zero standard of completion(hence: whereas you believed it was "complete", I knew it to be less than 10% finished), and to even begin believing that it could be better than anything else I have seen on this site is a falsity and brutish insult I am incapable of reciprocating. Before you deem yourself worthy to judge other maps, you must first judge maps objectively and by themselves. Before you decide to compare it against existing maps, remember that your map pack is comparable to nothing, or perhaps a child's arbitrarily drawn doodle. Mappers can only be helped by the use of ideas that would incur change; such useless, hateful bashing is uncalled for. Do not assume greatness because of another mapper's shortcoming. Your map pack is utter garbage and not salvageable. My understanding was that you understood this after your previous "release", but posts such as this one reveal that not to be the case. Stand down. Now that I've got that off my chest, allow me to try and salvage your map, Trollman, before it's too late. You seem to be having some texture issues. Textures line up in a certain way and you are missing this in certain areas (the obvious Snake Man texture in the first image is an example; certain blue textures in the "energy reactor" are misaligned). The majority of the textures are single tiles either 16x16 or 32x32. If each wall/floor's length is a multiple of 32, you'll be fairly safe. The easiest way to see how big 16x16 is? The default "air floor" textures and the missing(!) textures are both 16x16 in size. If that box lines up with the floor, your wall length is a multiple of 16. If you change textures and the texture is "cut off" too early and doesn't line up with the next texture, you will need to offset it. Visually you can do this by left-click dragging the texture left or right. It's easy to accidentally mess up/fall a pixel short so then check "texture offsets" and make sure they line up to the magic multiples of 32 (16 if 32 is not convenient). Some textures are repetitive enough that you can get away with a multiple of 8 - these are the "small" stairs. However, texture design is not really relevant until after you have a good map design, so let's look at that first.The maps are simply too basic and do not contain enough sectors to be interesting. What is shown from the screenshots can be entirely traversed without jumping. The rooms themselves are not much more than a simple box with an exit. This is honestly boring. Add different elevations, corridors, platforms, stairs, anything. These maps are just series of rooms; now turn the rooms into arenas. If you are stuck at ideas I suggest looking at the layouts of maps from the game. You like Snake Man tiles so look at that map. It's four rooms, but each one has a unique layout that creates obstacles, cover, and different elevation changes to make it a dynamic setting. Go for depth, not width in this map. If you want to create a more complex room you may need to raise the ceiling; check to make sure your ceiling height is a multiple of 32 just for simplicity. If you think you've got it, go for it. If you're not too sure edit a room to make it more interesting, post a screen and I'll let you know if you're going in the right direction.