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Author Topic: AMP map pack. FINISHED, SO SEXY!!  (Read 102872 times)

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August 03, 2011, 10:12:57 PM
Reply #195

Offline Nuy

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Re: AMP map pack. AMP-Beta-V3 RELEASED!! Host plz.
« Reply #195 on: August 03, 2011, 10:12:57 PM »
For the new map you sent me bb, the stairs leading to top spin should be walkable, dive missile is borderline useless in there, and so is treble. Speaking of treble, its too much effort to get him. And the music is... eh

August 03, 2011, 10:39:22 PM
Reply #196

Offline Mendez

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Re: AMP map pack. AMP-Beta-V3 RELEASED!! Host plz.
« Reply #196 on: August 03, 2011, 10:39:22 PM »
@ Savior:
Most of them shouldn't disappoint you. You might still dislike 01 for still being too small and 09 for the giant middle pathways. Just don't call my maps "outright terrible". The last time you said that, I wanted to rip your head off.
@ Nu: Not every weapon should be incredibly easy to get. Top Spin is a powerful weapon, you know. I agree about Dive, and you can use one of the two rush coils hidden in the map to acquire the sentry. I added placeholder music so that you would hear something while playing. It's one of those maps where I really can't claim it has a theme, so I just add a song that sounds good.

August 04, 2011, 10:20:38 PM
Reply #197

Offline Mendez

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Re: AMP map pack. AMP-Beta-V3 RELEASED!! Host plz.
« Reply #197 on: August 04, 2011, 10:20:38 PM »
>Enter Screw Scramble
>Sean keeps reminding me about my webopoly loss
>ignore him
>semi-llama him twice
>banned
(click to show/hide)
For AMP, item placement will begin on 11, while 09 will get some final tune-ups. After testing the final version of 09, the rain seems to cause mondo lag with everyone. Gummy never said anything about his PC or any server errors, so I assumed it was just a little too much for gummy's little server to handle. Nu handles it fine, so I'm most likely going to remove rain in some spots that aren't needed. As for AMP10, Lava Lake, I'll switch to a three-color scheme throughout. I'm going to switch the red and blue sections with something different, and most of the stage will stick to a needleman theme. That way, I can tone down the amount of textures without having everything look clustered together. I honestly didn't like Nu's advice too much, but he was right about textures. Then again, it never hurts to experiment with different textures.
AMP08 and 07 are still incomplete as fuck. I don't think we'll finish those for another week. But when we do....
We'll still have to configure the map pack to work with the mm7 expansion. Adding a new weapon is a lot harder than one might think, so DTD will have to do some magic and get the flame rail working again. That's all for now.

August 04, 2011, 11:38:12 PM
Reply #198

Offline TERRORsphere

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Re: AMP map pack. AMP-Beta-V3 RELEASED!! Host plz.
« Reply #198 on: August 04, 2011, 11:38:12 PM »
What's wrong with the flamerail?

August 05, 2011, 12:08:32 AM
Reply #199

Offline Mendez

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Re: AMP map pack. AMP-Beta-V3 RELEASED!! Host plz.
« Reply #199 on: August 05, 2011, 12:08:32 AM »
The flamethrower's ammo bar doesn't show up. Also, when I pick up mm7 weapons, their weapon bars don't show up. You may also want to buff up flamerail's ammo usage. Quite easy to recharge if you ask me.

August 05, 2011, 12:36:00 AM
Reply #200

Offline Nuy

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Re: AMP map pack. AMP-Beta-V3 RELEASED!! Host plz.
« Reply #200 on: August 05, 2011, 12:36:00 AM »
Hey blue can I still take that offer about making a map?

August 05, 2011, 12:39:36 AM
Reply #201

Offline Mr. Sean Nelson

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Re: AMP map pack. AMP-Beta-V3 RELEASED!! Host plz.
« Reply #201 on: August 05, 2011, 12:39:36 AM »
Quote from: "Bluebrawl"
>Enter Screw Scramble
>Sean keeps reminding me about my webopoly loss
>ignore him
>semi-llama him twice
>banned

A couple of mistakes.

1.) You ignored me the entire time, never saying a word.
2.) I asked you if you were angry with me about said loss.

I felt very uncomfortable with your presence, since you obviously were cross with me in some fashion.
I shouldn't have to feel uncomfortable on my own server, so I banned you for two hours so you might cool off.
It's nothing personal, and I don't think it was at all unwarranted.

However, I am sad that that happened.
So, let's kiss make up, eh?
Mutual apologies?

August 05, 2011, 01:33:21 AM
Reply #202

Offline Mendez

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Re: AMP map pack. AMP-Beta-V3 RELEASED!! Host plz.
« Reply #202 on: August 05, 2011, 01:33:21 AM »
If you can bring an interesting layout, I would more than welcome a new addition to AMP.
/me hugs Sean and puts the switchblade away.

August 05, 2011, 04:31:28 AM
Reply #203

Offline Tesseractal

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Re: AMP map pack. AMP-Beta-V3 RELEASED!! Host plz.
« Reply #203 on: August 05, 2011, 04:31:28 AM »
Quote from: "Sean Nelson"
1.) You ignored me the entire time, never saying a word.
2.) I asked you if you were angry with me about said loss.
I felt very uncomfortable with your presence, since you obviously were cross with me in some fashion.
It's nothing personal, and I don't think it was at all unwarranted.

However, I am sad that that happened.
So, let's kiss make up, eh?
Mutual apologies?

You banned him, yet he did not say a word. You banned him because your feelings were altered (you were made uncomfortable), you most likely would not have banned anyone else in the same scenario, and you were also "sad" that you banned him. Claiming that it was "not personal" contradicts those previous statements. I wouldn't expect BlueBrawl to apologize, nor do I think he needs to.

Just a suggestion, of course. Nothing personal.

Quote from: "Bluebrawl"
Anyways AMP11 will be the last stage(?) in the map pack, assuming SSW's ctf map isn't completed by then.

Hmm. If you're serious about adding CTF maps (this is a sudden shift), can you attempt to get the CTF maps from DTD's unreleased CTF map packs? He started a 4-team CTF map pack and possibly a 2-team CTF map pack(this one I'm not sure about). If you can, this pack would be a great place to implement them, and people would have more incentive to host it in CTF servers (one map isn't much. Even two maps did the trick for X-Pack).

Unrelated, just wanted to say I can't give map feedback until my computer's back (likely this weekend). Didn't intend to leave ye hangin'.

August 05, 2011, 05:01:21 PM
Reply #204

Offline Mr. Sean Nelson

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Re: AMP map pack. AMP-Beta-V3 RELEASED!! Host plz.
« Reply #204 on: August 05, 2011, 05:01:21 PM »
Quote from: "Ice-IX"
Just a suggestion, of course. Nothing personal.

Seeming as how that problem was already resolved, it doesn't seem very professional either.

But there is a simple answer, one that I have learned time and time again throughout my life.
- Nobody really wins in Monopoly.

August 06, 2011, 02:39:04 AM
Reply #205

Offline Mendez

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Re: AMP map pack. AMP-Beta-V3 RELEASED!! Host plz.
« Reply #205 on: August 06, 2011, 02:39:04 AM »
Item placement for AMP11 is still in progress, although I feel I will end up widening up a couple of sections. Touring the map, I feel a few sections could be widened up so that players don't end up feeling like the map is linear. Considering the weapons that are actually going into the map, I think players will appreciate the extra space. Review copies of the original amp02 will go out later tonight so that some folks have something to do while I'm gone. I won't make any sort of update tomorrow due to the fact I'm going to a sweet 15 (Quinceañera). While I'm gone, I hope Roc and Savior can give out their reviews of the beta. After their reviews are in, I'll make the necessary changes.
New screenshot for AMP11: Adjective Location.
(click to show/hide)

August 06, 2011, 02:43:31 AM
Reply #206

Offline Blaze Yeager

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Re: AMP map pack. AMP-Beta-V3 RELEASED!! Host plz.
« Reply #206 on: August 06, 2011, 02:43:31 AM »
Looks good Bluebrawl.

I hope that we'll get an update with Final Screenshots of AMP01-10 soon...ekekekeke

August 06, 2011, 03:30:43 PM
Reply #207

Offline Jc494

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Re: AMP map pack. AMP-Beta-V3 RELEASED!! Host plz.
« Reply #207 on: August 06, 2011, 03:30:43 PM »
Quote from: "Ice-IX"
Hmm. If you're serious about adding CTF maps (this is a sudden shift), can you attempt to get the CTF maps from DTD's unreleased CTF map packs? He started a 4-team CTF map pack and possibly a 2-team CTF map pack(this one I'm not sure about). If you can, this pack would be a great place to implement them, and people would have more incentive to host it in CTF servers (one map isn't much. Even two maps did the trick for X-Pack).

Woah, woah woah. Hold on there. I pulled my 4TCTF maps out of that to put in in my map pack, and I'm tweaking them for my own reasons. If you're gonna put DTD's maps in, count mine out.

August 09, 2011, 10:55:52 PM
Reply #208

Offline Mendez

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Another Pitchfork-style review
« Reply #208 on: August 09, 2011, 10:55:52 PM »

BB & DTD - Another Medal Please map pack Beta
8.8/10
[Breakout maps/First maps]

A madman comes into a server one day, disgruntled from working so hard. He meets a naive, innocent, young boy who's seen his work before. They get into a conversation, and the rest is history. Following a hiatus and some drawbacks, BB and DTD have still managed to complete a portion of their maps and release them to the public to give them a taste of their work. The taste is mostly sweet, with a small hint of sour.

AMP01 - Welcome to the AMP show
A welcoming title to a powerful first map. Right off the bat, DTD does his best to impress the player with a solid layout, incredible detail, and a soundtrack that stands out from the music we've heard before. After a while, however, the size of the whole map leaves players gasping for space. It's size is it's only real flaw, and it really comes off as a beautiful map.

AMP02 - Lava Lake
The naive little boy wanted to try to copy his master's style, and it's somewhat successful in this map. The layout of the map is convenient to navigate, although the width of some of the sections can make the players a little scared of the lava below. The weapon selection feels solid, although it feels like the weapons are a little too weak to work with. The energy placement is good, although the w-tanks could be held back a bit. For the boy's second map, this is far from bad.

AMP03 - Pseudo Symmetry
Refraining from detailing every nook and cranny of the map, and deciding to give the people a smooth look that's easy on the eyes, DTD's next map feels incredibly fun, with a layout that's seemingly symmetrical and a weapon selection that feels a little balanced, despite having different weapons on either side. The hard knuckle and Crash bombs compete with the air shooter and ice slasher, while plant barrier and metal blade are thrown near the middle to give the player some variety. The underwater section feels like a penis joke, with two bubble leads on opposite sides and water wave at the tip. Still, it feels balanced enough to not warrant many complaints. The eddie spawn, however, could use a relocation.

AMP05 - Musique
When DTD sent the little boy the layout of this map, the boy felt he could make something amazing from the layout given to him. Generating his own detailed sections and pseudo-nightclub theme, this map stands as, quite possibly, the boy's greatest map to date. The three-color scheme of pink, blue, and purple culminate in an unbelievably eye-catching map that feels somewhat clustered together. With so many textures in so many places, it feels like we're looking at too much at one time. Otherwise, it's become a personal favorite for the boy and feels like it's a few texture replacements away from a good map.

AMP09 - Cloud Brother
The boy had to start somewhere, and it seems like he started with a cloud-themed map. Seen as possibly the worst map of the whole pack (which is saying something) this map's layout feels like it could drag the match out too long. The glass bridge feels excessive, with a lack of weapons on it to improve the flow of the whole map. While one section of the map provides incredible detail, the rest of the map feels scrapped together at the last second to provide a larger map. The secret skull barrier also feels a tad bit unnecessary, as does the colton decoration. Finally, the music of the map doesn't really go together with the theme of this map. For the boy's first map, this is acceptable.

Overall, this map pack feels like it packs a solid punch, although it feels weak in some spots. If they can take care of their mistakes, they'll definitely compete with the I-pack and X-pack for the greatest map pack of all time. 8.8/10

- Bluebrawl, August 9, 2011
For AMP progress, I should be finished with item placement for 11 tonight. That doesn't mean the map is complete, however. I still have to fix the teleporters and add music that suits the map. Then, if Rawk or Turbo have the time, maybe he can help record a highlight reel of the map pack and send me the clips to compile an amazing video. Rawk is a total bro once you get to know him, and has 65 records in SRB2. Freakin' madman.

August 10, 2011, 06:13:34 AM
Reply #209

Offline Tesseractal

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Re: AMP map pack. AMP-Beta-V3 RELEASED!! Host plz.
« Reply #209 on: August 10, 2011, 06:13:34 AM »
AMP09: Not too bad! Couple of spots to look at:
-Rush Coil spawn on the floor; the area with the junk shield/ceiling teleport destination. One, the side of the slope going up the Ballade Cracker has a solid green wall... Yikes. Fabricate some textures if you have to, just do something to make it consistent with the other colored slopes (which have textures). Also, I would make this slope go up AND down, from:

____-

to:

/ -

and the Rush Coil would be moved somewhere else. (you would add a slope where the Rush Coil spawn is currently, so you can walk up from either side) Additionally, the top of the slope could be a little longer or wider. That slope(s) leads us onto the narrow pathway we take to get Ballade Cracker. The high-rise we walk along to get to Ballade is... unappealing from the sides. The wall textures here just don't look like they should loop. As for Ballade Cracker... it's kind of a meager reward, isn't it? You mentioned worry about weapon set, and there's a good reason for doing so. Generally, as maps get larger, you want a strong weapon you can carry around that packs a punch for whoever you find first. Atomic Fire makes the most sense to me, Noise Crush does the job a little less. Blizzurr and Mangets definitely take advantage of the open areas. Tomahawk and Air are similar trajectory weapons and Tomahawk doesn't really "fit" the map's theme so much. If you want power weapons, Power Stone and Yamato Spear give you a good punch, and Quick Boomerangs would fit nicely when you catch your enemy up close. The lightning guns/drill bombs just aren't nearly as effective at chasing.

Also slowing down the map is TWO shield weapons! Junk Shield just slows down things horrifically, ESPECIALLY when you lack a ripper weapon (e.g. Atomic as stated above). I don't like Skull Barrier here because it has no gimmick to use in a wide open area; you can't walk in any of the deathpits because they're so deep. If you want a cool "reward" item, Super Adaptor / Mirror Buster are my first choices, Sakugarne being the "lol" option. The m-tank is a bit unnecessarily hidden, giving a huge advantage to auto-mappers etc. against people seeing the map the first time / unaware, whereas Adapt/Mirror just gives them a hidden trump card. Junk Shield also encourages W-Tank farming, to the point I'd say putting the two in the same map is bad. The two shield weapons can go, really.

At the 2nd Rush Coil spawn (across wtank, up the slope) there's no window in the window-hole. Seems like a consistency oversight, not sure. When we walk out of that area, there's this empty corner next to Silver Tomahawk... a weapon could go here. (preferably one of the powerful sort) In the thunder bolt room next to the 3 "Cloud Brothers", the impassible linedef could be pushed back so that players can stand on the window. If you're worried about map size (I'm not from what I've seen, it's fairly easy to get around) you can always give turbosphere give SR50 scorch wheel move the main building-areas closer together and shrink the size of the bridge. I think weapon choices is what would slow the map down most, though - for a map this size, you really lack the hard-hitters, and you've definitely got spots for more weapons. I like it! You made this map for a competition not knowing what you were going up against, and I think it turned out nicely.

Just an aesthetic suggestion - why not replace yashichis with Colton? He's your trademark character; he could serve the same role. Besides, the yash in the dull corner isn't too interesting to begin with. Take away yashs, give Colton some love.

AMP02 (Holland): Still think the W-tank / flame man / "danger" area is a bit awkward-ish.

I'll return to the rest of the maps, most of my ideas right now are for Cloud Brother so I'll share them here. You got it, brother. boy where's the other completed duel map?