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Author Topic: FGG Maps [Beta Maps on Page 11]  (Read 34658 times)

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March 22, 2012, 07:48:10 PM
Reply #60

Offline fortegigasgospel

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Re: FGG Maps [Boss Arenas]
« Reply #60 on: March 22, 2012, 07:48:10 PM »
Thank you Beed, and here is the pack
http://www.mediafire.com/download.php?us38csuxiehewh9
MM8BDUELMAPSV1b

April 18, 2012, 09:25:33 PM
Reply #61

Offline fortegigasgospel

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Re: FGG Maps [Updates and FGDM-V1a]
« Reply #61 on: April 18, 2012, 09:25:33 PM »
Bumping for both
FGGCW-V1bfix: http://www.mediafire.com/?rx75x58vhu8912s
special thanks to Knux and Gummyworms for music help, the songs no longer change to MM6BOSS at the end of the fights.
MM8BDUELMAPSV1b-fix: http://www.mediafire.com/?iy5dc9ryrce5ze9
more special thanks to Knux and Gummyworms for music help, again songs keep playing, Met Daddy changes to MM4BOS2 at end, GAMMA changes to FINAMUS at end, and CAPSULE changes from MM7OBOS to MM7FBOS at the end.

Also bumping for FGDM-V1a: http://www.mediafire.com/?5ky5w2hv94zz398
Special thanks to Knux and Gummyworms for same reasons as above with the music, special thanks to Rozark with underwater help.

Maps can be seen here.
ForteGigas Deathmatch pack:
FGDM01 - Forest River: Octagon shaped map within a forest. River circles the map pushing players and items alike. Extra weapons hidden in the trees on the island.
(click to show/hide)

FGDM02 - Pac Map: Look at the map, I don't think I need to explain much more. I don't want to hear whining about getting lost or the textures, thats how Pac Man would feel in while running around the map.
(click to show/hide)

FGDM03 - Dynaman Proto: The map I pulled from the DOS expansion is making its return here.
(click to show/hide)

FGDM04 - Blood Gulch: A not so great replica of the popular Halo map. Pistol = Buster, Assault Rifle = Yammato Spear, Plasma Rifle = Bass Buster, Shotgun = Air Shooter, Rocket Launcher = Hard Knuckle, Grenades = Hyper Bomb, Sniper Rifle = Dive Missle, Fuel Rod Launcher (from the PC version) = Crash Bomber, and Flame Thrower (PC version) = Fire Storm
(click to show/hide)

FGDM05 - The Pit: MORTAL KOMBAT!!!  Not really, the idea was to replicate it. Lots of holes with walkways, watch where you are stepping.
(click to show/hide)

FGDM06 - Castle Cortyard: Vertical Level with not many weapons, but an Eddie at the top to help with this. Crowrangs are numerous.
(click to show/hide)

FGDM07 - Torchman Proto: I bet some of you wished this died in the bowels of my hard drive, well it didn't and its gotten a slight visual facelift.
(click to show/hide)

FGDM08 - Orbital Elevator: Three floors and an elevator shaft, the "ground level" is the only part with normal gravity.
(click to show/hide)

FGDM09 - Simple Deathmatch: Exactly what the name implies, not too much space keeping fights short.
(click to show/hide)

FGDM10 - Sand Pit: Another small map but mostly in the open this time around.
(click to show/hide)

Download above and in Original Post.

See if you can find all the Yashichis

April 18, 2012, 10:00:20 PM
Reply #62

Offline Hallan Parva

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Re: FGG Maps [Updates and FGDM-V1a]
« Reply #62 on: April 18, 2012, 10:00:20 PM »
HD COME HOST THIS RIGHT NOW

Also, what are those other two things you bumped?

April 18, 2012, 10:08:33 PM
Reply #63

Offline fortegigasgospel

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Re: FGG Maps [Updates and FGDM-V1a]
« Reply #63 on: April 18, 2012, 10:08:33 PM »
Quote from: "SmashBroPlusB"
Also, what are those other two things you bumped?
ForteGigasGospel's Classic Warfare Pack.
Megaman 8-bit Deathmatch Boss Arenas (the map pack with maps out of the Unknown map)

April 18, 2012, 10:29:26 PM
Reply #64

Offline Magnet Dood

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Re: FGG Maps [Updates and FGDM-V1a]
« Reply #64 on: April 18, 2012, 10:29:26 PM »
THEY'RE ALL SO LINEAR AGHHHHHH

They seem nice anywho.

April 18, 2012, 10:34:49 PM
Reply #65

Offline HD_

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Re: FGG Maps [Updates and FGDM-V1a]
« Reply #65 on: April 18, 2012, 10:34:49 PM »
Quote from: "SmashBroPlusB"
HD COME HOST THIS RIGHT NOW

Also, what are those other two things you bumped?

Huh what which one

April 18, 2012, 10:39:34 PM
Reply #66

Offline fortegigasgospel

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Re: FGG Maps [Updates and FGDM-V1a]
« Reply #66 on: April 18, 2012, 10:39:34 PM »
Quote from: "Star Dood"
THEY'RE ALL SO LINEAR AGHHHHHH

They seem nice anywho.
Quote
The word linear comes from the Latin word linearis, which means pertaining to or resembling a line.

A Linear map would imply that the map only has 1 way to go with little to no side paths.  People complained about FF13 being to linear because the first "half" of the game had no side paths and you went from room to room as you progressed.  Also Blood Gulch is based off a map from another game, so if you think its linear blame them.

Oh also Blood Gulch is CTF and SFCTF compatible. Forgot to add that part.

April 19, 2012, 12:38:39 AM
Reply #67

Offline Magnet Dood

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Re: FGG Maps [Updates and FGDM-V1a]
« Reply #67 on: April 19, 2012, 12:38:39 AM »
Bah, I meant you know like all paralell and stuff

April 19, 2012, 01:04:40 AM
Reply #68

Offline Rozark

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Re: FGG Maps [Updates and FGDM-V1a]
« Reply #68 on: April 19, 2012, 01:04:40 AM »
i believe the word youre looking for is symmetrical.

April 19, 2012, 09:04:09 AM
Reply #69

Offline Hallan Parva

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Re: FGG Maps [Updates and FGDM-V1a]
« Reply #69 on: April 19, 2012, 09:04:09 AM »
Quote from: "fortegigasgospel"
Quote from: "SmashBroPlusB"
Also, what are those other two things you bumped?
ForteGigasGospel's Classic Warfare Pack.
Megaman 8-bit Deathmatch Boss Arenas (the map pack with maps out of the Unknown map)
I kinda know that since you said it in the post

but what exactly are they

I need definitions man! :ugeek:

April 19, 2012, 05:04:22 PM
Reply #70

Offline fortegigasgospel

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Re: FGG Maps [Updates and FGDM-V1a]
« Reply #70 on: April 19, 2012, 05:04:22 PM »
Quote from: "SmashBroPlusB"
Quote from: "fortegigasgospel"
Quote from: "SmashBroPlusB"
Also, what are those other two things you bumped?
ForteGigasGospel's Classic Warfare Pack.
Megaman 8-bit Deathmatch Boss Arenas (the map pack with maps out of the Unknown map)
I kinda know that since you said it in the post

but what exactly are they

I need definitions man! :ugeek:
Both are defined in the original post. but here is screen shots of the boss duel arenas.
(click to show/hide)

April 21, 2012, 01:01:33 PM
Reply #71

Offline Fyone

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Re: FGG Maps [Updates and FGDM-V1a]
« Reply #71 on: April 21, 2012, 01:01:33 PM »
A problem that I've seen in all the maps was usually:

a) The weapon placement is terrible and little to no weapon energy or health, most of the time I see a place with lots of health and energy, but in another place with nothing.

b) Alot of the maps are cramped and hard to play in.

The only maps I really liked but still had alot of a) in them were: FGDM04, FGDM07, FGDM10

April 21, 2012, 03:03:11 PM
Reply #72

Offline fortegigasgospel

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Re: FGG Maps [Updates and FGDM-V1a]
« Reply #72 on: April 21, 2012, 03:03:11 PM »
Quote from: "Fyone"
A problem that I've seen in all the maps was usually:

a) The weapon placement is terrible and little to no weapon energy or health, most of the time I see a place with lots of health and energy, but in another place with nothing.

b) Alot of the maps are cramped and hard to play in.

The only maps I really liked but still had alot of a) in them were: FGDM04, FGDM07, FGDM10

Weapons themselfs are in common locations for weapons in FPSs imo, unless you mean placement being the weapons I picked.  As for health and energy I put them out of the way of normal combat to try and discourge health running.  Buy putting them outside rooms where fighting takes place people are less likely to want to run off to get them.

FGDM07 is not going to be in the next build though, for reasons.

April 21, 2012, 03:32:02 PM
Reply #73

Offline Fyone

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Re: FGG Maps [Updates and FGDM-V1a]
« Reply #73 on: April 21, 2012, 03:32:02 PM »
Yeah but IMO I like constant health grabbing... Also the weapon placement is bad, I know you placed the weapons where people would expect it to be placed but you should always think of how bots would play in the maps. (Some people play like a bot lol). So I think it'd be better if you placed the weapons right in the open instead of in the middle. Also a big problem I've seen in some of your maps is that you place like 4 weapons near each other and not much anywhere else, why? <== and same goes for energy and health.

And seeing that you didn't say anything about the cramped issue, I'm guessing your gonna fix?

April 21, 2012, 04:14:16 PM
Reply #74

Offline fortegigasgospel

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Re: FGG Maps [Updates and FGDM-V1a]
« Reply #74 on: April 21, 2012, 04:14:16 PM »
Quote from: "Fyone"
Yeah but IMO I like constant health grabbing... Also the weapon placement is bad, I know you placed the weapons where people would expect it to be placed but you should always think of how bots would play in the maps. (Some people play like a bot lol). So I think it'd be better if you placed the weapons right in the open instead of in the middle. Also a big problem I've seen in some of your maps is that you place like 4 weapons near each other and not much anywhere else, why? <== and same goes for energy and health.

And seeing that you didn't say anything about the cramped issue, I'm guessing your gonna fix?
I was being rushed out of the house and can properly respond now.

I'll see what I can do about the crampedyness when I get around to updating this pack.

As for the weapons being near eachother, the only map I can think that has that problem is Blood Gulch, but thats because I was doing my best to keep true to the original placement (to the best of my memory), I only doubled up the Hard Knuckles due to the White flag being where I would put it, but I may replace one with a crash bomber and remove the two crash bombers on the team sides.

As for bots having a hard time getting weapons, I defenently need to fix that problem in Dyna Proto's top and bottom floors, as well as Castle Courtyard (I've seen one bot get a weapon in the latter that wasn't noise crush, it was the Sakugarne, that bot won).

As for FGDM07, it is being replaced completely, but its moving elsewhere, its currently being touched up by me and Lego, so next build will have a brand new FGDM07, likely a revised Torch Sewers (the second version of Torchman's map).