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Author Topic: [Map Pack] FMP2 (v1b)  (Read 18147 times)

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March 28, 2013, 12:11:44 AM
Reply #60

Offline Rozark

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Re: [Map Pack] FMP2 (v1a)
« Reply #60 on: March 28, 2013, 12:11:44 AM »
Fyone, I'm not repeating myself a third time. (Fourth if you count Knux's thing on MM5CRYSOMEMORE) At this point it's just ignorance.

March 28, 2013, 12:14:35 AM
Reply #61

Offline Fyone

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Re: [Map Pack] FMP2 (v1a)
« Reply #61 on: March 28, 2013, 12:14:35 AM »
I never asked you to repeat in the first place:

Quote from: "Fyone"
You seem to miss the point of what I said, you didn't explain your feelings much better from last time either. Please don't restate again saying "I don't like the 'feeling', too 'awkward'" Give me reasons and an explanation why you feel that way.

March 28, 2013, 12:15:13 AM
Reply #62

Offline Knux

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Re: [Map Pack] FMP2 (v1a)
« Reply #62 on: March 28, 2013, 12:15:13 AM »
Quote from: "Rozark"
Knux already stated that the floors to the drop below don't make sense
No. What I said was that they don't need to make sense if the map was linked together, because it's a game.

March 28, 2013, 12:17:34 AM
Reply #63

Offline Rozark

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Re: [Map Pack] FMP2 (v1a)
« Reply #63 on: March 28, 2013, 12:17:34 AM »
Still, the floors being regular colored or whatever they are now are just confusing.

March 28, 2013, 01:13:35 AM
Reply #64

Offline Mendez

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6.2/10 would consider hosting
« Reply #64 on: March 28, 2013, 01:13:35 AM »
The map pack as a whole is plagued by the same three problems:
-Poor weapon layout
-An excess of health pickups
-Long, narrow corridors with hardly any attention to detail
I can send you 10-20 screenshots that highlight these problems, but I think you should be able to see the problems on your own. This map pack is definitely better than the original, although it looks like you could have taken more time to refine each stage. For now, though, it's best to focus on addressing these three important issues and get a second version out to show that you can improve. As for the music, I think that it's decent, but nothing special. Maybe you can use stuff from famicompo or youtube chiptune artists to make the map pack sound more impressive.

March 28, 2013, 07:04:14 PM
Reply #65

Offline Fyone

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Re: 6.2/10 would consider hosting
« Reply #65 on: March 28, 2013, 07:04:14 PM »
Quote from: "Mendez"
The map pack as a whole is plagued by the same three problems:
-Poor weapon layout
I don't really see any problem with weapon layout but it could just be my poor weapon taste; can you give me some examples of places with poor weapon layout that'll help me get the just of it.
-An excess of health pickups
Yes, I will be decreasing the health and ammo pickups in the next version.
-Long, narrow corridors with hardly any attention to detail
I found this a problem as well. In the next version I'll definitely try to tone up the layouts for better flow so they aren't just long corridors and I'll also try to put more detail but I won't be putting unneeded detailing in some areas.

Thanks for the feedback.

April 03, 2013, 08:46:38 PM
Reply #66

Offline Knux

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Re: [Map Pack] FMP2 (v1a)
« Reply #66 on: April 03, 2013, 08:46:38 PM »
Hey Fyone, I was going to suggest that you could have windows on the treehouse. Then, you could add springs/Thunder Claw pegs to get up there too, in case the stairs aren't an option. By the way, in Cliff Mount 2, the music doesn't fit much with a day background in the skybox. Maybe aim for something darker? That's what I thought, anyway.

May 05, 2013, 05:19:20 PM
Reply #67

Offline Fyone

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Re: [Map Pack] FMP2 (v1a)
« Reply #67 on: May 05, 2013, 05:19:20 PM »
Yeah, I was going to change the skybox to something darker in the next version. Thanks, I'll add windows and put probably springs since I'm adding ThunderClaw pegs to the pirate ship map.

May 16, 2013, 07:22:18 PM
Reply #68

Offline Knux

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Re: [Map Pack] FMP2 (v1b)
« Reply #68 on: May 16, 2013, 07:22:18 PM »
- Well, at least you got rid of the dead ends in the Wily/Wood Man map. Still could use less plain wall textures, as in, actual decoration. Did you know that decors also help the player tell where they're going once they've seen the whole map? They're not just there to look pretty.

- Thunder Claw in the forest map isn't so special that you need to have only one in the map and hide it up in the building. And even when you get it, chain swinging is still terribly hard because of their placements. It makes just going up the treehouse ladder all the more worth it. And the, the Thunder Claw room has a teleporter to the treehouse. Pretty much a slap in the face for anyone patient enough to look for Thunder Claw.

- Cliff Mount still has the long hallways. Yeah, I've said enough about it.

- The ship map seems fine for small games. I don't see much problems with it, really.

- The Drill Man map could use work on the cave section (the one without the white walls), although I'm not sure what to say. It feels somewhat bland.

I did expect one or two new maps, though. Are you planning on making more?

May 17, 2013, 09:41:42 PM
Reply #69

Offline Fyone

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Re: [Map Pack] FMP2 (v1b)
« Reply #69 on: May 17, 2013, 09:41:42 PM »
Quote from: "Knux"
- Well, at least you got rid of the dead ends in the Wily/Wood Man map. Still could use less plain wall textures, as in, actual decoration. Did you know that decors also help the player tell where they're going once they've seen the whole map? They're not just there to look pretty.

Yeah I'll try to add detail little by little each version with all of the maps.

- Thunder Claw in the forest map isn't so special that you need to have only one in the map and hide it up in the building. And even when you get it, chain swinging is still terribly hard because of their placements. It makes just going up the treehouse ladder all the more worth it. And the, the Thunder Claw room has a teleporter to the treehouse. Pretty much a slap in the face for anyone patient enough to look for Thunder Claw.

Yeah I'll move it and add some, I don't see anything wrong with the placements though.

- Cliff Mount still has the long hallways. Yeah, I've said enough about it.

Yeah as I'm still trying to fix the layout but it'll take me some time.

- The ship map seems fine for small games. I don't see much problems with it, really.

- The Drill Man map could use work on the cave section (the one without the white walls), although I'm not sure what to say. It feels somewhat bland.

Well I'm not exactly sure in what way?

I did expect one or two new maps, though. Are you planning on making more?

Yeah more will come, I'm pretty busy with other things actually.

May 22, 2013, 01:59:45 PM
Reply #70

Offline Knux

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Re: [Map Pack] FMP2 (v1b)
« Reply #70 on: May 22, 2013, 01:59:45 PM »
Just remember that when someone tells you something is wrong with a map (or anything you've made), and you don't see it, you need to separate yourself from your work and look at it as if you weren't the one who made it. That will allow you to view things more clearly and make more accurate judgments. I'm actually doing changes to KCTF based on this and... hot damn, does it need them.