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Author Topic: SBWT Mapping Competition (Winner Results!)  (Read 26200 times)

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July 21, 2013, 06:18:13 PM
Reply #105

Offline Captain Barlowe

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Re: Show some love for SBWT Mapping Competition!
« Reply #105 on: July 21, 2013, 06:18:13 PM »
Ivory's internet connection in xis area is being unstable and xe may not be able join the mapping thing. Xe told me about it on steam and xe's trying hard to do something, until then, I don't think he'll be able to join.

July 21, 2013, 06:19:08 PM
Reply #106

Offline Beed28

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Re: SBWT Mapping Competition (Public pack released!)
« Reply #106 on: July 21, 2013, 06:19:08 PM »
Awesome! I'm going to be checking out the maps now.

EDIT: Uh... I already spotted a texture conflict with my map. :mad:
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July 21, 2013, 06:29:22 PM
Reply #107

Offline FTX6004

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Re: SBWT Mapping Competition (Public pack released!)
« Reply #107 on: July 21, 2013, 06:29:22 PM »
Me too i can't wait to see my sprite in topman's new map!

July 21, 2013, 06:57:59 PM
Reply #108

Offline Balrog

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Re: SBWT Mapping Competition (Public pack released!)
« Reply #108 on: July 21, 2013, 06:57:59 PM »
OH MY GOD WHAT THE HELL JUST HAPPENED

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July 21, 2013, 07:24:38 PM
Reply #109

Offline ZeStopper

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Re: SBWT Mapping Competition (Public pack released!)
« Reply #109 on: July 21, 2013, 07:24:38 PM »
So many Napalms.......

July 21, 2013, 07:43:35 PM
Reply #110

Offline Ceridran

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Re: SBWT Mapping Competition (Public pack released!)
« Reply #110 on: July 21, 2013, 07:43:35 PM »
It's really hard to pick a Spring map. Kapus, Linnie, and Shade all made good maps. I kinda disliked Messatsu's map, as it didn't feel good. And then we get to KORBY'S MAP.

Blinding textures, big bland flat area, lack of weapons, bouncy catwalk, etc.

No offense, but I don't like it at all.

.. Also, YD wins wave for me.

July 21, 2013, 07:47:41 PM
Reply #111

Offline Ivory

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Re: SBWT Mapping Competition (Public pack released!)
« Reply #111 on: July 21, 2013, 07:47:41 PM »
Well, my internet is stable enough that I can be on skype and stuff, but it's still being slow. Blah, of course one hour before I was to start this. Anyways, thanks to TG for being Steam (which for some reason was the only thing that would stay connected) and getting the link to mess so he could start it up in my stead.

I'll be starting up the threads in a few hours, just letting the new maps sink into everyone's minds first.

July 21, 2013, 07:59:05 PM
Reply #112

Offline beta

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Re: SBWT Mapping Competition (Public pack released!)
« Reply #112 on: July 21, 2013, 07:59:05 PM »
I liked it.

July 21, 2013, 08:11:45 PM
Reply #113

Offline FTX6004

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Re: SBWT Mapping Competition (Public pack released!)
« Reply #113 on: July 21, 2013, 08:11:45 PM »
I think i gotta say i like mendez's burst, kapus's spring, reidark's top and beed's wave maps.

July 21, 2013, 08:17:26 PM
Reply #114

Offline Ceridran

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Re: SBWT Mapping Competition (Public pack released!)
« Reply #114 on: July 21, 2013, 08:17:26 PM »
Reidakk's top felt really meh, but Rozark and Copy made good ones.

July 21, 2013, 08:22:27 PM
Reply #115

Offline FTX6004

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Re: SBWT Mapping Competition (Public pack released!)
« Reply #115 on: July 21, 2013, 08:22:27 PM »
I know but smash's map sucks and rozark had a good one but some reason normal and copy i don't like sprite he made the side made him too fat.

July 21, 2013, 08:26:12 PM
Reply #116

Offline Messatsu

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Re: SBWT Mapping Competition (Public pack released!)
« Reply #116 on: July 21, 2013, 08:26:12 PM »
BTW, when thinking about a map, don't judge it on broken gimmicks, those can always be fixed.  Try to think on how they 'should' work...or play it offline as that usually resolves the problem.

July 21, 2013, 08:27:30 PM
Reply #117

Offline Copy Robot

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Re: SBWT Mapping Competition (Public pack released!)
« Reply #117 on: July 21, 2013, 08:27:30 PM »
Quote from: "FTX"
I know but smash's map sucks and rozark had a good one but some reason normal and copy i don't like sprite he made the side made him too fat.

Because its totally a good idea to judge based on sprites of actors rather than layout and weapons isn't.

And FYI, tops are not flat on the side like you made yours, they're round all around.

July 21, 2013, 08:38:38 PM
Reply #118

Offline CutmanMike

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Re: SBWT Mapping Competition (Public pack released!)
« Reply #118 on: July 21, 2013, 08:38:38 PM »
Here's my general thoughts on the maps. I'll disregard any online issues assuming they can be fixed later.

BURST MAN MAPS

Mendez - Really good map structure, 3d floor usage was just about right I think. I think it's obvious the Eddie section just doesn't need to be there, or that difficult to get eddie and trying to get around it just breaks the flow of the map. Would recommend just sealing it off or having something simpler there. Other than that, good work!

Fyone - I enjoyed this map a whole lot except the parts that reminded me of the old burstman map. Every time I ended up at the water section I was just like "ugh". The original areas are really good though, just a shame my vanilla maps have TAINTED this a little bit!

SmashBroPlusB- The raising/lowering of the water in this map seems to be the highlight (transparent water 2 gud) in this one and it works pretty well to an extent, but the outdoor section is lacking in polish (maybe because of the 3d floors?). Also being stuck floating on the purple water really makes you vulnerable, I can imagine people not wanting to even go in there and that's tricky to do with those tight catwalks.

SPRING MAN MAPS

Kapus - The map flows well the springs are mostly there as alternative ways to get around which is nice. The wall bouncing mechanic is a little tricky at first but after a minute or so it wasn't a problem. Another great Kapus map for the books.

Linnie - The general layout of this map is pretty good, but some of the details kind of break the flow. The springs are tucked away which makes it harder to utilize them sometimes. There's some texturing issues here and there too which I'm not too bothered about, except in this case it made it difficult to see when certain walls began and ended.

Shade Guy - Overall a really decent map. I can't really fault anything here, again the springs are just there as alternative ways to get around. Good job duder!

Messatsu - A very interesting layour with some really artsy 3d floor stuff going on here (the thin floors remind me of goldeneye for some reason... anyone else? no?). My only nag is that a lot of the areas look similar, and the fault of that is spring man himself. If only spring man had more colours to use...

Korby - Erm... Feels like a void map like air man or something, but for spring man?

WAVE MAN MAPS

Beed - I love the flow of this map a whole lot. The wave bike section doesn't get in the way and isn't too open to stall games either. Nothing bad to say here!

Yellow Devil - A lot of people complained about the indoor section of this one but I thought it was really interesting, I never got lost and it seemed flow better than any vertical map I attempted. Only problems I had were that I never really felt the need to go on the wavebikes ever, and getting back into the main area was kinda tricky sometimes. Also I think the steam shooters could do with shooting more often, having to wait for them often got me killed!

Knux - Apparently everyone has played a version of this somewhere but I went in with an open mind. It's very flat and trying to get some of the weapons is really difficult. I don't think I ever wanted to go on the wavebikes just cause how hard it was to survive.

TOP MAN MAPS

Reidakk - This one has a very Arena feel to it, kind of like the old Top Man map. In that aspect there's not too much to say, there's a lot of higher up segments that I feel won't come in to play very often due to the flat nature of the map.

Rozark - Now this map feels like a classic doom deathmatch level. The flow is great. I don't have much else to add! I likes it!

SmashBroPlusB - This is a very crowded map with a lot of melee weapons, which did make it very hectic and fun in a niche way. I replacing a core map though, I dunno.

Copy Robot - Another flattish arena-esque map that MM3TOP seemed to characterize. This one is okay, the flow is a bit awkward here and there like that massive spike floor (maybe should just be a pit) and spinning top you have to wait for to climb a ledge.


I know some of these are a bit bare bones but honestly some maps I just felt they were... good. I don't like nitpicking and things like weapon layouts can always be tweaked so I tend not to focus on them much. I think this is a sign everyone is improving so well done everyone who entered. See you next competition! MM6CEN YOUR TIME IS COMING!

July 21, 2013, 08:41:51 PM
Reply #119

Offline Balrog

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Re: SBWT Mapping Competition (Public pack released!)
« Reply #119 on: July 21, 2013, 08:41:51 PM »
I only got to play the Wave Man maps. Beed's just felt sort of meh, but I only got in at the tail end of that. YD's map seems well-designed, and I really like how it's designed with Water Wave in mind, but the fact that wavebikes don't crash and are pretty much an inventory item to keep you from dying in the water with no other changes sucks a lot of the fun out of the map; it just doesn't feel like MM5WAV. Knux's keeps the wavebikes, so that's a plus, but the water is basically an adjunct under a regular map; the two don't flow together at all, and trying to use the wavebikes will most likely result in death by crashing into the supports for the "real" map. As Mike noted, it's also flat as hell.

My vote goes to YD, but only if the wavebikes and the water area are revised to provide more risk vs. reward. Otherwise, I vote to keep MM5WAV the way it is.