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Author Topic: Mega Man PC 1 & 3 Expansion  (Read 25575 times)

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October 06, 2014, 11:39:47 PM
Reply #45

Offline fortegigasgospel

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Re: Mega Man PC 1 & 3 Expansion
« Reply #45 on: October 06, 2014, 11:39:47 PM »
Quote from: "Promestein"
I've only ever made one map, which I didn't even release, so take my opinions with a grain of salt.

Torch Man's stage:
I like the aesthetics, but there are a few areas in the center room where the water coming down the wall and the water leading down to the floor don't seem to align. I think it's intentional, actually, but if not, whoops.
The water jets coming down from the ceiling when the water level is being raised should disappear when it reaches its max height, otherwise you have water visibly flowing underwater. Also applies to the streams coming down the walls, but those, I suppose, would be tougher to handle.
Being able to transition to be above ground would be fairly cool. It's (apparently) unfinished, though, so I won't torch you for it.

As for Shark Man, the middle structure confuses me (stone on the outside, wood planks on the inside?) and I believe the skybox should be round, but I like the feel of the map as it is.

I prefer the second Oil Man to the first.

I'll hit this one first. I did everything I could about the dang walls with the water falls to be honest, they would not align. Truth be told though, Torch is going to be redone, it was one of my first maps I ever made, and the first expansion map I ever made. I may keep the middle room. The outside is removed area, I just left it in the map,
For Shark, the idea is that the sunken ship collapsed into the cave, come up with your own ideas on how. The skybox being round didn't come out very well aligning with the ceiling sadly, I did try, I had to do what I did in the end for visual reasons.

Quote from: "Tfp BreakDown"
Been meaning to bring up feedback but I kept putting it off.

Sonic: This one is alright for the most part, can't really say I enjoy the room with the tubes on the ground, but I do appreciate the various ways to get back up from the water.

Dyna: I like this one (would probably make it my favorite of the pack), feels solid, the layout is pretty well, LOVE the theme, except for the weapon placements, mainly Hyper Bomb and Slash Claw (I assume these are place holders for dos weapons) buy other than that everything else is fine.

Shark: The layout of the map is ok, could be a bit bigger but what do I know. Can't really say I'm fond of the red coral barrier surrounding the whole map. The other stuff is alright, not much else to say.

Oil: I like this map as well, 2nd favorite, like the theme, weapon layout is interesting, also the ways you can get the items at the top of the tanks. Also why is it the oil ponds don't light up when hit with a fire weapon? Is it not implemented yet or is it accurate to source?

Blade: I can see what you mean by "being used as a ctf map". Rather plain, a bit too plain imo, but still feels nice. Can't really say much else about this one either.

Torch: This one is interesting, I like the gimmick of rising water levels, I do like the shape and gimmick of the map, weapon layout is alright, not much else to say.

Oil-X: A decently simplistic map(s)*whatever* I don't really get why most of the weapons here are fire-based but I'm sure you have your reasons.

That's all I have to say at the moment, here's to hoping to see this mod getting released some day.

Sonic: Noted, I believe I had suggestions to improve the upper area of that room anyway.
Dyna: Yes, Slash Claw and Hyper Bomb are place holders for Force Field and Nuclear Detonator respectively.
Shark: Dood had the same complaint with the coral, I'll cut it back. Suggestion to redo most of the outside was made so I will be doing that. Hopefully a bit bigger as well.
Oil: This is Dood's map, I can say I believe the unlighting oil pits was simply due to not being implemented yet.
Blade: Suggestion to cut back on the outermost paths made and will be done, visual and water function fixed as well.
Torch: as I said above.
Oil-X: Suggestion for the outside has been made, will be done. I'm on the fence about the oil in this one, as I added it for mobility purposes only, suggestions on adding lighting? Yes, there is a reason for mostly fire weapons which will not be revealed just yet.

Thanks for the feedback guys.

October 06, 2014, 11:49:35 PM
Reply #46

Offline Magnet Dood

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Re: Mega Man PC 1 & 3 Expansion
« Reply #46 on: October 06, 2014, 11:49:35 PM »
To reinforce what Gospel said above me, yes, I was planning on implementing lighting the oil pits. They'll get that by release time, for sure.

Sorry for my lack of posting on here- my current schedule hasn't meshed well with working on this and other projects I have.

October 08, 2014, 07:23:14 PM
Reply #47

Offline NemZ

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Re: Mega Man PC 1 & 3 Expansion
« Reply #47 on: October 08, 2014, 07:23:14 PM »
Oh, is this almost actually done?  Awesome!  

So few of these projects get anywhere so it makes me really happy when my stuff might actually get used.  :D

October 08, 2014, 07:44:00 PM
Reply #48

Offline BookofDobson

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Re: Mega Man PC 1 & 3 Expansion
« Reply #48 on: October 08, 2014, 07:44:00 PM »
You know when I think about it....
The DOS maps in the actual game were pretty good and well shaped and a person would know what they are off the bat.
These maps were also good... save for Oil X (or oil i think) where the light to the underground is weird, harsh and a teleporter. And anyone can see weapons can land along this "hole's" surface. I found Oil and Shark to be underwhelming. Oil was a bit bland. And I think there should be an expansive indoors. Shark was just... small and a bit cramped, I forgot was there an inside to the shrunken ship in the real game?

And it's mostly too late now to suggest that Bitman's map should be a flying fortress like it is.

EDIT: I fucking loved torch man's map, please keep that gimmick and the sewer entry and make the sewers a little less cramped.

October 08, 2014, 11:59:52 PM
Reply #49

Offline fortegigasgospel

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Re: Mega Man PC 1 & 3 Expansion
« Reply #49 on: October 08, 2014, 11:59:52 PM »
Quote from: "BookofDobson"
You know when I think about it....
The DOS maps in the actual game were pretty good and well shaped and a person would know what they are off the bat.
These maps were also good... save for Oil X (or oil i think) where the light to the underground is weird, harsh and a teleporter. And anyone can see weapons can land along this "hole's" surface. I found Oil and Shark to be underwhelming. Oil was a bit bland. And I think there should be an expansive indoors. Shark was just... small and a bit cramped, I forgot was there an inside to the shrunken ship in the real game?

And it's mostly too late now to suggest that Bitman's map should be a flying fortress like it is.

EDIT: I fucking loved torch man's map, please keep that gimmick and the sewer entry and make the sewers a little less cramped.

I have played and enjoyed both games very much honestly, hence I am doing my best to make this expansion as good as I can with what I can do.
The light into the building in Oil X is supposed to indicate, hey there is a hole in the ceiling of this unlit building, and the teleporter for another way indoors. It uses a sector thing to show inside because it is supposed to be directly above the ceiling. Sounds like this is your only complaint about the map though, I will see about other people's opinion on it, if you aren't the only one with the issue I will remove the "light"
Regular Oil is DOOD's department, I don't do much with that map.
Shark, as I said, the outside is going to be redone to make it larger. Yes, you could go inside the ship, right before entering the cave in the real game.

Bit is actually on an Oil Rig, you know the massive floating facilities that dig up under water oil. So the map should follow suit when someone gets to it.

Torch: Thank you for enjoying the map, though sadly the gimmick is unruly, it never happened in game, and does not look right alongside the visual the textures are designed to give out and I can not update the map to UDMF while keeping it. The hallways had been increased in size already, you can honestly fit 2 and a half players in them. I have recieved complaints that the hallways feel too maze like, while this is, actually accurate to the source, and I don't feel they are, I will be taking the suggestion to remake the map, this version will still exist somewhere though. The gimmick with the water falls appearing WILL be kept though.

Quote from: "NemZ"
Oh, is this almost actually done?  Awesome!  

So few of these projects get anywhere so it makes me really happy when my stuff might actually get used.  :D
Yes, yes it is. Only Volt, Bit, Wave, and Wily left to do, as well as some weapons.

October 09, 2014, 01:02:40 AM
Reply #50

Offline NemZ

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Re: Mega Man PC 1 & 3 Expansion
« Reply #50 on: October 09, 2014, 01:02:40 AM »
If you want to see the original stages they're all right here: http://www.vgmaps.com/Atlas/PC/index.htm#MegaMan, back to back.

Be aware that the original games used a VERY limited set of tiles (the same rocks and bricks on practically every stage and always in the same color scheme) so some creative liberties were taken.

November 08, 2014, 09:36:51 PM
Reply #51

Offline Jdude330

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Re: Mega Man PC 1 & 3 Expansion
« Reply #51 on: November 08, 2014, 09:36:51 PM »
I'm sorry, but I have to say, for now, I'm resigning.
after summer was over, I had a lot of stress. I've been jumping across schools, having to adjust my lifestyle, and overall going through some changes. I tried to work on the weapons, but it didn't work. all I managed to make were poorly coded prototypes for 3 of the weapons. if the next guy wants them, I'll provide them.

November 08, 2014, 10:24:42 PM
Reply #52

Offline fortegigasgospel

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Re: Mega Man PC 1 & 3 Expansion
« Reply #52 on: November 08, 2014, 10:24:42 PM »
Quote from: "Jdude330"
I'm sorry, but I have to say, for now, I'm resigning.
after summer was over, I had a lot of stress. I've been jumping across schools, having to adjust my lifestyle, and overall going through some changes. I tried to work on the weapons, but it didn't work. all I managed to make were poorly coded prototypes for 3 of the weapons. if the next guy wants them, I'll provide them.
Sorry to hear about the stress, thanks for at least trying Jdude. Mind sending me the prototypes? I'll pass them along if someone wants them.

November 09, 2014, 10:07:43 AM
Reply #53

Offline crazytobuildmc

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OK. Two things:
« Reply #53 on: November 09, 2014, 10:07:43 AM »
MUSIC?
The DOS megaman games had no music. Why?:
1. There was no composer for the games.
2. It is hard to put music in with sound during the early days of DOS.
P.S. Please, can you give me the tiles? I wanna play with them :)

November 09, 2014, 01:43:37 PM
Reply #54

Offline Korby

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Re: Mega Man PC 1 & 3 Expansion
« Reply #54 on: November 09, 2014, 01:43:37 PM »
Thankfully, someone composed and let them use songs for every robot master in the DOS series.

November 19, 2014, 04:47:52 PM
Reply #55

Offline BookofDobson

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Re: Mega Man PC 1 & 3 Expansion
« Reply #55 on: November 19, 2014, 04:47:52 PM »
So.... is any map still open?

November 20, 2014, 12:20:18 AM
Reply #56

Offline fortegigasgospel

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Re: Mega Man PC 1 & 3 Expansion
« Reply #56 on: November 20, 2014, 12:20:18 AM »
Volt, Bit, Wave, and Wily.
For those of you noticing the inactivity, I'm going to be picking back up on working on this and fixing the maps when I return from my vacation the 5th.

January 05, 2015, 10:25:49 AM
Reply #57

Offline BookofDobson

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Re: Mega Man PC 1 & 3 Expansion
« Reply #57 on: January 05, 2015, 10:25:49 AM »
huh... bit is open...
yea I'll do that one
Im in need of textures tho

January 06, 2015, 12:31:59 AM
Reply #58

Offline fortegigasgospel

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Re: Mega Man PC 1 & 3 Expansion
« Reply #58 on: January 06, 2015, 12:31:59 AM »
Quote from: "BookofDobson"
huh... bit is open...
yea I'll do that one
Im in need of textures tho
Good luck man, please note, there is a fire texture, don't use it as a floor texture, use it as a possible railing.

Curtisy of Nemz

Feel free to contact me for assistance if you need it, and of course feedback.

January 06, 2015, 04:27:27 AM
Reply #59

Offline NemZ

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Re: Mega Man PC 1 & 3 Expansion
« Reply #59 on: January 06, 2015, 04:27:27 AM »
I would suggest using the fire the same way some use random strips of 'grass' in wooded areas... except this is animated.  And you don't want to run through it.