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Mega Man PC 1 & 3 Expansion
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Topic: Mega Man PC 1 & 3 Expansion (Read 25575 times)
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January 08, 2015, 05:32:53 AM
Reply #60
fortegigasgospel
MM8BDM Extender
>
Date Registered: July 31, 2011, 09:55:05 PM
Re: Mega Man PC 1 & 3 Expansion
«
Reply #60 on:
January 08, 2015, 05:32:53 AM »
I'm gonna be posting Rozark's "Gift Basket" for the DOS expansion for the as is, I will also be giving a correctional action for each, point.
Blue is Rozark.
-=Sonic=-
(click to show/hide)
1: Water can go down by about 16 units- having water filled to the brim doesn't look good
Lego addressed this, fixing it will mean having to redo the textures, but I'll try.
(click to show/hide)
2: This just looks both weird and bad- ladders. Speaking of ladders, increase the climb speed. The speed currently
ruins flow.
Theres a reason for that, mostly cause the ladder can be climbed from the other side. I'll fix this. Also the speed is core based, all core ladders move at 15, so I do the same.
(click to show/hide)
3: Fans could use more depth- there should also be an obvious tell in the hallway that a fan is active
Easy enough on the first part, the second not so much.
(click to show/hide)
4: Seems cramped
Thematic for the weapon stage weapon. I'll widen it a bit.
(click to show/hide)
5: See 3
Trickier, but doable.
(click to show/hide)
6: Pretty sure I'm not supposed to be able to do this
7: See 6
Not sure if you are going through it, if so, not sure how I missed that.
(click to show/hide)
8: Needs a better transition of textures -wall
Simple texture swap.
(click to show/hide)
9: See 8 -floor
New texture will be made.
(click to show/hide)
10: With all these holes I figured at least one of them would drop you to somewhere neat and not all to the same place
Why would they not drop you into the same room below? They are more an escape path due to lack of cover.
(click to show/hide)
11: These hooks serve no real purpose, not that they needed to, but still
The purpose is thunder claw moves you faster then running.
(click to show/hide)
Lego:
Sonicman - 6/10
Geometry:
Map is incredibly tall, but uses the height variation well in some places and poorly in others.
The area with the ladders is really difficult to traverse. I would reduce the height of the room, place two ladders on
either side of the room, cut out the rest of the ladders nad put a fan to push people up there. This will give players a
choice to use the now shorter ladders of a gyropad/wind fan [which ever feels better in your opinion] to get to the top
of this.
This map has a lot of potential for cutting down on symmetry. I would recommend you try to as much as possible. I really
like the room with the radioactive canisters but those need to be cut down some so the area is less clustered. Clustered
areas aren't bad, but when the whole map is like that, then it gets kind of cumbersome.
Gimmicks/Aesthetics:
I feel this map uses the given texture set quite effectively, my own real gripes are the fact you have entire walls of
fans and those pipes in the cave area have a TON of holes in them and should be used more sparingly.
Working on these too.
-=Dyna=-
(click to show/hide)
1: I spawned two inches in front of a slash claw. What
Ironicly, the weapon that will be removed entirely, not even replaced. Was a place holder for Force Field.
(click to show/hide)
2: I took an ammo on the right here but I'm pretty sure the capsules need to be looked at (placements)
I'll look into fixing this problem as best I can.
(click to show/hide)
3: Going up the ladder I find myself to this. Nope. That's simply too much for discovering a ladder, and yes,
I did fall off the treadmill >_>
I don't see Metal Blade as being such a big deal being where it is, there is another on the other side of the map. Maybe I'll replace it.
(click to show/hide)
4: This hallway is really freaking neat
Really? I figured it needed some more cover and less items.
(click to show/hide)
From Lego
Dynaman - 8/10
I'm not sectioning this one because I have three suggestions: cut down on weapons, make the party ball more obvious, and
make it so going backwards through the conveyer belt room isn't a chore; this can be accomplished by adding side paths
and changing the color of the lighter pink on the texture to more easily differentiate it from the other color.
Other than that, this is quite possibly the most solid map so far.
Slash will be removed, Party ball was moved down, working on way back.
-=Shark=-
(click to show/hide)
1: What did I walk into, this hallway/corner is super tight
Will widen.
(click to show/hide)
2: Dancing Seaweed and a secluded-ish corner.. or so I thought until more arrived
Lego suggestion that only one remain, the others will be dealt with
(click to show/hide)
3: More Dancing Seaweed
4: The Dancing Seaweed
Going to assume the same as Lego, that this is good.
(click to show/hide)
5: Weapons are too close to each other- Wild Coil shoved into a corner
Will remove Wild Coil
(click to show/hide)
6: See 5
Will probably remove Bubble Lead from one side and move the Mine there.
(click to show/hide)
7: Needs a better transition- wall
I'll see what I can do.
8: mfw I realize this is a literal conception of "Linnie's Wet Dream"
I have no idea what this means.
(click to show/hide)
Lego:
Sharkman - 6/10
This map has...eh...It flows nicely, but I feel it could definitely be good if you just kept one of the corners and the
center section and rebuilt the rest of the map again. The textures animate to the beat of the music which is freaking
hilarious, and the wood and brick textures are used really well here.
Exactly the plan.
-=Oil FGG=-
(click to show/hide)
1: Two weapons extremely close to each other
AF being removed from there.
(click to show/hide)
2: That barely noticeable darkness difference
I've been discovered! Supposed to signify that there is light coming in from the doorway lighting that room up.
(click to show/hide)
3: Top could use a different texture
This erked the shit out of me too.
(click to show/hide)
4: Ah portals. You know why I removed mine in the Old Temporal Tower right? They broke sometimes online. Good luck
if you're keeping them.
So does Pharaoh, I'll try it until I get complaints.
(click to show/hide)
5: Bland corner
Bland Corner has deadly as shit weapon for the indoor section, I'll touch it up.
(click to show/hide)
6: Nearly every weapon in this map is a fire weapon and they STILL can't light oil on fire
Why does everyone want the oil to light up? Whats wrong with some nice sliding mechanics? There is another reason for all the fire. I'll see what I can do.
(click to show/hide)
7: Peculiar capsule placement
Thank you, I'll make this look less weird, I needed this said.
(click to show/hide)
8: I have tried every stupid combination I can with scorch wheel and I cannot for the life of me reach that
oil slider
Silly thought, Mega Ball has two purposes.
(click to show/hide)
Lego:
Oilman - 8/10
This map should make extensive use of 3D Floors. Like, incredibly extensive...I know this a lot to ask, but this map
need it. It would drive the entire map into being that much better. The building-ground transition should be smoother
if possible...like make it so it's easier to get on top of the building on the outside. This isn't a necessity, but it
would definitely make the map feel a bit smoother [right here would be a good place:
https://www.dropbox.com/s/192emwxoyekqm ... 5.png?dl=0
]
-=Blade=-
(click to show/hide)
1: Shouldn't that bar face the other way?
Good question, I never noticed that.
(click to show/hide)
2: Extremely tight hallway. I noticed there's multiples of them, and on both sides of the map too. I'm not
particularly a fan of them but that's me.
This is getting revamped here, the side paths will be removed to make this hallway larger.
(click to show/hide)
3: mfw I can't get out of the water here. Also needs better transitions- floor
You aren't supposed to be able to, not until I add something to let you, one way path and all. Will do the second part somehow.
(click to show/hide)
4: Needs better transitions- wall and floor
Will do.
(click to show/hide)
5: This puzzled me for a moment, but realized it was a neat transition
6: Those pipe structure decors look great
Thanks Knux.
(click to show/hide)
Lego:
Blademan - 7/10
...It's...nice, but it's symmetrical in two ways and the water is weird both visually and mechanically, but you're
already going to take care of that I hope
I like the room with the pipe and the bass buster, it looks really nice...except for the gaps in the bottom of the wall.
Yes the water was fixed.
-=Torch=-
(click to show/hide)
1: Transition feels wonky. Waterfalls under water. No brown "tell" that you're underwater.
This will not be a problem in next version, minus the "tell"
(click to show/hide)
2: Needs a better transition- wall
Shouldn't be a problem next version.
(click to show/hide)
3: Do you realize how badly I was tricked
Used to be a thing, not anymore, going away.
(click to show/hide)
4: SUPER TIGHT HALLWAY OH JEESE
Old maps have bad ideas, going bye bye.
(click to show/hide)
5: Overall this map concept (Cutman-ish, hallways on the sides with a center room) has been done to death in this expansion, and this map is no different. The difference is, this map made me extremely anxious to leave. I seriously
felt like I was losing it in there, everything looked the same.
This was one of my first maps, and as Lego suggested, it will be remade, I'm going to keep the middle, and redo the outside.
-=Wily=-
(click to show/hide)
1: This is what happens when..
2: ..you think that was an actual jumpable platform. It should be fixed.
You dork, why would you jump to that "platform" that has absolutely nothing there? Now I gotta change that.
(click to show/hide)
3: I've always wanted to see a staircase of this type actually be used
I'm actually really proud of this.
(click to show/hide)
4: The walls everywhere in this map are too plain.
DOS Wily why you only have 1 background wall texture? I'm going to make more solid wall textures for this room.
(click to show/hide)
5: Upon closer inspection, these aren't close enough to the walls
I'll move em closer.
-=Oil DOOD=-
(click to show/hide)
1: I spawned on a corner of an oil pit
(click to show/hide)
2: When climbing up the ladder in the main area, if you hold side or whatever against this wall, it automatically
climbs you up. That should be fixed
(click to show/hide)
3: Windows could use transparency
(click to show/hide)
4: Oil doesn't light on fire
(click to show/hide)
5: Jump-pads could use a bit more.. girth around them
(click to show/hide)
6: Outside is just a flat land with a bunch of pasted objects
(click to show/hide)
7: Needs a different roof texture
(click to show/hide)
8: Who needs item 1 when you have oil slider (cool)
Phew that was a mile.
Logged
February 02, 2015, 11:43:34 PM
Reply #61
Fawful117
Standard Member
Date Registered: August 26, 2013, 04:38:27 PM
Re: Mega Man PC 1 & 3 Expansion
«
Reply #61 on:
February 02, 2015, 11:43:34 PM »
I can help with this in any way needed. (besides the map designing.)
Logged
February 03, 2015, 12:30:59 AM
Reply #62
fortegigasgospel
MM8BDM Extender
>
Date Registered: July 31, 2011, 09:55:05 PM
Re: Mega Man PC 1 & 3 Expansion
«
Reply #62 on:
February 03, 2015, 12:30:59 AM »
Are you able to sprite? Most everything else is covered outside of maps.
Logged
February 03, 2015, 02:07:05 PM
Reply #63
Fawful117
Standard Member
Date Registered: August 26, 2013, 04:38:27 PM
Re: Mega Man PC 1 & 3 Expansion
«
Reply #63 on:
February 03, 2015, 02:07:05 PM »
As a matter of fact, yes, I can sprite quite well.
...I'm more of an advanced spriter now, though, so I'm a little bit better with making/editing sprites.
Logged
February 03, 2015, 03:19:01 PM
Reply #64
Fawful117
Standard Member
Date Registered: August 26, 2013, 04:38:27 PM
Re: Mega Man PC 1 & 3 Expansion
«
Reply #64 on:
February 03, 2015, 03:19:01 PM »
So, here's what I think should happen with Volt Man's Sprites.
Looking at the ones that you're using for the skin:
...it's...okay, but I felt like it needed work.
Then, looking at the sprites that ACESpark made for him in Mega Man Christmas Carol REMIX:
...it looks pretty good, but...not that accurate.
Looking at the two sprites side-by-side, I had a hard time figuring out just which one would work better.
...then it hit me.
Why not use both?
Introducing the new Volt Man! I dunno about you guys, but I think this could work REALLY well in the expansion! What do you think?
Logged
February 03, 2015, 04:02:13 PM
Reply #65
BookofDobson
Standard Member
Date Registered: September 05, 2014, 11:04:24 PM
Re: Mega Man PC 1 & 3 Expansion
«
Reply #65 on:
February 03, 2015, 04:02:13 PM »
You would be great at making actors
Logged
February 03, 2015, 04:07:20 PM
Reply #66
Fawful117
Standard Member
Date Registered: August 26, 2013, 04:38:27 PM
Re: Mega Man PC 1 & 3 Expansion
«
Reply #66 on:
February 03, 2015, 04:07:20 PM »
...actors? o-o
Logged
February 03, 2015, 04:32:56 PM
Reply #67
Fawful117
Standard Member
Date Registered: August 26, 2013, 04:38:27 PM
Re: Mega Man PC 1 & 3 Expansion
«
Reply #67 on:
February 03, 2015, 04:32:56 PM »
...oh, that reminds me!
Can I see the sprites for Volt Man's skin so that I can modify the custom Volt Man sprites into the MM8BDM format?
Here are the sprites I made for him:
Logged
February 03, 2015, 06:40:31 PM
Reply #68
BookofDobson
Standard Member
Date Registered: September 05, 2014, 11:04:24 PM
Re: Mega Man PC 1 & 3 Expansion
«
Reply #68 on:
February 03, 2015, 06:40:31 PM »
Quote from: "Fawful117"
...actors? o-o
'Actors as in props rotations and such
Logged
February 03, 2015, 07:21:18 PM
Reply #69
Fawful117
Standard Member
Date Registered: August 26, 2013, 04:38:27 PM
Re: Mega Man PC 1 & 3 Expansion
«
Reply #69 on:
February 03, 2015, 07:21:18 PM »
Quote from: "BookofDobson"
'Actors as in props rotations and such
...hm...well, yeah. I guess I could. I dunno how, but I could try.
Logged
February 03, 2015, 10:17:16 PM
Reply #70
Magnet Dood
MM8BDM MM8 Contributor
Rockman 5- Blues' Trap!?
>
>
>
Date Registered: April 19, 2011, 08:13:37 PM
Re: Mega Man PC 1 & 3 Expansion
«
Reply #70 on:
February 03, 2015, 10:17:16 PM »
I appreciate the effort you put into it, but at the moment we'll be sticking with the skins we have. We do need sprites for the weapons, however. I'll probably be doing a couple of them myself, but I wouldn't mind receiving help with it as I'll be pretty busy over this week.
Logged
February 03, 2015, 10:36:03 PM
Reply #71
Fawful117
Standard Member
Date Registered: August 26, 2013, 04:38:27 PM
Re: Mega Man PC 1 & 3 Expansion
«
Reply #71 on:
February 03, 2015, 10:36:03 PM »
So, you need Weapon Sprites?
No problem! I can handle those. ^w^
Which ones do we need sprites for? All of them?
Logged
February 12, 2015, 11:58:54 PM
Reply #72
Fawful117
Standard Member
Date Registered: August 26, 2013, 04:38:27 PM
Re: Mega Man PC 1 & 3 Expansion
«
Reply #72 on:
February 12, 2015, 11:58:54 PM »
...can...someone please explain?
Logged
February 13, 2015, 12:40:20 AM
Reply #73
Magnet Dood
MM8BDM MM8 Contributor
Rockman 5- Blues' Trap!?
>
>
>
Date Registered: April 19, 2011, 08:13:37 PM
Re: Mega Man PC 1 & 3 Expansion
«
Reply #73 on:
February 13, 2015, 12:40:20 AM »
uh sorry hang on
We pretty much need rotations of the weapon sprites seen on here. The weapons that need them are Oil Stream, Shark Boomerang, Bit Cannon, Torch Arm, and Blade Launcher. The others don't require them, as far as I can tell. I'd appreciate any help you can give me with them. I'm a little busy with other stuff, so this would help out our weapon maker a lot.
Logged
February 13, 2015, 02:56:16 AM
Reply #74
BookofDobson
Standard Member
Date Registered: September 05, 2014, 11:04:24 PM
bit why
«
Reply #74 on:
February 13, 2015, 02:56:16 AM »
Wait is Bit man going to drop generic recolored junk from the ceiling? didn't he drop ceiling tiles?
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