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Author Topic: MM8BDM v5 - What maps do you feel need work? Pt. II  (Read 63489 times)

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January 17, 2016, 03:38:42 AM
Reply #195

Offline LlamaHombre

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Re: MM8BDM v5 - What maps do you feel need work? Pt. II
« Reply #195 on: January 17, 2016, 03:38:42 AM »
didn't mike ask for a mapinfo flag for that kinda shit and get turned down or

January 17, 2016, 03:47:12 AM
Reply #196

Offline Orange juice :l

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Re: MM8BDM v5 - What maps do you feel need work? Pt. II
« Reply #196 on: January 17, 2016, 03:47:12 AM »
I figure the whole skip thing wouldn't be so cut and dry, ex. Sparkman would be less likely to appear gradually from 9 to 15(ish) players until it doesn't appear at all.

January 17, 2016, 03:57:41 AM
Reply #197

Offline Bikdark

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Re: MM8BDM v5 - What maps do you feel need work? Pt. II
« Reply #197 on: January 17, 2016, 03:57:41 AM »
Well nothing's stopping you from mapvoting

March 08, 2016, 04:01:32 AM
Reply #198

Offline Raider

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Re: MM8BDM v5 - What maps do you feel need work? Pt. II
« Reply #198 on: March 08, 2016, 04:01:32 AM »
Any plans to rework Air Man with 3D floors?




Really painful to look at .w.

March 08, 2016, 05:00:14 AM
Reply #199

Offline Magnet Dood

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Re: MM8BDM v5 - What maps do you feel need work? Pt. II
« Reply #199 on: March 08, 2016, 05:00:14 AM »
Reason why those aren't 3D floors yet are because you can't spawn on them no matter what you set the spawnpoint's height to. You'd always spawn underneath platforms no matter what. That, and it would cause significant lag for software users (I think??? I can't really remember).

March 08, 2016, 07:51:02 AM
Reply #200

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Re: MM8BDM v5 - What maps do you feel need work? Pt. II
« Reply #200 on: March 08, 2016, 07:51:02 AM »
Quote from: "Magnet Dood"
Reason why those aren't 3D floors yet are because you can't spawn on them no matter what you set the spawnpoint's height to. You'd always spawn underneath platforms no matter what. That, and it would cause significant lag for software users (I think??? I can't really remember).

Actually there's a pretty hacky method of allowing spawns on 3D floors, but it would have to be done with each spawn. Airman with all 3D floors was made during the development of a different version but it was ultimately scrapped due the the sheer amount of 3D floors lagging computers (even high end ones).

March 16, 2016, 02:20:42 AM
Reply #201

Offline Thunderono

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how to ignore other power weapons and kinda feel bad about i
« Reply #201 on: March 16, 2016, 02:20:42 AM »
With Light Vs. Wily out, we've had a chance to see some of the maps in deathmatch settings.  This has lead to one conclusion: Atomic Fire is always ridiculously easy to acquire. More times than not, it's placed in the middle of a field (with other less valuable weapons typically in less convenient places).  This is a problem because Atomic Fire is unbelievably centralizing, and it tends to drown out the rest of a weapon layout if it's easy to get.  I'll put a list of the maps affected by this and, if applicable, weapons they could be swapped with.

(click to show/hide)

Naturally, Atomic Fire isn't the only weapon that should have its placement reconsidered (Why is Hard Knuckle in the middle of a main thoroughfare on MM1DW1), but I'm only addressing this in particular.  In addition, I don't know if Atomic Fire matters as much in Duel, so this might not apply there.  I'm simply referring to DM/TDM settings, and if it applies to Duel, then great.

I'm aware that this may come off as whining, but I just feel like a weapon as mindless as Atomic Fire shouldn't be mindless to acquire.  As stated before, it tends to dominate the player's weapon slots.  This even occurs in LMS modes, as the ability to take down an opponent with a single shot isn't something to take lightly.

March 16, 2016, 02:25:20 AM
Reply #202

Offline Bikdark

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Re: MM8BDM v5 - What maps do you feel need work? Pt. II
« Reply #202 on: March 16, 2016, 02:25:20 AM »
I think a bigger problem is the weapon itself. Atomic Fire is an insanely gamebreaking and game-altering weapon that really never should've existed in the first place. Even if you make it harder to get, it will still remain a problem in all forms of play. I'm not going to go too deep into why it's such a flawed weapon IN THE MAP THREAD but it has a lot to do with the fact that running away is the best strategy in the game.

April 16, 2016, 02:32:57 AM
Reply #203

Offline Russel

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Re: MM8BDM v5 - What maps do you feel need work? Pt. II
« Reply #203 on: April 16, 2016, 02:32:57 AM »
Greetings, everyone. With the advent of the weapons thread and the nice discussion surrounding MM5GRA, I felt it was time to figure out what we should do with one of the earliest maps replaced since v2a.
Let's talk about Burst Man.

What do you folks like about the map?
What do you dislike?
Is it good?
Is it bad?
What would you change about it and why?

I bring this up due to a recent change I made to the map's gel script that makes its mechanic more tolerable: You can now jump out of the purple gel when you're close to the top.
With this piece of information, I ask the most important question on this post:
How can this map be modified to better suit this new change?

Reminder that Mendez has made a few changes to this map, but aside from the eddie pit and some minor flow adjustments, there wasn't a whole lot changed.

You can download the map here.
It has some tests for under-liquid textures for some of the areas.

April 16, 2016, 03:37:22 AM
Reply #204

Offline Mendez

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Re: MM8BDM v5 - What maps do you feel need work? Pt. II
« Reply #204 on: April 16, 2016, 03:37:22 AM »
I feel you should host the new version of MM7BUR and let everyone decide what they think of it before asking what can be improved because I don't think it'd be right to just ask them what they think of a changed map if they haven't got the chance to actually experience the new changes first. I'm fine with my work being hosted for feedback, so I'm kinda hoping you guys will get to playing it.

April 16, 2016, 03:50:18 AM
Reply #205

Offline Russel

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Re: MM8BDM v5 - What maps do you feel need work? Pt. II
« Reply #205 on: April 16, 2016, 03:50:18 AM »
Alright, updated the post.

April 16, 2016, 03:53:18 AM
Reply #206

Offline Knux

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Re: MM8BDM v5 - What maps do you feel need work? Pt. II
« Reply #206 on: April 16, 2016, 03:53:18 AM »
Aight, let's go one by one.

What do you folks like about the map?
(click to show/hide)
What do you dislike? What would you change about it and why?

I'll answer both of these in one go.
(click to show/hide)
Is it good?
Despite my gripes with the map, it's pretty enjoyable to play on and I often have fun in it, so that's good.

You can now jump out of the purple gel when you're close to the top.
With this piece of information, I ask the most important question on this post:
How can this map be modified to better suit this new change?

Not sure what else I can add besides the suggestions I've already posted, but if you're not keen on adding spikes to the purple gel around Eddie's platform, then perhaps you could add teleporters to the sides under it, which are only reachable if the gel is low enough or if the player dived from a high enough height to reach them.

In fact, I'm not even sure if that gel change is necessary as all the areas with it have a ledge very close to them. Only place I could see this remotely being useful is the area with 3D floors and the gel, and even that's not really frustrating, IMO.

...This is based on the current core map and I was about to post it when I got double ninja'd. I'll provide feedback on the updated map later if necessary.

EDIT:

(click to show/hide)

April 16, 2016, 06:56:52 PM
Reply #207

Offline Thunderono

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Re: MM8BDM v5 - What maps do you feel need work? Pt. II
« Reply #207 on: April 16, 2016, 06:56:52 PM »
I had a look at the updated version of the map, and I'd definitely say that this is an improvement over the current version of Burst Man.  Just lowering the radically high upper section had a tremendous impact on the map.  Cutting down on the Power Stone room also helps, but I still have a few gripes with the map.

Before I hop into screenshot territory, a few things I'd like to mention right off the bat.  First off, whether intentional or not, you can jump from the gel to Eddie's platform with zero resistance whatsoever.  I'm not sure if that's what Knux was getting at with his mention of putting spikes around the pillar, but I'd definitely look into that.  Secondly, despite what I said earlier, I still think the Power Stone room is a little unnecessary (more on that later).  Finally, I'd recommend darkening the underwater (Underpee?  Underbeer?  What is this stuff, anyway?) textures.  While textures are a very welcome change from that eyesore filter, the bright yellow hurts my eyes, and I'd imagine there are others who feel the same way.
(click to show/hide)

(click to show/hide)

(click to show/hide)

That said, I think with a little bit more work, I'd be willing to embrace this map.  As I mentioned earlier, the changes made do large favors for the map, and I'm looking forward to seeing how it turns out for v5!

May 09, 2016, 09:18:26 PM
Reply #208

Offline Watzup7856

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Re: MM8BDM v5 - What maps do you feel need work? Pt. II
« Reply #208 on: May 09, 2016, 09:18:26 PM »
I'd like to bring up Cloud man for a second.

I honestly completely forgot this map existed until just today when we were talking about letting CSCM die and leave it out of core. This map never gets hosted anywhere. Then again, how do you go about making a compelling map with a small limiting texture set.

On second thought, if Crashman can be a good map then Cloud especially can since Cloud actually has more textures

May 09, 2016, 09:55:12 PM
Reply #209

Offline Korby

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Re: MM8BDM v5 - What maps do you feel need work? Pt. II
« Reply #209 on: May 09, 2016, 09:55:12 PM »
Cloudman is already slated for a rework.