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

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August 21, 2015, 01:16:14 PM
Reply #60

Offline Meme Man

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Re: MM8BDM v5 - What maps do you feel need work? Pt. II
« Reply #60 on: August 21, 2015, 01:16:14 PM »
Me personally only hate that stupid akward random hole in the middle of the stage. Its so trollish and so many people died there. As for the light off effect,i don't have a problem with it... Buuuut that hole in the middle ruins everything...
So in conclusion,REMOVE THAT HOLE

August 21, 2015, 02:26:30 PM
Reply #61

Offline Bikdark

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Re: :l
« Reply #61 on: August 21, 2015, 02:26:30 PM »
Quote from: "BiscuitSlash"
Basically don't do what Bik says. Getting rid of the original stage's interesting feature will make the map boring. Don't make the game boring. If you want competitive play then just host a server that does not have the maps that aren't that suited to competitive play.
Excuse me? Removing a feature (on an otherwise good map) that does not fit in an arena shooter will make the map BORING? Please tell me you did not just say that.

The "feature" adds no depth of gameplay. It doesn't prompt extra strategy or cause more people to enjoy the map itself. The ONLY thing this light gimmick accomplishes is making 95% of the people in the server angry because the map showed up. It does not make the map more fun, therefore the removal of the gimmick will not make the map boring.

I honestly don't care if the removal of the gimmick breaks canon, because this is (and should be) first and foremost an FPS, and efforts should be made to make the game as enjoyable as possible AS AN FPS, not just a Megaman fangame.

August 21, 2015, 03:10:50 PM
Reply #62

Online Rozark

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Re: MM8BDM v5 - What maps do you feel need work? Pt. II
« Reply #62 on: August 21, 2015, 03:10:50 PM »
Oh the troubles of converting a Platformer to an FPS~

If I do recall, there's a map somewhere that only darkens a small area of the map instead of the entire thing.
Provided the execution isn't shit, perhaps this would be the perfect middle ground between the two?

August 21, 2015, 05:52:32 PM
Reply #63

Offline Orange juice :l

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Re: MM8BDM v5 - What maps do you feel need work? Pt. II
« Reply #63 on: August 21, 2015, 05:52:32 PM »
Reminder that software users can nullify this mechanic via r_polymost 1

August 24, 2015, 09:43:36 PM
Reply #64

Offline Russel

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Re: MM8BDM v5 - What maps do you feel need work? Pt. II
« Reply #64 on: August 24, 2015, 09:43:36 PM »
I second the removal of the mechanic in MM4BRI.
Saying anything further would be reciting Bikdark's argument in a different sense.

Thank you.

August 24, 2015, 10:02:38 PM
Reply #65

Offline LlamaHombre

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Re: MM8BDM v5 - What maps do you feel need work? Pt. II
« Reply #65 on: August 24, 2015, 10:02:38 PM »
I'll also voice in favor of complete removal of the darkness gimmick on that map.

August 24, 2015, 10:27:10 PM
Reply #66

Offline BiscuitSlash

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Re: MM8BDM v5 - What maps do you feel need work? Pt. II
« Reply #66 on: August 24, 2015, 10:27:10 PM »
I finally got round to finally playing Timeman's map.

The sounds to indicate that the conveyor belts have changed direction is way too loud for something that feels somewhat minor.

Please change that sound or tone down that volume.

August 25, 2015, 12:09:40 AM
Reply #67

Offline Meme Man

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Re: MM8BDM v5 - What maps do you feel need work? Pt. II
« Reply #67 on: August 25, 2015, 12:09:40 AM »
Removing the dark effect would make the map less chaotical so i'm fine with that.
Also,friendly reminder to REMOVE THAT TROLLISH,OUT OF NOWHERE HOLE

August 25, 2015, 12:17:06 AM
Reply #68

Offline Russel

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Re: MM8BDM v5 - What maps do you feel need work? Pt. II
« Reply #68 on: August 25, 2015, 12:17:06 AM »
the hole isn't the problem, the darkness is

August 25, 2015, 03:09:17 PM
Reply #69

Offline Meme Man

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Re: MM8BDM v5 - What maps do you feel need work? Pt. II
« Reply #69 on: August 25, 2015, 03:09:17 PM »
Its probably just me :P

August 25, 2015, 03:21:11 PM
Reply #70

Offline tsukiyomaru0

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Re: MM8BDM v5 - What maps do you feel need work? Pt. II
« Reply #70 on: August 25, 2015, 03:21:11 PM »
The darkness gimmick COULD stay, as long as it takes no more than 50% or 60% of the PLAYABLE sectors, and the darkness sections could have more rewarding items than the permabright ones.

August 25, 2015, 03:32:21 PM
Reply #71

Offline Bikdark

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Re: MM8BDM v5 - What maps do you feel need work? Pt. II
« Reply #71 on: August 25, 2015, 03:32:21 PM »
If the darkness gimmick stays, it needs to be aesthetically. Put in enough of that red glowy shit around the map so you have a clear definition of the map while it's dark.

August 25, 2015, 04:52:50 PM
Reply #72

Offline JaxOf7

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Re: MM8BDM v5 - What maps do you feel need work? Pt. II
« Reply #72 on: August 25, 2015, 04:52:50 PM »
Huh, people talking about mm4bri.
Said this in Skype a while ago instead of posting in that mm4bri pit thread, but I guess I will say it here.
What bothers me about mm4bri's gimmick is the lack of a point: the enemies you kill don't drop health anymore so no point on that front (also a problem with mm7clo), and the darkness obscuring textures of a completely static map means it is negated by just how well you've memorized every little part of the map. Map memorization to this degree isn't really a skill that a gimmick should be testing.

So, how to fix. Make darkness or enemy destruction have a point. Ideas
Making enemy destruction have a point: have them drop something when killed, or have them explode and damage enemies.
Making darkness have a point: *make certain dynamic fixtures obscured by the darkness so the obscuring effect isn't negated by static map memory but memory of what things were like before the darkness hit. Could obscure pickups, moving platforms, raising floors, players, darkness has so much untapped chaos.
*create walls of darkness for players to hide behind.

August 25, 2015, 08:04:46 PM
Reply #73

Offline Knux

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Re: MM8BDM v5 - What maps do you feel need work? Pt. II
« Reply #73 on: August 25, 2015, 08:04:46 PM »
Quote from: "Bikdark"
If the darkness gimmick stays, it needs to be aesthetically. Put in enough of that red glowy shit around the map so you have a clear definition of the map while it's dark.
I was actually fiddling with this yesterday, and came up with these:
(click to show/hide)

August 25, 2015, 11:04:51 PM
Reply #74

Offline fortegigasgospel

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Re: MM8BDM v5 - What maps do you feel need work? Pt. II
« Reply #74 on: August 25, 2015, 11:04:51 PM »
Quote from: "Knux"
Quote from: "Bikdark"
If the darkness gimmick stays, it needs to be aesthetically. Put in enough of that red glowy shit around the map so you have a clear definition of the map while it's dark.
I was actually fiddling with this yesterday, and came up with these:
(click to show/hide)
This is why I never finished my last Compo map, making GB Bright and doing dark textures took so much time.