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Author Topic: MM8BDM v5 - What maps do you feel need work? Pt. II  (Read 63492 times)

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August 27, 2015, 02:40:50 PM
Reply #75

Offline Watzup7856

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Re: MM8BDM v5 - What maps do you feel need work? Pt. II
« Reply #75 on: August 27, 2015, 02:40:50 PM »
I feel like Iceman's stage needs a change. I think having a teleporter only accessed room is a bad idea, because we all know how well that worked out with Crystalman. The top section seems to be the preferred section anyways since no one likes to fight at the bottom portion of the map.

Also the whole "there's no counter to junk shield" needs to be fixed.

August 28, 2015, 09:38:58 PM
Reply #76

Offline CopShowGuy

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Re: MM8BDM v5 - What maps do you feel need work? Pt. II
« Reply #76 on: August 28, 2015, 09:38:58 PM »
Quote from: "Watzup7856"
I feel like Iceman's stage needs a change. I think having a teleporter only accessed room is a bad idea, because we all know how well that worked out with Crystalman. The top section seems to be the preferred section anyways since no one likes to fight at the bottom portion of the map.

Also the whole "there's no counter to junk shield" needs to be fixed.
Definitely agree on that.  Makes chasing down people a pain when there's only one way to get in.

August 28, 2015, 10:43:44 PM
Reply #77

Offline Galactan

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Re: MM8BDM v5 - What maps do you feel need work? Pt. II
« Reply #77 on: August 28, 2015, 10:43:44 PM »
Most of the complaints I've had have already been covered here. However, there was one I didn't spy in my brief skimming:
(click to show/hide)
Why does this lava puddle exist? Can't we just slap some glass over it or something?

August 29, 2015, 02:33:27 AM
Reply #78

Offline Bikdark

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Re: MM8BDM v5 - What maps do you feel need work? Pt. II
« Reply #78 on: August 29, 2015, 02:33:27 AM »
MM2HEA is ugly as a whole. From the awkward holes in terrain to silly looking "fences", the whole map needs aesthetic simplification.

August 29, 2015, 07:19:08 PM
Reply #79

Offline Gumballtoid

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Re: MM8BDM v5 - What maps do you feel need work? Pt. II
« Reply #79 on: August 29, 2015, 07:19:08 PM »
I agree with the above sentiment. It's just too much to look at at once, and that was my biggest hangup when I first saw this map.

August 30, 2015, 05:27:23 PM
Reply #80

Offline mahmoudehab1000

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Re: MM8BDM v5 - What maps do you feel need work? Pt. II
« Reply #80 on: August 30, 2015, 05:27:23 PM »
Hey maybe its time to activate these strange map that one of them is map01 map 02 you everything plaese bec i wanna explore them you know and give us known musics inside it bec this sucks give us real details about the music and from which game ok?

August 31, 2015, 12:19:52 AM
Reply #81

Offline ice

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Re: MM8BDM v5 - What maps do you feel need work? Pt. II
« Reply #81 on: August 31, 2015, 12:19:52 AM »
Those maps are just DOOM maps, they're inert due to the fact that you normally have to pay for doom, in order for mm8bdm to be free the core content had to be gutted more or less.

As for maps, anything much said about Turboman's map? (ooor was it already updated)

September 02, 2015, 11:07:32 PM
Reply #82

Offline Russel

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Re: MM8BDM v5 - What maps do you feel need work? Pt. II
« Reply #82 on: September 02, 2015, 11:07:32 PM »
Much of the Mega Man 7 maps were left unlisted from criticisms and ideas due to possible revision occurring during the course of v5's development cycle.
Evidence of this can be seen in the v5 discussion thread.

September 03, 2015, 07:23:05 PM
Reply #83

Offline Superjustinbros

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Re: MM8BDM v5 - What maps do you feel need work? Pt. II
« Reply #83 on: September 03, 2015, 07:23:05 PM »
Quote from: "CopShowGuy"
Quote from: "Watzup7856"
I feel like Iceman's stage needs a change. I think having a teleporter only accessed room is a bad idea, because we all know how well that worked out with Crystalman. The top section seems to be the preferred section anyways since no one likes to fight at the bottom portion of the map.

Also the whole "there's no counter to junk shield" needs to be fixed.
Definitely agree on that.  Makes chasing down people a pain when there's only one way to get in.

Seconded. I remember once suggesting long ago that despite their file size increase, 3D Floors could be better utilitised for MM1ICE.
(click to show/hide)
The idea I had was removing the pit/teleportation gimmick and slashing off about 3/4ths of the top of MM1ICE, exposing the bottom underground area that now shows the sky on one part (with a large body near where the open area) instead of being completely covered. The teleporters, while still present, wouldn't be the only means of returning to the top floor, as there'd be a staircase somewhere within, and on one of the few islands in the pond, one of those propeller enemies would float in place, acting as an upwards elevator that takes the player back to the upper area.
I know it probably won't be accepted. but that's just my two cents. Also the upper and lower areas would probably be a bit closer together compared to what's shown in this pic.

September 04, 2015, 10:47:45 AM
Reply #84

Offline PotatoStrike

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Re: MM8BDM v5 - What maps do you feel need work? Pt. II
« Reply #84 on: September 04, 2015, 10:47:45 AM »
Nice idea!

September 06, 2015, 06:08:34 PM
Reply #85

Offline LlamaHombre

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Re: MM8BDM v5 - What maps do you feel need work? Pt. II
« Reply #85 on: September 06, 2015, 06:08:34 PM »
Spitballing time
I'll try not to retread on previous maps I've talked about but I'll try to get into more specific detail here.
Not all of these may be the best idea in the world but I'm saying them to promote discussion and keep this thread moving at a steady pace

(click to show/hide)

For the record I dislike MM3TOP and MM5STA, but I'm not entirely sure what to do with those maps so I never mentioned them here.

September 06, 2015, 09:45:18 PM
Reply #86

Offline BiscuitSlash

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Re: MM8BDM v5 - What maps do you feel need work? Pt. II
« Reply #86 on: September 06, 2015, 09:45:18 PM »
A lot of these do seem fair enough.

I'm unsure about what's going to happen with MM1ICE though. I really don't like the idea of removing that underground section. It added more depth to the map without stopping the map from being fun, and it'll feel weird to have everyone always being on the top section.

I get that original MM5CRY had an issue, but at least MM1ICE has was easy to understand and keep track of what was happening.

September 07, 2015, 09:08:08 AM
Reply #87

Offline Rozark

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Re: MM8BDM v5 - What maps do you feel need work? Pt. II
« Reply #87 on: September 07, 2015, 09:08:08 AM »
Crystalman had that issue because there were multiple floors to keep track of and keep guessing.
There's just two floors on Iceman with clear entrances/exits. If anything, the only -major- problem Iceman has is that it has no junk shield counter (iirc).

September 10, 2015, 06:38:50 PM
Reply #88

Offline Russel

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Re: MM8BDM v5 - What maps do you feel need work? Pt. II
« Reply #88 on: September 10, 2015, 06:38:50 PM »
I'm personally in defense of MM1ICE having two floors, but I don't like how the lower section is currently laid out.
I feel like a nice duality could be created in an open upper section and a slightly tighter lower section.

Aside from that, I think migrating from the lower section to the upper section should be modified, I've never personally liked teleporting back up.
Should the teleporters be kept, do the destination teleporters really need to be that high up? It'd be nice if they were lowered.


I'm rather short on time, so I might add more later.

September 10, 2015, 06:55:26 PM
Reply #89

Offline MusashiAA

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Re: MM8BDM v5 - What maps do you feel need work? Pt. II
« Reply #89 on: September 10, 2015, 06:55:26 PM »
Out of reach teleport exits are not that good of an idea to begin with. Having an physical way up and down instead sounds like an interesting proposition...but that's it.

IMO, falling down into the lower section should feel like a punishment instead of a way out of fights: maybe the moat should use both water and ice physics to difficult navigation, and just rid of out of reach teleport exits entirely?