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

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September 10, 2015, 08:34:20 PM
Reply #90

Offline Hallan Parva

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Re: MM8BDM v5 - What maps do you feel need work? Pt. II
« Reply #90 on: September 10, 2015, 08:34:20 PM »
I can't believe nobody brought up Quick Man yet


(click to show/hide)

September 10, 2015, 09:14:48 PM
Reply #91

Offline Knux

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Re: MM8BDM v5 - What maps do you feel need work? Pt. II
« Reply #91 on: September 10, 2015, 09:14:48 PM »
Quote from: "SmashBroPlusB"
I can't believe nobody brought up Quick Man yet
Quote from: "Knux, back on page 6,"
A metric ton of feedback.
tl;dr - That map needs a remake to use the Quickbeam gimmick better.

September 11, 2015, 05:41:43 PM
Reply #92

Offline fortegigasgospel

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Re: MM8BDM v5 - What maps do you feel need work? Pt. II
« Reply #92 on: September 11, 2015, 05:41:43 PM »
Quote from: "SmashBroPlusB"
I can't believe nobody brought up Quick Man yet


(click to show/hide)
I actually kinda like this design.

September 11, 2015, 07:09:57 PM
Reply #93

Offline Thunderono

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Re: MM8BDM v5 - What maps do you feel need work? Pt. II
« Reply #93 on: September 11, 2015, 07:09:57 PM »
I was talking to Lego about the proposed Quick Man design but I guess I never posted it here whoops
Layout seems neat and all but the connections to the upper half seem very chokepoint-y-- the way I feel this would be remedied would be to put a drop down ledge from the upper portion to the middle room (with the pillar thing in the middle of it).  Ensure a vertical mobility weapon/item is available in the map so people can use said ledge to get up, and it would undoubtedly clear up congestion in the top right/left doorways while keeping the intended 3-way flow in the middle mostly intact.

September 14, 2015, 10:28:29 PM
Reply #94

Offline Thunderono

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Re: MM8BDM v5 - What maps do you feel need work? Pt. II
« Reply #94 on: September 14, 2015, 10:28:29 PM »
[9/12/2015 2:41:40 PM] Thunderono: would I be stepping on any toes if I tried out making smash's proposed quick man layout
[9/12/2015 4:13:43 PM] SmashBro: not at all, go nuts


Sorry about the double post, but I wound up actually making Smash's layout into a map.  Granted, it was more of a practice exercise, but it seemed to receive positive feedback.  As per request, I'll be withholding the actual map's file until events develop further, but in the meantime, have some screenshots!

Large and slightly fuzzy screenshots beyond this point
(click to show/hide)

Beam breakdown in spoiler
(click to show/hide)

And no, the map size has not drastically changed.
(click to show/hide)

September 14, 2015, 10:32:19 PM
Reply #95

Offline Korby

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Re: MM8BDM v5 - What maps do you feel need work? Pt. II
« Reply #95 on: September 14, 2015, 10:32:19 PM »
Seems interesting enough and it certainly looks better than what we have.

September 16, 2015, 05:35:33 AM
Reply #96

Offline NemZ

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Re: MM8BDM v5 - What maps do you feel need work? Pt. II
« Reply #96 on: September 16, 2015, 05:35:33 AM »
Random thought... are destructible floors a thing that can happen?  Because it would be awesome to have Ice be one large open frozen lake that you can get above or below the ice nearly anywhere by temporarily cracking through it.

September 16, 2015, 05:40:50 AM
Reply #97

Offline Russel

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Re: MM8BDM v5 - What maps do you feel need work? Pt. II
« Reply #97 on: September 16, 2015, 05:40:50 AM »
Technically speaking yes, they are possible, but not in a way that would be viable for use in core.

Not to mention, the impact of destructible floors on the playable environment might not be the most positive thing in the world.

September 17, 2015, 12:00:51 AM
Reply #98

Offline CopShowGuy

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Re: MM8BDM v5 - What maps do you feel need work? Pt. II
« Reply #98 on: September 17, 2015, 12:00:51 AM »
Nice Quick Man redo.  Being able to not get entirely stuck in a room is a good idea.

September 17, 2015, 11:03:46 PM
Reply #99

Offline Superjustinbros

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Re: MM8BDM v5 - What maps do you feel need work? Pt. II
« Reply #99 on: September 17, 2015, 11:03:46 PM »
Looking good. I still wish it were possible to enhance the MM1/2 stages with downgraded 8-bit Wily Wars and colored MMI/MMII tiles, but that's not exactly going to make the layout any different, just make them look like they were made for MMC3 as opposed to MM1's UNROM and MM2's MMC1.

September 23, 2015, 02:41:05 AM
Reply #100

Offline Watzup7856

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Re: MM8BDM v5 - What maps do you feel need work? Pt. II
« Reply #100 on: September 23, 2015, 02:41:05 AM »
So I decided to add some changes to current Crashman

I've added some 3D floors to make traversing easier and less jump heavy
(click to show/hide)

I've also added a new pathway to have more ways to get to the top
(click to show/hide)

I've also changed the placements of quite a few items
(click to show/hide)

I've also added Gyro pads to make getting to the top MUCH easier
(click to show/hide)

September 23, 2015, 07:48:20 AM
Reply #101

Offline NemZ

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Re: MM8BDM v5 - What maps do you feel need work? Pt. II
« Reply #101 on: September 23, 2015, 07:48:20 AM »
I feel like crashman really needs a total overhaul because we really need to see that sky.  Maybe something like a 'treetop village' sort of thing built around weird pipe towers reaching up from the abyss, connected by a tangled net of highspeed rail platforms?  I kinda want to be able to have shootouts mid-ride with people on other platforms or stable balconies as we zip around between limited cover in confusing ways.  Maybe harmless Tellies that continually respawn up to 3 in a given area along the tracks that just wander around aimlessly like flying roombas to block shots and annoy people?   :mrgreen:

September 23, 2015, 12:40:03 PM
Reply #102

Offline Beed28

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Re: MM8BDM v5 - What maps do you feel need work? Pt. II
« Reply #102 on: September 23, 2015, 12:40:03 PM »
Speaking of the sky, give it two skies as well; the blue sky with clouds in the lower part, and then the stars in the upper part.

September 24, 2015, 05:06:39 AM
Reply #103

Offline Emmanuelf06

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Re: MM8BDM v5 - What maps do you feel need work? Pt. II
« Reply #103 on: September 24, 2015, 05:06:39 AM »
Quote from: "Watzup7856"
So I decided to add some changes to current Crashman
....

I've also added Gyro pads to make getting to the top MUCH easier
(click to show/hide)

It has nothing to do with a crashman map.

But people could make mm2cra like the mario64 map of IX pack ? (don't remember the name), it could have ladders and some "direct" stairs...
In this way, we should be to see the sky by the sides, not only the yellow parts. The actual crashman map is awful for the eyes... (just an idea)

EDIT: The quickman map made by Thunderono looks better, if you can use an other "road" without the beams (like with this bridge), with not so much beams everywhere, it could be more fun. :)

The only map with a cross design I like, is the map of needleman....this one have some way to go in the others areas who make it more fun.
MM2QUI can be stressing....

September 24, 2015, 10:10:11 AM
Reply #104

Offline Knux

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Re: MM8BDM v5 - What maps do you feel need work? Pt. II
« Reply #104 on: September 24, 2015, 10:10:11 AM »
Quote from: "Emmanuelf06"
It has nothing to do with a crashman map.
Nope, and neither do the fans in Elec, but they help the map flow. That's the point you're missing here.

*insert overdone argument here about translating a 2D shooter to a 3D FPS environment*