@SRB2 Guy:
Only thing I can think of is that you aren't allowing scripts to run. The SOC fixes require scripts to be allowed to run, otherwise you will get instantly C-kicked, like you described. Is there anything specific to the crash such as the crash occurring on adding the file, or starting the level?
@SonicMaster:
The previous version (1a) of this map was heavily bashed due to it being too short and too narrow. I may have gone overboard on its resize. If anything, I need to fill that wide open space with something, or just truncate a bit of the empty middle out.
No longer inescapable. That was fixed for 1c. Look for the ledges after you are tossed over the waterfall. I figured the best way to balance the hazard was to make the escape possible, but still a bit difficult.
Overall, I am unsure how this map deserves such a low score from you, but I'll see what I can do about all that empty space. I do agree that it is quite a problem.
Map did not change size for the new version. This one actually needs even more work to fix up all the clip-distance problems, which I think are causing more than a bit of netgame instability.
This map obviously needs a revamp for the next version, as do most of my CTF maps. Still trying to decide how I'm going to go about doing that.
I'm not sure why you dislike the gimmick so much. Most of the point of the asteroids is to use their gravity to slingshot you around the map. Preventing yourself from hitting the topless ceiling is quite simple: move your player over an asteroid, and you'll be pulled down toward it.
I realize that the concept isn't easy to master, but I'm sure you can find it elegant if given the chance.
Yeah, that seems to be a problem depending on who you are playing with. It seems to me that the higher the average skill in the netgame, the more spread out the fight is around the map. The main reason why the room is relatively devoid of items was because of the beta tests where the match occurred exactly as you described.
You have any suggestions offhand how to relieve this other than simply removing the buttons?
Glad to see you like at least one of these maps. NiGHTS isn't the most appealing of game modes to me, and I'm unsure how this map could translate into it, but I appreciate the compliment all the same.
Overall, it seems to me from yours and other's perspectives that my CTF map rotation is far weaker than my match rotation. My CTF maps will be the focus of future work on this mod, details as they come.
Thanks for your time, SonicMaster.
Only thing I can think of is that you aren't allowing scripts to run. The SOC fixes require scripts to be allowed to run, otherwise you will get instantly C-kicked, like you described. Is there anything specific to the crash such as the crash occurring on adding the file, or starting the level?
@SonicMaster:
SonicMaster said:Frozen River Zone, 1/10
The distance between bases in Frozen River is about 18000 fracunits. This is good. The width, however, is about 6000 fracunits. This is bad. Compress the map's N-S dimensions in half, please. That will please me. Having the map so wide overwhelmed me, not to mention it made it too empty.
The previous version (1a) of this map was heavily bashed due to it being too short and too narrow. I may have gone overboard on its resize. If anything, I need to fill that wide open space with something, or just truncate a bit of the empty middle out.
SonicMaster said:I remember the inescapable trap, the water current. Still there, I see. That was, and still is, SO lame. How about just a death pit rather than a 5 second pause before your death? It wouldn't be called Frozen River anymore, but I guess that's a price you'd have to pay if you want to improve this.
No longer inescapable. That was fixed for 1c. Look for the ledges after you are tossed over the waterfall. I figured the best way to balance the hazard was to make the escape possible, but still a bit difficult.
Overall, I am unsure how this map deserves such a low score from you, but I'll see what I can do about all that empty space. I do agree that it is quite a problem.
SonicMaster said:Fire Eye Zone, NA/10
Apparently, Hyperknux has informed me that you made this map bigger. >_< The v1b version was already too big. It's now 18000 fracunits wide at most. That...just no. Have you seen the official levels in SRB2DB? Have you noticed that they're smaller?
Map did not change size for the new version. This one actually needs even more work to fix up all the clip-distance problems, which I think are causing more than a bit of netgame instability.
This map obviously needs a revamp for the next version, as do most of my CTF maps. Still trying to decide how I'm going to go about doing that.
SonicMaster said:Asteroid Belt Zone, 3/10
Again, this is basically EXACTLY the same as the original.
Ah. Finally. Better level dimensions! The gimmick, however, is what ruined the stage. It made you stick to the bottom of the asteroid for 3 to 5 seconds if you were on the bottom of it, making you virtually immobile. Landing into a topless ceiling was lame, especially because I rose to my death so slowly. I realize the whole topless ceiling was so you didn't get stuck, but inserting that didn't stop the stage from being unfun.
I'm not sure why you dislike the gimmick so much. Most of the point of the asteroids is to use their gravity to slingshot you around the map. Preventing yourself from hitting the topless ceiling is quite simple: move your player over an asteroid, and you'll be pulled down toward it.
I realize that the concept isn't easy to master, but I'm sure you can find it elegant if given the chance.
SonicMaster said:v1b Sonic at the Disco, 2/10
This seems to be pretty much the same in v1c, anyway. This actually has good sector layout. But what killed it was the gimmick. Every time I played this, the entire netgame just crowds around the music buttons. And the random monitor made that area more interesting, making the rest of the stage pretty much unused.
Yeah, that seems to be a problem depending on who you are playing with. It seems to me that the higher the average skill in the netgame, the more spread out the fight is around the map. The main reason why the room is relatively devoid of items was because of the beta tests where the match occurred exactly as you described.
You have any suggestions offhand how to relieve this other than simply removing the buttons?
SonicMaster said:v1b Deathmatch Arena, 7/10
I see that you had changed this map in v1c, so I will only rate the v1b one. If it turns out to be better in v1c, I'll let you know.
This map was fun. It was very big, but it was still good. The theme-changing gimmick was very creative and was executed properly. It's visually appealing to the point of where this could actually be copied, edited, and changed into a NiGHTS map, and it would still be good. Only problem with doing that is the fact that everyone's already seen the visuals of this map. =/
The whole choose-your-own-weapon thing is great. I stink at Rail Rings, so Automatic me up!
Glad to see you like at least one of these maps. NiGHTS isn't the most appealing of game modes to me, and I'm unsure how this map could translate into it, but I appreciate the compliment all the same.
Overall, it seems to me from yours and other's perspectives that my CTF map rotation is far weaker than my match rotation. My CTF maps will be the focus of future work on this mod, details as they come.
Thanks for your time, SonicMaster.