MM8BDM Forum

LlamaHombre
Go read Umineko
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LlamaHombre
Go read Umineko
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I have no intention of taking down the Bounty pack, but right now I have no desire to update it. Those who submitted, please feel free to cannibalize your work for your own projects - I'd be very happy if you did.
Hey folks,

It's been a long time coming for many reasons, but it's time to put all that aside and finally give the mappers who submitted their rewards - scores, judging, feedback, the works.

Speaking personally, I found myself extremely happy and impressed with all the ideas on display, from newer mappers to veteran mappers alike. I very much enjoyed the average Bounty map, and I hope my scores and feedback will speak to that. The winners today are maps I'm all fond of, and am looking forward to seeing how they integrate into MM8BDM core and potentially even evolve after. The runners up should all be proud of themselves too! To be upfront, I don't expect to update the Bounty file again. So anyone who didn't place today, please continue to iterate on your maps in a map pack or something! So many of these maps would be ones I'd be pleased to see in servers going forward.

Ok, enough stalling. Without further ado, the results.

==================

The Runner Ups...


==================

For MM2CRA (Crash Man), with a combined score of 265 and an average judge score of 88.33...





For MM2FLA (Flash Man) with a combined score of 274 and an average judge score of 91.33...





For MM6WIN (Wind Man) with a combined score of 285 and an average judge score of 95.00...





For MMWTMWS (Mega Water S) with a combined score of 264 and an average score of 88.00...



===================================

Thank you all for your contributions and endless patience. As competition leader, I now make the following recommendations to the dev team:



A full breakdown of the scores, feedback, and judging can be found here:


Have a good day!
September. 2, 2024, 6:15 PM fighting sunstar again
You can also just go to Cossack's ship again and thumb around the stage select. It's on the same page as the other Wily Star stages.
"Foot in the door" post with indeterminate actual output
July. 2, 2024, 9:40 AM Is this game's online dead?
If you give things anywhere from a few hours to a couple of days, there's a good chance you'll find a modded server pop up. 7AM EST on a weekday is a bit of a hard sell for the playerbase, which while no means tiny is still probably only about 100-150 players total. Gondola TLMS, the newest CBM branch, is usually what fills quickest if you want to take initiative.

If you're looking for vanilla though you may be short on luck - consider asking around for people to play with.
Invasion was probably the first mode I saw really start to develop (and in turn the first to die) when I started playing. It was a lot of retextured Doom maps and Super Moby enemies that shot Crystal Eye laser beams, but I remember getting a small amount of fun out of it.

Talking PvE in general, Invasion (as a romantic concept) maybe has more staying power in my head than the more linear MMSP levels do, but I'd also probably need some bells and whistles to avoid getting bored of the maps once the challenge of beating them is over.
June. 2, 2024, 1:55 PM (Edited by LlamaHombre) REAL Pack - v1c
I know this guy (temporary post)
In modded play (Gondola, mostly) I've grown quite fond of using the Automap for keeping track of my position, as well as briefly tracking other important pieces of map-level information. Vanilla in comparison has little if anything to display to the player, when it could potentially be adding much more.



Below are a list of my suggested additions to the automap, starting with ones that I think are pivotal to improving gameplay experience and ending on ones that are more wishlist additions, or those with more questionable gameplay effect:

    -Stationary markers for Objective Gamemodes, like Flag Spawners (CTF), Helmet Spawners (Skulltag) and Point Totems (Skulltag)

    - Markers for Weapon Tokens (all modes).

    - A marker that replaces the Player Arrows that represent you and your teammates in play, or all players while spectating
      -- Some indicator of their facing direction.

    - Markers that indicate dropped or freshly spawned Objectives, including Flags, Helmets, the Circuit Board, the Terminator Pickup.

    - Markers that indicate Objectives in Motion, including Flags, Helmets, the Circuit Board, the Terminator Pickup.

    - Markers that indicate Large Health/Ammo Pickup locations, regardless of whether they are currently on respawn or not.


Personally I would be content with just the top three, but I figured I would list more in case there was desire for the rest. Some of these could be linked to server variables if needed? Thanks for any consideration.
Aqua Man's right about himself tbh
I intend on chipping in for Torch Man's stage in the second release of this project. Rooting for a successful first release!
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