[APPROVAL REQUEST] mrnat444-smb

Map Approval Requests

[APPROVAL REQUEST] mrnat444-smb

Postby Star Fox McCloud » 4 March 2018, 02:32

[A]
- To the best of my knowledge, the following map fits all requirements to be approved: YES
- The following map contains no unfair hidden features: YES
- The following map contains nothing against the PB2 Code of Conduct: YES
- I have read and understand fully the Required Reading for posting a Map Approval Request: YES
- I have read and understand fully the Map Approval Rules: YES

[B]
- Map Name: Zeta: Symbonichrome
- Map ID: mrnat444-smb
- Link to Map Page: http://www.plazmaburst2.com/?s=9&a=&m=m ... &id=871853
- Link to Map Demo: http://www.plazmaburst2.com/?s=2&map=mrnat444-smb

[C]
- Give a brief description of the map: Inspired by spike nitros-smb

Starting weapons: Defibrillator, Falkonian Shotgun, Assault Rifle C-01r (Red)

Scattered weapons: Grenade Launcher CS-SpamThemBaby, Plasmagun CS-Bloom, Alien Sniper Rifle, Sniper Rifle CS-YippeeKiYay, Crossfire CR-42 Ghost, CS-GaussRifle, Needle, RPG, Alien Rifle, Alien Laser Rifle "Heater-2", and CS-BNG

- Why you think the map deserves to be approved: This is a perfect version of spike nitros-smb. It isn't a copy, it has similarities and fixes the flaws that spike nitros-smb has. Meanwhile looking leagues better than that map. It's still awesome and nostalgic though.
- Any other comments: Since you might have seen, spike nitros is clearly credited.
Last edited by Star Fox McCloud on 12 August 2018, 15:07, edited 6 times in total.

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Re: [APPROVAL REQUEST] mrnat444-smb

Postby jeff the hacker » 4 March 2018, 13:42

this map looks dope
i agree for approval

the post is small like dots so dots ahead..........................................
im an alien inside
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Re: [APPROVAL REQUEST] mrnat444-smb

Postby gani » 4 March 2018, 13:45

jeff the hacker wrote:this map looks dope
i agree for approval

the post is small like dots so dots ahead..........................................


same.

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Re: [APPROVAL REQUEST] mrnat444-smb

Postby lostmydollar » 4 March 2018, 15:28

i will never understand why people create remakes of ancient maps to go through old times once again

the design is unique, but i don't like it. the map is suitable for approval though. gl
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Re: [APPROVAL REQUEST] mrnat444-smb

Postby Green Eyed Demon » 5 March 2018, 00:03

You have a weird definition of perfected friend.The map itself is pretty good but there are some flaws,mostly the flaws that the original map had but I'll just ignore those.

http://prntscr.com/imv8h1 -you just need to boost a little bit into it and you can fall off the map/it's enough if you press x,double checked.
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Re: [APPROVAL REQUEST] mrnat444-smb

Postby mrnat444 » 5 March 2018, 03:26

Green Eyed Demon wrote:You have a weird definition of perfected friend.The map itself is pretty good but there are some flaws,mostly the flaws that the original map had but I'll just ignore those.

http://prntscr.com/imv8h1 -you just need to boost a little bit into it and you can fall off the map/it's enough if you press x,double checked.


It should be more difficult to get past now, so that you basically have to be trying to exit the map. Although I do want to allow the possibility of players leaving the map this way, as a gravitator can only do so much.

Quick note: Sometimes you get can pushed out if you land against the ceiling in a certain way, due to that weird glitch where you gain a lot of downward momentum after hitting the ceiling when you're about to regain stability. If I fixed this using pushers, you would be thrown back up against the ceiling afterwards.
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Re: [APPROVAL REQUEST] mrnat444-smb

Postby Star Fox McCloud » 5 March 2018, 14:09

lostmydollar wrote:i will never understand why people create remakes of ancient maps to go through old times once again

the design is unique, but i don't like it. the map is suitable for approval though. gl



Well with remakes, the old players like the old maps with nostalgia feelings and memories. New players aren't nostalgic and will really dislike the old maps that seem outdated and bland to them. So with updated maps they will see more consistency with newer map designs for old maps.

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Re: [APPROVAL REQUEST] mrnat444-smb

Postby darkstar 1 » 5 March 2018, 18:39

There are some areas where you'll get a lot of fall damage when you fall.
When playing in DM or TDM: at some point all the guns will be in the acid pit, making it unable to find weapons anymore.
Colours are a bit too oversaturated if you ask me.
http://www.plazmaburst2.com/?s=2&map=darkstar%201-pixels
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Re: [APPROVAL REQUEST] mrnat444-smb

Postby Star Fox McCloud » 14 March 2018, 15:59

darkstar 1 wrote:There are some areas where you'll get a lot of fall damage when you fall.
When playing in DM or TDM: at some point all the guns will be in the acid pit, making it unable to find weapons anymore.
Colours are a bit too oversaturated if you ask me.


I saw some changes with colors and I believe eric usually adds "spawn with weapons"

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Re: [APPROVAL REQUEST] mrnat444-smb

Postby bob228822 » 18 March 2018, 15:46

Cool map. Dis must be 'APPROVAL'... I think :)
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Re: [APPROVAL REQUEST] mrnat444-smb

Postby Star Fox McCloud » 9 April 2018, 14:39

Changes:

The needles were removed
Pistols replaced the needles
The flashing lights in front of the towers were removed.
Color Saturation improved within the middle tower.
The Sky is now the PB1 sky mixed with dark brown colors.
Decreased Shadow Size for less lag.
The Alien Rifle replaced the star defender guns on the central tower.



The map has newer changes now.

Alien sniper rifles has been replaced with lite railguns.
New design added from zzninjazz-zombies
The elevator design has been redone from Kbrons FTP map.
Back to the old sky.
and the 14th player has been added, it had 12 but player count was 14 (mistake).
Numerous doors has been removed and replaced with pushers to decrease lag.
Little of central towers design changed.

---------------------------------------

there are a few problems until they get fixed in a few hours.

-Glitching through the squared walls around the towers
-Trigger errors for doors
Last edited by KIRIAKOS GR96 on 25 May 2018, 19:28, edited 1 time in total.
Reason: Double post.

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Re: [APPROVAL REQUEST] mrnat444-smb

Postby KIRIAKOS GR96 » 25 May 2018, 19:39

Star Fox McCloud dont double post the next time use the edit button

on topic
I suggest to make the hp to 200 or 150 because seem alot to me.

Add a a closed teleport pad here to show the destination of the teleport
Spoiler: Show More


Also here have you put invisibe doors or pushers to prevent players from spawning inside?
Spoiler: Show More
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Re: [APPROVAL REQUEST] mrnat444-smb

Postby Star Fox McCloud » 26 May 2018, 01:06

KIRIAKOS GR96 wrote:Star Fox McCloud dont double post the next time use the edit button

on topic
I suggest to make the hp to 200 or 150 because seem alot to me.

Add a a closed teleport pad here to show the destination of the teleport
Spoiler: Show More


Also here have you put invisibe doors or pushers to prevent players from spawning inside?
Spoiler: Show More


I agree with you on that.

Sadly it could take a while until nat fixes things up.

If Eric needs to get down to approving, I will give specific problems.

The 2 triggers on the top of the "TWO SIDES OF THE MAP" that controls the elevators, you will see "ERROR in two of them, turn both of them to Nothing.

Put walls in between the blocks vertically to prevent players from being sucked in the spaces "glitching through the walls".

And the bottom of the right tower, an elevator path is sticking through the brown elevator path color by 1 pixel.

That's all there is to do if you or Eric have power to edit any players map.

----------

Everything is fixed. Mrnat believes that 250 is perfect since when you fall down in the map, you lose about 190+HP.
And the disabled teleporter couldn't be added because it encourages a player to stand next to it and spam fire.
Pushers are added now.

"Map is ready for approval".

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Re: [APPROVAL REQUEST] mrnat444-smb

Postby Resi » 26 May 2018, 18:04

The top and middle routes in the center need some cover but other than that it's pretty good.
I don't enjoy map making anymore but sometimes I make maps or updates.

Latest Map https://www.plazmaburst2.com/forum/viewtopic.php?f=135&t=22026
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Re: [APPROVAL REQUEST] mrnat444-smb

Postby Protonoid » 27 May 2018, 13:25

Good one! Seems ready for approval.
Oh wait, did they add new guns?

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Re: [APPROVAL REQUEST] mrnat444-smb

Postby Bobby the Pineapple » 28 May 2018, 02:02

Very good map, pretty smooth and such, blocks are in good places. Should be approved among the other great maps.

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Re: [APPROVAL REQUEST] mrnat444-smb

Postby Star Fox McCloud » 29 May 2018, 19:01

I still wish to have this map approved at this time, and I believe it is appropriate for approval.

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Re: [APPROVAL REQUEST] mrnat444-smb

Postby MLG COOL DOMINIK » 31 May 2018, 19:04


Before



After
Was formerly a T-ROBOT, im an Elite Grub now
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Re: [APPROVAL REQUEST] mrnat444-smb

Postby IcYeGodZ » 1 June 2018, 03:27

Walls are now placed under the floor gravitators for better stability.

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Re: [APPROVAL REQUEST] mrnat444-smb

Postby map » 1 June 2018, 15:34

It's possible to boost off the map and lose guns to the void. It's also possible to lose guns to the acid pit. Pushers should be placed to prevent people from jumping into the void, and an engine mark to distribute guns on spawn should be added to stop players losing all guns to the pit.

It's quite a dark map and could do with a little more light in places, or slightly lighter backgrounds as it's quite saturated. Otherwise, I like the map and could see it potentially approved.

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