Author Topic: Nintendo Land  (Read 99235 times)

MrFish

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Nintendo Land
« on: May 29, 2010, 07:23:36 pm »
Nintendo Land!

Beta 2 Notes:

Fixes
I believe all known bugs were fixed.
-Glitch building in roof
-Blockable doors
-Limited tyrant access

Changes
*I'm giving the humans one more chance at the ship room with some major changes to it. The room has obstacles preventing the alien team from easily sniping all buildables inside. In addition, the humans get a one-way teleport to the outside. Aliens have had a huge advantage over humans (a suprise to me) resulting in domination every game. Hopfully this will make the map playable!

*Small visual changes



Additions

*2 new worlds (small)

*Other small gamplay changes
-Better access for humans

Please post bugs and suggestions!
I think it's obvious I played a lot of zelda and mario during my childhood as all 4 of my worlds so far are relating to them. I don't know any other cool locations I can make a world of. If you have a specific location from any nintendo game (perferable n64 or snes) that you would like please recommend it. It also needs to be easily reachable; not "the final boss location in ________". (unless you can provide a detailed screenshot I could modal off of).

Size: 8.3mb
Screenshots:



Download: http://www.mediafire.com/?lfzfhyz0nmm
« Last Edit: June 01, 2010, 01:30:34 pm by MrFish »

WiKi

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Re: Nintendo Land
« Reply #1 on: May 29, 2010, 10:51:56 pm »
Noice.
Currently:
Spiralsz.^Pk
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Saturn

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Re: Nintendo Land
« Reply #2 on: May 30, 2010, 01:08:09 am »
Suggestions:

Remove some extra rooms..or add more rooms related to Nintendo other than Zelda and Mario for your next release (if you are planning to).

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UniqPhoeniX

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Re: Nintendo Land
« Reply #3 on: May 30, 2010, 04:42:33 am »
There is a place with 6 chests, 1 of them has misaligned texture.
Several shaders are drawn on top of other things.
The things on shelves could be made into sprites, so they always rotate towards the player, same with trees outside the castle.
This map badly needs some 3-point clipping to make some things much better looking.
In the room you get to from the pipe outside the castle, there the cylinder shaped platforms are off the ground.
Otherwise, nice map :)

DraZiLoX

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Re: Nintendo Land
« Reply #4 on: May 30, 2010, 08:25:00 am »
Nice map but:

  • Too much lights
  • More rooms
  • Some bugs :p

AndyDemon

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Re: Nintendo Land
« Reply #5 on: May 30, 2010, 05:42:12 pm »
love the map but yush some bug's and needs more rooms lol

MrFish

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Re: Nintendo Land
« Reply #6 on: June 01, 2010, 01:32:03 pm »
Original post updated.
Download link is now beta 2.

Conzul

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Re: Nintendo Land
« Reply #7 on: June 01, 2010, 05:03:50 pm »
:O the Great Deku Tree! :O wow I would get such vertigo from playing trem in OOT environments. Any chance you could do the water temple? Just something flavored like it, very vertically oriented and with smaller rooms to the sides....Wow that would be awesome.

Saturn

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Re: Nintendo Land
« Reply #8 on: June 04, 2010, 03:03:32 am »
Adv. Rants (KoRx) gets stuck when teleporting from Mario Land (speaking of Nintendo Land Beta 2). That room that doesn't open just above the human base, i'd like to see a new room in there, and agreed with posters above, more rooms p10x.

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rotacak

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Re: Nintendo Land
« Reply #9 on: June 04, 2010, 03:52:23 am »
Can you make non-build area around teleport goals?

MrFish

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Re: Nintendo Land
« Reply #10 on: June 04, 2010, 08:45:16 pm »
Adv. Rants (KoRx) gets stuck when teleporting from Mario Land (speaking of Nintendo Land Beta 2). That room that doesn't open just above the human base, i'd like to see a new room in there, and agreed with posters above, more rooms p10x.

Thanks for bringing this to my attention. Also, I was going to add more no-build areas around portals.

Also, I'm planning on adding more areas but there isn't enough space for more rooms. Since you don't teleport to a new area and it's all literally inside the castle bit, there isn't enough space to expand. Of course, speaking of marios castle.

commander scrooge

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Re: Nintendo Land
« Reply #11 on: June 05, 2010, 04:39:54 pm »
I think dodongos cavern would be better than the deku tree for trem.  Looks great! keep up the good work.

EDIT:: added to list of maps (if you wonder why I post this, it is so that I dont end up adding maps twice)
« Last Edit: June 05, 2010, 04:48:49 pm by commander scrooge »
Pathbot every thing you need here

Saturn

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Re: Nintendo Land
« Reply #12 on: June 05, 2010, 06:23:15 pm »
Or how about Bower's Dungeon



Somewhat similar, after all, it IS Nintendo Land right?

My idea has some flaws, go ahead and make some comments about it..in a nice way  :angel:

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MrFish

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Re: Nintendo Land
« Reply #13 on: June 05, 2010, 06:46:27 pm »
Saturn, I don't know what location that is but that looks awesome! (you made that right?) If you want to add that to the map then we need to talk over msn or something. I would love to get help on it.

And that goes for anyone else, if you want to contribute the only rules are-

The obvious ones:

-Accessibilty (Big enough for a tyrant. Crawl spaces large enough for a crouching human)
-Not abusable; portal camping, bockable doors, etc.
-Good Quality
-Gamplay value (will people WANT to play there?)

-A Nintendo Location
-Cartoonish look unless its not supposed to be (A metroid location? Resident evil?)
-Similar lighting to the rest of the map
-Interesting features

(bolded for affect :P)

I'd like to get "goodie" locations like this one. The mario location and the Kokiri/Deku location are connector areas and have the most area to play in. To save map size (literally in megabytes and figuratively) and maintain playability I don't want any more huge areas but to link to these goodie locations.

Also, not to be picky but it's not enough to have floors and walls. Have interesting features like jump pads, cannons, shaders, spikes (like seen), and similar stuff. Even hyrules which is a tiny area has a jump pad and a tornado. So have fun with it.

But seriously saturn, that looks great!

edit:

Oh wait. I now see the watermark... :(
« Last Edit: June 05, 2010, 07:32:52 pm by MrFish »

A Spork

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Re: Nintendo Land
« Reply #14 on: June 05, 2010, 08:11:05 pm »
Not as a room, but as a whole map, the pirate frigate from metroid prime 1 would be an epic map.
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Conzul

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Re: Nintendo Land
« Reply #15 on: June 05, 2010, 08:26:11 pm »
I think dodongos cavern would be better than the deku tree for trem.  

Yeah that too would be awesome. It would be cool if the bomb-flowers could be worked in somehow.

MrFish

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Re: Nintendo Land
« Reply #16 on: June 05, 2010, 08:54:44 pm »
I'm working on a new location for the alien base. I'm concidering removing the whole OOT location all together. It feels a bit boring. What do you guys think? It would open up the possibility of a new OOT location.

Saturn

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Re: Nintendo Land
« Reply #17 on: June 05, 2010, 08:56:16 pm »
Hahaha, I didn't make it, I was just searching Bower's Dungeon on Google Images, and BOOM, I see it. You know that door entering the lower part of Mario's house? Well that door, can get glitch, meaning an alien or maybe even a human(I haven't seen it yet) can glitch it, so the other people in the lower part won't enter.. That probably applies to Number 2.

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red*kitty

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Re: Nintendo Land
« Reply #18 on: June 06, 2010, 03:47:11 am »
um maybe make a room modeled after the peach slide but shorter? my brother has some ideas. make delfina plaza in mario sunshine. like one of the wind waker islands. and thats really all we could think of ugh this brings back good memorys :D

red*kitty

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Re: Nintendo Land
« Reply #19 on: June 06, 2010, 03:50:19 am »
:O the Great Deku Tree! :O wow I would get such vertigo from playing trem in OOT environments. Any chance you could do the water temple? Just something flavored like it, very vertically oriented and with smaller rooms to the sides....Wow that would be awesome.

errr water temple no that map was a pain in the ass to find your way through it humans would be at a distinct disadvantage in it and it was massive it would take up way too much space/ memory

and hell no kokori forest is the most recognisable place from oot and its kinda of the best fit for a game like trem

Saturn

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Re: Nintendo Land
« Reply #20 on: June 06, 2010, 05:02:18 am »
The more water there is, the more aliens try to kill them while they are in water, which resulting humans to, of course, kill the the dretches in the 1st stage.

And omg more pictures to click an idea for next features and rooms:


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Conzul

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Re: Nintendo Land
« Reply #21 on: June 07, 2010, 04:22:31 am »
Nah I didn't mean exactly the water temple, just a lookalike with fewer rooms, the elevators, and with a bit of water at the bottom.

Saturn

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Re: Nintendo Land
« Reply #22 on: June 08, 2010, 01:43:13 am »
I think there are alot of water, but this isn't a bad idea either  :angel:

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KillerWhale

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Re: Nintendo Land
« Reply #23 on: June 08, 2010, 05:29:48 am »


"I Wanna Be The Guy" section, anyone?
It would be impossible to penetrate the base at the end, but it'd be damn hard to get there in the first place.

Or, for realistic options, how about Megaman Legends or Donkey Kong 64?

MrFish

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Re: Nintendo Land
« Reply #24 on: June 08, 2010, 06:26:30 am »
Or, for realistic options, how about Megaman Legends or Donkey Kong 64?

I was also thinking Donkey Kong 64. I can't think of a set location that I would set it at. I'm obviously not going to construct an entire island and it's one of those open maps. I'd also not map off any particular level. Maybe Donkey Kong Country instead?

DraZiLoX

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Re: Nintendo Land
« Reply #25 on: June 08, 2010, 02:24:19 pm »
Too much lights in castle. Also papermario trees fails.

MrFish

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Re: Nintendo Land
« Reply #26 on: June 08, 2010, 04:49:25 pm »
Too much lights in castle. Also papermario trees fails.

I actually want to keep the lighting unless too many people are having to lower the gamma. Some can't raise it though, which is the problem.

Newest release fixed all alpha textures and it looks awesome! I had to buckle down and figure out how to fix it for a new element and I'm glad I did. It will look a lot better. In fact, I could make an early .shader file release if you want a quick graphics fix.

http://www.mediafire.com/?uwighgqzm4y

If you know how to open up a pk3 replace- scripts/nintendo_land_b2.shader with this file and you'l be happy you did. B3 already has this but it will probably be a few more days before it comes out.
« Last Edit: June 08, 2010, 05:16:53 pm by MrFish »

rotacak

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Re: Nintendo Land
« Reply #27 on: June 08, 2010, 07:53:30 pm »
I doubt that anyone will changing gamma to different value on every map. I think best solution is to make lighting similar like default maps and then if someone change gamma - all maps are affected together and all looks similar.

UniqPhoeniX

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Re: Nintendo Land
« Reply #28 on: June 08, 2010, 11:15:19 pm »
Yes, don't make your map brighter just because the default gamma is low. Make your map with similar brightness as default maps.

your face

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Re: Nintendo Land
« Reply #29 on: June 09, 2010, 02:43:59 am »
Make your map with similar brightness as default maps.

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