Fxie's Maps |
0 | ||
Xbxp a dit : It's mechanism, not shaman. The shaman's role isn't the priority of this map and as such shouldn't be the focus. |
0 | ||
Fxie a dit : A map with the best mechanism ever and the mice somewhere on the side next to the cheese and hole it's a bad map. the map need good gameplay no matter what kind of map it is. |
0 | ||
12/18/2012 http://pastebin.com/cKTYQ4zs |
0 | ||
... I didn't knew it's experimental map.. Xbxp a dit : My name is just to find my posts easile, only on the grounds suggestion I'm saying it was my idea. If you don't like to see my name in the name of my topics it's youtr problem. |
Imangrybird « Citoyen » 1341761400000
| 0 | ||
Hey, how you made your map ? @2377177 Can you send me xml? I will not export it if you think i will |
0 | ||
Imangrybird a dit : It's just a bunch of grounds linked together with nails and pushed up by circles. I'd rather not give the XML to my maps because I know there are a lot of copies out there and the method I used to make this map can't really be applied to other maps without just copying it. |
Imangrybird « Citoyen » 1341771480000
| 0 | ||
I knew how you made them bunch, I just didnt know how you made them to get up and down. Ty for the help. When you said cicles you ment theyre connected to a ground that rotate? |
Gameplaygeek « Citoyen » 1341777900000
| 0 | ||
nice maps and congarts on your new P5 maps. |
Gameplaygeek « Citoyen » 1341778680000
| 0 | ||
Smartscience a dit : Gj i tryed and failed im not good with stuff like that |
Scredstone « Citoyen » 1341879000000
| 0 | ||
Fxie a dit : Here's the new ID: Fxie a dit : Fxie a dit : Here's the new map ID: <C><P F="1" /><Z><S><S o="fcda90" H="10" c="3" N="" Y="245" T="13" X="340" P="1,0,0.3,0.2,0,1,0,0" L="10" /><S o="d8c888" H="10" c="4" N="" Y="260" T="13" X="460" P="1,0,0.3,0.2,0,1,0,0" L="10" /><S o="c84422" X="495" c="3" N="" Y="160" T="13" P="1,0,0.3,0.2,0,1,0,0" H="10" L="10" /><S X="402" H="14" Y="346" T="2" P="0,0,0,1.2,0,0,0,0" L="223" /><S o="d8c888" X="400" c="2" Y="278" T="12" P="1,100000,0.3,1,0,1,0,0" H="44" L="120" /><S o="ff4422" X="305" c="3" N="" Y="160" T="13" P="1,0,0.3,0,0,1,0,0" H="10" L="10" /><S o="ff4422" H="120" c="3" Y="120" T="12" X="285" P="1,0,0.3,0.2,30,1,0,0" L="40" /><S o="ffffff" X="395" c="4" N="" Y="90" T="13" P="1,0,0.3,0.2,0,1,0,0" H="10" L="50" /><S o="d8c888" X="340" c="3" Y="260" T="13" P="1,0,0.3,0.2,0,1,0,0" H="10" L="40" /><S o="d8c888" X="460" c="3" Y="260" T="13" P="1,0,0.3,0.2,0,1,0,0" H="10" L="40" /><S X="395" H="34" Y="357" T="5" P="0,0,0.3,0.2,0,0,0,0" L="104" /><S X="180" H="60" Y="370" T="6" P="0,0,0.3,0.2,0,0,0,0" L="360" /><S o="d8c888" H="120" c="4" Y="200" T="12" X="400" P="1,0,0.3,0.2,0,1,0,0" L="200" /><S o="fcda90" X="380" c="4" Y="225" T="12" P="1,0,0.3,0.2,-10,1,0,0" H="100" L="100" /><S o="fcda90" X="340" c="4" Y="245" T="13" P="1,0,0.3,0.2,0,1,0,0" H="10" L="40" /><S o="c84422" X="295" H="10" Y="180" T="13" P="1,0,0.3,0,0,1,0,0" L="60" /><S o="c84422" H="120" c="3" Y="120" T="12" X="505" P="1,0,0.3,0.2,-30,1,0,0" L="60" /><S o="c84422" X="400" H="10" Y="120" T="13" P="1,0,0.3,0,0,1,0,0" L="120" /><S o="c84422" X="505" H="10" Y="180" T="13" P="1,0,0.3,0,0,1,0,0" L="60" /><S o="ff4422" H="10" c="4" Y="110" T="13" X="380" P="1,0,0.3,0.2,0,1,0,0" L="100" /><S o="c8c8c8" H="10" c="4" Y="100" T="13" X="400" P="1,0,0.3,0.2,0,1,0,0" L="60" /><S o="ff4422" X="290" c="4" Y="170" T="13" P="1,0,0.3,0.2,0,1,0,0" H="10" L="50" /><S X="620" H="60" Y="370" T="6" P="0,0,0.3,0.2,0,0,0,0" L="360" /><S X="60" H="100" Y="350" T="6" P="0,0,0.3,0.2,0,0,0,0" L="120" /><S X="740" H="100" Y="350" T="6" P="0,0,0.3,0.2,0,0,0,0" L="120" /><S X="400" H="30" Y="389" T="6" P="0,0,0.3,0.2,0,0,0,0" L="400" /></S><D><DS Y="285" X="53" /><T Y="301" X="21" /><F Y="295" X="772" /><P X="153" P="0,0" Y="339" T="0" /><P X="154" P="0,0" Y="340" T="0" /><P X="190" P="0,0" Y="341" T="0" /><P X="522" P="0,0" Y="340" T="0" /><P X="712" P="0,0" Y="301" T="0" /><P X="770" P="0,0" Y="298" T="3" /><P X="786" P="0,0" Y="298" T="3" /><P X="210" P="0,0" Y="341" T="4" /><P X="739" P="0,1" Y="301" T="4" /><P X="400" P="0,0" Y="370" T="5" /><P X="643" P="0,0" Y="340" T="1" /><P X="603" P="0,0" Y="346" T="57" /></D><O><O P="0" X="495" C="14" Y="160" /><O P="0" X="460" C="14" Y="260" /><O P="0" X="340" C="14" Y="245" /><O P="0" X="305" C="14" Y="160" /><O P="0" X="395" C="14" Y="90" /></O></Z></C> |
Scredstone « Citoyen » 1341879000000
| 0 | ||
Sciencesmart a dit : By the way, sorry about the extra thing on the quote! ^_^ It's also for the bouncin' mushroom! |
Fishbole « Citoyen » 1341992940000
| 0 | ||
@2376400 can i have the xml i have been looking for a well constructed waterfall for months now because im make a vamp survivormap and i need that to be one of the main attractions |
0 | ||
Fishbole a dit : Sorry the only public XMLs are the ones I post here. Completed map XML does not go public. |
Purplehawt « Citoyen » 1342111440000
| 0 | ||
Fxie i love your maps *_* And in the vampire maps the art doesn't count too much :D |
Mollocefalo « Citoyen » 1342198260000
| 0 | ||
Let me tell you, you have a nice artistic sense and can make some really good designs in your art maps, but i literally hate anything else. Gameplay wise, your maps are too simplistic and lacking of remarkable features, often giving the impression they are not even finished. Most of your art maps could benefit from a little more care in creating a slightly different gameplay from the usual stuff. |
0 | ||
Mollocefalo a dit : You literally have no clue how much "care" goes into every aspect of my maps. In addition to the hours I spend making my art maps I've spent literally even more hours trying to find ways to make gameplay in them good without damaging the artwork. However in my eyes, they are art, and you shouldn't destroy that for gameplay in a category that strictly states in its prerequisites that quality comes first. I've made numerous racing maps for gameplay, such as my entry for shortcuts in this summer's contest (@2377058) which has 1 obvious but tricky shortcut using a unique gameplay trick, 1 trickier and "hidden" shortcut, and six different ways to complete. Want to know what feedback /those/ have recieved? "crap map" "ugly" Thanks for the feedback but I do everything I possibly can to keep the balance between quality and gameplay. I'm not going to ruin my maps for the latter. And I'm sorry if I sound harsh but you guys don't know how much thought I put into my maps. I like constructive criticism but when you say something sucks without any hints at how to improve it ("FIX GAMEPLAY IN ART MAPS WHILE STILL MAKING THEM ART MAPS; NOT GOING TO SAY HOW TO DO THAT THOUGH") I don't find it helpful in the least. |
Starshipbay « Citoyen » 1342282320000
| 0 | ||
Fxie...Your maps look nice but...Your racing map that was in the contest really is quite ugly and the gameplay lacks, well shortcuts, because it is sooo obvious. I didn't want to say anything about it, but it looks quite amatuer, and the fastest way is well, the easiest. And sure it has "6 ways", but all 6 ways being uncreative and easy...And grass in racing maps is really...Ugly when put together with all the other blocks. Well the art looks great, Mollo is being harsh because he's probaly pissy. And if Mollo even bothers to comment on your maps while he hates them...He must be jealous and/or is trying to help you in his own little way. And, when you say that you can't fix the gameplay in art maps? When someone like you is already good at making arts maps, I recommend that before you start, you seiriously take gameplay into account. Figure out shortcuts for the art, figure out ways to do it that aren't only walljumping, or riding on a ferris wheel cart. You should put the care into your maps BEFORE, you start, as opposed to after you finish. The best maps come from careful planning, and that way, you may not have to do as much work afterwards. I'm probaly the worst art map maker in this entire game, but I understand how the gameplay works. Im the end all the matters is, "is it fun?" Finally, your maps are beautiful and unique "looking", but the gameplay needs to be altered. I'm working on this too... |
0 | ||
Starshipbay a dit : The top path is clearly both easier and slower, however for experienced players obviously they're going to try to hit the middle way at first sight. While for experienced players it's not too difficult, nailing that rather small ice block without missing nor slowing yourself down on the friction of the wood is not always gauranteed. In this case it because slower, believe it or not, because you can't make the jump across the trampoline pit without the speed boost. In this sense, the fastest path also becomes the one with risks that make it SLOWER than the alternative. In this case, the fast path is balanced with the nerfs involved. The trampoline pit provides a shortcut that is either very obvious or not obvious at all. You KNOW this map is submitted into a SHORTCUT category, so you're LOOKING for shortcuts. However, it's not as obvious as it seems and more so with how difficult it is to go through. Then the second and most efficient shortcut, ONCE AGAIN balanced out with speed and the risk of death, is not nearly as visible. The second shortcut is only even possible with enough speed to make it under in the first place--the kind of properties that really define shortcuts as they should be: hard, risky and rewarding. This map doesn't look like a work of art because it's not a picture, it's a complex map based around complexity. Kind of like text RPGs are not as visually appealing as 3D MMOs but involve more strategy. This map is about gameplay above all, not appearance. Also, it's your own personal preference if you dislike grass grounds in racing maps. Please do not preach your preferences; especially when the map is, once again, not made to be art. Starshipbay a dit : You don't know how difficult it is to make art in this game let alone build it around gameplay. Most of my art maps were made to be art maps, and because they're called art maps and because art should be just that: ART, I never let gameplay constrict and corrupt my art. Oh, and the ferris wheel was made pretty much as absolutely nothing but art. I didn't even want gameplay in that map. That was an art map that was just plain art for you to enjoy. That is a true art map. Starshipbay a dit : That's the thing: you have no idea how difficult it is to think of art to make nothing but 50 or less circles and rectangles, then add gameplay on top of that. Our choices are more than limited, and I'm not going to make art that doesn't look amazing because that's not art. In my eyes, the ideal art map looks amazing and has average gameplay. It does not look like shit and have exceptional gameplay. Amazing art and gameplay within the art? I've been trying to think of an answer to this for weeks. These ideas don't just happen. Starshipbay a dit : In the end what matters is that P7 maps are fun and P5 maps look good. We have categories for this reason. Nobody but the shaman enjoys a P4 map, but as soon as you make a P4 map soloable it's P9, isn't it? People seem more willing to accept P6 maps as art maps now. P6 maps that make you wait, but it's OK because they look cool. Meanwhile we can't P5 an art map that's artistically better than 90% of the catalogue because gameplay isn't revolutionary. In any category but P5 I'll accept gameplay feedback, but art and gameplay are two different things, and the first is more important than the second in these maps. If you have comments on ways to improve my racing maps in terms of gameplay, that's where you go. When it comes to art I'll never change my view. I'll be the most stubborn advocate of art in art maps in TFM. |
Gneiss « Citoyen » 1342326000000
| 0 | ||
Dude ur maps are awesome dont let them bring u down ;) |
Xbuddyx « Citoyen » 1342326900000
| 0 | ||
hey uh since yur so awesome at makin maps fixie will yuh make me map? pwease :D lol yuh dont hav to btw |