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31
Maps In Progress / Re: YK's random map progress thread
« Last post by Cyartog959 on October 27, 2024, 09:37:09 pm »
Good to see you're back on the forums. Much has changed since you were last online here. That is to say, so many maps have been uploaded, and VGMaps grew greatly.

I presume your PC's hardware's not capable of seeing and/or making larger maps because of how your present configuration is. Others have done some upkeep on it time to time. But, there's still loads of games out there yet to be mapped, and lots more to come.

To be on the safe side, and to keep what you have without disposing your work, programs, and so on, in my safe and wise perspective, I think you might need an additional PC, should you save enough for it, that is, with stronger hardware, more memory, etc., if you want to take on doing larger/longer maps for your work, while keeping and preserving your PC, and backup everything you have in your separate, external drives.

There's also, of course, specific programs that help streamline such processes, such as Tiled, not that you've heard of it before. It's a very good map editing program, once you get the hang of it.

Nice to hear that you're back on your mapping progress, though! Hope you can still keep it up.

I feel that, to be honest, long-absent mappers that weren't here in long should be a bit more communicative now and then, just to keep getting acquainted. We should try to communicate a bit more often.
32
Maps In Progress / Re: YK's random map progress thread
« Last post by YelseyKing on October 27, 2024, 08:09:53 pm »
Got started on it properly last night. The dungeon maps are going smoothly, and won't be a problem, but the overworld maps may be an issue... I don't know if it's my antique image editor (Paint Shop Pro 5... yay for turn of the millennium software!) or just my aging PC in general, but I don't think I can do a *full* overworld (if an image's dimensions are too large, I get an "out of memory" error when I try to save). I've seen huge maps here before (e.g. FlyingArmor's massive 16k*16k Ultima 6 overworld maps), so I was wondering... I can rip smaller chunks of the map, and if I did, could someone else here with the means combine them into one large one? Thanks!
33
Maps In Progress / Re: YK's random map progress thread
« Last post by YelseyKing on October 26, 2024, 07:10:47 pm »
Oh hey. I'm bumping a thread that I haven't posted in since... jeez, 2016? It's been *that* long?

Well... obviously I never got around to doing the various things I mentioned here, and for that, I apologize, but... I've decided to take on a new project. Dungeons & Dragons: Warriors of the Eternal Sun, for Genesis. A game I played a long time ago, as a kid, but never actually *finished*. It's kind of like... I dunno, "Ultima 6 meets Eye of the Beholder", I guess? A few large, sprawling overworld maps with turn-based battles, and first-person dungeons with action-based fighting. The overworld maps would be ripped directly, of course, whereas I'd map out the dungeons manually.

It's been ages since I played this game, so I'm definitely looking forward to this project. It's gonna be a bit of a hassle, since the Genesis emulator I'm using isn't *quite* as feature-friendly as the NES and SNES ones I've ripped maps with in the past, but it's very much doable.
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Map Gab / Re: Sega Genesis Mini - full map set
« Last post by JonLeung on October 19, 2024, 09:11:06 pm »
Though this has been considered done for a while, there have been some fixes and improvements to the maps of Monster World IV (J)!  They were actually submitted a few days ago but I finally put them up today (I was on a trip, sorry about the wait).  Thanks again, Cleeem, George s, and ScHlAuChi!

The Sega Genesis Mini 2 - full map set request topic doesn't seem to be doing as well, though...
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Map Requests / Re: JonLeung's Requests
« Last post by JonLeung on October 08, 2024, 07:34:31 pm »
zagato blackfist is takes down another NES request!  Well, actually, it's a Famicom one: Power Blazer (J).

I wanted maps to be able to compare with the Western version, Power Blade, but it's really so different that I really wonder if they should be considered variants of the same thing or as two separate games.

(Both versions of the sequel, Power Blade II / Captain Saver (J), actually are the same, other than the language and the title.  Since the Japanese audience wasn't familiar with "Power Blade", Taito came up with the new name of "Captain Saver".)

Thanks again as always, zagato!
36
Gaming / Disappointments of Super Mario Bros. Wonder, and What Not to Repeat
« Last post by Cyartog959 on October 08, 2024, 06:33:13 pm »
It's been a long while since Super Mario's had a new 2D platformer entry in the series, and I feel I should let out a few disappointing things about the latest game, "Super Mario Bros. Wonder". Didn't play the game, but, kinda wanted to unload what I think from my mind, anyway.

(Spoiler warning for those who haven't played the game yet)

As the game shows, it takes place in another new kingdom, the Flower Kingdom, neighbored to the Mushroom Kingdom, and Mario and his brother, Luigi, and his pals are there for a visit to display its potential and majesty of its amazing locale, and the Wonder Flower's brilliant potential, but, just as we expected, the evil King Bowser...

and, I do say AND mean KING Bowser. K-I-N-G, king. (quoted a little nod, here. A different nod, to say.)

...showed up to cause trouble for Mario, as usual, and seeks to confiscate the Wonder Flower for his plans, but, unexpectedly, the flower melded him, his Koopa Clown Car and the Flower Castle, and gave rise to Castle Bowser, and warped him with Wonder Power to cause crazy mayhem all across the kingdom, and with his son, Bowser Jr. and Kamek in tow, along with his new additions to his ever-expanding army of monster minions, Bowser commences his newest conquest scheme of the Flower Kingdom, but Mario and his pals are up to the task of stopping him and separating the power from him and saving the kingdom by collecting Wonder Seeds and Royal Seeds to continue their newest, heroic quest.

Yes, Princess Peach is joining in on that adventure instead of being kidnapped again. At least.

Now, to the disappointments...

Out of the disappointments the game gives, I do have a strong one, but I'll go with those others have experienced.

I'll even leave you a video link about some disappointments in "Super Mario Bros. Wonder" made by PK Sandstorm here, just so you can watch - https://www.youtube.com/watch?v=zE4C1HfPu2s

Disappointment #1 - Lack of New Power-Ups

One thing we should usually expect out of a new Super Mario Bros. game is new power-ups to help traverse through all-new worlds and courses, but Wonder only gives out 2 new power-ups alongside the classic, usual power-ups. The two new ones are Elephant Fruit, that changes whoever plays the character into their Elephant form, and the Bubble Flower, another Fire Flower recoloration to suit the bubble aesthetic.

I'd kinda expected more, such as having the ability to zap through courses more quickly and perhaps bypass tough obstacles, or cause stronger ground-pounds to send enemies flying away via seismic shockwaves, or even cause whirlstorms to clear blockages to paths or uplift bigger enemies, but only 2? I find it quite disappointing. And I'm not counting the Wonder Flower being one. It only changes specific courses to a more surrealistic state, and I don't mind it. Would've been more purposeful for it.

Disappointment #2 - World Amount and Course Length

As people usually expected, 8 Worlds would come up to a Super Mario Bros. game, and they'd be completely all-new locations coupled with amazing new aesthetics and locales to better distinguish other games' past locations. New Super Mario Bros. U did it, so I'm not complaining about that, there. Wonder does gave out lovely new worlds that stood out across many, and I love seeing crazy new worlds sometimes.

However, the amount's dropped down to 7, and there's no Bowser-themed locale that could've depicted his far more twisted nature caused by his misuse of the Wonder Flower's power, not even giving out some cool colored, Wonder Flower induced lava to stand it out across prior places that hold the usual red-hot lava. And, there's not much of a super-massively-huge-fortified new fortress to station Bowser there for his plans. Disappointing to say. We could've had maybe about 9 Worlds or 10. And the game's price point? Please! Could've been more worth if it had been a few worlds longer than that, and more.

And, the courses' length are still no closer to being longer than many past games' courses. They all still last no more than a few minutes or less, even to skilled players that STILL expected more longer, and sometimes, challenging courses.

I mean, come on! Sure, for game devs, its nice to, for many reasons, compress games' sizes down by different means, and still have crisp, clear audio, stylishly cool graphics, regardless of choice being 2D or 3D, and loads of voice acting, but the courses could still stand to be more longer and complex than many.

I mean, hello, Nintendo? When it comes to stage/course length and design, get with it from other gaming companies and pour more thought and heart into them! Even indies! Its not the days of short courses from NES days anymore. We're already used to longer levels in games, and will still be as they keep on getting longer by gradual adaptation. Sure, short levels are not so bad now and then, but still, not too crazy short and such like that. Very disappointing to say, too.

Disappointment #3 - COMPLETE LACK of Boss Variety

We have seen past Mario games that have original bosses since Super Mario Bros. 3 at the end of each world(not counting Super Mario Bros. 2/Yume Kojo Doki Doki Panic being that game/those games), and Yoshi's Island about mini-bosses in each world, where their variety stood out, but Wonder... I'm extremely disappointed to see that there's not be a single new original boss ever in the entire game! NOT A ONE. Not even a enemy turned boss variant, even by the Wonder Flower! All the bosses the game's got are repeats of Bowser Jr. messing around with Wonder Power over and over again, and not even giving the idea of kicking his imagination on overdrive for it! It could've been far different for the game to have towers with a few new mini-bosses or each unique, but there's none to be fought at all.

Bosses from key past Mario games did have more than 3 hits to defeat, so it never hurts for them to put a bit more thought into that, and adding a different attack pattern or two as they kept taking damage. Leaving bosses with the same amount of hits over and over again really feels too repetitive. And trying to cram so much danger in so very little hits won't make any difference until they get increased to make it a bit worthwhile, but not too crazy on the danger in it.

And, the final boss is, of course, Bowser, and he could've done a far better job at causing the final battle to be more tougher than such past battles. He'd at least took on a different form as a phase to his final battle, or two.

And Kamek's not even stepping up to do his job of hindering our heroes with his magic that pumps up enemies to be bosses, or create new original monsters to be all-new bosses, even mini-bosses, too. The Koopalings, they could've been additional bosses, maybe, but they'd have been for Bowser's additional defense lines to his fortress, too.

I mean, it can be very easy to create batches of new enemies in any new game, but creating rosters of all-new, original bosses, even if its major and mini-bosses, should not be hard to do for any game dev, programmer, and artist. Wonder gives us almost 70+ new enemies, aside throwing in many past enemies, like the Goombas and Koopas, but Nintendo's dev teams didn't even think of sparing some effort to create a single new boss in there, not even stationed in each world's end. EXTREMELY disappointing. No brevity on that for Wonder, too.

We're still used to seeing all-new enemies and all-new bosses in games because they help stand them out and keep them from being repeatedly boring. Past enemies, not bad now and then, but not every single time.

If we even had SOME new, unique bosses in Wonder, it'd been at least worth it to fight them. At least. Nintendo could've stepped up the imagination and brevity about that, there.

Disappointment #4 - Lack of Unique New Rewards

What people expected of any new Nintendo game, even a platformer, are new, unique rewards for beating the game at about completing specific tasks and/or getting up to 100%. We could've gotten something far more cooler than what we had in past games that were completed at 100% and/or above.

At what could've been more enjoying about completing them out of said rewards are a hidden world and new, far more tougher courses than prior courses with a true final boss to fight at the end to see the game's true ending to conclude its story. So far, no Mario game gave out a true final boss, which could've been a new villain serving as the true mastermind to whatever Bowser was planning in that kingdom and overthrowing his role as the main villain and putting Mario and his pals' skills to the greater test to overcome the greater evil and saving the kingdom for real. Disappointing that we didn't get to see that in Wonder.

I know there's a couple more minor annoyances in the game people discussed, but I don't feel like talking about them here.

Despite the game doing well for many, at least, so far, I can obviously see and state out reasons of what Wonder lacks here and there, and what other game companies and devs can do to avoid repeating key disappointing steps and decisions that keeps people away from playing them.

Any in the community feeling the same, here, feel free to express your key disappointments about what really lacks from Wonder.
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Map Requests / Shadow Complex Map Request
« Last post by Cyartog959 on October 06, 2024, 10:39:30 pm »
Well, I have enjoyed seeing many Metroidvania maps up on the VGMaps Atlas, but does anyone here in the community remember Shadow Complex?

In case you don't, or have not heard of it yet, I'll tell you, anyway.

It is a Metroidvania game made for Xbox 360's XBLA developed by Chair Entertainment, powered by Unreal Engine 3, and released on August 19, 2009 during its Summer of Arcade 2009 event as it draws to its close. A remastered port for Xbox One and PS4 was made later in 2016. Little contextual, but, still.

I loved playing the game because it gave out a rather fascinating story and amazing 2.5D gameplay straight out of a downloadable exclusive game for a home game console. Being a downloadable game, of which the size was about 835MB, there, under the 2GB limit for 360's downloadable XBLA games, for many, it was a really fun summer treat to play. Good memories.

Now, the story is, running parallel to a particular novel, "Empire", and dovetailing with the sequel, "Hidden Empire", by Orson Scott Card, who didn't work on the game, FYI, a secret group called "The Progressive Restoration" is bent on churning civil war across the game's setting of USA, and through their duplicitous means, the group tries to bring the country to its vision of its empire-based rule, under their control.

For a rather villainous group, the name they took on is obviously hypocritical to its self-centered goal of restoration there. Just saying.

The intro had its brief, playable hero, Colonel Dallas, armed with an experimental battle suit, called the V5 Omega Armor XOS-7, undergoing an assignment tasked to stop the villains attacking in Washington's streets, and succeeds, but finds himself an unwilling pawn in The Restoration's scheme, in thanks to their apparent emissary, Commander Lucius, and disposing him when they were done using him.

Expected out of any villain, within or out a group at work. Even he said such words to him, to quote, "If it's any comfort, you're not the only pawn who's in play today. There's a very large chessboard out there.". He would've been wiser not to underestimate such a "chessboard" that can topple a "king" when he least expects it.

The main game truly begins in a particular location in the Chinnereth Reservoir, where its setting takes place, two characters, Jason Fleming, the actual main playable, and his girlfriend, Claire, undergoing hiking in the mountains and spelunking in caves, but their trip goes rather south when she goes "missing". Then, Jason finds her, only to be entangled in a rather dangerous situation involving The Restoration when he finds their massive secret base they built quite a long while ago for their operations, and sets out to rescue her, but he's soon thrusts himself into the fight against them. Despite the odds, and his objections about his situation and about what his father said in his past, Jason sets out to save her and stop The Restoration's plans of civil war, at all costs, even by eventually finding weaponry and said armor hidden in the complex to better said odds.

So, Shadow Complex is a really great game, and I've had a lot of fun playing it to the end, but I don't actually know its full size yet. My only guess, rather large of its time. And, I'm not too versed on XBLA/360 emulation, not that I'm thinking of it, but what I can tell you about the game is its Super Metroid inspired gameplay really invokes great exploration and fun beneath it. Plenty of secrets, enemies to take down, and a good assortment of weapons, upgrades, and gadgets to collect. There's a funny, non-canon joke ending to see before rescuing Claire for real. Really funny.

The game's bosses are a bit hollow on variety, but that doesn't mean they're not fun to fight. Only about 7 bosses were seen. Most were one-time fights and unique, but only 2 are fought many times. Granted, the game's size is sustainable there, so I'm not complaining.

1 - Black Falcon (Intro)
2 - WSA2 Tarantula IFV (4 times, 3 actually fought, 4th, chase and technical fight)
3 - WSA3 Devastator
4 - XOS-1 (3 times, first 2, solo, 3rd, 2 at once)
5 - AP4 Saw
6 - WSA1 Walker
7 - 25A Airship (FINAL BOSS)

Shadow Complex was a blast of a really great downloadable console game. I'm sure any who played it and beaten it many times would keep on beating it many more times. I'd be surprised if we'd get a sequel to the game. Who knows?

So, any mapper up to providing the game's full maps, well, have a good time. Thanks.
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Map Requests / Re: JonLeung's Requests
« Last post by Cyartog959 on October 04, 2024, 04:55:55 am »
JonLeung, I know the two games aren't on your request list, but, I just saw Ori and the Blind Forest and Will of the Wisps up on the Atlas, and they're already done by G.E.R., here. Of course, you already know, anyway.

I never expected those games' maps to be up on VGMaps, though, I briefly had thoughts about them, but, those are amazingly good Metroidvanias. The amazing visuals, their own storytelling methods, the ever charming and emotional music, well... I don't know what else to say.

At least we can give thanks to G.E.R. for mapping them. Definitely will help for those having trouble exploring both Nibel and Niwen and finding everything in them.
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Maps Of The Month / Re: 2024/10: Sweet Home (J) (NES) - zagato blackfist
« Last post by TerraEsperZ on October 02, 2024, 08:36:08 pm »
Yep, that's the one.

I haven't seen it yet but maybe someone else has...?
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Maps Of The Month / Re: 2015/10: Castlevania: Symphony Of The Night (PSX) - Revned
« Last post by JonLeung on October 02, 2024, 05:06:01 pm »
Time does indeed fly.

I was alerted to the fact that today is the game's 27th birthday (at least when considering its North American PlayStation release date).

Kind of crazy that a third of that ago (9 years) was when this was honoured for the Maps Of The Month.  But, as you said, Revned, and corroborated by the file dates, you sent in the maps of the Inverted Castle (or, I put them up) on November 15, 2014, almost a year before that.  So we're soon coming up on the 10-year anniversary of your completed Symphony Of The Night maps!  And it was cool that other people were able to help out a bit on the first castle.

I still tell people that the FULL map (of both castles together) is my favourite map on all of VGMaps.com.  You've really done something here that hasn't been topped.

I really wish that, since Konami recently released the Castlevania Dominus Collection (bundling and rereleasing the DS games) on the Switch (and other platforms), it seems like Konami is intent on rereleasing so many Castlevania games on the Switch - except this one.  So I know many Nintendo-only gamers that have missed out.  I keep telling them that I recently replayed this on my phone - it's for dirt cheap on both Android and iOS, and EVERYONE has a smartphone... so there's really no reason to miss out (assuming they have a Bluetooth controller compatible with their phone).  Maybe I'm overestimating the number of people willing to play it on their phone, but come on...  Konami should take the hint (assuming that their Advance Collection and Dominus Collection sell well enough) to release the game that put the "-vania" in Metroidvania to an audience that would be receptive to it.

Anyway, I just wanted to say happy 27th birthday to this awesome game.  Revned's hardly around anymore, but if you read this - thanks again!
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