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AileronOwl
Collector
Number of posts : 520
Age : 16 Join Date : 2014-02-19
| Subject: Improving NFMM stages? Fri 28 Jul 2017, 1:38 pm | |
| I try to include NFMM stages in stage picks for wars, but I'm the only one who does it. It's because the NFMM stages are flawed. They don't compare to the NFM1 and NFM2 stages. So I had an idea. I would like to try improving the NFMM stages; removing the annoying bits throughout the stages that don't have to be there. What I would like is for you to tell me what you don't like about the NFMM stages. And then I would take those things in the five stages and fix them to the best of my ability. The goal is to make improved versions of them, so that they're more playable. I can start: - Spoiler:
Rocket Arena- Bump slides right next to checkpoint.
- Unused roads on both sides of the launch pad ramps.
The Evil Clown- Checkpoints on rollercoaster parts.
- Too many dirt piles.
Quake Ownage- Bump slides right next to checkpoints.
- Launch pad ramps being the only option to stunt in some areas.
Space Walk- The tunnel side ramps at the big takeoff ramp are easy to get stuck in.
Fair Ground- Checkpoints on rollercoasters.
- The first rollercoaster intersection is bad for stunts.
-Aile |
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SinfulBliss
Mercenary
Number of posts : 1353
Age : 25 Join Date : 2013-02-10
| Subject: Re: Improving NFMM stages? Sat 29 Jul 2017, 9:13 am | |
| I'd like to see NFMM stages used more too. I think it's more a matter of people getting used to them than the stages themselves being bad, but a simple fix could just be more public games with these stages, leading to more inclusion in wars.
I haven't played them enough to know whether they're severely flawed though. I'd be surprised if Omar would mess up that bad, especially considering he designed the stagemaker, and around 21 amazing stages. |
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Maxine
Rookie
Number of posts : 144
Age : 23 Join Date : 2013-02-10
| Subject: Re: Improving NFMM stages? Sun 30 Jul 2017, 5:32 am | |
| they are bad stages. they were quickly whipped up to show off the new parts. the stages have the most amount of parts possible crammed into them to show off what one could do with the new stage parts. the idea of adding them was probably not planned very far ahead, since omar's original plan was to publish user-submitted stages to nfmm. we know this, because he said so. he probably added the new stage parts and then figured that adding stages with the old parts would be counterproductive, so he just whipped out some quick stages to show what could be done. the stages can work, but it would be kinda foolish and shortsighted to use the existing stages in their current state. they have no notable features other than the simple fact they were made by "the golden touch of omar." perhaps that will push people into being less biased against custom stages. in the same vein, would it be sensible for me to release a client with custom cars & stages for everyone as a feature rather than a cheat? it would function like phy's "war stages" feature but on crack. there's no point pissing in the fountain that is nfmm any longer since we know very well it's on a countdown until it's gone forever |
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SinfulBliss
Mercenary
Number of posts : 1353
Age : 25 Join Date : 2013-02-10
| Subject: Re: Improving NFMM stages? Sun 30 Jul 2017, 9:37 am | |
| - rafa1231518 wrote:
the stages can work, but it would be kinda foolish and shortsighted to use the existing stages in their current state. they have no notable features other than the simple fact they were made by "the golden touch of omar."
perhaps that will push people into being less biased against custom stages.
in the same vein, would it be sensible for me to release a client with custom cars & stages for everyone as a feature rather than a cheat? it would function like phy's "war stages" feature but on crack.
there's no point pissing in the fountain that is nfmm any longer since we know very well it's on a countdown until it's gone forever I feel like most people who are good NFMM stage makers own their own NFMM account anyway. Also, despite the fact that NFMM is no longer being developed, Omar is still paying for the (one) server every month, so depriving him from breaking even might only work to shorten NFMM's lifespan. As for the stages, I would also like to see a few new stages in the mix. Perhaps no more than 5, but a few more stages would be a great addition to the competitive game. The issue is that it's likely only Omar that can make them without people disagreeing on the specifics involved in the stage, or bias towards the stagemaker's friends/clan. |
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Maxine
Rookie
Number of posts : 144
Age : 23 Join Date : 2013-02-10
| Subject: Re: Improving NFMM stages? Sun 30 Jul 2017, 9:43 am | |
| - SinfulBliss wrote:
- The issue is that it's likely only Omar that can make them without people disagreeing on the specifics involved in the stage, or bias towards the stagemakers friends/clan.
this one struck a fucking nerve. people are biased. everyone's biased. omar was biased when he was making the stages for nfm1 and nfm2 based on however he was feeling. nobody is a fucking stage-deploying robot. if you want fully unbiased stages, make a random stage generator. "bias" is what makes a lot of stages great. but yeah. you probably need more stages. i mean fuck, imagine jacking off to the same 32 pornos for the rest of your life. thats a sizable amount of fap material, but it's gonna get old. there's certainly a lot of terrible fucking nfmm stages, like what rulue et al. put out, but there's a lot of gold there. you just gotta dig for it. |
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SinfulBliss
Mercenary
Number of posts : 1353
Age : 25 Join Date : 2013-02-10
| Subject: Re: Improving NFMM stages? Sun 30 Jul 2017, 9:57 am | |
| - rafa1231518 wrote:
- SinfulBliss wrote:
- The issue is that it's likely only Omar that can make them without people disagreeing on the specifics involved in the stage, or bias towards the stagemakers friends/clan.
this one struck a fucking nerve. people are biased. everyone's biased. omar was biased when he was making the stages for nfm1 and nfm2 based on however he was feeling. nobody is a fucking stage-deploying robot. if you want fully unbiased stages, make a random stage generator. "bias" is what makes a lot of stages great. Okay yes, Omar was biased based on if he went to the bathroom at 2:00 pm or 2:30 pm the day he made the stage, or if he had cheese pizza or pepperoni that day. I'm talking about bias that actually is geared towards giving one clan/group of people an advantage over others. IE, let's say I am allowed to make the war stage, then who's to say I won't simply cater to the whims of eX in my creation? Of course, we could dig for stages, but that seems very inefficient. We need an unbiased (in the sense that I mean it, mind you) source to create a few stages. There are many great NFMM stage makers, but we need someone somewhat disconnected to the current NFMM scene, inactive even, who has tremendous experience with creating NFMM stages. We'd also need a community vote for this, like the recent war ideas. |
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BackflipBadger Code Thief
Number of posts : 0
Age : 26 Join Date : 2013-02-11
| Subject: Re: Improving NFMM stages? Mon 31 Jul 2017, 8:35 pm | |
| Would competitive stages even be that entertaining? Pure wasting stages would just be empty rectangles, like The Introductory Stage. Racing stages would likely be similar to the Ghosts N' Magic. To make anything different from the default stages, you'd need stages with tricks or traps that could mess people up. However, that might start arguments if a racer successfully dodged all the wasters but died trying to navigate the spike filed before the last checkpoint.
Then again, if they were designed for skilled players, they could be fun, because you wouldn't have to worry about suicidal AI's. A gauntlet type of racing stage with tons of traps and blind corners would be interesting. |
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Maxine
Rookie
Number of posts : 144
Age : 23 Join Date : 2013-02-10
| Subject: Re: Improving NFMM stages? Mon 31 Jul 2017, 8:41 pm | |
| - BackflipBadger wrote:
- However, that might start arguments if a racer successfully dodged all the wasters but died trying to navigate the spike filed before the last checkpoint.
I like that idea. Make it happen. |
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Wake
Half Life
Number of posts : 1764
Age : 25 Join Date : 2012-09-23
| Subject: Re: Improving NFMM stages? Tue 01 Aug 2017, 4:39 am | |
| - BackflipBadger wrote:
- Would competitive stages even be that entertaining? Pure wasting stages would just be empty rectangles, like The Introductory Stage. Racing stages would likely be similar to the Ghosts N' Magic. To make anything different from the default stages, you'd need stages with tricks or traps that could mess people up. However, that might start arguments if a racer successfully dodged all the wasters but died trying to navigate the spike filed before the last checkpoint.
Then again, if they were designed for skilled players, they could be fun, because you wouldn't have to worry about suicidal AI's. A gauntlet type of racing stage with tons of traps and blind corners would be interesting. I like this idea, but at the same time however, it comes down to placing the obstacle traps and blind corners properly. Otherwise you'll most likely have a stage where it's practically unplayable with spikes at every corner and such and it wouldn't be as playable in my opinion. |
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