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Super Smash Bros. Map - New Info and Screens

06-21-2003, 11:14 PM#16
Mech-Sheep
Heh, but there ARE music, riiiight?

Any screenies?
06-21-2003, 11:19 PM#17
l)ark_Link
Im not going to show any more screenies until I get the other levels more pollished.....

As for music on the other hand.... I want music, I need music, Id love to put the full sound track in there, and even put in all the sound effects. But the thing is.....Super Smash wouldnt be Super Smash if it wasnt multiplayer. And normally putting 8 full length songs on a map tends to slow down the downloads.....Not to mention sound effects. I need a way to get MIDI'S into my map in order to PLAY online. Otherwise its just not possible to chuck 8 songs and sound effects onto a map....Super Smash needs to be multiplayer, and it needs its music....Any ideas????
06-21-2003, 11:22 PM#18
~DarkX~
You should make 2 versions of the final.
1- with the music from Smash Brothers, that would be tight.
2- without the music

This way people with cable can get the music 1 and people with 56 can get the not music one.
06-21-2003, 11:22 PM#19
Mech-Sheep
Maybe put music for the most popular stages?
*cough*Mute*cough*City*cough*
*cough*Dreamland*cough*
06-21-2003, 11:28 PM#20
~DarkX~
Dreamland... thats the one where you fall like really fast right? I play as Falco in that one and he falls fast ne ways but on that stage, its almost impossible to pull out of a fall off the edge. I no like that 1 if thats the same stage were talkin about.
06-21-2003, 11:34 PM#21
l)ark_Link
I cant just leave out music for certain stages and then give others music....It doesnt work that way. And even with cable modem, theres a battle.net restriction that wont let you play maps over a certain size. Also....8 songs, and all those different sound effects wouldnt be possible to download anyways, even with cable....It would take probably an hour if the music files were Mp3's. What im saying is, there needs to be a way to get midi's into a map. I know its gotta be possible. I KNOW IT.....I just need to find out how. If you do know how to get midi's into a map, without having to implant a file thats 3 megs, then please please tell me. I would be forever in your dept.
06-21-2003, 11:45 PM#22
dataangel
Quote:
Originally posted by l)ark_Link
Im not going to show any more screenies until I get the other levels more pollished.....

As for music on the other hand.... I want music, I need music, Id love to put the full sound track in there, and even put in all the sound effects. But the thing is.....Super Smash wouldnt be Super Smash if it wasnt multiplayer. And normally putting 8 full length songs on a map tends to slow down the downloads.....Not to mention sound effects. I need a way to get MIDI'S into my map in order to PLAY online. Otherwise its just not possible to chuck 8 songs and sound effects onto a map....Super Smash needs to be multiplayer, and it needs its music....Any ideas????


I've been wishing they'd add MIDI support for precisely this reason for forever, but I really don't see it happening. The only thing I can think of is if someone could write some really l33t program to splice up the midi, turn each instrument into a wav, then write out some JASS that will play the wavs with just the right intervals between them to recreate the midi. But other than that I think you're shit out of luck.

Also, I thought about making a SSB map along time ago, but I ran into WAY too many technical difficulties. I'm curious if you've changed how the game normally works to get around these, or if you've devised some cool new triggering magic ;) I myself have gotten much better at triggers since I first came up with the idea, and might be able to pull it off now if I thought about it enough, but I've got enough mapping on my table.

So I'm curious:

How are you handling controls? Keyboard? Mouse? Can you hold buttons down if it's keyboard?

How are you handling jumping? Can you jump forward and backward? If so is it in an arc?

How are you handling jumping on a platform? Some change in flying height?

Since there are no built in animations for punch, kick, etc., are you using the different normal attack animations or what?
06-22-2003, 04:46 AM#23
leppy
omfg! this is @#$&ing 133+!!!!!!!

wow i'd give you a better comment but i'm too excited about this to think straight!

except: how did you get them to jump? i didnt know it was possible in wc3... :ggani:
06-22-2003, 05:24 AM#24
Fanaticofanime
Great screens man! Very nice.....I've figured out quite a bit about the mechanics, but I havn't been able to get the units to "appear" on the floating platforms....how'd u do that?? And how'd you create the custom menu system.....getting off topic......(probably on here somewhere....:))

Leppy- to get the unit's to "jump" you have to mess with their Fly height ability. And some slight triggers....;)
06-22-2003, 02:05 PM#25
l)ark_Link
Sorry I didnt repost really quick, but I had to go at all the sudden last night and I couldnt reply quick enough. Ill answer all of dataangel's questions, because he posted all the questions that other people have posted plus more in his reply.

1. Controls are handled by the keyboard, yes. :) Every .05 seconds of the game, I have a trigger that will check to see if the player is moving his or her camera. In the event that they are...It will automatically re-lock the camera anyways (from another trigger) to the camera that I want them to be able to see. If the person presses left, then it orders the unit to move so-and-so distance to the left. If he continues to hold left, then he continues to move, if he stops, then the unit stops. Simple.

2. Jumping just makes the units flying height increase in incriments. In the event that the unit lands on a platform, it will stay there. If he walks close to the edge of the platform, he wil fall off. Pressing UP on the keypad makes the unit jump, and while they are in air, their animation speed is much slower, so it looks like they are actually jumping. They can also move left and right in the air, to help direct themselves a little better. :D

3. If a unit jumps above a platform, they stay there. If a unit runs to the edge of a platform, they fall off. If a user presses down, their unit goes through the bottem of it. How I did this, I DO NOT KNOW. :bgrun:

4. Attacking is well....Hard to do. I dont think ill be adding kicks and so on, but probably just 2 variations of normal attacks, then ill the units will also be able to use a secondary attack (ranged).

Im pressed for time again, so I cant really explain a lot. Ill tell you guys more later.
06-22-2003, 02:19 PM#26
STURMguy22
ok, when i first saw the thread for this, i was like, oh great another super smash brothers madness or something. THen i saw the screenie. And i jumped out of my chair. I had no idea u had the side scrolling. Thats so badass. I have one question that no one else has really asked. Are u going to implement items?
06-22-2003, 03:06 PM#27
Chicken_Soup
Sounds cool.
You make a Nintendo fan like me wish I could play it.
The madness thing was nothing more than a shitty Zergling Blood. Nobody is ever creative in their maps anymore.
I didn't think you could actually make something like SSBM in WC3.

I got an idea. You could go to vgmusic.com to find some decent midis for the stages. I think they have some pretty accurate recreations of the songs. All the songs in SSBM are awesome; it's one of the best collections or remixes ever. Period. But the best one is Dremaland, with the pool. But the best part about SSBM is the nostalgia.

A few levels would be hard. Mute City will be hard. The worst would be Brinstar Depths. I'd like to see someone make a good recreation of the rotating field with Kraid in the background.

But I bet I'm the only one with 400 + hours in SSBM :D
I'd rip you form limb to limb. Kid Link, Link, Samus, I kick a** with almost anyone. The computer players are too easy to me. Even agianst 3. I bet my friends $5 each round for the first months I had it. That's how I got my GBA SP. :ggani: But watch out when I'm Kirby. I swear to God that everyone who plays agianst me when I'm Kirby hates me. I'm suicidal. I just grab and jumpoff. Works best with all pokeballs on Dremaland. I always get the rare pokemon, which pisses off everyone. I can't remember the last time I lost.
Please let me beta. I'm the biggest SSB fan on this site!
06-22-2003, 03:14 PM#28
Markus3832
This looks so cool! But it can't be enough animations for all the attacks and it would be boring with just one attack animation... How do you plan to solve that?
06-22-2003, 08:43 PM#29
l)ark_Link
Hmm....The main attack type will just be the normal attack for that unit. But ive also given each character a secondary attack. What I was planning on doing, after im done with the map, and maybe if its evn remotely popular, was to add special attacks for each character. Like a spin attack for link, and maybe a super punch for captain falcon, and what-not.

As for the items, I dont know....That might also be something for later in the game. Something like adding a pokeball with different pokemon is litterally impossible. But maybe something like a bomb, or a gun...stuff like that i could probably do.
06-22-2003, 09:03 PM#30
Phreaker0
looks pretty good

-are u gonna mkae custom skins?
-u could make custom spells as special moves (ssb is like nothing with just 2 moves)
-if the mapp turns out to big just make it into a MOD with all the maps as lvls then u could get someone to help u fighure out how 2 play online (like the ppl who did NRM)

Looks really good GJ:D :D