-v2a -> v2b-
Outline
This is a small update specifically geared for tying up loose ends created back in v5b. LEG04 is pointless to have in its previous release state, I can't find myself making LEG07 a fantastic map, and LEG02 was in need of an overhaul if I wanted it to fit in with my modern style.
General:
Things every map had done.
- Added map cards.
- Added team spawns.
- Added intense music.
LEG01 - Shining Skyline
Take this as you will.
- Don't kill yourself this time
- Added wind particles to jump pads
- Tweaked the health capsules a bit
LEG02 - Timeless Glade
This map has had its quirks since its inception. I decided to rebuild it to better allow for future changeability. In the process, I streamlined some of the layout and made the seasons change on map load rather than fixed intervals. The seasons change was made because the transitions were fairly disorienting considering they didn't exist. The new system removes the need for transitional models entirely.
Oh, I also changed the name. It was pretty cringey.
- Name change: Chronoplank Woodland -> Timeless Glade
- Rebuilt the map
- Weapon set adjusted
- Seasons now change on map load rather than on a fixed interval
- Added missing loop point
- Map now uses "magical" teleporter
LEG03 - Celestial Bastion
I've always considered this map to be in relatively good shape, but it definitely required a few tweaks to bring it up to par with the other maps. This is the first of a number of changes involving a shift in design direction that I hope will improve player experience across the board.
- Visual Change to the teleporters to make them more cohesive to the theme.
- Moved the outside teleporter closer to the main path to be more in-line with the map's flow.
- Removed the W-Tank path to the south-west
- Removed an open hole
- Punched a hole in a wall
- Various visual tweaks
- Blast Zone size increased
- Added wind particles to jump pads
- Map now uses "magical" teleporter
LEG04 - Somewhere In Time
Old map, Soaring Above The Clouds, was ported into v5b as the official MM5GYR. A new map was created to replace it.
Skirmish in this ancient palace that was violently ripped out of its timeline and placed into a realm of chaos. In space.
Credit goes to the creators of Mega Man Rock Force and Mendez for the War Man textures.
Central room stolen from D2DUEL7 - To Hell from Skulltag. Rest is completely original.
- Completely new map that I've been sitting on for a while.
- This is the last time I use Shovel Knight music I swear!
LEG05 - Cold Fusion
I like Blizzard Buffalo's theme... it just doesn't work for a map.
- Music changed to Frozen Wasteland from 1,001 Spikes [Cover by ThatGuy74]
LEG07 - Arrival
New Map because I wasn't satisfied with the old one.
- Map's heavily based around thunder claw. Become the king of swing and discover all the fun ways you can use it here!
- Layout inspired by Shooting Gallery from Metroid Prime 2: Echoes. I forgot some of the transitional parts though so I filled in the missing bits based on what I felt would work.
LEG09 - Precipice of the King
Bowser bought new carpets. He felt the old ones were too cushy.
- Carpet floor height halved
- Fan particles
- Yeah
LEG10 - Countdown
I've always had a personal bias for this map. I feel it represents a turning point in my mapping style and highlights my progress as a mapper.
- Lava falls in the middle room are now pass-through
- Back window is now sealed off
- Knocked a fence down
- Yep
-v1b -> v2a-
Outline
In addition to four new maps, there have been various changes regarding weapon, health, and ammo balance. Additionally, there have been visual changes to make the maps more appealing, and various changes for compatibility across Zandronum and 8BDM core.
General
- LDMBOSS1, LDMBOSS2, LDMMUS8, LDMMUS9, and LDMMUS10 have loops that are compatible with Zandronum 2.0.
- Music script updated to work with v4b's music state script, offloading music functionality to core.
[This script is different from the one used in IX Pack, as IX Pack's uses a global method that is less effective for small scale packs.]
- Removed the magfly particle effect as core now uses it.
- Updated Readme to be more professional. Hopefully covered all the bases, let me know if I forgot anything important.
LEG01 - Shining Skyline
- Slight visual adjustments
- Added a window to the back hallway of the main room
- Added block monster lines
- Fixed software issues with the windows
- Cut down on health in the map by a bit
- Fixed the invisible ladder
LEG02 - Chronoplank Woodland
- Seasonal texture overhaul, recolors by Onigiri
- Vines made partially transparent to make it more clear that you can move through them
- Added block monster lines
- Added Item-2
- Cut down on large health spawns
- Moved Knight Crush to the far south tree
- Replaced old Knight Crush spawn with Yamato Spear
- Replaced Ice Wave with Search Snake
- Replaced Crystal Eye with Search Snake
LEG03 - Celestial Bastion
- Fixed a visual bug in software with the GROBRIC3 texture
- Fixed two textures to work more correctly in software mode - SWORPIL2 and SWORPIL3
- Played with the angles of the skybox towers in software, not much changed in that regard though, still looks weird as ever
- Moved Scorch Wheel to replace the Knight Crush spawn
- Moved Yamato Spear to replace the old Scorch Wheel position
- Moved Thunder Bolt spawn in the main room to the path.
- Teleporter now works with Zandronum 2.0.
LEG04 - Soaring Above the Clouds
- Added a bridge that goes through the middle of the map, connecting the two lower areas
- Blizzard Attack replaced by another Thunder Bolt
- Search Snake replaced by Quick Boomerang
- Several visual changes
- Added Block Monster lines
- Music changed
LEG05 - Cold Fusion
- Swapped out Rolling Cutter for another spawn of Wild Coil
- Swapped old Wild Coil [in the same room] with Shadow Blade
- Swapped out old Shadow Blade with Thunder Bolt
- Swapped out Ice Wave for another spawn of Ice Slasher
- Fixed a visual issue with the floor in the main room
- Adjusted texture offsets
- Redid the glass ceiling in the main room
LEG06 - Contamination
- Underwater filter removed, now uses textures instead
- Fixed a bugged linedef that was partially solid
- Changed boss theme to fit with the second set of maps
- Several visual updates [Credit to NemZ for original WW Snake recolors]
- Renamed
New maps
LEG07 - Discourse of the Passing
My submission to Halloween 2014
LEG08 - Off the Grid
My submission to FTM2
LEG09 - Precipice of the King
Based on Browd's New Grounds from Boby's Newbie mappack
LEG10 - Countdown