Welcome to this corner of the Projects Thread, The IX-Pack.
One of Cutstuffs most high quality map packs in terms of quality and quantity. This pack contains a total of 34 maps. 25 I-Deathmatch Maps and 9 X-Deathmatch Maps. What a deal! These maps are constantly being refined and polished based on feedback from the community. If you want to see some improvements, be sure to let me know. Either by PM or a post in this thread.
There are also yashichis in every deathmatch stage! Find them all!
The IX-Pack only contains Deathmatch Maps, for both size and playability reasons. The rest of the maps, CTF(including the previously pulled I-CTF maps), Racing, Duel have been placed in an optional(and standalone) IX-Misc package. This way the massive IX-Pack doesn't have to be hosted (and downloaded) just to play the CTF or Racing maps.
To top this all off, ever miss old versions of I-Pack maps and X-Pack maps? Well good news - They are back!
Introducing the IX-Legacy Pack; This optional mappack(that requires the IX-Pack to be loaded first) contains numerous old versions of old maps with altered level codes to allow them to coexist with the new versions.
Special Thanks goes to Roc's Creation and King Yamato for all the sit down feedback time they spent with me to fix up the IX-Pack's quality!
Please provide suggestions and feedback. These maps won't have any improvements unless I know about bugs or other issues.
Contents: IX-Pack
25 I-Deathmatch maps
IDM01 - Sand Canyon
IDM02 - Electrical Plant
IDM03 - Sky Way
IDM04 - Ocean Lab
IDM05 - Pharaoh's Tomb
IDM06 - Decommissioning Plant
IDM07 - Oceanic Ruins
IDM08 - Gleaming Overworld
IDM09 - Glacier Valley
IDM10 - Jungle Base
IDM11 - Crystal Mine
IDM12 - Silent Bog
IDM13 - Rugged Mountain
IDM14 - Cosmic Station
IDM15 - Maple Castle
IDM16 - Molten Lair
IDM17 - Castle Cutenstein
IDM18 - Quick-Bomb Alley
IDM19 - Beneath the Well
IDM20 - Cliffside Fear
IDM21 - Nature's Park
IDM22 - Knee Deep in Oil
IDM23 - Skull Arena
IDM24 - Jurassic Racetrack
IDM25 - Missile Base
9 X-Deathmatch Maps
XDM01 - Blade Man
XDM02 - Wily 10
XDM03 - Christmas Cape
XDM04 - Sky Deck
XDM05 - Whomp's Fortress
XDM06 - Sand Sea
XDM07 - Alpha Sector
XDM08 - Under the Sea
XDM09 - Waterfall Grotto
IX-Misc
2 I-Pack Capture the Flag maps
ICTF01 - Train Riders
ICTF02 - Ocean Base
2 X-Capture the Flag Maps
XCTF01 - Frigid Ocean
XCTF02 - Molten Mountain
1 X-Duel
XDUEL01 - Color Coded Castle
2 X-Racing Maps
RACE01 - Sunset Canyon
RACE02 - Rainbow Road N64
RACE03 - Nightmare Castle
IX-Legacy
I-Deathmatch maps
IDM01L1 - Sand Canyon prior to IX-Pack
IDM01L2 - Sand Canyon prior to IX-Pack v1D
IDM03L1 - Sky Way prior to I-Pack v3
IDM03L2 - Sky Way prior to IX-Pack
IDM03L3 - Sky Way prior to IX-Pack v1D
IDM04L1 - Wave Trench prior to I-Pack v3
IDM04L2 - Unreleased Wave Trench intended for I-Pack v3
IDM04L3 - Ocean Lab prior to IX-Pack v1D
IDM05L1 - Pharaoh's Tomb prior to I-Pack v3
IDM05L2 - Pharaoh's Tomb prior to IX-Pack
IDM06L1 - Decommissioning Plant prior to I-Pack v3
IDM07L1 - Oceanic Ruins prior to I-Pack v3
IDM08L1 - Unreleased Gravity Core intended for I-Pack v1
IDM08L2 - Gravity Core prior to I-Pack v3
IDM08L3 - Gleaming Overworld prior to IX-Pack v1E
IDM09L1 - Glacier Valley prior to I-Pack v3
IDM11L1 - Gravity Mines prior to IX-Pack
IDM11L2 - Gravity Mines prior to IX-Pack v1F
IDM12L1 - Silent Bog prior to IX-Pack v1F
IDM14L1 - Cosmic Station prior to IX-Pack v1C
IDM16L1 - Molten Lair prior to IX-Pack v1E
IDM17L1 - Cut Trench prior to IX-Pack v1C
IDM17L2 - Castle Cutenstein prior to IX-Pack v1E
IDM20L1 - Cliffside Fear prior to IX-Pack v1D
IDM21L1 - World Tree prior to IX-Pack v1C
IDM23L1 - Skull Arena prior to IX-Pack v1E
IDM25L1 - Missile Base prior to IX-Pack v1C
X-Deathmatch Maps
XDM01L1 - Blade Man prior to IX-Pack
XDM02L1 - Wily's Space Fortress prior to IX-Pack v1E
XDM05L1 - Whomp's Fortress Remixed prior to IX-Pack v1E
XDM06L1 - Sand Sea prior to IX-Pack
XDM07L1 - Alpha Sector prior to IX-Pack v1E
XDM10L1 - Underground prior to IX-Pack v1G
XDUEL00 - X Satellite (Mr. X did not want this map to exist outside the Legacy Pack.)
Screenshots: Spoilers to reduce size
(http://i628.photobucket.com/albums/uu9/YoukaiOfFlowers/Doom/ivorypack/IX-Pack1.png)
(http://i628.photobucket.com/albums/uu9/YoukaiOfFlowers/Doom/ivorypack/IX-Pack2.png)
(http://i628.photobucket.com/albums/uu9/YoukaiOfFlowers/Doom/ivorypack/IX-Pack3.png)
(http://i628.photobucket.com/albums/uu9/YoukaiOfFlowers/Doom/ivorypack/IX-Pack4.png)
(http://i628.photobucket.com/albums/uu9/YoukaiOfFlowers/Doom/ivorypack/IX-Pack5.png)
(http://i628.photobucket.com/albums/uu9/YoukaiOfFlowers/Doom/ivorypack/IX-Pack6.png)
(http://i628.photobucket.com/albums/uu9/YoukaiOfFlowers/Doom/ivorypack/IX-Pack7.png)
(http://i628.photobucket.com/albums/uu9/YoukaiOfFlowers/Doom/ivorypack/IX-Pack8.png)
(http://i628.photobucket.com/albums/uu9/YoukaiOfFlowers/Doom/ivorypack/IX-Pack9.png)
(http://i628.photobucket.com/albums/uu9/YoukaiOfFlowers/Doom/ivorypack/IX-Pack10.png)
Download IX-Pack Below
Mediafire
IX-Pack v1g (http://www.mediafire.com/download/q0560jibqw5d7yi/IX-Packv1G.pk3)
IX-Misc v1b (http://www.mediafire.com/?zvk6c457a4qaajl)
IX-Legacy V1c (http://www.mediafire.com/download/s8p1ylxednj4hc2/IX-Legacyv1C.pk3)
It is also on WadHost for autowad to find.
Important! Do NOT Modify any of the contents without permission
Do not redistribute this file.
Read Me is located inside the .pk3 file. Music credits is now separate and located in the music.wad files
Change Log
IX-Pack v1g: Shade Guy takes the wheel
-In General - MM&B weapons and items added to various maps (and MM8 weapons to XDM maps). All maps converted to UDMF format. Script and linedef actions edited/removed where the new format allows/requires. Global music scripts updated to core standard. Software issues in most (if not all) maps fixed.
-For maps with deep water - All water updated to core standard (transparent 3D floor water instead of transfer heights).
-For maps with ice physics - All ice floors updated to core standard (sector_setfriction script instead of Hexen ice sector effect).
-IDM01 - Missing impassable line fixed.
-IDM03 - The power of UDMF compels you! A total of two sectors (guard raised floors) offsetted by 16 units.
-IDM06 - Magfly sprites removed from .pk3 because of redundancy. Magfly colour translations changed to correspond to Magfly actors in MM3MAG.
-IDM07 - Visuals updated to use MM6CEN underwater graphics introduced in v4a.
-IDM09 - Cossack arches changed from midtextures to slopes to correspond with visual updates to MM4DC1.
-IDM13 - Some flats changed and some bridges changed from walkable midtextures to 3D floors to correspond with visual updates to MM5STO. Death pit obituary changed to "x fell too far."
-IDM18 - Missing impassable line fixed.
-IDM20 - Variant of SHADBAR texture defined so the gates return to how they once looked.
-IDM21 - Visuals updated to use MM2WOO flats introduced in v3b.
-IDM25 - Bubble bouncer given bounce sfx. Minor edits to the girders.
-XDM03 - Death water obituary changed to "x can't swim".
-XDM04 - Bridge functionality changed from bridge actors to walkable midtextures. Railing next to Treble Sentry pushed to edge.
-XDM06 - Transfer heights bug fixed. Impassable lines added to the tops of the sandfalls indoors.
-XDM07 - Outer hallways made slightly narrower.
-XDM08 - Visuals updated to use MM6CEN underwater graphics introduced in v4a. Fences added alongside map boundaries.
-XDM09 - Visuals updated to use MM5STO flats introduced in v3a. Water recoloured to resemble the Napalm Man waterfall texture.
-XDM10 - Map redone! Map layout by Mr X, weapon and item placement by Shade Guy.
IX-Pack v1F: MM8BDMv3a Obligatory Update
-In General - Most maps have been updated with MM8 stuff.
-IDM02 - Updated Layout + New song by Mr. X
-IDM05 - Oil Pit replaced with a new area, upper area revised slightly.
-IDM06 - Floor of Shame is gone.
-IDM08 - Fixed Spawn.
-IDM09 - Cossack Base and Freeze Man Cave redone.
-IDM11 - (Finally) Redid that DAMN (not fourth) map. So long my most hated level in IX.
-IDM12 - Mowed the Lawn, added Thunder Claw Pegs.
-IDM13 - New version of the song by Llamahombre!~
-IDM20 - Finally ensured all the block player lines are placed.
-IDM21 - Fixed hiding place + removed a few of the trees to cut down on some lag that it generates
-IDM22 - Oil pits use the new MM8BDMv3a method, so any fire weapon can set them off.
Sadly, Mr. X never actually got around to updating the XDM Maps.
If you look down in the glass in the Construction CTF map, there's a graphics glitch. I took a few pics. (http://i53.tinypic.com/b8utzd.png)(http://i53.tinypic.com/2nw05jt.png)
Right under Gutsman.
Other than that...as said above:
Best Map Pack SO FAR!
I have some screenshots of two texture glitches I found while roaming around the I-pack V2. Not sure if you caught these or not.
(http://i53.tinypic.com/v312sk.png)
(http://i52.tinypic.com/34sh2fr.jpg)
For the second one, look around the fanfiends.
Here's my dillema.
(http://i56.tinypic.com/2uptrpy.jpg)
Software.
(http://i51.tinypic.com/za3hy.jpg)
OpenGL, side 1.
(http://i51.tinypic.com/t4xvzn.jpg)
OpenGL, side 2.
Not to be off-topic or anything.. Sorry.
Hoping my feedback's worth something, I'm going to rank the v2 Ivory maps in order of preference, starting with the top. I'll include things I liked/didn't like, and then afterwards I'll hit up the new MMCTF08 with some comments.
#1: IDM10
Easily my favorite of the bunch. Weapon choice/placement is excellent, the textures are good and I could totally pass this for an official Napalm Man stage. Battling is a bit focused toward the teleporter room and the room it teleports to - the "open brown" area, and that's not too bad. This is in part because the blue hallways are slightly tricky to navigate through - they feel narrow and slightly confusing, and I've sometimes had trouble remembering which hallway I'm in. (remember this is only a minor problem) The big gap next to the teleporter also feels "empty", like it could contain something besides an open pit. You really only go into the pit by missing a Charge Kick; it's not really a threat on its own. Maybe a bridge or something? That's really more of a discretion call(as I said, it's not bad how it is now). The teleporter split is also *very nice*- I don't know how it works, but it seems to prevent telefrags(I've never seen one here, which is good) and dampen telecamping. In fact the only thing that really bothers me is the "dead end" rooms, although I suppose that can't be avoided(without a teleporter, really).
#3: IDM09
Another map that I feel is really well-rounded. The difference in the water's lethality(one kills, one's open) has confused a few people, but I'm fine with it and feel that's their problem. =P The underwater area is my only concern - like the big hole in IDM10, it's really naked, and so entering that area loses interest and it becomes a "passing area" which I'm not too fond of it. Or a hiding area, which is equally lame. It could be spiced up with a weapon, some energy drops, ice on the floor(this would be neat imo), something that can bring in focus. Right now the focus is in the "Cossack Room" but that's fine as it is. Weapon choices are also great here, the only thing to me being that Crystal Eye, Freeze Cracker, and Ring Boomerang(to a lesser extent) has a tinge of redundancy. The e-tank/mtank placement also confuses me- as it is , the mtank is easier to get. Going after the etank makes you a sitting duck for enemy fire; the mtank is a quick escape although I LIKE that corridor (it seems like a nod to Mess's infamous chimney, intentional or not). Personally I think the mtank could go, no problem, but it's a discretion thing.
Also, you can do better with the music. LOTS of good ice-themes out there. Go for it.
#2: IDM02
Another map that's pretty balanced and imo passes as a "GB Elec Man map". I like this map a lot, don't let 3rd place fool you. It's very fluid, the size feels right for even a moderate size DM, weapon choice is great/weapons placed well. Saku's got a nice spot, so does Rain Flush, and some weapon combos that are original (like Rain + Cutter + Stone + Saku + Star!). The "Search Snake" pit (near Rush Coil) is really deep down and while it's nice for Search Snakes, it makes getting out of the area tricky. And as a recurring theme, being difficult to navigate takes focus away from the area, which you may or may not want. You might want that area being a pit to slow down traffic, but I'm a bit impatient as far as things like that go(wait until he with map 10). Quick Boomerang's placement also feels funny - it's a bit easy to get "gimped" (or stopped in midjump and die, SSB-style) for what's only a moderate power weapon in this setting. I'm not real sure what to do with it, though. But imo design-wise this map actually beats out the others. In fact, screw it- I'm bumping this map up to #2 while writing it because I like it that much. =)
#4: IDM07
This map is pretty fluid. Main problem: Leaving the underwater/knight crush area is very difficult. it needs two slow, underwater jumps to get on the pillar, then out of the water, and then up stairs. Something could remedy this. The knight crush nerf also really hurts this map, because as great as Triple Blade is, it turns battles incredibly one-sided. You spawn and someone has it; you're done even if you have some good footwork. (I am aware you did not code this weapon, and it's not a bad weapon either, it just lacks real counters here) The other weapons have their good points, but in the face of Triple Blade it's a bit of wasted effort sometimes in terms of raw damaging power. The Freeze Cracker is kind of... random in this setting, but I don't have any better suggestions at the moment.
-Ah, stairs added. Well, this map's got one major issue fixed. Thumbs up to that choice.
#5: IDM05
It has potential! This infamous map is called "trollish" and the reason is obvious: it trolls you a lot, and you can see self-deaths rackup like on WaveMan's stage in the wrong hands. This does not bother me. Most of them can be avoided with some good reason. I like weapon placements here, so here's my problem: 1) The quicklasers in Spark Shot room. They're bloody fast, and I've NEVER crossed them. 2) The darkness room. It's overkill. What do those two things do? Since I'm inept at crossing them, they turn into deadends and now you have a map that's split in two places, which becomes bothersome. The quicklasers you don't have a whole lot of flexibility, but the darkness could be tampered (so it's not as frequent? or not there? the death pit is menacing enough) so it doesn't feel like the map is jammed. But imo weapons/player concentrations spread real well. I still enjoy being the only one to get Screw Crushers. :)
In the eddie room: (image below) incase image fails: It's possible to stand on the spike pit on the VERY EDGE without dying. Not sure if intended.
http://img607.imageshack.us/i/ipackbug.png/
edit: So it's gonna get softened, huh? Not a bad move at all. It could be a little more user-friendly.
#6: IDM01
This map grew on me at first. The size is great for smaller matches and it's fairly fluid, with not one area taking too much focus(you'll see action concentrate outside the Knight Crush area but that's fine). The only problem: weapon choice here is a bit wonky. Weapons like Gemini, Charge, Snakes, & Drill become totally overshadowed. You've got SuperArm, Crush, and Spears competing for massive damage output but then leaf shield comes in, and you're stuck. The only piercing weapon is Centaur Flash and Proto. Proto's a bit of a nightmare to get to, as I personally hate "dead ends". So like in Centaur Man, it becomes a bit of contest to stockpile W-tanks and go on a Centaur rage to kill leafshielders. It's not too bad but it hurts because the map isn't very "deep" and so the power weapons are just floating around. Also the Tango Rush at the end of the waterfall- is that supposed to be accessible via crouching? I've never really understood it.
#7: IDM06
Your "large map penchant" is beginning to show a little bit. It's fairly easy to get around, I disagree with some of the "one-way" areas (mainly conveyor belts) but they're forgivable, you don't really get lost, I sometimes feel it takes forever to get a weapon (weapon set's good though, and helps this map a lot). Magnet Missile has a deathpit next to it (I assume is intentional). When falling into the lava, it reads "ROC'S CREATION KILLED HIMSELF" instead of the regular "... mutated" message. What can help other than just shrinking it? Make more pathways. I hate the fences, personally. Try running through this map with NOCLIP - it's interesting, you can connect through a lot of the rooms that are normally blocked off by a fence/wall. Say the magnet missile room - were it not for the fence, (passable via noclip) you could walk along it and pop above the health spawn in different rooms. It would make it easier to find people and get around a bit. The size is what hurts this map the most, really.
#8: IDM03
Now I'm checking the V3 status before I finish this, so... Rushjet gone is definitely good. I don't like the map because it's MORE deathprone than IDM05, and that's saying a lot. Even if you farm Beats. It's really kinda menacing with different fans, top spin, wind storm, amd jumps in midair everywhere over death pits. There's not a lot I can do to help this map... The unfriendliness of the whole thing just bugs me. You'll have to look elsewhere for this one.
#9: IDM08
Yup, v1d Gravity Hold saves this from being dead last! I'm not too concerned with the inner area, though, although v1 version was borderline bland. The "mountainous" area is a disaster. In this area, if gravity triggers in mid-air, I cannot fly high enough with Beat to survive, so the whole thing becomes pointless. New Ghold probably makes this area still threatening, although surely not nearly as much as the v1c. Also because of the frequency in gravity switching, it's very easy to become stuck. I *hate* dead ends, and being stuck is the equivalent of that. Then you throw in Dive Missiles and it's just plain frustating. I think the inside of the map alone would be just fine as a stage(I'm sure you don't, of course =p) due it's size already. Something about changing the gravity fluxes, the massive heights between the pits, anything to make it less tedious to get through. Unless that was the point. But really the whole outside area is like if you combined Gyro Man's and Gravity Man's stages, and those were very death prone. Both of them.
#10: IDM04
It's too freaking large. But not only that: Everything in this map is designed to help someone stall death. That aggravates me to no end. This is only of the maps that I loathe. You have all 3 barrier weapons, teleporters, massive water jumps/water heights, WAVERUNNERS(which reek of a gimmick feel, because the top area is sparse) and rush. All of them stall death somehow, and that's not really how you make a fluid match. Even cramming in 50 players would not really solve the problem. I know it's getting shrunk down, and that's good, but water stages are slow and 3 barriers are slow and waverunners are fast, but make things slow. My solution: Add top spins/igmetalblades/star crash/atomic fires to speed it up. When Plant Barrier and the like come into the scene, a oneshot weapon is desparately needed to put in check. That's my two cents for this map. I feel I have more input with the maps I like more, but that's sorta because these last three maps I avoid quite a bit. >.>
now for MMCTF08:
It's better. Nice work. Top Spin, Wind Storm, and Rushjet- I love them, but they promoted extreeeeeeeme spawnkilling (I prompted a ragequit from a Cutstuff staff in v1c, olo). I bring up "fluidity" as an example of what to do in other maps. You know how you can jump down from Rolling Cutter/etank spawn in the left hallway to get Pharoah Shot? That's freaking awesome. I like that over the old map infinitely, espcially because in CTF you need to outmanuver the non-basecampers(the "hunters") and Rush Coil is great in a spot like that. The new ballade Cracker spawn: It's good, BUT: The small window there is large enough to crouch through, but you have an invisible wall there. Hiffe and I crossed it with noclip, and imo connecting the old Wind Storm/Teleport area to the Ballade Cracker spawns would be great and add some more diversity to the map. You could also return the teleporter there as well, or make it accessible without crouch('cause DW doesn't do crouching). OR! remove the invisible wall over that fence. That way, by using Rush in the water(a la the old Rushjet jump) you could reach it. Then you could... put Rushjet there add stuff. The teleporter, I dunno. I think it's an interesting possibilty. Gemini Laser and the bridge expansions are greatly appreciated. You need to know what you did right, and you did the changes right. Still my favorite CTF map (CTF05 also got a lot better as well).
tl;dr: no you dun get one It's a bit wall-texty, but I figure you'd want some detailed reaction to the maps. The first seven maps I enjoy playing on and I await the next release. :)
Thank you Ice-IX. This is the type of feedback I love getting from the community. Full of details about each individual map. Comments on why you like it, what doesn't work and suggestions to improve them. It's helps us mapmakers a lot. I thank you for that. Please keep up the good evaluation. You've raised a lot of good points.
Anyways, to comment on some of stuff you've mentioned.
#1: IDM10
-The cavern section was intended to be a narrow. Since this is large a base inside a cave. I will look into making the path around more obvious though.
#3: IDM09
-This map received a layout change for v3. That entire lower area with the boat has been cut out and replaced with a new design that keeps the action in the middle. Also the water areas are more interesting now. Here have two screen shots.
(http://i628.photobucket.com/albums/uu9/YoukaiOfFlowers/Screenshot_Doom_20110405_203430.png)
(http://i628.photobucket.com/albums/uu9/YoukaiOfFlowers/Screenshot_Doom_20110405_203442.png)
#2: IDM02
- Yeah, the snake pit will be less deep for v3. I also swapped Quick Boomerang for Rolling Cutter in the upper half.
#4: IDM07
-Yeah, I'll look at the weapon placements there.
-As for freeze cracker, I liked it. I found dust crusher was far too slow in that level.
#5: IDM05
-It's much more user friendly now(least I hope so. It's hard to die now, that's fore sure.)
#6: IDM01
-Sure. I can go look at the weapon's there. It's just this map has been around for so long and all my feed back was "this map is awesome" that I never thought the weaponry was a problem.
#7: IDM06
-V3 is getting a size reduction and adding more ways around. It should flow better.
- As for the killing message. I have no idea, for that one map, it's not playing the right message.
#8: IDM03
- This map is in a lot of trouble. V1D really made the trollnado... stick out. I did my best. Making gyro fans as painless as possible isn't the most easy task.
#9: IDM08
-Like I said, the basement is completely different. It's one giant platform with some height differences. It's much more smaller too.
#10: IDM04
-I think I may as well redo the whole entire map and make it completely different. I've shrunken the bottom size, but it's still a mess.
MMCTF08:
-I'll go look into it. However I made it more simpler to navigate because that was one of the larger criticisms.
Again thank you for the input, this is the type of criticism I love to see.
Small Update.
IDM03 - Skyway has been restructured. It should be much better now. Also all the giant heads are out of bounds now. No more beat whistling to them. There is also no Rush Jet on this stage. I also added Quick Boomerang to the weapon roster.
So as of this post, all 10 original DM maps have been fixed up. The only things left to do is IDM14 and IDM15. Then I have a few little tweaks to do here and there. Some beta testing, fix up any issues that comes forth. If anything serious came up that requires retesting, then retesting will happen. Then release! Whoo!
IDM03 - Sky Way(Layout Changes)
(http://i628.photobucket.com/albums/uu9/YoukaiOfFlowers/Doom/MM8BDM-ImportantStuff/IDM03-01.png)
(http://i628.photobucket.com/albums/uu9/YoukaiOfFlowers/Doom/MM8BDM-ImportantStuff/IDM03-02.png)
(http://i628.photobucket.com/albums/uu9/YoukaiOfFlowers/Doom/MM8BDM-ImportantStuff/IDM03-03.png)
Considering how long Sand Canyon has been out, and how many people played it. I'm shocked this wasn't brought up sooner. Anyways, new update.
IDM05 - Pharaoh's Tomb: On top of the previous changes, it also got a slight size reduction. It's not too big of a change, but it's not as big. Also the light out section is not only more navigable but it also takes longer to become dark(randomly too.) So when it does go Dark, it's way more likely to catch someone off guard.
Also introducing, IDM14 - Cosmic Station
(http://i628.photobucket.com/albums/uu9/YoukaiOfFlowers/Doom/MM8BDM-ImportantStuff/IDM14-01.png)
(http://i628.photobucket.com/albums/uu9/YoukaiOfFlowers/Doom/MM8BDM-ImportantStuff/IDM14-02.png)
(http://i628.photobucket.com/albums/uu9/YoukaiOfFlowers/Doom/MM8BDM-ImportantStuff/IDM14-03.png)
Sand Canyon
(http://img15.imageshack.us/img15/5228/screenshotdoom201104272.png)
Electrical Plant
(http://img846.imageshack.us/img846/5228/screenshotdoom201104272.png)
Sky Way
(http://img18.imageshack.us/img18/5228/screenshotdoom201104272.png)
Wave Trench
(http://img580.imageshack.us/img580/5228/screenshotdoom201104272.png)
Pharaoh's Tomb
(http://img195.imageshack.us/img195/5228/screenshotdoom201104272.png)
Decommissioning Plant
(http://img34.imageshack.us/img34/5228/screenshotdoom201104272.png)
Oceanic Ruins
(http://img861.imageshack.us/img861/5228/screenshotdoom201104272.png)
-PAIN- Gravity Core (Yashichi the same for Gleaming Overworld???)
(http://img713.imageshack.us/img713/5228/screenshotdoom201104272.png)
Glacier Valley
(http://img851.imageshack.us/img851/5228/screenshotdoom201104272.png)
Jungle Base
(http://img864.imageshack.us/img864/5228/screenshotdoom201104272.png)
do i get a prize for the Deathmatch ones- *shot*
Update Time. I've been busy lately, so progress has slowed down a bit. None the less, I am able to present IDM15 - Maple Castle!
(http://i628.photobucket.com/albums/uu9/YoukaiOfFlowers/Doom/MM8BDM-ImportantStuff/IDM15-01.png)
(http://i628.photobucket.com/albums/uu9/YoukaiOfFlowers/Doom/MM8BDM-ImportantStuff/IDM15-02.png)
(http://i628.photobucket.com/albums/uu9/YoukaiOfFlowers/Doom/MM8BDM-ImportantStuff/IDM15-03.png)
So what is left to do before V3's release?
Music for IDM11-15
Tweaking all the maps if need be
Beta Testing
I know I'm probably forgetting something
In IDM24 you can fall in the waterfall.
(http://img.imgcake.com/Nuy/ScreenshotDoom20110830151652pnghu.png)
Not sure if its been talked about as a bug before on the x pac but on the waterfall grotto if you are up against the bottom of the water hole where you can go into the water for a bit, you can jump onto the land and it acts like your still in water.
(http://desmond.imageshack.us/Himg833/scaled.php?server=833&filename=nothingweirdyet.png&res=medium)
Go up against the bottom wall and jump out onto the land.
(http://desmond.imageshack.us/Himg683/scaled.php?server=683&filename=whatsthisv.png&res=medium)
What's this?
(http://desmond.imageshack.us/Himg64/scaled.php?server=64&filename=holycrapwaterphysicsonl.png&res=medium)
Wow its like I am in water air :D
Just weird thing is all.
This, for now:
(http://imageftw.com/uploads/20110903/Screenshot_Doom_20110901_005229.png)
Well, I got to look around for the first time. As I haven't had a whole lot of time to play matches in them yet, I'll hold my opinion on layouts of the new maps until further playthroughing. Most of the 3D Floors that were applied seem good; 03 and 05 seem much more forgiving now. However, couple of texture oddities caught me here and there. All taken in my softwear.
(http://i1223.photobucket.com/albums/dd518/NixOlympus/Screenshot_Doom_20110903_100554.png)(http://i1223.photobucket.com/albums/dd518/NixOlympus/Screenshot_Doom_20110903_100659.png)
IDM14 - The "floor" / deathpit in this area gives flashes of these colored stars (part of a skybox?) at various times when standing on the bridges and lookin down. In order to get the screen, I took the shot standing on the deathpit - they can be seen from higher up, but only for a few frames.
(http://i1223.photobucket.com/albums/dd518/NixOlympus/Screenshot_Doom_20110903_101202.png)
Quick-Bomb Alley: This one's pretty insidious. The "background" images sometimes appear over the walls! It happened in multiple other spots as well in varying degrees, and it usually sticks if you stand still.
(http://i1223.photobucket.com/albums/dd518/NixOlympus/Screenshot_Doom_20110903_101858.png)I'm certain this one's been pointed out.
In IDM03, the rain creates an interesting gimmick - If you run opposite the direction of the rain, it becomes impossible to climb ladders UNLESS you SR-50 into the ladder. (it takes a few tries to get it, as I believe only one ladder during the storm will face opposite the wind direction) If the ladders alone weren't affected by the rain, this wouldn't occur, although it's not a terribly common event to begin with.
EDIT:
-There seems to be a problem with Boss Music triggering in DeathMatch. Messatsu was also hosting other map packs, but the CSCMR/Roc maps played boss music as normal, whereas it didn't appear in the IDM maps.
-I voted for Jungle Base.
I'm not sure if you knew this or not but on IDM-25 when you use the Super Adaptor or the Rush Jet you can get stuck in certain parts all the way around the second missile base row like in this picture.
(http://desmond.imageshack.us/Himg189/scaled.php?server=189&filename=huhimstucklol.png&res=medium)
Short version: I think it would be best to make C.Flash in IDM07 harder to get. And rethink Super Adaptor placement in IDM25.
EDIT: Also, a suggestion for new music for IDM19. Instead of using overrated Kevvviiinnn songs (and I think this one sounds too much like a watered-down terrible pun version of Enker's theme from MM10), why not use this nice tune by xxBaiixx?
http://www.youtube.com/watch?v=jlIM0eIhlhU&feature=mfu_in_order&list=UL
(http://fc00.deviantart.net/fs70/f/2010/002/d/0/BATTLER_OBJECTION_by_Broccoli_Goes_Moo.png)
That Baiisilisk song was already used in Jack Corvus's map pack! Also, I'm going to go with Ivory here and say that Ivory's original pick is better suited than the Baii original, and definitely more so than Balrog's pick. The first X-Hunter stage is Arctic Reserve. It's a bit of stretch to apply that to a sewer. Also, the last music selection I objected to (which was in v2) was done because it was also recycled CTF music. Since I'm partial to CTF maps, you know. IDM07 is also recycled CTF music, but it fits Ivory's map better than it fits Mike's.
As for Centaur Flash placement - actually, it's power fluctuates greatly based on other weapon choices. It was great before because it deflects Knight Crush. When Slash Claw was created in v2, Centaur Flash loses some effectively (Slash Claw is effectively is a 90%~ damage weapon) and isn't really as menacing. Same with Star Crash being in the map. In Shadow Man's stage, C. Flash is effectively "god mode" because it blocks any useful attack. Danger Wrap being shoved in over the vastly superior Blizzurr and Mangets also gave huge power to The Flash.
Seeing how a new version is imminent, though, I'd like to get my thoughts in on IDM16 - certainly, I don't think there's too much lava or that it needs to go away (it would be similar to saying "there's too much Air in Air Man". Actually, given the nature of the buoyant platforms, you can run across the lava almost unscathed. Although I feel guilty asking this - perhaps the map could have more platforming? I feel like it would slow down people who just constantly run foward by forcing them to jump more, and possibly keep them away from the lava area more. (I would also love to see more area given to the Fire Man textures as well, but I'll save it) I personally found the "lava lake" maps of Myroc/BB more death-prone than this one, so I'm really curious as to why the problem originates here.
Ohh, Now I get what you meant. I thought you were referring to the intros. My bad, my bad. Anyways, thank you very much for your help. I already have the new versions in.
So since I'm posting anyways.
Do I have a tendency to fix things no one complains about(or at least to me.), but I view as a problem?
IDM14's case and point. I just some changes to it to bring more out of the level.
There is now an impassible bar around rush jet so you can't fly back in or hop on your friends. You have to leave through the shutters. If you try to camp in there after the shutters close, you'll die.
Top Spin area has been redone with more 3D Floors to make it look less like giant blocks everywhere. Also a neat pattern with the bar fence.
Biggest change, I made that middle building better. More room down below, an area to walk around it. More ways in.
E-Tank was moved. Remember that area barely anyone wants to walk across because it involves girders over space? Well the E-Tank has it's own platform to jump to from over there. More reason to go that way.
And I made some screenshots to showcase the changes.
(http://i628.photobucket.com/albums/uu9/YoukaiOfFlowers/IDM14-RushJet.png)
(http://i628.photobucket.com/albums/uu9/YoukaiOfFlowers/IDM14-3DFloorsmakethingslooknicer.png)
(http://i628.photobucket.com/albums/uu9/YoukaiOfFlowers/IDM14-ThisIsNew.png)
(http://i628.photobucket.com/albums/uu9/YoukaiOfFlowers/IDM14-ThisisReallyReallyNew.png)
Lament - I don't know if anyone announed this bug yet, but:
(http://img269.imageshack.us/img269/7787/bugua.png)
I should spy on him more often.
EDIT: I did test this in a real gamemode and the bug still works.
Also:
Anyone ever notice this in IDM19?
(http://img850.imageshack.us/img850/2632/screenshotdoom201109201.png)
Not the text.
This level takes directly underneath MM4TOA. Pretty neat idea.
I don't know if this was reported or not. It's not much of a deal, but anyway:
(http://img37.imageshack.us/img37/4867/screenshotdoom201109150.png)
Sloped pit!
Just pointing it out because it looks odd. This was in IDM02. Speaking of that map, do you think you can lower the music volume using Audacity? I find it's too loud.
Alright this would not happen to often and to me is funny but its still a bug. When I was just running around killing a bot on Missile Silo when he was just walking mindlessly straight into the blocked linedef around the missile, he suddenly started climbing thin air. Wondering what it was I freezed and look on the other side and he was climbing the ladder that was there but on the invisible linedef.
(http://desmond.imageshack.us/Himg819/scaled.php?server=819&filename=howdidyougetupthere.png&res=medium)
(http://desmond.imageshack.us/Himg843/scaled.php?server=843&filename=ohisee.png&res=medium)
He right on the spot where the ladder would be.
I have been meaning to report this, but it slipped my mind for quite a while. IDM14 has a block where there's supposed to be low gravity, but there isn't and it might confuse people. It's this:
(http://img14.imageshack.us/img14/6291/screenshotdoom201110171.png)
...It has normal gravity.
-XDM09 - No more water gravity outside of water!(hopefully)
(http://img853.imageshack.us/img853/6720/screenshotdoom201111090.png)
Still happening. It took me only the first try to pull it off.
The new IDM21 layout was one I didn't see coming. I'm also liking the changes in IDM14, because I had been wondering for some time now if multiple 3D floors could be stacked on top of each other, and what a visually pleasant way to find out! I personally think that the previous track in IDM06 was better, since I found the new one kind of "beepy". Speaking of music, it's great the one in IDM02 got fixed since it's one of my faves.
You just keep getting better 'n better. Rub me off some of that motivation! :D
Sorry to bump this, but I found (and fixed) a really annoying glitch in the ACS coding.
Basically, for my own maps, I borrowed some scripting code from Mr. X which changes the music based on how many frags are left in a match. The only thing I changed were the music pointers, so it looks like this:// The following leisurely stolen from Mr. X:
script 20 ENTER
{
if (GetCVar("fraglimit")==0) {
terminate;
}
int whichmode = ACS_ExecuteWithResult(975, 0);
delay(1);
switch (whichmode) {
case 0: // ffa dm
if ( PlayerFrags() == (GetCVar("fraglimit") - 5) ) {
SetMusic("MUSIC1");
} else if ( PlayerFrags() == GetCVar("fraglimit") ) {
SetMusic("MUSIC2");
}
break;
case 1: // possession
terminate;
break;
case 2: // ffa lms/ tlms
terminate;
break;
case 3: // duel
if ( PlayerFrags() == (GetCVar("fraglimit") - 1) ) {
SetMusic("MUSIC1");
} else if ( PlayerFrags() == GetCVar("fraglimit") ) {
SetMusic("MUSIC2");
}
break;
case 4: // ctf/ 1f-ctf
terminate;
break;
}
restart;
}
The "MUSIC1" code works just fine, changing the music to the appropriate tune when there's only 5 frags left. However, once a winner is declared, the victory music tries to start playing over and over and over, like it's fighting with another part of the music script for precedence. This only happens under certain conditions, however.
What's happening is that the "MUSIC2" code sees that somebody won, so starts playing the victory ditty, but at the same time, the "MUSIC1" code notices that someone else is 5 frags away from winning, and so it tries to play "MUSIC1" at the same time, causing a fight in scripting between the two entries.
Now, I said I fixed this. How did I fix this? Simple. case 0: // ffa dm
if ( PlayerFrags() == (GetCVar("fraglimit") - 5) ) {
SetMusic("MUSIC1");
} else if ( PlayerFrags() == GetCVar("fraglimit") ) {
SetMusic("MUSIC2");
terminate;
}
break;
I added a "terminate;" function below the "MUSIC2" entries. What this does is terminates the script (just script 20! (or whatever number you choose for that script)) so that the infinite music loop no longer occurs. Someone else may have "fraglimit - 5", but that doesn't matter, as the script is no longer running and it's no longer needs to run because the game is over. Clever, huh?
Mind you, this was tested with a total Frag Limit of 10. This probably snuck by for so long because no one tested the "fraglimit - 5" and "fraglimit" events happening at the same time. I know I wouldn't have noticed had I not been recording a video of one of my maps with bots!
Vastly improved for Bot Apoc, thanks for the support! I've now upped my standards of linedef scannin' and I'll post pictures of places that still lack "block monsters" or if there's excessive amounts of the said property.
IDM02- Excessive on that area, and there's a texture offset problem for software.
(http://img838.imageshack.us/img838/994/screenshotdoom201201082.png)
(http://img857.imageshack.us/img857/994/screenshotdoom201201082.png)
IDM03- Lack of on that Rain Flush spot. I did really like the light drizzle instead of "wind" now, however that doesn't show up online.
(http://img717.imageshack.us/img717/994/screenshotdoom201201082.png)
IDM05- Excessive on the light room, and lack of on the bridge.
(http://img853.imageshack.us/img853/994/screenshotdoom201201082.png)
(http://img13.imageshack.us/img13/994/screenshotdoom201201082.png)
IDM06- Excessive on that pit.
(http://img441.imageshack.us/img441/994/screenshotdoom201201082.png)
IDM07- Excessive on those 2 hallways
(http://img806.imageshack.us/img806/994/screenshotdoom201201082.png)
(http://img850.imageshack.us/img850/994/screenshotdoom201201082.png)
IDM09- Excessive on many places.
(http://img710.imageshack.us/img710/994/screenshotdoom201201082.png)
IDM12- No problem, however, with the sheer amount of grass around, testin' this map was very frame laggy. I'm afraid I recommend more mowin' the lawn in that map.
IDM13- Excessive on a few hallways.
(http://img39.imageshack.us/img39/4139/screenshotdoom201201090.png)
(http://img714.imageshack.us/img714/4139/screenshotdoom201201090.png)
(http://img546.imageshack.us/img546/4139/screenshotdoom201201090.png)
IDM14- Excessive on that only bridge spot.
(http://img7.imageshack.us/img7/7172/screenshotdoom201201090w.png)
IDM15- Excessive on a few hallways.
(http://img842.imageshack.us/img842/4139/screenshotdoom201201090.png)
(http://img845.imageshack.us/img845/4139/screenshotdoom201201090.png)
IDM16- No excessive. Lack of on that ridge.
(http://img845.imageshack.us/img845/3829/screenshotdoom201201090n.png)
IDM17- Excessive on the bridges and lots of interior problems.
(http://img839.imageshack.us/img839/4581/screenshotdoom201201090s.png)
(http://img856.imageshack.us/img856/4139/screenshotdoom201201090.png)
IDM18- Excessive on hallways and upper areas. Also still missin' block players linedef at where Time Stopper is markin' at.
(http://img593.imageshack.us/img593/4139/screenshotdoom201201090.png)
(http://img23.imageshack.us/img23/4139/screenshotdoom201201090.png)
(http://img51.imageshack.us/img51/4139/screenshotdoom201201090.png)
IDM19- Questionable excessiveness since MM4TOA follows the same suit, however to the bridges is a different story.
(http://img685.imageshack.us/img685/4139/screenshotdoom201201090.png)
IDM20- Excessive on that cliff. Lack of to the well.
(http://img839.imageshack.us/img839/8743/screenshotdoom201201090f.png)
(http://img690.imageshack.us/img690/4139/screenshotdoom201201090.png)
IDM21- No excessive. Lack of on that cliff marked by the Time Stopper.
(http://img850.imageshack.us/img850/4139/screenshotdoom201201090.png)
IDM22- Excessive on lots of areas, the middle pit, hallways, and the ladder place to name a few. The ladder area has somewhat of an invisible ladder problem.
(http://img851.imageshack.us/img851/4139/screenshotdoom201201090.png)
(http://img546.imageshack.us/img546/7011/screenshotdoom201201090d.png)
(http://img31.imageshack.us/img31/4139/screenshotdoom201201090.png)
(http://img37.imageshack.us/img37/4139/screenshotdoom201201090.png)
IDM25- Excessive on the middle pit, and humorously enough, the bots can climb the ladders in thin air.
(http://img109.imageshack.us/img109/7172/screenshotdoom201201090w.png)
No, I didn't forget IDM23 and IDM24, they were flawless.
XDM04- Debateable excessive on lower beam area. Lack of on one corner, again, marked by the Time Stopper.
(http://img585.imageshack.us/img585/4139/screenshotdoom201201090.png)
(http://img252.imageshack.us/img252/913/screenshotdoom201201090a.png)
XDM08- Excessive on weird middle grounds.
(http://img38.imageshack.us/img38/4139/screenshotdoom201201090.png)
(http://img715.imageshack.us/img715/7172/screenshotdoom201201090w.png)
XDM10- No excessive. Lack of on the those 2 brick areas.
(http://img715.imageshack.us/img715/4139/screenshotdoom201201090.png)
(http://img853.imageshack.us/img853/4139/screenshotdoom201201090.png)
I don't know if this is relevant, but:
(http://img205.imageshack.us/img205/4486/screenshotdoom201201120.png)
You can get in this area through the line the crosshair is pointing at. Well, next to that Kyorown.
(http://img810.imageshack.us/img810/4486/screenshotdoom201201120.png)
...Which allows you to walk across the whole cliff.
It was in classes, but I thought I'd post it anyway since it looks wrong. And thus I've ruined everyone's future fun, including mine. D:
Ivory, you better check that cliff thoroughly. I found another line unblocked. It's near the Shade Man statue, which makes it easy to get to with Item 1. This one:
(http://img651.imageshack.us/img651/7551/screenshotdoom201201140.png)
How did I not notice that before...?
Also, the cliff on Molten Lair can be climbed to by freezing the lava and using Rush Coil:
(http://img35.imageshack.us/img35/8001/screenshotdoom201201151.png)
Crosshair points at the line responsible.
Time to wake up this topic with some news and stuff!
I am currently in the middle of making changes to the X side of the IX-Pack that I think pretty much everybody will end up liking...hopefully...maybe. Here's a list of the stuff I've either done or plan on doing.
XDM01 - Blademan
-Wider hallways
-Some staircases have become BETTER staircases! You know, the kind that you don't have to jump up!
XDM02 - Wily Space Fortress
-The old version died in a fire! It's a totally new map now.
-There's sections with normal gravity. There's also no outer space platform like in the original. I mean, sure, it was in MM10 and kind of looked cool but really, was it all that interesting? I say no.
XDM03 - Christmas Cape
-Added a few hallways near the caves to make getting to the top floor easier.
-Did a few weapon adjustments.
-There's slightly (and I do mean slightly) less ice.
-Ice is now 16 units below the normal ground as opposed to 32. That means you no longer have to jump to get out of it.
XDM04 - Sky Deck
-Top Deck has been widened by quite a bit.
-Some staircases have become ramps.
-Cargo in the cargo room has been rearranged slightly to discourage spamming fire down the hallways. Less firing across the map now!
-Bottom deck has had some parts widened to allow for some actual fighting down there.
XDM05 - Whomp's Fortress Remix
-The platform with the flagpole has been moved to its proper location (thanks, 3D floors!)
-The staircase leading to the Sakugarne has become a BETTER staircase!
-The floating platforms near the top of the stage from SM64 have been added. Star Crash is at the end.
-M Tank replaces Star Crash at the top of the tower. Is it accurate to the game? No. Does it make more sense? Yes.
-Flagpole now has an E Tank
-There's about...oh, let's just say 70% less ammo/heath. I think I was partially drunk (not really) while placing them originally.
XDM06 - Sand Sea
-No changes. I'm finally satisfied with this stage.
XDM07 - Alpha Sector
-Most of the stage has been stretched and skewed. Breathing is now possible thanks to more space!
-Added a new path to the top area since one ladder and one elevator only sucked.
-Lowered the top area a bit so it's more accessible.
XDM08 - Under the Sea
-Some of the pipelines along the seabed (grassland? You know, the bottom) have been removed to make it easier to get around.
-The platform near Moby across from the temple has been changed. It's now easier to reach the ladder and you can no longer use the ladder+jumping to reach the tower that's supposed to require Moby. (I always knew you could, I was mainly curious to see how many people would notice >_>)
-Due to the increased difficulty in reaching the top tower, Centaur Flash and Ballade Cracker have switched.
-Freeze Cracker has been replaced by Air Shooter because Ice-IX said so.
-Some spots have been lowered or raised by 16 units to eliminate unnecessary jumping.
-There's a little fence along the temple side of the spike pit to avoid accidentally walking into the spike pit while fighting.
XDM09 - Waterfall Grotto
-I'll probably make the largest staircase into a BETTER staircase! Maybe a ramp if I'm feeling adventurous.
-I'll change Gravity Hold into something else. If you're saying "Wait, Gravity Hold is on that map?" Odds are you've never won there or you need to get your head out of classes.
XDM10 - Underground
-I might add a bit more breathing room and maybe punch a few holes in the upper part. I don't really know yet.
I haven't really looked at the CTF maps so I can't say anything about them yet.
Here are some teaser shots of what major changes to expect from IX-v1e.
X-Deathmatch
(http://i1115.photobucket.com/albums/k553/IvoryBarrier/MM8BDM/Screenshot_Doom_20120206_204701.png)
(http://i1115.photobucket.com/albums/k553/IvoryBarrier/MM8BDM/Screenshot_Doom_20120206_204616.png)
(http://i1115.photobucket.com/albums/k553/IvoryBarrier/MM8BDM/Screenshot_Doom_20120206_204423.png)
(http://i1115.photobucket.com/albums/k553/IvoryBarrier/MM8BDM/Screenshot_Doom_20120206_204211.png)
I-Deathmatch
(http://i1115.photobucket.com/albums/k553/IvoryBarrier/MM8BDM/Screenshot_Doom_20120206_182937.png)
(http://i1115.photobucket.com/albums/k553/IvoryBarrier/MM8BDM/Screenshot_Doom_20120206_182829.png)
Cool!
(http://i1115.photobucket.com/albums/k553/IvoryBarrier/MM8BDM/Screenshot_Doom_20120206_182848.png)
Wa-wait what is happening!
(http://i1115.photobucket.com/albums/k553/IvoryBarrier/MM8BDM/Screenshot_Doom_20120206_182853.png)
Way better than freezing lava.
Only IDM24 changes is left to do.
Mr. X claims to have finally beat it. But then again, so did I. But he did bigger changes that I did, so perhaps it was covered this time!
Anyways, at this point in time, I just have a few little changes to make here and there, Mr. X has a few changes to do for some X-Pack maps, and then it's IX-v1e time. This should be the last update of the version 1 branch. I intend to make IDM26-30 for the next update, which would bump it up to v2. So, whoosh. If you have anything to suggest, now would be a great time to get some last words in it, otherwise, I present the current change-log.
IX-Pack v1E
-IDM08 - Reworked the lower area and giant gemini gem room place. Widened the Flash Man area.
-IDM11 - New Weapon Layout
-IDM16 - New layout with a new gimmick.
-IDM19 - Both E-Tank locations have been removed (the one with the ladder) and replaced with a W-Tank. Top Spin is now the E-Tank.
-IDM20 - All edges that needed to be blocked, got blocked. (hopefully)
-IDM21 - Elevation additions, cave area completely redone.
-IDM22 - Missing texture added
-IDM23 - Layout changes to make the map less clunky
-IDM24 - Lower area raised higher to remove the steep climbs.
-XDM01 - Widened halls, improved map flow
-XDM02 - Entirely new stage
-XDM03 - Added a few paths to improve map flow, changed weapon placement
-XDM04 - Widened paths, rearranged cargo in cargo room
-XDM05 - Moved flagpole platform to its proper location, added floating platforms, changed weapon placement, changed giant staircase into ramp
-XDM06 - Music has been changed slightly
-XDM07 - Greatly widened several areas, added paths to improve map flow
-XDM08 - Removed some pipes on the ground to improve map flow, changed weapon placement, lowered platforms near Moby to prevent ladder boosting to the tall pillar
Well, wasn't expecting that to happen. So yeah, IX-v1e released.
Changelog v1e
IX-Pack v1E: Super XDM update time. Oh and some IDM too.
-IDM06 - Blocked the windows in the Magnet Missile Room, removed crushers at the end of conveyor belts
-IDM08 - Reworked the lower area and giant gemini gem room place. Widened the Flash Man area.
-IDM11 - New Weapon Layout
-IDM16 - New layout with a new gimmick.
-IDM17 - New layout.
-IDM19 - Both E-Tank locations have been removed (the one with the ladder) and replaced with a W-Tank. Top Spin is now the E-Tank.
-IDM20 - All edges that needed to be blocked, got blocked. (hopefully)
-IDM21 - Elevation additions, cave area completely redone.
-IDM22 - Missing texture added
-IDM23 - Layout changes to make the map less clunky
-IDM24 - Lower area raised higher to remove the steep climbs.
-XDM01 - Widened halls, improved map flow
-XDM02 - Entirely new stage
-XDM03 - Added a few paths to improve map flow, changed weapon placement
-XDM04 - Widened paths, rearranged cargo in cargo room
-XDM05 - Moved flagpole platform to its proper location, added floating platforms, changed weapon placement, changed giant staircase into ramp
-XDM06 - Music has been changed slightly
-XDM07 - Greatly widened several areas, added paths to improve map flow
-XDM08 - Removed some pipes on the ground to improve map flow, changed weapon placement, lowered platforms near Moby to prevent ladder boosting to the tall pillar
-XDM09 - Added a small incline between the deep water and normal water. Should solve the low gravity problem.
I've finally scanned the pack again... but I was disappointed.
Vastly improved for Bot Apoc, thanks for the support! I've now upped my standards of linedef scannin' and I'll post pictures of places that still lack "block monsters" or if there's excessive amounts of the said property.
IDM02- Excessive on that area, and there's a texture offset problem for software.
(http://img838.imageshack.us/img838/994/screenshotdoom201201082.png)
(http://img857.imageshack.us/img857/994/screenshotdoom201201082.png)
IDM03- Lack of on that Rain Flush spot. I did really like the light drizzle instead of "wind" now, however that doesn't show up online.
(http://img717.imageshack.us/img717/994/screenshotdoom201201082.png)
IDM05- Excessive on the light room, and lack of on the bridge.
(http://img853.imageshack.us/img853/994/screenshotdoom201201082.png)
(http://img13.imageshack.us/img13/994/screenshotdoom201201082.png)
IDM07- Excessive on those 2 hallways
(http://img806.imageshack.us/img806/994/screenshotdoom201201082.png)
(http://img850.imageshack.us/img850/994/screenshotdoom201201082.png)
IDM09- Excessive on many places.
(http://img710.imageshack.us/img710/994/screenshotdoom201201082.png)
IDM12- No problem, however, with the sheer amount of grass around, testin' this map was very frame laggy. I'm afraid I recommend more mowin' the lawn in that map.
IDM13- Excessive on a few hallways.
(http://img39.imageshack.us/img39/4139/screenshotdoom201201090.png)
(http://img714.imageshack.us/img714/4139/screenshotdoom201201090.png)
(http://img546.imageshack.us/img546/4139/screenshotdoom201201090.png)
IDM14- Excessive on that only bridge spot.
(http://img7.imageshack.us/img7/7172/screenshotdoom201201090w.png)
IDM15- Excessive on a few hallways.
(http://img842.imageshack.us/img842/4139/screenshotdoom201201090.png)
(http://img845.imageshack.us/img845/4139/screenshotdoom201201090.png)
IDM17- Excessive on the bridges and lots of interior problems.
(http://img839.imageshack.us/img839/4581/screenshotdoom201201090s.png)
(http://img856.imageshack.us/img856/4139/screenshotdoom201201090.png)
IDM18- Excessive on hallways and upper areas. Also still missin' block players linedef at where Time Stopper is markin' at.
(http://img593.imageshack.us/img593/4139/screenshotdoom201201090.png)
(http://img23.imageshack.us/img23/4139/screenshotdoom201201090.png)
(http://img51.imageshack.us/img51/4139/screenshotdoom201201090.png)
IDM19- Questionable excessiveness since MM4TOA follows the same suit, however to the bridges is a different story.
(http://img685.imageshack.us/img685/4139/screenshotdoom201201090.png)
IDM20- Excessive on that cliff. Lack of to the well.
(http://img839.imageshack.us/img839/8743/screenshotdoom201201090f.png)
(http://img690.imageshack.us/img690/4139/screenshotdoom201201090.png)
IDM21- No excessive. Lack of on that cliff marked by the Time Stopper.
(http://img850.imageshack.us/img850/4139/screenshotdoom201201090.png)
IDM22- Excessive on lots of areas, the middle pit, hallways, and the ladder place to name a few. The ladder area has somewhat of an invisible ladder problem.
(http://img851.imageshack.us/img851/4139/screenshotdoom201201090.png)
(http://img546.imageshack.us/img546/7011/screenshotdoom201201090d.png)
(http://img31.imageshack.us/img31/4139/screenshotdoom201201090.png)
(http://img37.imageshack.us/img37/4139/screenshotdoom201201090.png)
IDM25- Excessive on the middle pit, and humorously enough, the bots can climb the ladders in thin air.
(http://img109.imageshack.us/img109/7172/screenshotdoom201201090w.png)
No, I didn't forget IDM23 and IDM24, they were flawless.
XDM04- Debateable excessive on lower beam area. Lack of on one corner, again, marked by the Time Stopper.
(http://img585.imageshack.us/img585/4139/screenshotdoom201201090.png)
(http://img252.imageshack.us/img252/913/screenshotdoom201201090a.png)
XDM10- No excessive. Lack of on the those 2 brick areas.
(http://img715.imageshack.us/img715/4139/screenshotdoom201201090.png)
(http://img853.imageshack.us/img853/4139/screenshotdoom201201090.png)
I'd love to scan all the maps before it's release, however I don't get to call those kind of shots though... :(
Changes are lookin' pretty good! Can't wait till it's released! Hopefully with CSCM around the same time, and it'll be Christmas again!
We'll let you play it before everyone else if you play your cards right...And by play your cards right, I mean wait for it to be publicly released and then rush to be the first to download it, oh ho ho!
And my biggest fear came true...
Not a SINGLE linedef was fixed. NONE! Nada, zero, zilch, nothin', nil, (goes on with thesaurus). Not only that, some other linedefs that were mentioned earlier were also compeletely ignored. Ivory, I know that we had a rough history in the past, but could ya bury yar hatchet and give me another chance? I know I was a lot more ignorant from my eariler times in MM8BDM.
Here's screens of other notable linedef problems for bots, non-bots, new maps.
IDM06
The floor above that magnet spot is safe. Marked with Time Stopper.
(http://desmond.imageshack.us/Himg24/scaled.php?server=24&filename=screenshotdoom201205021.png&res=landing)
IDM16
Some software glitch, some lack, and some excessive.
(http://desmond.imageshack.us/Himg710/scaled.php?server=710&filename=screenshotdoom201205021.png&res=landing)
(http://desmond.imageshack.us/Himg594/scaled.php?server=594&filename=screenshotdoom201205021.png&res=landing)
(http://desmond.imageshack.us/Himg204/scaled.php?server=204&filename=screenshotdoom201205021.png&res=landing)
IDM17
Weird excessive all over the place.
(http://desmond.imageshack.us/Himg16/scaled.php?server=16&filename=screenshotdoom201205021.png&res=landing)
(http://desmond.imageshack.us/Himg205/scaled.php?server=205&filename=screenshotdoom201205021.png&res=landing)
(http://desmond.imageshack.us/Himg836/scaled.php?server=836&filename=screenshotdoom201205021.png&res=landing)
(http://desmond.imageshack.us/Himg52/scaled.php?server=52&filename=screenshotdoom201205021.png&res=landing)
IDM20
Unblocked at the Kryown.
(http://desmond.imageshack.us/Himg265/scaled.php?server=265&filename=screenshotdoom201205021.png&res=landing)
IDM21
Unblocked at spot marked with Time Stopper.
(http://desmond.imageshack.us/Himg84/scaled.php?server=84&filename=screenshotdoom201205021.png&res=landing)
XDM02
Excessive in many places.
(http://desmond.imageshack.us/Himg152/scaled.php?server=152&filename=screenshotdoom201205021.png&res=landing)
(http://desmond.imageshack.us/Himg401/scaled.php?server=401&filename=screenshotdoom201205021.png&res=landing)
(http://desmond.imageshack.us/Himg99/scaled.php?server=99&filename=screenshotdoom201205021.png&res=landing)
XDM10
No new problems (same old problems though), but I suggest that those block's texture would be changed to be flashin'.
(http://desmond.imageshack.us/Himg684/scaled.php?server=684&filename=screenshotdoom201205021.png&res=landing)
Now I'm really afraid of the MM8 expansion of sharin' the same fate as what has happened here...
Hello! With Ivory's departure from MM8BDM/Cutstuff (http://cutstuff.net/forum/viewtopic.php?f=4&t=7519) announced in October, some of you may have wondered what would happen to the IX-Pack. Others may have not bothered wondering what would happen to it, because the map pack hasn't been updated since the end of 2012 anyway. Regardless, the answer is, well...me. I'm what's happening to the IX-Pack.
It's about time the IX-Pack got an update! And since Ivory is no longer around to do it himself, I've been instated as the map pack's caretaker. With Ivory's permission, I will be releasing IX-Pack v1g.
What can you expect from this update? Here's everything I've done so far:
-In General - All maps converted to UDMF format. Script and linedef actions edited/removed where the new format allows/requires.
-For maps with deep water - All water updated to core standard (transparent 3D floor water).
-For maps with ice physics - All ice floors updated to core standard (sector_setfriction script).
-IDM01 - Missing impassable line fixed.
-IDM06 - Magfly sprites removed from .pk3 because of redundancy. Magfly colour translations changed to correspond to Magfly actors in MM3MAG.
-IDM07 - Visuals updated to use MM6CEN underwater graphics introduced in v4a.
-IDM09 - Cossack arches changed from midtextures to slopes to correspond with visual updates to MM4DC1.
-IDM13 - Some flats changed and some bridges changed from walkable midtextures to 3D floors to correspond with visual updates to MM5STO. Death pit obituary changed to "x fell too far."
-IDM18 - Missing impassable line fixed.
-IDM20 - Variant of SHADBAR texture defined resembling the texture as it appeared before v3b so the gates return to how they once looked.
-IDM25 - Bubble bouncer given bounce sfx.
-XDM04 - Bridge functionality changed from bridge actors to walkable midtextures.
-XDM06 - Transfer heights bug fixed. Impassable lines added to the tops of the sandfalls indoors.
-XDM08 - Visuals updated to use MM6CEN underwater graphics introduced in v4a.
-XDM09 - Visuals updated to use MM5STO flats introduced in v3a. Water recoloured to resemble the Napalm Man waterfall texture.
In addition, Ivory has supplied me with an overhaul of XDM10 from Mr X himself! Although only the map layout was completed, I've been hard at work making a weapon and item layout for it so the new map can be included in the update.
Besides completing the new XDM10 and some finishing touches (updates to IDM21's visuals to use MM2WOO flats introduced in v3b and to music scripts in general are planned), the update is ready to release. I am not so much interested in integrating weapons and items introduced in v4a into the maps as I feel most maps are in a good place in terms of weapon/item layout currently, but if anyone has an idea of a really good place to include a new weapon or item, you are encouraged to call out suggestions. Beyond that, if anyone has any suggestions to make/bugs to report in general, please state them now.
Good idea with the Alpha Sector; I do recall people complaining about those widened hallways. Do you think the brick floor part of the hallway or the water part should be squished, or both?
I added some fences alongside the map boundaries of XDM08 to better convey that they are, well, the map's boundaries.
As for IDM04, I personally don't find any part of the filters particularly eye-scorching. I don't mean this to invalidate your request of course, but I don't really know how to adjust it to make it better for you. If you could specify how the shade of blue could be adjusted (ideally referring to RGB values since it relies on a sector_setcolor script) then that would be grand. On that note, do you have any issues with the filters during the chemical flushing sequence (when the water changes colour)?
In other news, the new XDM10 is finished. Here's a screenshot preview:
(http://i.imgur.com/V5jnhsp.png)
You may notice there are some more textures than before...
Also, the new music scripts rely on a GLOBAL script that will be new to MM8BDM v4b, meaning the IX-Pack v1g release will officially have to wait until v4b is released. In the meantime I may actually end up integrating weapons and items introduced in v4a into the maps since I'll likely have the time to properly research the IX weapon layouts to find any "really good place to include a new weapon or item".
Double post, but with very good reason. IX-Pack v1g is released! (http://www.mediafire.com/download/q0560jibqw5d7yi/IX-Packv1G.pk3) On top of that, IX-Legacy v1c is released! (http://www.mediafire.com/download/s8p1ylxednj4hc2/IX-Legacyv1C.pk3) Here is the complete changelog:
IX-Pack v1g: Shade Guy takes the wheel
-In General - MM&B weapons and items added to various maps (and MM8 weapons to XDM maps). All maps converted to UDMF format. Script and linedef actions edited/removed where the new format allows/requires. Global music scripts updated to core standard. Software issues in most (if not all) maps fixed.
-For maps with deep water - All water updated to core standard (transparent 3D floor water instead of transfer heights).
-For maps with ice physics - All ice floors updated to core standard (sector_setfriction script instead of Hexen ice sector effect).
-IDM01 - Missing impassable line fixed.
-IDM03 - The power of UDMF compels you! A total of two sectors (guard raised floors) offsetted by 16 units.
-IDM06 - Magfly sprites removed from .pk3 because of redundancy. Magfly colour translations changed to correspond to Magfly actors in MM3MAG.
-IDM07 - Visuals updated to use MM6CEN underwater graphics introduced in v4a.
-IDM09 - Cossack arches changed from midtextures to slopes to correspond with visual updates to MM4DC1.
-IDM13 - Some flats changed and some bridges changed from walkable midtextures to 3D floors to correspond with visual updates to MM5STO. Death pit obituary changed to "x fell too far."
-IDM18 - Missing impassable line fixed.
-IDM20 - Variant of SHADBAR texture defined so the gates return to how they once looked.
-IDM21 - Visuals updated to use MM2WOO flats introduced in v3b.
-IDM25 - Bubble bouncer given bounce sfx. Minor edits to the girders.
-XDM03 - Death water obituary changed to "x can't swim".
-XDM04 - Bridge functionality changed from bridge actors to walkable midtextures. Railing next to Treble Sentry pushed to edge.
-XDM06 - Transfer heights bug fixed. Impassable lines added to the tops of the sandfalls indoors.
-XDM07 - Outer hallways made slightly narrower.
-XDM08 - Visuals updated to use MM6CEN underwater graphics introduced in v4a. Fences added alongside map boundaries.
-XDM09 - Visuals updated to use MM5STO flats introduced in v3a. Water recoloured to resemble the Napalm Man waterfall texture.
-XDM10 - Map redone! Map layout by Mr X, weapon and item placement by Shade Guy.
And since IX-Legacy v1c has a bunch of maps added to it since the last version, here's an updated list of contents for it:
I-Deathmatch maps
IDM01L1 - Sand Canyon prior to IX-Pack
IDM01L2 - Sand Canyon prior to IX-Pack v1D
IDM03L1 - Sky Way prior to I-Pack v3
IDM03L2 - Sky Way prior to IX-Pack
IDM03L3 - Sky Way prior to IX-Pack v1D
IDM04L1 - Wave Trench prior to I-Pack v3
IDM04L2 - Unreleased Wave Trench intended for I-Pack v3
IDM04L3 - Ocean Lab prior to IX-Pack v1D
IDM05L1 - Pharaoh's Tomb prior to I-Pack v3
IDM05L2 - Pharaoh's Tomb prior to IX-Pack
IDM06L1 - Decommissioning Plant prior to I-Pack v3
IDM07L1 - Oceanic Ruins prior to I-Pack v3
IDM08L1 - Unreleased Gravity Core intended for I-Pack v1
IDM08L2 - Gravity Core prior to I-Pack v3
IDM08L3 - Gleaming Overworld prior to IX-Pack v1E
IDM09L1 - Glacier Valley prior to I-Pack v3
IDM11L1 - Gravity Mines prior to IX-Pack
IDM11L2 - Gravity Mines prior to IX-Pack v1F
IDM12L1 - Silent Bog prior to IX-Pack v1F
IDM14L1 - Cosmic Station prior to IX-Pack v1C
IDM16L1 - Molten Lair prior to IX-Pack v1E
IDM17L1 - Cut Trench prior to IX-Pack v1C
IDM17L2 - Castle Cutenstein prior to IX-Pack v1E
IDM20L1 - Cliffside Fear prior to IX-Pack v1D
IDM21L1 - World Tree prior to IX-Pack v1C
IDM23L1 - Skull Arena prior to IX-Pack v1E
IDM25L1 - Missile Base prior to IX-Pack v1C
X-Deathmatch Maps
XDM01L1 - Blade Man prior to IX-Pack
XDM02L1 - Wily's Space Fortress prior to IX-Pack v1E
XDM05L1 - Whomp's Fortress Remixed prior to IX-Pack v1E
XDM06L1 - Sand Sea prior to IX-Pack
XDM07L1 - Alpha Sector prior to IX-Pack v1E
XDM10L1 - Underground prior to IX-Pack v1G
XDUEL00 - X Satellite (Mr. X did not want this map to exist outside the Legacy Pack.)
Now, unless there are any big content updates made to this map pack (doubtful since both founders have now left the community), this will probably be the last version of IX-Pack. There's little point making another release and getting people to redownload a 30+ MB file if any minor bugs come up that can be fixed. So, thank you Ivory and Mr X for making a combined total of 35 quality maps with IX-Pack. See you all on another thread.