Advanced Search

Author Topic: [Co-Op Map Pack] 2ndCoop (v6b compatible)  (Read 24757 times)

0 Members and 1 Guest are viewing this topic.

October 09, 2012, 07:58:58 PM
Reply #15

Offline TheDoc

  • Standard Member
  • Date Registered: August 31, 2011, 10:37:33 PM

    • View Profile
Re: [Co-Op Map Pack] 2ndCoop (Public Beta 2 Revision 1)
« Reply #15 on: October 09, 2012, 07:58:58 PM »
(I can't tell the difference between HD and Dr. Freeman anymore; I usually identify users by their avatars) If there's more things I'd like to see in this, it's enemies. You have an awesome variety of enemies already, but if you added to it, it would add a whole new level of difficulty as you could put certain enemies at certain terrain advantages to make this even more of a challenge. Plus, I enjoy variety :mrgreen: . I would help out with this request, but I can't skin for my life and I haven't mastered coding just yet.

EDIT: The pipe in MAP03 "gave" me the wavebike, but it exploded right after. I even entered "give boatactivate" into the console and it just exploded as if I hit a wall. This is offline.

October 09, 2012, 09:13:22 PM
Reply #16

Offline TheDoc

  • Standard Member
  • Date Registered: August 31, 2011, 10:37:33 PM

    • View Profile
Re: [Co-Op Map Pack] 2ndCoop (Public Beta 2 Revision 1)
« Reply #16 on: October 09, 2012, 09:13:22 PM »
Sorry for the double post, but this HAD to be noted and I'm sick of editing my posts. In the water section for MAP35, if you die on the second part witht eh current pushing you, it'll push straight to the walrus, which teleports out and opens that door.

October 13, 2012, 04:16:04 AM
Reply #17

Offline Magnet Dood

  • MM8BDM MM8 Contributor

  • Rockman 5- Blues' Trap!?
  • *****
  • Date Registered: April 19, 2011, 08:13:37 PM

    • View Profile
Re: [Co-Op Map Pack] 2ndCoop (Public Beta 2 Revision 1)
« Reply #17 on: October 13, 2012, 04:16:04 AM »
If you need a few enemies, I can pull a few of my old sprite sheets from the grave for you to use. I have a few enemies from 2, 5, and 10 if you're interested.

October 14, 2012, 11:41:57 PM
Reply #18

Offline Gummywormz

  • Standard Member

  • Air Man Tile Enthusiast
  • Date Registered: December 23, 2010, 01:05:44 AM

    • View Profile
    • Github Page
Re: [Co-Op Map Pack] 2ndCoop (Public Beta 2 Revision 1)
« Reply #18 on: October 14, 2012, 11:41:57 PM »
Quote from: "Magnet Dood"
If you need a few enemies, I can pull a few of my old sprite sheets from the grave for you to use. I have a few enemies from 2, 5, and 10 if you're interested.

Please send in what you have.

A patch has been released to hopefully solve some of the lag issues. Wavebikes also finally work properly now.

October 15, 2012, 02:08:58 AM
Reply #19

Offline Toastman

  • Standard Member
  • Date Registered: April 01, 2012, 01:19:00 AM

    • View Profile
Re: [Co-Op Map Pack] 2ndCoop (Public Beta 2 Revision 1 PATCH
« Reply #19 on: October 15, 2012, 02:08:58 AM »
Sexy Airman Rave that is all.

October 20, 2012, 10:55:47 PM
Reply #20

Offline TheDoc

  • Standard Member
  • Date Registered: August 31, 2011, 10:37:33 PM

    • View Profile
Re: [Co-Op Map Pack] 2ndCoop (Public Beta 2 Revision 1 PATCH
« Reply #20 on: October 20, 2012, 10:55:47 PM »
Any reason my mouse would randomly, for short bursts of time, stop responding?

October 21, 2012, 12:16:38 AM
Reply #21

Offline Rozark

  • MM8BDM Extender

  • Mr. Explorer
  • **********
  • Date Registered: August 28, 2011, 04:46:04 PM

    • View Profile
    • Rozark #0873
Re: [Co-Op Map Pack] 2ndCoop (Public Beta 2 Revision 1 PATCH
« Reply #21 on: October 21, 2012, 12:16:38 AM »
Your mouse is probably going dead.

November 05, 2012, 04:25:39 PM
Reply #22

Offline Duora Super Gyro

  • A Nightmare before Christmas

  • The neighborhood instant moe otaku.
  • **
  • Date Registered: January 19, 2011, 06:55:02 PM

    • View Profile
    • My Tumblr
Re: [Co-Op Map Pack] 2ndCoop (Public Beta 2 Revision 1 PATCH
« Reply #22 on: November 05, 2012, 04:25:39 PM »
Im sorry but everything in this was really confusing for me. Things just became more wierd and confusing as I played this.
I like IXPack generating level thing though. But its just really confusing for me. But PM me when you start excepting maps again, I would love to make some maps for this.

Edit: I know its a beta and all but... Its just wierd to me.

Edit 2: Found the secret there............................. :|
really......you really did that......really...ummm...ok...be sure to give credit if you plan on using my textures  :mrgreen:

November 05, 2012, 04:29:40 PM
Reply #23

Offline SmashTheEchidna

  • Standard Member

  • AKA Smash Corliss
  • Date Registered: December 07, 2010, 09:25:12 PM

    • View Profile
    • http://fandedication.4umer.com/
Re: [Co-Op Map Pack] 2ndCoop (Public Beta 2 Revision 1 PATCH
« Reply #23 on: November 05, 2012, 04:29:40 PM »
It's confusing because you're taking it seriously.

November 05, 2012, 04:40:22 PM
Reply #24

Offline Duora Super Gyro

  • A Nightmare before Christmas

  • The neighborhood instant moe otaku.
  • **
  • Date Registered: January 19, 2011, 06:55:02 PM

    • View Profile
    • My Tumblr
Re: [Co-Op Map Pack] 2ndCoop (Public Beta 2 Revision 1 PATCH
« Reply #24 on: November 05, 2012, 04:40:22 PM »
I really like the IX Pack level lol.

November 14, 2012, 08:35:09 AM
Reply #25

Offline T's Inventions

  • Standard Member
  • Date Registered: April 08, 2011, 03:01:18 AM

    • View Profile
Re: [Co-Op Map Pack] 2ndCoop (Public Beta 2 Revision 1 PATCH
« Reply #25 on: November 14, 2012, 08:35:09 AM »
Oooh boy,  I've been waiting to see this topic for quite some time now.
For a joke map pack, this is pretty good and funny.
Eff dat m8kes annyeeee censeee  LOLZ

One thing I don't get is why do you have the map codes as MAP###?
Isn't there better map codes that you can name them?
Or are these just temporary map codes for the current beta builds and you will have better ones in the final/full version?

November 15, 2012, 01:26:18 AM
Reply #26

Offline xColdxFusionx

  • MM8BDM MM&B Contributor
  • *
  • Date Registered: August 02, 2011, 01:07:17 PM

    • View Profile
Re: [Co-Op Map Pack] 2ndCoop (Public Beta 2 Revision 1 PATCH
« Reply #26 on: November 15, 2012, 01:26:18 AM »
My only complaint with this is the overall lack of quality in the maps, but judging by the backstory this may well have been intentional.

That and the fact that you can sprint through most of the levels without killing a single enemy fairly easily and the invisible bridge puzzle in Map05 is just plain unfair.

Overall, not bad for a co-op expansion, taking the backstory into account.

November 15, 2012, 03:22:02 AM
Reply #27

Offline Gummywormz

  • Standard Member

  • Air Man Tile Enthusiast
  • Date Registered: December 23, 2010, 01:05:44 AM

    • View Profile
    • Github Page
Welp tonight was a party....
« Reply #27 on: November 15, 2012, 03:22:02 AM »
Quote from: "xColdxFusionx"
That and the fact that you can sprint through most of the levels without killing a single enemy fairly easily and the invisible bridge puzzle in Map05 is just plain unfair.

Hopefully the enemy issue will be fixed when more enemies are added. As for the invisible bridge puzzle...the non animated tiles are non animated for a reason.

November 27, 2012, 05:01:36 PM
Reply #28

Offline Duora Super Gyro

  • A Nightmare before Christmas

  • The neighborhood instant moe otaku.
  • **
  • Date Registered: January 19, 2011, 06:55:02 PM

    • View Profile
    • My Tumblr
Re: [Co-Op Map Pack] 2ndCoop (Public Beta 2 Revision 1 PATCH
« Reply #28 on: November 27, 2012, 05:01:36 PM »
Hey, can I use some of this stuff for my own co-op map pack?

November 27, 2012, 11:36:02 PM
Reply #29

Offline Commando Pro

  • Standard Member
  • Date Registered: October 02, 2012, 08:58:07 AM

    • View Profile
Re: [Co-Op Map Pack] 2ndCoop (Public Beta 2 Revision 1 PATCH
« Reply #29 on: November 27, 2012, 11:36:02 PM »
People should host the the adventures of zelda(alpha demo) coop server It was fun playing in hyrule castle I'd host it but I can't host so yea