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Author Topic: MMINV - Let's do it right this time - Official Topic  (Read 12881 times)

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December 15, 2012, 06:27:29 PM
Reply #30

Offline SilverSin

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Re: MMINV - Let's do it right this time - Official Topic
« Reply #30 on: December 15, 2012, 06:27:29 PM »
Quote from: "TheDoc"
I agree. It could be that you pick up an "item" and to use it, you would need that number of screws. After you use it, it takes the screws and disappears from your inventory so you can't just keep using it over and over again. Maybe you could do a similar thing with weapons where you use the item, it takes the screws and gives you the weapon?
Well, I was thinking of doing it a bit differently (Walls that look like dispensers, walking up to one and hitting use activates it), but this is also pretty interesting...I'll think about that.

EDIT: Also, what are you looking for in an invasion map? I might try one...
Was this aimed at me? lol

December 16, 2012, 05:59:02 AM
Reply #31

Offline T's Inventions

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Re: MMINV - Let's do it right this time - Official Topic
« Reply #31 on: December 16, 2012, 05:59:02 AM »
No guys, the dispenser idea is unnecessary and it is a bit too much like Eddie and Screw Scramble.
One of the big mistakes this project made last time was adding an overload of unnecessary stuff.
Do you really want the project to make the same big mistake twice?
There are other better and simpler ways to add more goals into the game mod.
Like having new areas of the maps open up as the waves go on for players to explore.

December 16, 2012, 07:08:52 AM
Reply #32

Offline leoalex50

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Re: MMINV - Let's do it right this time - Official Topic
« Reply #32 on: December 16, 2012, 07:08:52 AM »
yea like in doom2 inv maps

December 16, 2012, 03:50:16 PM
Reply #33

Offline TheDoc

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Re: MMINV - Let's do it right this time - Official Topic
« Reply #33 on: December 16, 2012, 03:50:16 PM »
Quote from: "SilverSin"
Well, I was thinking of doing it a bit differently (Walls that look like dispensers, walking up to one and hitting use activates it), but this is also pretty interesting...I'll think about that.
Quote from: "Duora Super Gyro"
So I have been thinking about this dispenser thing and I started wondering, what if you could use screws for more then just buying weapons, but u could use them to open up new areas and passages around the map, leading to more weapons and items?
This is starting to sound like COD Zombies
Quote from: "SilverSin"
Quote from: "TheDoc"
EDIT: Also, what are you looking for in an invasion map? I might try one...
Was this aimed at me? lol
No, but you can answer it :mrgreen:

Quote from: "T's Inventions"
No guys, the dispenser idea is unnecessary and it is a bit too much like Eddie and Screw Scramble.
One of the big mistakes this project made last time was adding an overload of unnecessary stuff.
Do you really want the project to make the same big mistake twice?
There are other better and simpler ways to add more goals into the game mod.
Like having new areas of the maps open up as the waves go on for players to explore.
I personally love alot of gimmicks, but starting out simple is the ideal thing to do, then add onto it after a v1a has been released.

Another question: There's one map (MMINV07, I think?) I saw that was just a giant sinkhole in the desert. How would that even work? when I spawned, say, a big eye in the sinkhole, it couldn't get out. There was nowhere to go besides around it. I fail to see how that would be a good invasion map.

December 16, 2012, 07:00:56 PM
Reply #34

Offline SilverSin

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Re: MMINV - Let's do it right this time - Official Topic
« Reply #34 on: December 16, 2012, 07:00:56 PM »
Quote from: "T's Inventions"
No guys, the dispenser idea is unnecessary and it is a bit too much like Eddie and Screw Scramble.
One of the big mistakes this project made last time was adding an overload of unnecessary stuff.
Do you really want the project to make the same big mistake twice?
There are other better and simpler ways to add more goals into the game mod.
Like having new areas of the maps open up as the waves go on for players to explore.
For the dispenser thing, I only meant for weapons and items, not unlocking new parts of the map (I know how to make walls lower after X # of rounds, as I stated before), but I guess we could leave it until Ashley makes a decision (considering she is the original creator of this add on).
Quote from: "TheDoc"
This is starting to sound like COD Zombies
Yes, quite, but I don't want it to be EXACTLY like it, but maybe one map where it is similar to it? I dunno.

December 16, 2012, 09:40:30 PM
Reply #35

Offline Duora Super Gyro

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Re: MMINV - Let's do it right this time - Official Topic
« Reply #35 on: December 16, 2012, 09:40:30 PM »
Quote from: "TheDoc"
I personally love alot of gimmicks, but starting out simple is the ideal thing to do, then add onto it after a v1a has been released.

Another question: There's one map (MMINV07, I think?) I saw that was just a giant sinkhole in the desert. How would that even work? when I spawned, say, a big eye in the sinkhole, it couldn't get out. There was nowhere to go besides around it. I fail to see how that would be a good invasion map.

Yeah, this would be best. And as for MMINV07 I was wondering the same thing, how is that gonna be an invasion map?

Okay, layout of the map is done, but how do I get all the monster spawners and stuff working?

December 16, 2012, 11:37:00 PM
Reply #36

Offline TheDoc

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Re: MMINV - Let's do it right this time - Official Topic
« Reply #36 on: December 16, 2012, 11:37:00 PM »
Quote from: "SilverSin"
Quote from: "TheDoc"
This is starting to sound like COD Zombies
Yes, quite, but I don't want it to be EXACTLY like it, but maybe one map where it is similar to it? I dunno.
And I'm not against it being like Zombies. Hell, I was thinking of a MM8BDM/Zombies mod just the other day. But I don't think that's what Ashley envisioned; hence, it's up to her (him?).

Quote from: "TheDoc"
Also, what are you looking for in an invasion map? I might try one...
Are you looking for height variation? Small maps? Big, booby-trapped maps? And approximately how many monster spawnpoints per map?

December 17, 2012, 10:55:13 AM
Reply #37

Offline Duora Super Gyro

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Re: MMINV - Let's do it right this time - Official Topic
« Reply #37 on: December 17, 2012, 10:55:13 AM »
Quote from: "TheDoc"
Quote from: "SilverSin"
Quote from: "TheDoc"
This is starting to sound like COD Zombies
Yes, quite, but I don't want it to be EXACTLY like it, but maybe one map where it is similar to it? I dunno.
And I'm not against it being like Zombies. Hell, I was thinking of a MM8BDM/Zombies mod just the other day. But I don't think that's what Ashley envisioned; hence, it's up to her (him?).
Yeah, we should probably wait on the Zombies thing and get the actual invasion thing dont first.
Quote from: "TheDoc"
Also, what are you looking for in an invasion map? I might try one...
Are you looking for height variation? Small maps? Big, booby-trapped maps? And approximately how many monster spawnpoints per map?
I dont know about you guys but when I think of invasion maps, I think of small- medium size maps, kind of open so you can run around, and not a bunch of complex stuff, just a simple map. the amount of monster spawners would probably depend on the size of the map.


Back to my question though, the map is done, I have some script set so paths open to new areas and weapons like in skulltag's invasion., all I need now is to get the monsters to spawn in certain waves which I dont know how to do...

December 20, 2012, 02:36:06 AM
Reply #38

Offline Ashley

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Re: MMINV - Let's do it right this time - Official Topic
« Reply #38 on: December 20, 2012, 02:36:06 AM »
Ignoring all replies; I'm working on enemies still, based on the list I had beforehand.. and they shoot on their own now, and no further. Don't worry.

#MegaMoby
^Anyone who knows what I mean wins a prize of their choosing; not administered by me.

December 20, 2012, 03:08:44 AM
Reply #39

Offline fortegigasgospel

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Re: MMINV - Let's do it right this time - Official Topic
« Reply #39 on: December 20, 2012, 03:08:44 AM »
I wanna ask a few things, I know the file on the op is not the final product but.
A: Why do you move so slow?
B: Why do so many of these maps have near impossible jumps (I only did 1-6), with how slow you move you NEED to strafe jump to get over pretty much any hole. And if you don't want people to do so, add a block player.

December 20, 2012, 04:01:57 AM
Reply #40

Offline Hallan Parva

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Re: MMINV - Let's do it right this time - Official Topic
« Reply #40 on: December 20, 2012, 04:01:57 AM »
Quote from: "Ashley"
#MegaMoby
dear lord no



if you put Super Moby back in I will seriously cry on this project's grave

December 20, 2012, 10:32:35 PM
Reply #41

Offline fortegigasgospel

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Re: MMINV - Let's do it right this time - Official Topic
« Reply #41 on: December 20, 2012, 10:32:35 PM »
Ok forget my last post, for some reason auto-run was turned off for me.

December 22, 2012, 09:41:27 PM
Reply #42

Offline ice

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I really need a break from over competitive gameplay
« Reply #42 on: December 22, 2012, 09:41:27 PM »
Welp, seeing as this hasn't seem to have gone anywhere for a while, need any monster coders?

December 25, 2012, 08:05:34 AM
Reply #43

Offline Ashley

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Re: I really need a break from over competitive gameplay
« Reply #43 on: December 25, 2012, 08:05:34 AM »
Quote from: "ice"
Welp, seeing as this hasn't seem to have gone anywhere for a while, need any monster coders?
Yes.

December 25, 2012, 06:17:03 PM
Reply #44

Offline Duora Super Gyro

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Re: MMINV - Let's do it right this time - Official Topic
« Reply #44 on: December 25, 2012, 06:17:03 PM »
Im still trying to get the invasion monster spawning thing working... and tons of other stuff.