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Author Topic: FGG Maps [Beta Maps on Page 11]  (Read 39779 times)

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March 13, 2012, 09:16:29 PM
Reply #45

Offline fortegigasgospel

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Re: FGG Maps [Classic Warfare Pack]
« Reply #45 on: March 13, 2012, 09:16:29 PM »
Quote from: "xColdxFusionx"
Code: [Select]
PlayerTeam
Should be

Code: [Select]
PlayerTeam()
...Yay, the joys of coding...
Well I have the error gone, but it isn't making the teams spawn on the correct side.

This is what I have in the map script.
Code: [Select]
#include "zcommon.acs"

script 1 ENTER
{
Teleport(PlayerTeam() + 100, 1, 0);
Teleport(PlayerTeam() + 101, 2, 0);
}

script 2 RESPAWN
{
Teleport(PlayerTeam() + 100, 1, 0);
Teleport(PlayerTeam() + 101, 2, 0);
}

According to the post back at skulltag I got the command from 100 and 101 were for the teams but I have a feeling that may not be the case.

March 14, 2012, 12:09:15 AM
Reply #46

Offline Gummywormz

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Re: FGG Maps [Classic Warfare Pack]
« Reply #46 on: March 14, 2012, 12:09:15 AM »
1. Make 32 Teleport Destination things outside the map.
2. Go and tag these things 1-32. Put 1-16 on the Dr Light side. Put 17-32 on the other. Keep the player deathmatch starts. Drag the teleport destinations to the same location as the deathmatch starts.
3. Insert this script.

Code: [Select]
#include "zcommon.acs"

script 1 ENTER
{
if (PlayerTeam() == 0);
{
Teleport_Nofog(Random(1,16));
}
if (PlayerTeam() == 1);
{
Teleport_Nofog(Random(17,32));
}
}

script 2 RESPAWN
{
ACS_ExecuteAlways(1,0);
}

Also do not leave spaces in your wad names. It makes people using doomseeker unable to join.

March 14, 2012, 01:01:31 AM
Reply #47

Offline fortegigasgospel

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Re: FGG Maps [Classic Warfare Pack]
« Reply #47 on: March 14, 2012, 01:01:31 AM »
Quote from: "Gummywormz"
1. Make 32 Teleport Destination things outside the map.
2. Go and tag these things 1-32. Put 1-16 on the Dr Light side. Put 17-32 on the other. Keep the player deathmatch starts. Drag the teleport destinations to the same location as the deathmatch starts.
3. Insert this script.

Code: [Select]
#include "zcommon.acs"

script 1 ENTER
{
if (PlayerTeam() == 0);
{
Teleport_Nofog(Random(1,16));
}
if (PlayerTeam() == 1);
{
Teleport_Nofog(Random(17,32));
}
}

script 2 RESPAWN
{
ACS_ExecuteAlways(1,0);
}

Also do not leave spaces in your wad names. It makes people using doomseeker unable to join.

Working on doing this thank you very much.  As for the spaces thank you for that too, I'm going to come up with a code for this like other things.  My next post here shall be an update with a real V1a.

March 14, 2012, 01:30:37 AM
Reply #48

Offline Gummywormz

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Re: FGG Maps [Classic Warfare Pack]
« Reply #48 on: March 14, 2012, 01:30:37 AM »
You can also change the LMS rotation if you really want to.

March 14, 2012, 02:15:00 AM
Reply #49

Offline fortegigasgospel

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Re: FGG Maps [Classic Warfare Pack]
« Reply #49 on: March 14, 2012, 02:15:00 AM »
Quote from: "Gummywormz"
You can also change the LMS rotation if you really want to.
Thats for weapons right? That would actually work.

Now there is an issue that both teams are spawning on the same side, I've been using Crystal Mine due to no other scripts.

March 14, 2012, 03:41:14 AM
Reply #50

Offline Gummywormz

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Re: FGG Maps [Classic Warfare Pack]
« Reply #50 on: March 14, 2012, 03:41:14 AM »
Or you can just do it the incredibly easy way. Add team starts and use this:

Code: [Select]
#include "zcommon.acs"

script 1 OPEN
{
ConsoleCommand("SV_UseTeamStartsindm 1");
}

March 14, 2012, 06:36:49 AM
Reply #51

Offline fortegigasgospel

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Re: FGG Maps [FGGCW-V1a]
« Reply #51 on: March 14, 2012, 06:36:49 AM »
Ok, fixed it up and it is working, thank you very much Gummy, and its code is now FGGCW, which is now in official V1a

So here is Fortegigasgospel's Classic Warfare Pack Version 1a: http://www.mediafire.com/download.php?75c2wnv3vjci463

All map codes are the same.

:Changelog:
FGGTD02 - Sky High Platforms: Napalm Bomb replaced with Crash Bomber.  Leaf Shield replaced with Super Arm.  Crash Bomber and Ice Slasher positions fixed so one on each side.
FGGTD03 - War Ships: Replaced Gravity Hold with Flash Stopper. Replaced Quick Boomerang with Scorch Wheel.
FGGTD05 - Bounce House: Replaced Gravity Hold with Air Shooter

March 15, 2012, 06:03:24 PM
Reply #52

Offline fortegigasgospel

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Re: FGG Maps [FGGCW-V1b]
« Reply #52 on: March 15, 2012, 06:03:24 PM »
Within 24 hours of V1a I made a new map and updated to V1b

The new map is FGGTD08 - Light's Simulator.  Sadly imgur isn't allowing me to upload atm so I'll add screenshots at another time.  It is a small map using only Light's Labs textures and feature's weapons from MM1.  It is similar to the weapon test room and has an upper floor that lets you get behind the other team, like all the other maps it has an invisible wall blocking the two sides, but unlike them it is 1 wall and you can run right up to it for close range weapons such as slash claw (which isn't in the map though but Fire Storm is).

Here is the dl link: http://www.mediafire.com/?ukobuz9ukfc3o7b

Also I will be making a PU version which automatically gives everyone the Energy Balancer at spawn as well as mixes the weapons in.
Possibly LMS update will be done as well once I know how to have maps not give certain weapons.

March 16, 2012, 03:03:21 PM
Reply #53

Offline fortegigasgospel

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Re: FGG Maps [FGGCW-V1b]
« Reply #53 on: March 16, 2012, 03:03:21 PM »
Triple post oops.  Ok Imgur is working again so screenshots for Light's Simulator are here:
(click to show/hide)

March 17, 2012, 02:06:21 PM
Reply #54

Offline Rozark

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Re: FGG Maps [FGGCW-V1b]
« Reply #54 on: March 17, 2012, 02:06:21 PM »
first response to seeing this map:
the double weapons seem unnecessary..

March 17, 2012, 02:51:17 PM
Reply #55

Offline Ukiyama

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Re: FGG Maps [FGGCW-V1b]
« Reply #55 on: March 17, 2012, 02:51:17 PM »
If I understand correctly, you can only be on one half of the map while a opposing team is on the other so having the same weapons on one side means balance for the teams. (Haven't tried the maps myself but I think thats how they work.)

March 17, 2012, 02:51:32 PM
Reply #56

Offline HD_

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Re: FGG Maps [FGGCW-V1b]
« Reply #56 on: March 17, 2012, 02:51:32 PM »
They're necessary. Invisible wall, remember?

EDIT: UKI WHY????????

March 17, 2012, 03:26:59 PM
Reply #57

Offline fortegigasgospel

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Re: FGG Maps [FGGCW-V1b]
« Reply #57 on: March 17, 2012, 03:26:59 PM »
As they both said, every map has double weapons because it is impossible for the teams to get to the other team's side so having the weapons replicated on both sides allows both teams to get all the weapons available in the map.

All maps except Bounce House, Research Center and Crystal Mine have invisible wall between the sides.  War Ships blocks off at the rails.  The maps listed have nets, fences and webs as visual differences.

Also I'll for the PU version Light's Simulator will have Time Slower and Oil Slider, they will likely not be on any other maps though. But the Energy Balancer I do intend to add to all.

March 22, 2012, 06:16:43 PM
Reply #58

Offline fortegigasgospel

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Re: FGG Maps [FGGCW-V1b]
« Reply #58 on: March 22, 2012, 06:16:43 PM »
Going to update the Duel Maps pack, give it a code to get rid of the spaces in the PK3, as well as adding 3 new maps, Yellow Devil Arena, Guts Dozer Arena, and Wily Capsule Arena, but I need the song names for them YD and WC before uploading it to Mediafire.

March 22, 2012, 07:10:25 PM
Reply #59

Offline Beed28

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Re: FGG Maps [FGGCW-V1b]
« Reply #59 on: March 22, 2012, 07:10:25 PM »
Yellow Devil Boss Theme = MM1WBOSS
Wily Capsule Boss Theme = MM7FBOS