Cutstuff Forum

Mega Man 8-bit Deathmatch => Projects & Creative => Topic started by: Ivory on January 19, 2011, 08:00:15 AM

Title: [Map Pack] IX-Pack {v1g released} [Jan 3 2015]
Post by: Ivory on January 19, 2011, 08:00:15 AM
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
(click to show/hide)

IX-Misc
(click to show/hide)
IX-Legacy
(click to show/hide)
Screenshots: Spoilers to reduce size
(click to show/hide)

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
(click to show/hide)
Title: Re: Ivory-Pack Released!
Post by: brawlman9876 on January 19, 2011, 08:28:04 AM
This is greatmazing!
This is awesometastic!
This is Fancredible!
great work i love Ivory minute of it AHAHAHAHAHAHA
inb4someonetellmetostopusingpuns
Title: Re: Ivory-Pack Released!
Post by: TERRORsphere on January 19, 2011, 09:52:50 AM
Zomg now I wish I wasn't on my Craptop!
*runs to desktop pc*

ok, *downloads plays*
ZOFG SOMEONE HOST THIS
*hosts this*
Title: Re: Ivory-Pack Released!
Post by: Emmanuelf06 on January 19, 2011, 11:36:44 AM
Awesome maps! ^^
Title: Re: Ivory-Pack Released!
Post by: Lio on January 19, 2011, 11:45:18 AM
This is just awesome beyond words. Like I said on your other thread, I especially loved Wave Trench. Amazing job Ivory, the wait was totally worth it.
Title: Re: Ivory-Pack Released!
Post by: Max on January 19, 2011, 03:23:42 PM
There was quite a lot of good stuff in there, good job. Some bits didn't look as good as others,  but I won't go into detail.

Skyboxes in Centaur-Styled (I think IDM07?) and Needle-Styled (ICTF03) don't work properly for Software users. I also liked how you put the Triple Blade in.
Title: Re: Ivory-Pack Released!
Post by: Korby on January 19, 2011, 06:00:06 PM
Dohoho, people finally get to test Triple Blade for themselves.
Title: Re: Ivory-Pack Released!
Post by: CopShowGuy on January 19, 2011, 06:28:12 PM
So much apparent work went into this, HOW CAN YOU NOT GET IT?!
*gets it*

*EDIT*
A few thoughts after going through the maps alone:
Sand Canyon: Music made me smile.

Wave Trench: I was going to say "This map is too similar to Wave Man's stage.  And why are there useless teleporter pads on the islands?"  But then I fell in the water...so I take back my comments on that one. :lol:

Pharaoh's Tomb: Time Stopper  :cry:.  That is all.

Gravity Core: I don't know if you intended for people to only get the Mirror Buster by going through that spike trap, but you can grab it by jumping up by the ledge that it sits on, skipping that whole spike/gravity area.

Construction Yard: Probably not a good idea to include Skull Barrier + W-Tanks on a CTF map.

Really good maps!  Thanks for letting us try Triple Blade.
Title: Re: Ivory-Pack Released!
Post by: Max on January 19, 2011, 07:49:02 PM
Quote from: "Yellow Devil"
Skyboxes in Centaur-Styled (I think IDM07?) and Needle-Styled (ICTF03) don't work properly for Software users.

In addition to this the floating platforms in IDM03 have the same blurry problem beneath them.

Well, only the ones with Windman textures.
Title: Re: Ivory-Pack Released!
Post by: Ivory on January 19, 2011, 07:56:25 PM
And now, I realized what Megaman and Brawlman were talking about. They never mentioned anything about it being a software problem. *slaps forehead*
In any case. It seems my floating platform trick had some drawbacks.

As for those two skyboxes, I have no idea what's wrong there. Both of them were directly stolen from CentaurMan and NeedleMan's stage with no changes. I'll go figure it out.

Since I now have to make an update so soon, it would be wonderful if any more bugs or errors could come in.
Title: Re: Ivory-Pack Released!
Post by: Korby on January 19, 2011, 08:59:04 PM
Triple Blade uses the same ACS_ExecuteAlways number as Roboenza(255).

If you could modify that, it'd be great.
Title: Re: Ivory-Pack Released!
Post by: CutmanMike on January 19, 2011, 09:02:43 PM
Ok having played this pack I can safely say that Oceanic Ruins is basically a "Limited textures MY ASS" middlefinger to me  :lol:
Title: Re: Ivory-Pack Released!
Post by: brawlman9876 on January 19, 2011, 09:11:15 PM
Oh wow, i completely forgot about that! software damnit! same thing almost happened with mr.x's Christmas map.DO'H!
Title: Re: Ivory-Pack Released!
Post by: Max on January 19, 2011, 09:12:48 PM
Ivory, the Time Stopper in Pharaoh's Tomb is really hard to get. Please slow down the reactions speed on the trap! Cheers.
Title: Re: Ivory-Pack Released!
Post by: MLDKF on January 19, 2011, 09:13:37 PM
I tried to play this after it completely updated, and this showed up on my screen:

Unknown patch 'BUSTB0' in texture 'TRIPB0'
Unknown patch 'BUSTC0' in texture 'TRIPC0'
Unknown patch 'BUSTD0' in texture 'TRIPD0'
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
Script error, "I-Pack-v1.pk3:actors/tripleblade.txt" line 1:
Parent type 'MegaBuster' not found in TripleBladeWep
Script error, "I-Pack-v1.pk3:actors/tripleblade.txt" line 3:
"weapon.ammouse" requires an actor of type "Weapon"


Execution could not continue.

Script error, "I-Pack-v1.pk3:actors/tripleblade.txt" line 3:
Unexpected '2' in definition of 'TripleBladeWep'
Title: Re: Ivory-Pack Released!
Post by: Ivory on January 19, 2011, 09:15:56 PM
...Did you put the mappack in the skins folder...?
Thanks for reminding me. There is now a nice large DO NOT PUT THIS PACK IN THE SKINS FOLDER message under the download link. Because it WILL crash skulltag.
Title: Re: Ivory-Pack Released!
Post by: MLDKF on January 19, 2011, 09:18:32 PM
Quote from: "Ivory"
...Did you put the mappack in the skins folder...?
Thanks for reminding me. There is now a nice large DO NOT PUT THIS PACK IN THE SKINS FOLDER message under the download link. Because it WILL crash skulltag.

Yes
Title: Re: Ivory-Pack Released!
Post by: TailsMK4 on January 19, 2011, 09:23:44 PM
Looks pretty interesting so far...but I have to put this nikpick in: PLEASE do not use mediafire. I don't think I have seen another website use so many pop-ups and ads. Plus, someone tried to access my computer one time at mediafire, but failed. Filefront is much better.
Title: Re: Ivory-Pack Released!
Post by: Alucard on January 19, 2011, 10:09:03 PM
Is there a way we don't have to add every single map without putting it in skins folder? Like...put it in a big wad, if possible...? Please don't rage if I'm wrong though.

EDIT: Derp. I asked that before I downloaded it. Download first next time.
Title: Re: Ivory-Pack Released!
Post by: Omnizoa on January 19, 2011, 10:09:52 PM
Really...i've never had any problems with mediafire... =/ but of course i've never had problems with filefront either... :mrgreen:
Title: Re: Ivory-Pack Released!
Post by: theanjo on January 19, 2011, 10:19:59 PM
Can we use this content in a server? You know, to make Roboenza, DM, and CTF more exciting?
Title: Re: Ivory-Pack Released!
Post by: Ivory on January 19, 2011, 10:23:39 PM
Roboenza may not work, due to Triple Blade's existence. The maps themselves, I have no idea how they will work for Roboenza. I'm pretty sure I covered all the escape areas that zombies could climb, but that's about it.

Of course, once the MM10 expansion comes out, I will be getting rid of triple blade for the official one.
Title: Re: Ivory-Pack Released!
Post by: Alucard on January 19, 2011, 10:25:26 PM
Ivory, we may have had our disagreements in the past, but...for releasing this...I LOVE YOU...*hug*
Title: Re: Ivory-Pack Released!
Post by: Ivory on January 19, 2011, 10:32:41 PM
Thanks. And don't confuse me warning people / locking threads for me disliking the person. Oh no, but I'm a global moderator, my job is my job. I'd warn anyone, whether how much I like them or not.

In other news, I fixed Oceanic Ruin's Skybox. Seems the skybox viewpoint was stuck in the ground. It now works in software.
Construction Yard(CTF) also has a mostly fixed skybox, but I'm going to further software fix them.

Skyway is a bit of a harder problem. Seems my floating platform tricks is not working for software users. I'll try my best to come up with an alternative, or fix it.
Title: Re: Ivory-Pack Released!
Post by: MLDKF on January 19, 2011, 10:40:58 PM
Umm, I still don't know what the problem is. It's not working
Title: Re: Ivory-Pack Released!
Post by: Ivory on January 19, 2011, 10:52:14 PM
Take it out of the skins folder. Maps do not go in there. Doomseeker/IDE is a much better choice for multiplayer anyways. And if you don't want to keep adding files to play single player, my ZDL Tutorial (http://cutstuff.net/forum/viewtopic.php?f=27&t=1044) will be very helpful
Title: Re: Ivory-Pack Released!
Post by: FCx on January 19, 2011, 11:20:52 PM
I'm gointo to test that maps...
Title: Re: Ivory-Pack Released!
Post by: Uber Sawnik on January 19, 2011, 11:37:10 PM
4 words...
Best Map Pack EVER!
Title: Re: Ivory-Pack Released!
Post by: ficarra1002 on January 19, 2011, 11:38:33 PM
Good job, front page and all. Now, lets try to get people to actually play these online.
Title: Re: Ivory-Pack Released!
Post by: TERRORsphere on January 19, 2011, 11:47:00 PM
Quote from: "Uber Sawnik"
5 words...
Best Map Pack SO FAR!
Fixed. Don't get too cocky  :|
Title: Re: Ivory-Pack Released!
Post by: MLDKF on January 19, 2011, 11:55:54 PM
I fixed the problem and I have 2 things to say. First, Nice work on the triple blades. I especially liked how the death message was said. "Diced Thrice" Cool.

Second, the maps look great. plenty of secrets to be found. Gravity Core (which seems to be a Flash Man/Gemini Man/Crystal Man/Gravity Man crossover stage) was fun becuase of how big it was and all the skill needed for it. But my favorite stage had toe the Decomission Plant stage (What looks to be a Metal Man/Shadow Man/Magnet Man/Dust Man crossover) because of the great weapon choice. Not only were there many useful weapons, but it also is the only stage in the pack to give you Eddie. True he's a Luck of the Draw item, but it's worth it in the end. The toughest stage to play on seems to be the Pharaoh's tomb (Let me guess, Pharaoh Man, Quick Man, Flame Man crossover?) because of all the traps. The instant death quicksand, the Flame Man Oil that can be lit on fire, and of course, the Force/Quick beams (especially the one near the Time Stopper because you have to have quick reflexes to use it. However, I managed to get it without getting hit on the first try.) The CTF maps were good too, but I liked the regular stages better. I can't wait to see your second map pack.
Title: Re: Ivory-Pack Released!
Post by: DWN-019 on January 20, 2011, 12:05:14 AM
If you look down in the glass in the Construction CTF map, there's a graphics glitch. I took a few pics.
(click to show/hide)
Other than that...as said above:
Best Map Pack SO FAR!
Title: Re: Ivory-Pack Released!
Post by: KillerChair on January 20, 2011, 01:03:06 AM
I just ran by your maps and i must say... Wow... This pack is amazing :D
I love every single map you made in this pack. (and i love the triple blade  :mrgreen: )
Title: Re: Ivory-Pack Released!
Post by: Korby on January 20, 2011, 03:06:43 AM
Quote from: "MLDKF"
I fixed the problem and I have 2 things to say. First, Nice work on the triple blades. I especially liked how the death message was said. "Diced Thrice" Cool.
I made Triple Blade. Just thought I'd let you know.
Title: Re: Ivory-Pack Released!
Post by: Ivory on January 20, 2011, 03:14:07 AM
Yes, don't credit me for Triple Blade, I even said in the readme, Triple Blade was by korby.

Anyways, playing some public games, I discovered that the maps are pretty awesome. I'll try to get an update out in the next few days to fix it for software users.
So far I just have IDM03-Skyway left to fix. If there are any other bugs or suggestions
PLEASE LET ME KNOW. These map's won't be improved without your input.
Title: Re: Ivory-Pack Released!
Post by: TERRORsphere on January 20, 2011, 07:11:13 AM
Quote from: "smashbro27"
If you look down in the glass in the Construction CTF map, there's a graphics glitch. I took a few pics.
(click to show/hide)
Other than that...as said above:
Best Map Pack SO FAR!
zdoom/GZdoom bug.
Title: Re: Ivory-Pack Released!
Post by: tsukiyomaru0 on January 20, 2011, 11:34:25 AM
Quote from: "DoomThroughDoom"
Quote from: "smashbro27"
If you look down in the glass in the Construction CTF map, there's a graphics glitch. I took a few pics.
(click to show/hide)
Other than that...as said above:
Best Map Pack SO FAR!
zdoom/GZdoom bug.
Small Skybox or F_Sky1 texture used on floor/ceiling.
Title: Re: Ivory-Pack Released!
Post by: TERRORsphere on January 20, 2011, 12:22:05 PM
Once again, you try and explain something you know nothing about, Ivory used portals.
Title: Re: Ivory-Pack Released!
Post by: Ivory on January 20, 2011, 03:35:49 PM
Which I got rid of in that map all together. They ended up being more trouble then they were worth. I gave the map a proper CTF Layout.

None the less I'm rather annoyed that my software testers never told me about any of this, or if they did, they don't even mention the fact that it was a software problem.

I was hoping to be taking a mapping break but ah well. I hope to new have a v2 for software fixes so soon, by this weekend. Giving time for any other possible issues to arise.
Title: Re: Ivory-Pack Released!
Post by: MLDKF on January 20, 2011, 04:27:48 PM
Quote from: "Korby"
Quote from: "MLDKF"
I fixed the problem and I have 2 things to say. First, Nice work on the triple blades. I especially liked how the death message was said. "Diced Thrice" Cool.
I made Triple Blade. Just thought I'd let you know.

Oh, well, still, I should thank you both. Korby for making the Triple Blades and Ivory for adding them in. I hope that those triple blades get added into the MM10 pack in what will be the very far off future from the speed the MM7 pack is going. But hey, at least I have this to hold me over until then.

Also, Mr. X, if your reading this, put the Triple Blades in an edited version of your Blade Man stage. Ivory, you might want to edit this with MM7 weapons when the expansion comes out. Also, whoever's working on Blade Man, please get him out soon!
Title: Re: Ivory-Pack Released!
Post by: MagnetMan497 on January 21, 2011, 01:26:51 AM
The link "may be down or changed temporarily" says chrome. What?
Title: Re: Ivory-Pack Released!
Post by: Alucard on January 21, 2011, 01:47:20 AM
Did you try any other browsers?
Title: Re: Ivory-Pack Released!
Post by: Robjoe on January 21, 2011, 05:25:24 AM
Even though I don't really play MM8BDM, I still loved your map pack~. Any problems I had when testing/playing it can be attributed to personal dislikes about the game, not the maps. I think more people need to get friends together and extensively test their maps. And no, I'm not trying to be nice by saying that to you~.
Title: Re: Ivory-Pack Released!
Post by: tsukiyomaru0 on January 23, 2011, 03:03:50 AM
Sadly, something with your pack messes up with the Roboenza mode's infect colors.
Title: Re: Ivory-Pack Released!
Post by: Ivory on January 23, 2011, 03:04:33 AM
I'm aware. It's Korby's Triple Blade. It uses the same translation number as Roboenza uses. It's already fixed for next version.
Title: Re: Ivory-Pack Released!
Post by: tsukiyomaru0 on January 23, 2011, 03:23:36 AM
Cool! Also, if you want, I can work on a decent Gun Del Sol first person view that you can put in the next version too.
Title: Re: Ivory-Pack Released!
Post by: Blaze Yeager on January 23, 2011, 03:29:12 AM
i wonder if there's a way to add Plug Ball?

It's Done and all
Title: Re: Ivory-Pack Released!
Post by: Korby on January 23, 2011, 05:07:59 AM
It should totally climb walls like betasnake. Also also, it needs to climb ceilings as well, Blaze. There's even an actor property(CEILINGHUGGER) for it.

Also Also Also, it needs to go down after you fire, so when you're in the air, it falls first then travels. If you perfect it, I will respect you in the weapon making category much more.
Title: Re: Ivory-Pack Released!
Post by: Blaze Yeager on January 23, 2011, 05:14:27 AM
Quote from: "Korby"
It should totally climb walls like betasnake. Also also, it needs to climb ceilings as well, Blaze. There's even an actor property(CEILINGHUGGER) for it.

i Dunno all that Code for Plug Ball would kill me
But i'll see what i can do

Edit:Well i have some good news and Bad News...

Good News:It Works!

a Huge Success thanks to Korby's Idea

Bad News:I couldn't figure out CeilingHugger
how in the hell do i make it travel on the Ceiling?
Title: Re: Ivory-Pack Released!
Post by: Ivory on January 23, 2011, 06:42:55 AM
I only added Triple Blade because Korby is my friend, I liked the triple blade. and I thought it would make for a neat surprise.  I never intended to add more weapons, none the less non-megaman ones.
Title: Re: Ivory-Pack Released!
Post by: KillerChair on January 23, 2011, 02:15:55 PM
I like seeing the Triple Blade around, Though i dislike the fact that its there before its rightful expansion.

So i suggest not releasing anymore weapons/skins/maps or whatever from the oncoming expansions early.
Title: Re: Ivory-Pack Released!
Post by: Lio on January 23, 2011, 05:30:06 PM
Personally I think it's fine. I mean, Mike said it was alright to make and release such weapons. Besides, it's not like they're the official thing, just Korby's version of what it could be like.
Title: Re: Ivory-Pack Released!
Post by: KillerChair on January 23, 2011, 07:12:03 PM
True...
Title: Re: Ivory-Pack Released!
Post by: Max on January 23, 2011, 08:01:46 PM
In IDM01 you can crouch to get into a secret area, you can't get back up either. Try making the linedef impassable or something.

Also IDM10 has many of the same problems, in Roboenza you can get to that hole in the wall with Item1s and get onto the ledge and the waterfall areas too. Impassable.
Title: Re: Ivory-Pack Released!
Post by: Ivory on January 23, 2011, 08:35:06 PM
Curses, I thought had block players on those maps. New update is coming along, but I'm still going to wait it out a bit to see if any other problems arise.

On a side note, I'm replacing Korby's Triple Blade with the official one when that expansion comes about.
Title: Re: Ivory-Pack Released!
Post by: tsukiyomaru0 on January 23, 2011, 11:07:59 PM
Ivory, you could come with the concept of a weapon of your own to add to your maps. And I must say: I LOOOOOOOOOVE the Pharaoh map. Really looks like a cursed tomb.
Title: Re: Ivory-Pack Released!
Post by: CHAOS_FANTAZY on January 24, 2011, 12:37:43 PM
Alright, after playing 8 of the 10 levels you created, I suppose I can say this...
You did an amazing job.  Your presumably custom-made songs are some of the catchiest I've heard, and everything looks and feels really authentic.

I really liked the new Triple Blade weapon, but I think it's too much like the Air Shooter as it is now:  the best, arguably only, way to use it is to sneak up behind someone and blast the heck out of 'em.  Overall, I liked the "Merry Christmas" Freeze Cracker weapon better.

Wait a minute...in stage 4, Pharaoh's Tomb, there rests a powerup atop a pedestal...Time Stopper?!  I thought that was never coded!  Flash-Man's always been portrayed with the Bass Buster...
Could you tell me a little more about this?  I hate being confused more than anything...
Title: Re: Ivory-Pack Released!
Post by: TERRORsphere on January 24, 2011, 01:04:18 PM
He used bass buster because the time stopper is harmless.
Title: Re: Ivory-Pack Released!
Post by: Myroc on January 24, 2011, 01:12:35 PM
Quote from: "CHAOS_FANTAZY"
Wait a minute...in stage 4, Pharaoh's Tomb, there rests a powerup atop a pedestal...Time Stopper?!  I thought that was never coded!
Time Stopper is in Quick Man's stage in case you didn't notice. It's probably perfectly possible to miss, since Quick Man is the only vanilla stage in the game that actually has the damn thing.
Title: Re: Ivory-Pack Released!
Post by: Korby on January 24, 2011, 04:21:14 PM
Also, Ivory didn't make the songs. You would know this if you looked at the readme in the .pk3.
Title: Re: Ivory-Pack Released!
Post by: Ivory on January 24, 2011, 06:41:25 PM
My first post in this thread also says to check the readme for music credits.
Honestly, reading must beyond everyone these days.

As for Time Stopper, it's there, it has it's uses. Sadly I couldn't make it stop every trap in it's tracks like I originally planned.
Title: Re: Ivory-Pack Released!
Post by: Alucard on January 25, 2011, 12:26:33 AM
BROTIP: TO FIND README: (I just thought of this now ._.)

1a: Get SLumpEd if you don't have it
1b: Disregard 1a if you already have SLumpEd

2: Open SLumpEd

3: Click "File" then click "Open"

4: Find I-Pack-v1.PK3 (will edit upon next update)

5: Double-click it

6: Scroll down until you see README.txt

7: Scroll down until you find MUSIC.

8: READ IT.

You now know who made the music. Not all of it was done by Ivory. It was all custom, but not made by Ivory himself.
Title: Re: Ivory-Pack Released!
Post by: TERRORsphere on January 25, 2011, 01:03:01 AM
Alternative:

Rename the .pk3 extention to .zip, open it up then you'll find READ-ME.txt
Title: Re: Ivory-Pack Released!
Post by: FCx on January 25, 2011, 05:12:51 PM
Here is a small deathmatch gameplay in Oceanic Ruins (one of my favourite maps)



 :mrgreen:
Title: Re: Ivory-Pack Released!
Post by: Ivory on January 25, 2011, 07:39:38 PM
Uck. Stupid Sky Box issue. Thankfully that's fixed for next version. Probably this weekend I'll have V2 out which should tackle all software problems and any other issues posted.

Remember, things don't get fixed unless it's posted.

Thank you for making that video, it happens to be one of my favorite stages designed too. Also as Cutty said earlier. What do you mean Centaur Man has limited textures?

Originally the map had some ceiling water in the Bass Buster Room. But it conflicted with the Normal Water and would never retain it's low gravity.
Title: Re: Ivory-Pack Released!
Post by: CopShowGuy on January 25, 2011, 09:30:17 PM
I still haven't had to chance to play those maps online with people.  They seem really fun.
Title: Re: Ivory-Pack Released!
Post by: Hallan Parva on January 26, 2011, 04:55:06 PM
Quote from: "CopShowGuy"
I still haven't had to chance to play those maps online with people.  They seem really fun.
Does a Cossack count as a fun person?

You host, I'll toast. What's your time zone?
Title: Re: Ivory-Pack Released!
Post by: CopShowGuy on January 27, 2011, 06:40:34 AM
Thanks for the offer, but it just isn't as much fun without plenty of people.  Anyway, I played a few of them today.
Title: Re: Ivory-Pack Released!
Post by: Ivory on January 31, 2011, 09:56:58 PM
So for anyone wondering when I'll update this. I'm just extremely busy with college this year. And one map(Skyway) is proving to be a pain to fix the software issues with.
Title: Re: Ivory-Pack Released!
Post by: Tesseractal on February 07, 2011, 03:09:40 AM
Quote from: "Ivory"
So far I just have IDM03-Skyway left to fix. If there are any other bugs or suggestions
PLEASE LET ME KNOW. These map's won't be improved without your input.

If you're fixing Sky Way - you could consider changing the location of Beat and/or the Rushjet. With Beat, the challenge in getting the Rushjet is negated. Think if Rushjet/item-2 were in Heat Man's stage - it'd make the invisible blocks pointless. I only bring it up because I remember there being more than one Beat spawn (and I discussed this with another user). Overall, the removal/reduction/etc. of Beat would make Rushjet more difficult to get, and that seems like it was your original intention. You could have both, possibly if you recreate part of Gravity Core - in that map, it's possible to have Beat and not escape death because the outer pillars are too tall (you can't reach back up in time). If that's possible in the area surrounding Rushjet, you could do that.

The other one is with the CTF maps, mainly construction (I believe) - it's the one with Skull Barrier. It becomes more of an issue with the W-tanks readily accessible. I only did White Flag CTF, but it was fairly easy to get skull, w-tanks, and make a clean sweep with Skull Barrier to the base.

I don't want to sound like "remove this; it's broken" but that was just my impression of those maps. my personal favorite map is IDM09; the size/wep set feels about right. On that map it's possible to get on the roof next to the Crash Bombs via item-1(and the opposite roof via Roboenza) - not sure if that was intended. I like most of the maps though.
Title: Re: Ivory-Pack V2 Released!
Post by: Ivory on February 07, 2011, 03:17:49 AM
Well I was ABOUT to release V2, but now I have to go back and fix getting on the roof. that was not intended!

As for your other issues. I won't touch Skyway, but the the construction yard gained a whole new layout.

Stay tuned. I will have it out today.
Title: Re: Ivory-Pack V2 Released!
Post by: Ivory on February 07, 2011, 04:01:24 AM
Alright, I fixed the issues presented that I felt needed to be fixed. I also have a 4shared mirror now. So pick whatever you want.

Download Links
MediaFire (http://www.mediafire.com/?ii0x47oodhsdauh)
4Shared (http://www.4shared.com/file/GHBvCdLV/I-Pack-v2.html)

ChangeLog
      V2
Title: Re: Ivory-Pack V2 Released!
Post by: tsukiyomaru0 on February 09, 2011, 07:10:58 PM
Mediafire is glitchy (download never starts. Every time you click there to download, it reloads the page.)
Title: Re: Ivory-Pack V2 Released!
Post by: Ivory on February 09, 2011, 07:21:41 PM
I was about to download it just fine right now. Besides, I also have a 4Shared Mirror now to address Mediafire complaints.
Title: Re: Ivory-Pack V2 Released!
Post by: tsukiyomaru0 on February 09, 2011, 09:35:15 PM
Good thing you had 4Shared to back you up, no?
Title: Re: Ivory-Pack V2 Released!
Post by: ficarra1002 on February 10, 2011, 02:06:34 PM
Quote from: "tsukiyomaru0"
Mediafire is glitchy (download never starts. Every time you click there to download, it reloads the page.)
Worked fine for me. What browser?
Also, Ivory, is it okay if I upload to wadhost, so wadseeker/getwad will download it?
Title: Re: Ivory-Pack V2 Released!
Post by: Ivory on February 10, 2011, 03:27:55 PM
I suppose, I don't see any issues that would make a V3 be required any time soon.
Title: Re: Ivory-Pack V2
Post by: Kapus on March 18, 2011, 09:14:01 AM
Sorry to bump, but I have a small little question..

Where does the music track IBOSMUS2 come from?
Title: Re: Ivory-Pack V2
Post by: Ivory on March 18, 2011, 09:17:27 AM
All there in the credits in the pk3.

I believe it comes from kevvviiinnn. A lot of the music came from him.
Title: Re: Ivory-Pack V2
Post by: SmashTheEchidna on March 18, 2011, 09:43:52 AM
What I wanna know is if there's a non-8bit version of this. Hearing a remix or something would be just too much. (And would definitely be on my MP3 player. Heck, the 8bit version, too.)
Title: Re: Ivory-Pack V2
Post by: Korby on March 18, 2011, 05:53:15 PM
The composers on Youtube tend to remix each other's songs, so I wouldn't be surprised if you could find one up there.
Title: Re: Ivory-Pack V2 -V3 in process, feedback wanted-
Post by: Ivory on March 28, 2011, 11:16:51 PM
Alright, I'm working on V3, hoping to get it done soon.
This update is all map and layout related. So please tell me any map related problems. The following list is details I've already dealt with.
Title: Re: Ivory-Pack V2 -V3 in process, feedback wanted-
Post by: SaviorSword on March 29, 2011, 04:09:03 AM
Give some people the new Ipack for people to test on them. Or are they released already?
Title: Re: Ivory-Pack V2 -V3 in process, feedback wanted-
Post by: Ivory on March 29, 2011, 04:15:19 AM
I plan on doing that soon. Right now however, I'm aiming at getting the fixes in place. I'm just letting the public know so they can go suggest/criticize/loath me/ etc for aspects of maps.
Title: Re: Ivory-Pack V2 -V3 in process, feedback wanted-
Post by: Hallan Parva on March 29, 2011, 08:32:16 AM
The new Gravity Core should have an easier access Gravity Hold so it can be used during the low-grav phases. Remember, G-Hold now slams people down to the floor, so thrusting people into the earth (or, even better, into a pit) while they're moon jumping is quite an effective strategy.
Title: Re: Ivory-Pack V2 -V3 in process, feedback wanted-
Post by: Ashley on March 29, 2011, 07:59:38 PM
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.

(click to show/hide)

For the second one, look around the fanfiends.
Title: Re: Ivory-Pack V2 -V3 in process, feedback wanted-
Post by: Mr. X on March 29, 2011, 08:02:32 PM
I know there are a few smaller texture glitches that only appear in software mode in my maps as well, and I have no idea why.  They work perfectly in Doombuilder and OpenGL.
Title: Re: Ivory-Pack V2 -V3 in process, feedback wanted-
Post by: Ashley on March 29, 2011, 08:17:58 PM
Some of the Invasion maps have major texture/land glitches that only occur in OpenGL, but never in Software..
Clearly all maps need testers whom use both.
Title: Re: Ivory-Pack V2 -V3 in process, feedback wanted-
Post by: Mr. X on March 29, 2011, 08:20:42 PM
Yeah, but the problem is how do you fix it?  One of my texture glitches uses an ordinary texture included in MM8BDM.  I've tried retexturing it and everything and there's still weird glitches in software.  However, they aren't big enough to cause a major problem.
Title: Re: Ivory-Pack V2 -V3 in process, feedback wanted-
Post by: Ashley on March 29, 2011, 08:29:05 PM
Here's my dillema.

(click to show/hide)

Not to be off-topic or anything.. Sorry.
Title: Re: Ivory-Pack V2 -V3 in process, feedback wanted-
Post by: Mr. X on March 29, 2011, 08:31:37 PM
Ok, I've never seen anything THAT messed up with a random wall in software or OpenGL.  Also, if anything I brought it off-topic, so my bad Ivory.
Title: Re: Ivory-Pack V2 -V3 in process, feedback wanted-
Post by: Tesseractal on April 06, 2011, 12:34:46 AM
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.

(click to show/hide)

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. :)
Title: Re: Ivory-Pack V2 -V3 in process, feedback wanted-
Post by: Ivory on April 06, 2011, 04:49:00 AM
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.
(click to show/hide)

#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.
Title: Re: Ivory-Pack V2 -V3 in process, feedback wanted-
Post by: Myroc on April 06, 2011, 07:32:36 AM
About IDM08, I really think that the original gravity "mountain" area and the top area with gemini/flash textures should be split up into two completely separate maps. It just feels too damn large. I liked both areas (especially the gravity-changing mountain one) but together it's just way too much.
Title: Re: Ivory-Pack V2 -V3 in process, feedback wanted-
Post by: Ivory on April 06, 2011, 07:52:09 AM
I was considering that, however I opted for one last shot at making it work by making a small underground area(It's less then half the size of the top half). If it fails again, then a v4 would remove the basement all together and keep the top half.

I'm getting a bit tired of Gravity Core. Considering I have 4 different complete versions of IDM08 at this point in storage. Each change is radically different from the last. If you think the current one has issues, it's infinitely better then my earlier attempts.

Anyways thank you for the suggestion.
Title: Re: Ivory-Pack V2 -V3 in process, feedback wanted-
Post by: Hallan Parva on April 06, 2011, 10:50:06 AM
I don't know why everyone hates that one factory stage with the lava/conveyors/crushers. Personally, it was my favorite map in the entire pack, and assuming there's at least six players on the map, it actually isn't that large. A lot of my DM friends (and Yellow Devil last time I checked) also love this map. Please don't change it that much, I will be disappointed!

Maybe you could make an "IDM11" with the same factory theme, but it's smaller/changed around for those people who apparently can't stand it. And keep Screw Crusher in it ;)
Title: Re: Ivory-Pack V2 -V3 in process, feedback wanted-
Post by: Ivory on April 06, 2011, 05:44:06 PM
Actually, funny you mention an idm11. I'm no longer interested in making an expansion pack anymore, due to new projects I want to devote my time and effort into. After I'm done with my hellish final 2 weeks of college, I was going to work on getting a V3 to bump map quality out. Especially the 3 main problematic map(IDM04,05,08). Since I'm no longer doing an expansion, I'll be including the two maps I've already had in progress for them into V3 for an 11 and 12. I always wanted to end my map pack with an awesome wily base map.

As for changing the factory map. It will be similar with the same feelings and flow. Just will be a bit smaller and more ways of getting around. I know I can't please everyone, however I myself find the map to be too large and not enough ways to get around. When I'm modding, I consider myself the first customer I want to please. If I can't love my own map pack, why am I bothering with it?
Title: Re: I-Pack -V3 news update 4/22/2011-
Post by: Ivory on April 26, 2011, 05:39:33 PM
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)
(click to show/hide)
Title: Re: I-Pack -V3 news update 4/26/2011-
Post by: Alucard on April 26, 2011, 09:28:14 PM
As I know you are about to update your pack, I won't hound you to put this in V3...Maybe V4, but what I was thinking was an 8-bit version Hot Air Skyway's theme (from Crash Team Racing. Obscure games FTW) as sorta an Easter Egg song in Sky Way? (Forgive me if I asked this in the past, I have a suckish memory...)

Anyway, here's the song: (ever so conveniently, I found the 8-bit version!)

(click to show/hide)
Title: Re: I-Pack -V3 news update 4/26/2011-
Post by: Blaze Yeager on April 26, 2011, 09:31:01 PM
Quote from: "Alucard"
(click to show/hide)
Yarr that be GSXCC!

NOT 8-bit!
Title: Re: I-Pack -V3 news update 4/26/2011-
Post by: Alucard on April 26, 2011, 09:44:13 PM
It's close enough...Not to mention it is the only version on YouTube...Nope, not even a Famitracker video.
Title: Re: I-Pack -V3 news update 4/26/2011-
Post by: Mr. X on April 26, 2011, 11:53:10 PM
NO.  GXSCC is NOT good enough.  That thing pisses me off to no end.
Title: Re: I-Pack -V3 news update 4/26/2011-
Post by: Ivory on April 27, 2011, 12:34:05 AM
Alucard, I'm not putting in cameo songs. I don't care for Crash Bandicoot racing and I don't even recall ever saying I was asking for suggestions like this. If you have suggestions for the maps themselves, then by all means, tell me what's bothering you or what would make a map work better. None the less being asked to add in cameo songs for a game I don't have a care in the world for. I'm more likely to put in an 8-bit remix of the Egyptian World from The Lost Vikings then Crash Banidcoot racing.

All I'm doing is updating my thread with the latest V3 news and showing off some of the new changes.

Thank you for understanding.
also I agree with Mr X.
Title: Re: I-Pack -V3 news update 4/26/2011-
Post by: SmashTheEchidna on April 27, 2011, 01:29:29 PM
While we're on the subject of songs, I'm not sure if this has already been mentioned or not, but I personally think Sand Canyon should have the IBOSMUS2 song for when someone is winning in deathmatch, rather than the one that currently plays. For a place with a song as upbeat as Sand Canyon, It really changes the mood when you hear that depressing song kick in.
Speaking of which, Sand canyon's song is also a bit too loud in comparison to all the other songs.
Title: Re: I-Pack -V3 news update 4/26/2011-
Post by: Mr. X on April 27, 2011, 04:18:08 PM
I believe Ivory said xe fixed the volume issue in Sand Canyon.
Title: Re: I-Pack -V3 news update 4/26/2011-
Post by: SmashTheEchidna on April 27, 2011, 04:44:04 PM
Well, that's good.
Also last time I was playing, I couldn't refill Triple Blade's weapon energy. Though I'd think something like this would have been pointed out already. Just noting this here because I didn't see it on the changes list on the first post.
Title: Re: I-Pack -V3 news update 4/26/2011-
Post by: Ivory on April 27, 2011, 05:57:25 PM
No, you can refill it. If your playing with Classes or Roboenza or something along those lines then it breaks Triple Blade. Also yes, I toned down the music a long time ago in Sand Canyon.

Also, the first page is being kept the way it is because that's the current version of the I-Pack. Annoying yes, but I don't want to confuse anyone with what's actually in V2 and what's not.
Title: Re: I-Pack -V3 news update 4/26/2011-
Post by: Alucard on April 27, 2011, 09:28:05 PM
Quote from: "Ivory"
Also yes, I toned down the music a long time ago in Sand Canyon.

We are saved from the ear-rape that was the obnoxiously loud Sand Canyon theme.
Title: Re: I-Pack -V3 news update 4/26/2011-
Post by: Ivory on April 27, 2011, 11:19:55 PM
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
(click to show/hide)
Title: Re: I-Pack -V3 news update 4/27/2011-
Post by: CutmanMike on April 28, 2011, 02:33:18 AM
Nice texture use there. I do like it when I see maps that stick to a robot master's level tiles, using foreign tiles sparingly.
Title: Re: I-Pack -V3 news update 4/27/2011-
Post by: Ivory on April 28, 2011, 05:16:46 AM
Thank you. It was part of my self requirements for my map pack.

Incase anyone is interested to know exactly what the tilesets used are, I'll list them here..
IDM01 Sand Canyon - Tomahawk
IDM02 Electrical Plant - Elec, Spark, Bright
IDM03 Sky Way - Gyro, Wind (There are no more air textures in here at all, they always looked like vomit.)
IDM04 Wave Trench - Bubble, Dive, Wave
IDM05 Pharaoh's Tomb - Pharaoh
IDM06 Decommissioning Plant - Metal, Dust, Shadow, Magnet
IDM07 Oceanic Ruins - Centaur
IDM08 Gleaming Overworld - Gemini, Flash
IDM09 Glacier Valley - Ice, Dr Cossack, Blizzard
IDM10 Jungle Base - Napalm
IDM11 Gravity Mine - Drill, Crystal
IDM12 Silent Bog - Plant
IDM13 Rugged Mountain - Guts(Barely), Hard(Barely), Stone(dominate)
IDM14 Cosmic Station - Star, Gravity

CTF Maps are excluded from the above, but two of them happen to be uniquely themed.
ICTF01 Train Riders - Charge
ICTF02 Submerged Base - Only real mixture map (it was also made long before the I-Pack)
ICTF03 Construction Site - Needle

Also something I've always been wondering, every single deathmatch map has a Yashichi in it, much like the official DM maps. Yet I never really heard of anyone finding them. So I'm just curious of anyone has found them all yet.
Title: Re: I-Pack -V3 news update 4/27/2011-
Post by: SaviorSword on April 28, 2011, 05:38:41 AM
Quote from: "Ivory"
Thank you. It was part of my self requirements for my map pack.

Incase anyone is interested to know exactly what the tilesets used are, I'll list them here..
IDM01 Sand Canyon - Tomahawk
IDM02 Electrical Plant - Elec, Spark, Bright
IDM03 Sky Way - Gyro, Wind (There are no more air textures in here at all, they always looked like vomit.)
IDM04 Wave Trench - Bubble, Dive, Wave
IDM05 Pharaoh's Tomb - Pharaoh
IDM06 Decommissioning Plant - Metal, Dust, Shadow, Magnet
IDM07 Oceanic Ruins - Centaur
IDM08 Gleaming Overworld - Gemini, Flash
IDM09 Glacier Valley - Ice, Dr Cossack, Blizzard
IDM10 Jungle Base - Napalm
IDM11 Gravity Mine - Drill, Crystal
IDM12 Silent Bog - Plant
IDM13 Rugged Mountain - Guts(Barely), Hard(Barely), Stone(dominate)
IDM14 Cosmic Station - Star, Gravity

CTF Maps are excluded from the above, but two of them happen to be uniquely themed.
ICTF01 Train Riders - Charge
ICTF02 Submerged Base - Only real mixture map (it was also made long before the I-Pack)
ICTF03 Construction Site - Needle

Also something I've always been wondering, every single deathmatch map has a Yashichi in it, much like the official DM maps. Yet I never really heard of anyone finding them. So I'm just curious of anyone has found them all yet.

IDM01 - Sand Canyon - Found
IDM02 - Electrical Plant -Found
IDM03 - Sky Way - Not Found
IDM04 - Wave Trench - Not Found
IDM05 - Pharaoh's Tomb - Found
IDM06 - Decomissing Plant - Found
IDM07 - Oceanic Ruins - Found
IDM08 - Gravity Core - Not Found
IDM09 - Glacier Valley - Found
IDM10 - Jungle Base -Found

ICTF01 Train Riders - Not Found
ICTF02 Submerged Base - Found
ICTF03 Construction Site - Not Found

8/13 for me found, but I'd like to add that I would love to see more CTF maps. The current popular CTF map pool is very shallow at best.  :(

When are the new maps up for some testing?
Title: Re: I-Pack -V3 news update 4/27/2011-
Post by: Copy Robot on April 28, 2011, 06:24:34 AM
Sand Canyon
(click to show/hide)

Electrical Plant
(click to show/hide)

Sky Way
(click to show/hide)

Wave Trench
(click to show/hide)

Pharaoh's Tomb
(click to show/hide)

Decommissioning Plant
(click to show/hide)

Oceanic Ruins
(click to show/hide)

-PAIN- Gravity Core (Yashichi the same for Gleaming Overworld???)
(click to show/hide)

Glacier Valley
(click to show/hide)

Jungle Base
(click to show/hide)

do i get a prize for the Deathmatch ones- *shot*
Title: Re: I-Pack -V3 news update 4/27/2011-
Post by: Ivory on April 28, 2011, 06:45:24 AM
Well glad to see they were all found one way or another. Though Wave Trench, Decommissioning Plant and Glacier Valley all got new hiding spots due to map overhauls. And yeah, Gleaming Overworld is virtually untouched outside of the where the giant pit used to be changing and weapon layout changes.
Title: Re: I-Pack -V3 news update 4/27/2011-
Post by: Hallan Parva on April 28, 2011, 09:01:31 PM
I noticed you had Rush Jet in one of the Cosmic Station screenshots. Hate to be a dick but it better not have low gravity... all it takes is one guy camping/hogging all the Rush Jet drops to ruin everyone's day. I've seen it happen on Star Man in servers ALL THE TIME. I don't want another "meh" map, especially from someone as talented as yourself. Please reconsider the Rush Jet + low gravity combo.

Is the Rugged Mountain map literally a mountain with lots of elevation differences, because that would be FUN with Water Wave and Search Snake. :lol: Or is it like Guts Man where you sort of "cut through" a mountain?

Also do Gleaming Overworld and Gravity Mine share the same level theme? Because I think they should. That was personally my favorite song in the entire dang pack. If one of the maps has a different theme I hope it's just as awesome :p
Title: Re: I-Pack -V3 news update 4/27/2011-
Post by: Ivory on April 28, 2011, 11:18:33 PM
Rush Jet is there, yes. Low Gravity is there as well. However much like the Mirror Buster in Gleaming Overworld(not the current Gravity Core), access to Rush Jet gets locked for a specific amount of time after a player grabs it.

Rugged Mountain is all rugged. It has three main layers of elevation, with some minor elevation differences on each layer. Sadly Water Wave and Search Snake aren't on the maps. Water Wave and Bubble Lead are pitiful due to the elevation differences. Hence why Wind Storm is there, but it's difficult to use effectively.  Search Snake is a possibility, but right now I see Super Arm and Hyper Bomb bombardments outclassing Search Snake.

Also I don't want to make them share the same theme, since Gravity Mine is now a mine with gravity. Gleaming Overworld keeps the music due to having the same air as the original Gravity Core.
Title: Re: I-Pack -V3 news update 4/27/2011-
Post by: Awbawlisk on April 28, 2011, 11:38:28 PM
I just wonder... Is this version of I-Pack gonna include another weapon? (or powerup?)
Title: Re: I-Pack -V3 news update 4/27/2011-
Post by: Hallan Parva on April 29, 2011, 11:14:26 AM
Responding inside of quotes is the coolest, yo :cool:
Quote from: "Ivory"
Rush Jet is there, yes. Low Gravity is there as well. However much like the Mirror Buster in Gleaming Overworld(not the current Gravity Core), access to Rush Jet gets locked for a specific amount of time after a player grabs it.
Ah, didn't know. Okay then, that's fine, if the Rush Jet usage is kept to a minimum.

Rugged Mountain is all rugged. It has three main layers of elevation, with some minor elevation differences on each layer. Sadly Water Wave and Search Snake aren't on the maps. Water Wave and Bubble Lead are pitiful due to the elevation differences. Hence why Wind Storm is there, but it's difficult to use effectively.  Search Snake is a possibility, but right now I see Super Arm and Hyper Bomb bombardments outclassing Search Snake.
Super Arm might be fun, but a surprise bomb in the face exploding half a second after it lands? NOT FUN. Maybe if it's hard to get, then it might be fair, but... still.

Also, every map with fun top-tier weapons also has a lot of lesser-tier weapons that are much easier to get to "even things out". Please consider Search Snake, it's great for hitting guys waaaaaay higher than you are (like campers in ElecMan).


Also I don't want to make them share the same theme, since Gravity Mine is now a mine with gravity. Gleaming Overworld keeps the music due to having the same air as the original Gravity Core.
Ah, gotcha. I hope Gravity Mine has some sweet music though, nonetheless. ;)
Title: Re: I-Pack -V3 news update 4/27/2011-
Post by: Ivory on May 03, 2011, 09:58:44 PM
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!
(click to show/hide)

So what is left to do before V3's release?
Title: Re: I-Pack -V3 news update 5/03/2011-
Post by: -RanRan on May 05, 2011, 07:22:31 PM
The - is always here to help. Just add and contact me on Skype. :3

All you'll need to do is just tell everyone a time and a server hoster. I'll be happy to host if need be.
Title: Re: I-Pack -V3 news update 6/02/2011-
Post by: Ivory on June 02, 2011, 06:18:25 PM
Well, you may wonder where Version 3 is. Everything is done, I mean I have nothing left to do for it outside of testing. With the MM7 Expansion right on our doorsteps, I'm putting off testing and release so I can make use of the MM7 weapons and other new additions to improve the maps. I don't really see I-Pack V2 being played much anymore anyways, so I doubt the extra wait is going to kill anyone. For now I'll post the Pre-MM7 change log.

Version 3

    -IDM01's music is less loud
   -IDM01's cliff areas are no longer accessible. No more hiding up there.
   -IDM01 has a new weapon layout
   -IDM02's Missing Gemini Laser added. Quick Boomerang and Rolling Cutter #2 switched places.  Layout redesigned a specific stairwell.
   -IDM02's Search Snake pit is gone.
   -IDM03's Goblin exploits fixed and Rush Jet was removed due to other exploits.
   -IDM03's layout was adjusted. Instead of side open islands, you have two mini structures like the main area on the left and right side.
   -IDM04's 100% Redone.
   -IDM05 heavy redesign to reduce death trolling and increase fluidness.
   -IDM06 is slightly smaller, however the upper and lower half have been completely redone.
   -IDM07 now has a staircase out of the water to go along with the pillars.
   -IDM07 Triple Blade moved underwater with Knight Crush, Blizzard Attack moves to Triple Blade's location and Bubble Lead is moved up the stairs in the middle of where the Blizzard Attacks used to be.
   -IDM08 has been split into two levels. The Top Half is now the new IDM08, while the concept of the old one will be moved to IDM11.
   -IDM09's Upper half has been omitted and redesigned to be smaller, and keeps the combat in the two main areas.
   -IDM10's Various layout tweaks to improve fluidness.
   -Updated W-Colors so Ballade Cracker has the new official colors.
   - CTF Maps removed from I-Pack
   - +Five New Maps! IDM11-15
   - Music Changes: IDM02, 09 and the first boss music have been changed.
   - Secret![/list]
Title: Re: I-Pack -V3 news update 5/03/2011-
Post by: Alucard on June 02, 2011, 08:56:25 PM
Quote from: "Ivory"
Secret!

I wonder if it was my suggestion...Probably not though. Like, .000000000000000000000000000000000000000000000000000000 *infinite zeros* 1 % chance of it being that.
Title: Re: I-Pack -V3 news update 5/03/2011-
Post by: SaviorSword on June 02, 2011, 10:39:39 PM
Quote from: "-RanRan"
The - is always here to help. Just add and contact me on Skype. :3

All you'll need to do is just tell everyone a time and a server hoster. I'll be happy to host if need be.

/me advertises and manage to bring everyone toward his server and starves out other servers.
I'm also curious about somethin'. Has Ivory ever seen how my server is like? Yes? No? Maybe?
Title: Re: I-Pack -V3 news update 5/03/2011-
Post by: MasterXman on June 13, 2011, 12:03:08 AM
The map looks great. ( IDM15 ) CAN'T WAIT FOR THE RELEASE OF THIS PACK. By the way......... why did you remove the CTF maps?
Title: Re: I-Pack -V3 news update 5/03/2011-
Post by: Ivory on June 13, 2011, 12:18:54 AM
Well just a bit longer. I'm currently working on some final map revisions, additional MM7 weapons and such.
I removed the CTF stages because I the I-Pack is predominately just played for DM, so it makes sense not to bog down the weight with CTF maps that get barely played. Not to mention ICTF03 got reworked and included as MMCTF10, and the other two CTF maps I'm not that fond of. I'll release those two as separate downloads, but I'm not going to include them in anymore.
Title: Re: I-Pack -V3 news update 5/03/2011-
Post by: Ivory on June 13, 2011, 03:25:53 AM
LolDoublePost

New Poll: IDM07 has underwent some changes to the layout. However with doing so, I feel like the underwater arena is to much of a dead end and pointless trip. I'm feeling like removing it all together, but I want to find out the public opinion on it.
Title: Re: I-Pack -Poll Added, Please Vote!-
Post by: Shade Guy on June 13, 2011, 04:07:51 AM
I'm going to say keep it, but not just for the sake of having an underwater segment. I'd think it would be nice if you could hop into the water, take some passage and be able to teleport back to the surface at a vantage point. So, you'd need to go underwater to get some of the better goodies.
Title: Re: I-Pack -Poll Added, Please Vote!-
Post by: Ivory on June 13, 2011, 04:11:12 AM
Oh you get me wrong, there would still be water on the map, just not there. Also I think I will get rid of it, because it's existence is really killing the flow of the new changes.
Title: Re: I-Pack -Still in progress-
Post by: NemZ on June 13, 2011, 05:05:24 AM
Which water section are you talking about... the little room with Centaur Flash or the big room with Knight Crush?  The problem with both areas is that they don't really lead anywhere else.  I'd suggest a one-way teleport out of the flash room and side passageways looping back around to the rest of the map from the bigger one on either end, maybe long wide slopes up to the main floor with a few columns or some such in the way so it's not just an open shooting gallery from either end.
Title: Re: I-Pack -Still in progress-
Post by: Shade Guy on June 13, 2011, 09:06:38 AM
Oh, this is awkward. I was talking about the water in another map.

Okay...If I'm thinking of the right map, I'd also suggest making it lead through a tunnel or something and connect it to the centaur flash area I guess, since that spot is too easy to camp in LMS.
Title: Re: I-Pack -Still in progress-
Post by: Tesseractal on June 14, 2011, 10:31:14 PM
He's talking about the Knight Crush spawn, gentlemen. Two large pillars are the only escape from it in V2.

I think removing it would be fine. It decentralized the map a bit - it's rather large and naked, and it took a lot of focus away from other areas of the map. If people are attached to it for some reason you could just cut the size of the area down- an easy way to make it more accessible would be just to raise the entire sector(water included) or make an exit at the bottom (such as a teleport or "tunnel" as Shade suggested) but removal all together seems the safest bet.

I wouldn't miss the other CTF maps, either. Quick question about V3 - Are horizontal MM7 weapon bars present?  when I hosted V2 and Ipack simultaneously, the horizontal weapon energy bars were absent for MM7 weapons(with the exception of Freeze Cracker). I'm highly suspicious of the buggy Triple Blade, which becomes non-refillable if the X-Pack V2A and I-Pack V2 are hosted simultaneously (in both packs). If the weapon bars don't work horizontally (or "sideways") in V3 it's probably a triple blade error and I'll bug Korby about it.
Title: Re: I-Pack -Still in progress-
Post by: Ivory on June 14, 2011, 11:17:20 PM
Well, I hope you enjoyed it. It's gone, and the level flow has never been better, especially with a few extra ways around the map to make it less circular.
The status bars in V3 are all fine. Currently both the I-Pack and the X-Pack are incompatible with MM8BDMV2, due to WColor and SBarinfo reasons. Mr X is rather busy and uninterested in mm8bdm these days, so he has no intentions of updating the X-Pack. He has however given me permission to update the X-Pack to make it MM7 compatible, just don't expect any map updates or anything to appear in it.
Title: Re: I-Pack -Still in progress-
Post by: SaviorSword on June 15, 2011, 10:14:17 PM
Quote from: "Ivory"
Well, I hope you enjoyed it. It's gone, and the level flow has never been better, especially with a few extra ways around the map to make it less circular.
The status bars in V3 are all fine. Currently both the I-Pack and the X-Pack are incompatible with MM8BDMV2, due to WColor and SBarinfo reasons. Mr X is rather busy and uninterested in mm8bdm these days, so he has no intentions of updating the X-Pack. He has however given me permission to update the X-Pack to make it MM7 compatible, just don't expect any map updates or anything to appear in it.

Are WColor and SBarinfo the thin's that causes team colors to be messed up all the time? I'd like that to be fixed.

Also if ya update the X-Pack, could ya at least fix a few linedefs to block monsters and give pits the fell to far script, or that's non of yar concer? I hope those few buggers get changed.

Last thin' to comment, has any of the maps been tested yet?
Title: Re: I-Pack -Still in progress-
Post by: Ivory on June 15, 2011, 10:27:11 PM
I have updated all the sbar and wcolors related files, V3 is fully compatible with MM8BDMv2.

As for the X-Pack, I cannot do that. I'm only supposed too update the wcolor,sbarinfo and anything else relating to mm8bdmv2.

It's almost time for play testing! Before I did all the MM7 additions, my judgment said the balance was reasonably fine. Now my judgment suspects several maps became imbalanced. Especially considering V2b broke the Gravity Press Balls and IDM11 has became difficult to play. That and I am still iffy about IDM04.

Anyways, as I said above, I still a few smaller details to handle first. I'll make a post about v3 testing some time in the next few days.
Title: Re: I-Pack -Still in progress-
Post by: Ivory on June 21, 2011, 11:25:08 PM
It is finally released. Sorry for the wait. Changelogs, new screenshots, are on the front page.

Download Version 3 Below
MediaFire (http://www.mediafire.com/?bp6y6gjwcz162lz)
4Shared (http://www.4shared.com/file/hI0VfiM3/)
It is also on WadHost for autowad to find.

The biggest change I want to make clear for hosters is that the I-Pack no longer has Triple Blade in it. Meaning there is no custom weapons or content. The only thing is maps and music. This means it can hosted with MMPU, CSCM, XPack, etc without any incompatibilities due to custom content.

As usual, feed back and criticism would be appreciated. Preferably in this thread.
Title: Re: I-Pack V3 -RELEASED-
Post by: Darkseed on June 22, 2011, 12:44:07 AM
Why the pokemon final battle song for maps 11-15?
Title: Re: I-Pack V3 -RELEASED-
Post by: Ivory on June 22, 2011, 12:50:28 AM
Does it really matter? I love the song.
Title: Re: I-Pack V3 -RELEASED-
Post by: Asd967 on June 22, 2011, 01:20:45 AM
With my super platforming skills, I managed to jump here wihtout any cheating:

(http://i55.tinypic.com/2i09d2h.jpg)

because I love platforming.
Also, I pack v1 was the best map pack to unintentional platform in.  :)
Title: Re: I-Pack V3 -RELEASED-
Post by: Ivory on June 22, 2011, 01:43:07 AM
Then maybe I should have gotten you to test the length. I could have sworn it was too far to possible item 1 in.

Ah well, I'll fix that for v4.
Title: Re: I-Pack V3 -RELEASED-
Post by: chuggaafan1 on June 22, 2011, 01:54:33 AM
Rugged Mountain's And IDM15's Music Sounds Famillair, What is it?
Title: Re: I-Pack V3 -RELEASED-
Post by: WheelieCarbonate on June 22, 2011, 01:58:09 AM
Quote from: "chuggaafan1"
Rugged Mountain's And IDM15's Music Sounds Famillair, What is it?
This.They sound very familiar.
Title: Re: I-Pack V3 -RELEASED-
Post by: chuggaafan1 on June 22, 2011, 02:00:46 AM
I've Heard RM's Theme In Touhou Mother I THINK. (Touhou mother is filled with references to other games so yeah)
Title: Re: I-Pack V3 -RELEASED-
Post by: Ivory on June 22, 2011, 02:01:11 AM
IDM13 - Rugged Mountain is an 8 bit remix of Metroid II the Tunnel
IDM15 - Maple Castle is an 8 bit remix of Sakyua Izayoi's theme from Megamari.
Title: Re: I-Pack V3 -RELEASED-
Post by: FCx on June 22, 2011, 02:55:29 AM
My comments:
IDM01: One of my favourite maps. A bit better tahn previous version :mrgreen:
IDM02: I like this map but Why did you remplace the music for elecman GB??
IDM03: Good map althought I'm not air themed maps fan.
IDM04: Oh my god!!! Best map!! (ken said that first) I enjoyed that today
IDM05: Evil map for me  :ugeek:
IDM06: I like it. However, that M-tank is an impossible mission :mad:
IDM07: Still liking this map, now looks better.
IDM08: More playable than before. Love his music.
IDM09: Another good map, but I dont like it.
IDM10: I always think some sectors of that map seem empty.
IDM11: It's for me weird to see drill man and crystal man textures together in one map. But it's much better than "that crystal mountain with an evil gravity timing"
IDM12: Plant man remake. It's OK
IDM13: Good job. I like it!
IDM14: Another good job. I'd like to test it online.
IDM15: Wow, first time I see an accesible M-Tank. I like it! But when I played it online with my bro, he only saw he few times there.
IDM16: Awww worst map!!! Because I doesn't extist  :lol:

I misss a bit Triple blade, but you did it for more compatibility with others maps :)
Title: Re: I-Pack V3 -RELEASED-
Post by: Jc494 on June 22, 2011, 12:51:11 PM
Quote from: "Ivory"
Then maybe I should have gotten you to test the length. I could have sworn it was too far to possible item 1 in.

Ah well, I'll fix that for v4.

I managed to get there using charge kick from the top platform, kick over to the far left platform, then item 1 over to the middle platform.
Title: Re: I-Pack V3 -RELEASED-
Post by: Ivory on June 22, 2011, 09:35:25 PM
Well, still some problems here and there it seems. So far nothing outstanding that requires an UPDATE NAO situation.

For future reference, I now have a "Future Version" Changelog on the front page at the bottom of the first post. Consult that for changes that have already been done and implemented for the next version.
Title: Re: I-Pack V3 -RELEASED-
Post by: SmashTheEchidna on June 22, 2011, 09:42:02 PM
So far, I'm really liking these new updates and stages. Especially that lab one where you can swim in the chemical water. Funny thing is, I was just thinking about making a map with water like that. Minus the poison part, mind you. But still, it was nice. I can see why Junk Shield isn't in that level. You could be down there for a little while. Though if you luck out with Eddie...


I smell a new roboenza camping spot, btw.
Title: Re: I-Pack V3 -RELEASED-
Post by: Asd967 on June 22, 2011, 09:51:30 PM
Ah, yes. About that map...
You can get in the top black area.
As it seems you're putting rushjet in there, don't forget to block them off.
Title: Re: [Map Pack] I-Pack V3
Post by: Ivory on August 29, 2011, 10:01:30 PM
Update!~ Rather important and massive update. Read the first post for exact details on what happened and why the names changed!

Downloads here.
Mediafire
IX-Pack v1A (http://www.mediafire.com/?40g9l0s9b0tn1hf)
IX-Misc v1A (http://www.mediafire.com/?aordy65cmix1cey)
IX-Legacy V1A (http://www.mediafire.com/?lwoptfttpwa33kc)
4Shared
IX-Pack v1A (http://www.4shared.com/file/qimIjMex/)
IX-Misc v1A (http://www.4shared.com/file/ydx316jI/)
IX-Legacy V1A (http://www.4shared.com/file/J53jnHoi/)
It is also on WadHost for autowad to find.
Title: Re: [Map Pack] IX-Pack {RELEASED}
Post by: Kapus on August 29, 2011, 10:02:29 PM
Finally.

Glad to have helped with this!
Title: Re: [Map Pack] IX-Pack {RELEASED}
Post by: Nostalgia on August 29, 2011, 10:20:38 PM
Every time I try to load the IX-Pack, it gives me the same error:

Execution could not continue.

R_InstallSprite: Sprite RANC frame 4 is missing rotations

God damnit.
Title: Re: [Map Pack] IX-Pack {RELEASED}
Post by: Ivory on August 29, 2011, 10:21:55 PM
Yeah, I'm aware. It's due to a blunder on my fault(I forgot to rename the sprites). Unless you have the ran.pk3 ran cossack skin in your skinfolder, it won't load.
Title: Re: [Map Pack] IX-Pack {RELEASED}
Post by: MusashiAA on August 29, 2011, 10:27:53 PM
Finally. I was thinking about this merging for a while. It's really convenient :D.

Having a crap ton of community mods and map packs really turns me off when I want to play 8BDM :/
Title: Re: [Map Pack] IX-Pack {RELEASED}
Post by: Ivory on August 29, 2011, 10:30:58 PM
Anyways, I'm working on a V1b fix. So I'm killing the download Links. I apologize for the inconvenience.
This only applies to IX-Pack, not Misc and Legacy, they are fine.
Title: Re: [Map Pack] IX-Pack {RELEASED}
Post by: Copy Robot on August 29, 2011, 11:02:55 PM
Quote from: "Ivory"
Unless you have the ran.pk3 ran cossack skin in your skinfolder, it won't load.

 :cool:

That aside

(http://www.iaza.com/work/110830C/iaza15382929193600.png)

Are these Big Eyes supposed to stay jumping in one direction like this?
Title: Re: [Map Pack] IX-Pack {RELEASED}
Post by: Ivory on August 29, 2011, 11:07:03 PM
Err, Yep.  :cool:
They have been doing that ever since the skulltag update, Since the positioning of them being stuck can actually be useful for guarding the Ice Slasher and allowing another way up to the E-Tank, I'm just going to leave them be.

V1B uploading now. I'll make a post when my mediafire mirror is ready.
Title: Re: [Map Pack] IX-Pack {RELEASED}
Post by: Ivory on August 29, 2011, 11:19:31 PM
Okay, Mediafire Mirror is up. V1B (http://www.mediafire.com/?r2r6so8a74yvaqp)

Again, I apologize for the inconvenience. I speculate the Wadhost upload will be done in half an hour or so, and 4shared sometime after. I won't make posts for them though.
Title: Re: [Map Pack] IX-Pack {RELEASED}
Post by: Awbawlisk on August 29, 2011, 11:26:52 PM
Fix the IX-pack 4shared link for GREAT JUSTICE!
Title: Re: [Map Pack] IX-Pack {V1B Released!}
Post by: Ivory on August 30, 2011, 12:14:42 AM
4Shared and Wadhost are up.
IX-Pack v1b (http://www.4shared.com/file/GzejSf-p)

Everything is fine now, enjoy.
Title: Re: [Map Pack] IX-Pack {V1B Released!}
Post by: Magnet Dood on August 30, 2011, 02:05:27 AM
Goddamn Family Safety Filter! I want to play Train Riders SO BADLY!
Title: Re: [Map Pack] IX-Pack {V1B Released!}
Post by: MusashiAA on August 30, 2011, 03:24:58 AM
Missile Base has one of the most bizarre yet cool weapon location I've ever seen in a MM8BDM map. Hell, the overall map is so big and full of stuff and roads I can't imagine it being unfun.

Thumbs up for S3&K music. Thumbs down for original music that isn't Mr.X's.
Title: Re: [Map Pack] IX-Pack {V1B Released!}
Post by: Ukiyama on August 30, 2011, 04:24:34 AM
Nice to see the merging of two great map packs :D.

Just a quick little tidbit, on ocean lab though when you top spin on the purple acid you get the spin of you life... literally you cant get out if you spin into the acid lol.
Title: Re: [Map Pack] IX-Pack {V1B Released!}
Post by: Hallan Parva on August 30, 2011, 10:53:50 AM
Quote from: "Ivory"
What happens when two of Cutstuff's most high quality mappacks combine? We get the new IX-Pack!
Yay, two great map packs merged into one!

Quote from: "Ivory"
Mr.X's decline of interest in MM8BDM has reached a point where he's highly unlikely to return, instead of letting the X-Pack sit about collecting dust, he has asked me to take care of the X-Pack.
Ah, I see. I had a feeling that he left before, but I wasn't POSITIVE, you know?

Quote from: "Ivory"
15 fixed up I-Pack maps and 9 fixed up X-Pack maps makes for 24 maps to play on, all in one package. Sounds like a blast? Well I really wanted to make this merge amazing, so there are now 10 new I-Pack maps! IDM16-25. That's like releasing the original I-Pack again. Enjoy 34 maps in one quality package!~
Wowzers, that's a lot of maps!
Hopefully this means it will render CSCM obsolete once and for all MWAHAHAHAHAH
Go Go Gadget: DoomSeeker!

Quote from: "Ivory"
There are also yashichis in every deathmatch stage! Find them all!
...
...
...

I LOVE YOU. *downloaded*
I can assure you, the relationship is purely platonic
Title: Re: [Map Pack] IX-Pack {V1B Released!}
Post by: Jennifer on August 30, 2011, 11:44:10 AM
I'm so getting this when I get home from School. :3
Title: Re: [Map Pack] IX-Pack {V1B Released!}
Post by: BiscuitSlash on August 30, 2011, 12:25:21 PM
First time I desperately rushed to the download link! I'm gonna enjoy this a lot!
Title: Re: [Map Pack] IX-Pack {V1B Released!}
Post by: LlamaHombre on August 30, 2011, 12:47:26 PM
I will shoot down any doubts about this pack:

This is the best map pack ever. Period.
Title: Re: [Map Pack] IX-Pack {V1B Released!}
Post by: Galaxy Sisbro on August 30, 2011, 02:21:20 PM
I love this map pack. Especially the tree world map pack. Everything is looking good: Stages, layouts, weapon, everything.
Title: Re: [Map Pack] IX-Pack {V1B Released!}
Post by: Kapus on August 30, 2011, 02:41:31 PM
I envy your mapping skill, Ivory.
Title: Re: [Map Pack] IX-Pack {V1B Released!}
Post by: Hallan Parva on August 30, 2011, 03:18:54 PM
For some reason the tree map (the one that plays Green Greens in 8-bit) has a MAJOR Hall O' Mirrors effect. Practically everywhere you look there's that darn skybox smudging.

More errors as they show up~
Title: Re: [Map Pack] IX-Pack {V1B Released!}
Post by: LlamaHombre on August 30, 2011, 03:22:13 PM
Solution:

Don't use Softwear.
Title: Re: [Map Pack] IX-Pack {V1B Released!}
Post by: Hallan Parva on August 30, 2011, 03:35:45 PM
Solution:
Use Software because OpenGL crashes SmashBro's comp. :geek:
Title: Re: [Map Pack] IX-Pack {V1B Released!}
Post by: SaviorSword on August 30, 2011, 03:36:13 PM
Quote from: "LlamaHombre"
Solution:

Don't use Softwear.

Don't be insensitive to folks who can't use OpenGL. Maps must work for both kinds of users to satisfy everyone. Not doin' so isolates folks and will turn off some other folks from yar product.

Excuse me from my rant...
Title: Re: [Map Pack] IX-Pack {V1B Released!}
Post by: LlamaHombre on August 30, 2011, 03:40:14 PM
Now if your computer can't run OpenGL, I understand!

But if you can run OpenGL on your computer and you use softwear, it just confuses me.

Anyways, I really like the new I-Pack maps added, especially the Flame Man one.
Title: Re: [Map Pack] IX-Pack {V1B Released!}
Post by: Nuy on August 30, 2011, 07:19:19 PM
In IDM24 you can fall in the waterfall.
(click to show/hide)
Title: Re: [Map Pack] IX-Pack {V1B Released!}
Post by: CHAOS_FANTAZY on August 30, 2011, 08:32:19 PM
Pssst, you can start a CTF game on Sand Canyon.  :ugeek:
Molten Lair might have a little *too* much lava; the stage feels like F-Cracker was the only weapon that was there at first.
Jurassic Raceway has a theme that fades out.  :/
Considering how sprawling Missile Base is, maybe sprinkle in some small health/energy capsules?  Also, there's a weapon off the boundaries of the map.  T-Stopper, to be exact.  I understand if the place is still under construction, but it sorta looks unprofessional.
Title: Re: [Map Pack] IX-Pack {V1B Released!}
Post by: Korby on August 30, 2011, 09:04:34 PM
The Time Stopper is there because Ivory was going to put all weapons in the maps at least once, and because I guess it wouldn't really fit anywhere, it's out of bounds.

Not unlike in my Restaurant maps.
Title: Re: [Map Pack] IX-Pack {V1B Released!}
Post by: CHAOS_FANTAZY on August 30, 2011, 09:12:05 PM
Quote from: "Korby"
The Time Stopper is there because Ivory was going to put all weapons in the maps at least once, and because I guess it wouldn't really fit anywhere, it's out of bounds.
But-but--
T-Stopper was already in Pharaoh's Tomb.
Title: Re: [Map Pack] IX-Pack {V1B Released!}
Post by: Korby on August 30, 2011, 09:14:50 PM
In all of the new maps, my boy.
Title: Re: [Map Pack] IX-Pack {V1B Released!}
Post by: Awbawlisk on August 31, 2011, 02:07:34 AM
Cut Trench, Jurassic RaceTrack, and (Tie between Missile base and Knee deep in oil) Are my top 3 favorite maps of the new maps to the I-pack ( I hope that software texture glitch in World Tree Gets fixed.. because this texture glitch just depresses me..  :cry: ) The other new maps are outstanding too :D Terrific Mapping skills Ivory! ( And we have Wave Trench again! WHEEEE! )

Btw.. What is that music in Cut Trench? It just sounds so amazing!

EDIT: Oh and I forgot to ask! Y u no put boss music in any of your new maps? T.T
Title: Re: [Map Pack] IX-Pack {V1B Released!}
Post by: Ivory on August 31, 2011, 03:46:59 AM
Boss Music is glitched. I thought it was working, but turns out it only works if the fragcount is set to 5. It's on my things to fix up for v1c. I'm moving in the next few days so I won't be doing any work on IX-v1c for the next while.

As for Cut Trench, the song is "Anything but Tangerines" First level of Earthworm Jim 2.

Also enjoy, the Legacy Pack has two unreleased maps that I threw in for the heck of it. One was massively huge, the other was a smaller version of wave trench that got replaced with Ocean Base.

I also added a poll for my own feedback.
Title: Re: [Map Pack] IX-Pack {V1B Released!}
Post by: Shade Guy on August 31, 2011, 06:37:34 AM
Just a nitpicking thing, in Jurassic Raceway or whatever it is, last time I checked, when you jump into the insta-death water, the obituary says 'x fell too far'. I'd say 'x can't swim' would fit it better.
Title: Re: [Map Pack] IX-Pack {V1B Released!}
Post by: Ivory on August 31, 2011, 06:45:46 AM
Good point. It USED to be a pit, but then I thought a river was more fitting. I forgot to change the obituary.

Quote from: "CHAOS_FANTAZY"
Jurassic Raceway has a theme that fades out. :/

Have you never played Donkey Kong Country? That's how Jungle Hijinx's song loops.
Title: Re: [Map Pack] IX-Pack {V1B Released!}
Post by: Hallan Parva on August 31, 2011, 08:44:34 AM
Okay, correct me if I'm wrong but I'm pretty sure Ocean Base was added in v2 or v3 of the I-Pack. What used to be in Ocean Base's slot? Or, did you just insert a new map into the middle of the old map order?

I wish I could remember back to I-Pack v1 but I really can't.
Title: Re: [Map Pack] IX-Pack {V1B Released!}
Post by: Shade Guy on August 31, 2011, 10:00:44 AM
Replaced Wave Trench, I believe.

IDM16 (the lava one, right?) has, well...A bit too much lava. Either remove some of the lava or make it so that it freezes more lava faster. I also think there's too much work to get Treble Sentry. Incidentally, Rain Flush seems too easy to get. Perhaps swap them around?
Title: Re: [Map Pack] IX-Pack {V1B Released!}
Post by: LlamaHombre on August 31, 2011, 12:32:27 PM
I'd play on Knee Deep in Oil all day every day.

It's so god damn fun.
Title: Re: [Map Pack] IX-Pack {V1B Released!}
Post by: TheMetalManu on August 31, 2011, 02:18:10 PM
Missile Base : Best map ever.
Title: Re: [Map Pack] IX-Pack {V1B Released!}
Post by: Kapus on August 31, 2011, 04:04:58 PM
Missile Base.
Title: Re: [Map Pack] IX-Pack {V1B Released!}
Post by: Alucard on August 31, 2011, 04:06:01 PM
Jurassic Racetrack, all day erry day, Turbo Roaders ftw.
Title: Re: [Map Pack] IX-Pack {V1B Released!}
Post by: LlamaHombre on August 31, 2011, 04:07:00 PM
Quote from: "Alucard"
Turbo Roaders ftw.

Sounds like you'll be hating Trubo Man Remixed, then.
Title: Re: [Map Pack] IX-Pack {V1B Released!}
Post by: Alucard on August 31, 2011, 04:22:17 PM
You...You're leaving out...THE TURBO ROADERS?!?

HOW DARE YOU! They were the main gimmick of the stage!
Title: Re: [Map Pack] IX-Pack {V1B Released!}
Post by: LlamaHombre on August 31, 2011, 04:26:45 PM
A. Couldn't understand their scripts
B. I don't like them, they're disruptive.

Jurassic Raceway at least has a gigantic tracks for the buggers to drive across, so they're not as bad in that map.
Title: Re: [Map Pack] IX-Pack {V1B Released!}
Post by: Ivory on August 31, 2011, 05:07:26 PM
Can I get a vote on the lava in IDM16? Some people say it's just right, some people think it's too much. I find it fine myself. Also, freezeable lava was actually the LAST THING added. It used to be straightforward lava. I only made it freezable due to Lakister's suggestion.

Quote from: "SmashBroPlusB"
Okay, correct me if I'm wrong but I'm pretty sure Ocean Base was added in v2 or v3 of the I-Pack. What used to be in Ocean Base's slot? Or, did you just insert a new map into the middle of the old map order?

I wish I could remember back to I-Pack v1 but I really can't.

Psst. IX-Legacy is your friend. Also, Wave Trench was the old version that existed prior to v3.
Title: Re: [Map Pack] IX-Pack {V1B Released!}
Post by: Max on August 31, 2011, 05:10:46 PM
I love it. If you don't feel safe around the lava, there's much less outside. People should really watch where they're going!

I voted for IDM01 by the way!
Title: Re: [Map Pack] IX-Pack {V1B Released!}
Post by: Kapus on August 31, 2011, 05:13:42 PM
The lava is fine.
Title: Re: [Map Pack] IX-Pack {V1B Released!}
Post by: Korby on August 31, 2011, 05:19:20 PM
I still really really love IDM10.
Title: Re: [Map Pack] IX-Pack
Post by: BiscuitSlash on August 31, 2011, 06:40:12 PM
I haven't got round to playing the new ones yet, thus my vote for IDM04.
Title: Re: [Map Pack] IX-Pack
Post by: Hallan Parva on August 31, 2011, 07:37:17 PM
The lava itself is fine, actually. It's the lava freezing points that are the problem. I feel like each point should freeze more lava than it currently does, y'know? It's a pain in the ass to wait half a minute to freeze a tiny patch of lava to get [insert weapon here], then slide off the ice and land buster-first in a patch of lava RIGHT NEXT TO THE ICE that didn't freeze because its freeze point is somewhere on the other side of the map. :?

I can't vote on the favorite map thing because there's still 3 maps I haven't played yet. Oh yeah, could you enable re-voting? Just in case someone changes their mind or clicks the wrong thing?

I really want to vote for more than one by the way. Ocean Lab's got one of my favorite layouts, plus what I call a "floaty timer" to limit people camping in the low-grav water zone. Knee Deep In Oil has multiple Flame Man oil pits (FUCK YEAH) as well as an attractive layout and multiple paths (so you don't get incinerated by flaming oil). Maple Castle's weapon set is more "Myroc-friendly" with duelist choices like Proto Buster, Tomahawks and Noise Crush, plus the music is SO DAMN SEXY. Plus there's still 3 maps I haven't played yet :lol:
Title: Re: [Map Pack] IX-Pack
Post by: Alucard on August 31, 2011, 09:25:46 PM
Oh yeah, been meaning to ask now that Smash brought it up:

What IS the theme for Maple Castle?
Title: Re: [Map Pack] IX-Pack
Post by: xColdxFusionx on August 31, 2011, 09:30:05 PM
Skull Arena. You already know why.

For the uninformed, find the secret music.
Title: Re: [Map Pack] IX-Pack
Post by: Ivory on August 31, 2011, 09:32:12 PM
Quote from: "Alucard"
Oh yeah, been meaning to ask now that Smash brought it up:

What IS the theme for Maple Castle?

An 8 bit version of Sakuya's Theme from Megamari.

Also, IDM16 is getting a gimmick overhaul. I won't give any details to what I have planned, just know that I am doing something with the lava.
Title: Re: [Map Pack] IX-Pack
Post by: Nuy on August 31, 2011, 09:34:30 PM
QUESTION: Was IDM25 inspired by:
A) Mega Man X2
B) Sonic 3
C) Nothing
D) Other?

Also, Gravity Mine <3
Title: Re: [Map Pack] IX-Pack
Post by: Alucard on August 31, 2011, 09:36:01 PM
Quote from: "Nuy"
QUESTION: Was IDM25 inspired by:
A) Mega Man X2
B) Sonic 3
C) Nothing
D) Other?

Judging how the theme is an 8-Bit Launch Base Zone, I'm thinking Sonic 3.

EDIT: Forgot to mention, thanks for telling the theme Ivory. I knew I heard it from somewhere.
Title: Re: [Map Pack] IX-Pack
Post by: Ivory on August 31, 2011, 09:43:55 PM
Sonic 3's Launch Base Zone. I made the stage revolving around the music. I don't normally do that, but I'm sure someone would appreciate the funfact.
Title: Re: [Map Pack] IX-Pack
Post by: Awbawlisk on August 31, 2011, 09:44:37 PM
oh and one more thing.. Does Jurassic RaceTrack have slashclawwep in that map? I looked everywhere and I never found it That or I am blind I can't believe you didn't put slash claw in that map! waaaaaaaaaaa........

And I believe that Quick-Bomb Alley's Music is from TMNT amirite? inb4 no
Title: Re: [Map Pack] IX-Pack
Post by: Ivory on August 31, 2011, 09:47:14 PM
Quote from: "Awbawlisk"
oh and one more thing.. Does Jurassic RaceTrack have slashclawwep in that map? I looked everywhere and I never found it That or I am blind I can't believe you didn't put slash claw in that map! waaaaaaaaaaa........

Two Slash Claws actually, both of them are hiding in burnt trees.  :cool:


Quote from: "Awbawlisk"
And I believe that Quick-Bomb Alley's Music is from TMNT amirite? inb4 no

WRONG. The correct answer is "Earthworm Jim - New Junk City"
Title: Re: [Map Pack] IX-Pack
Post by: Red on August 31, 2011, 09:50:05 PM
WHAT

You used an Earthworm Jim song for a map?

Now i love the IX pack even more.-
Title: Re: [Map Pack] IX-Pack
Post by: Awbawlisk on August 31, 2011, 09:53:25 PM
Quote from: "Ivory"
Quote from: "Awbawlisk"
oh and one more thing.. Does Jurassic RaceTrack have slashclawwep in that map? I looked everywhere and I never found it That or I am blind I can't believe you didn't put slash claw in that map! waaaaaaaaaaa........

Two Slash Claws actually, both of them are hiding in burnt trees.  :cool:


FFFFFFF- I knew I was blind..  :cry:

Quote from: "Ivory"
Quote from: "Awbawlisk"
And I believe that Quick-Bomb Alley's Music is from TMNT amirite? inb4 no

WRONG. The correct answer is "Earthworm Jim - New Junk City"

OHHHH! So that was what I was thinking....
Title: Re: [Map Pack] IX-Pack
Post by: Ivory on August 31, 2011, 10:02:43 PM
Quote from: "Lag Man"
WHAT

You used an Earthworm Jim song for a map?

Now i love the IX pack even more.-

Two Earthworm Jims song actually.

IDM17 has Anything but Tangerines from EWJ2
IDM18 has New Junk City from EWJ1
Title: Re: [Map Pack] IX-Pack
Post by: Ukiyama on September 01, 2011, 03:06:15 AM
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.

(click to show/hide)
Just weird thing is all.
Title: Re: [Map Pack] IX-Pack
Post by: Knux on September 02, 2011, 06:32:09 PM
Quote
Can I get a vote on the lava in IDM16? Some people say it's just right, some people think it's too much. I find it fine myself. Also, freezeable lava was actually the LAST THING added. It used to be straightforward lava. I only made it freezable due to Lakister's suggestion.

The fact that Freeze Cracker is easily accessible makes it alright. Nothing game breaking otherwise, anyway.

By the way, I heard that there is a secret in Skull Arena... dem rumors...
Title: Re: [Map Pack] IX-Pack
Post by: Alucard on September 02, 2011, 07:00:50 PM
Quote from: "Knux"
By the way, I heard that there is a secret in Skull Arena... dem rumors...

There is, it's revealed in another thread. A popular thread too, by the way.
Title: Re: [Map Pack] IX-Pack
Post by: Captain Barlowe on September 03, 2011, 07:24:15 PM
Quote from: "Ivory"
Sonic 3's Launch Base Zone. I made the stage revolving around the music. I don't normally do that, but I'm sure someone would appreciate the funfact.

Another fun fact: the song itself is a mix of both Launch Base acts, the first being act one then after the loop it's act two.

And I looooooove Missle Base, along with all the maps in the pack. GOGOGOGO Indeed.
Title: Re: [Map Pack] IX-Pack
Post by: Ivory on September 03, 2011, 09:55:13 PM
Indeed. Anyways, I've been working on IX v1C.
IDM21 has turned out be a major problem. Portals in software won't work at all in that level without visual problems.
Problem is, even if I used 3D Floors, I could never include the tree trunk due to the fact player starts have to be on solid floors, not 3D Floors.  I'm sure I'll figure something out.

I guess this is what happens when the only map I didn't software test was the last one made chronologically.

Current change log is as follows.

ToDo:

I finished moving and settling in, so any other problems, complaints? Throw them at me. I can't fix what I don't know about.
Title: Re: [Map Pack] IX-Pack
Post by: Gummywormz on September 03, 2011, 11:24:41 PM
This, for now:

(click to show/hide)
Title: First the RocPack, now the IX-pack!? What can I name maps no
Post by: Tesseractal on September 04, 2011, 12:13:25 AM
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.

(click to show/hide)

(click to show/hide)

(click to show/hide)

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.
Title: Re: [Map Pack] IX-Pack
Post by: Ivory on September 04, 2011, 01:29:34 AM
I'm well aware of the music problem. It only appears to work now if the frag count is set to 5. I'll be figuring out what went wrong for v1c.

Anyways, since my "Now for something completely different" attempt at IDM17 has been deemed a failure, I'm redoing the level using my original concept and throwing the old one in the Legacy Pack.
Title: Re: [Map Pack] IX-Pack
Post by: SaviorSword on September 04, 2011, 04:42:31 AM
The attempt of IDM17 for REALLY emphasizin' platformin' had a good concept, however the execution was terrible.
IDM19 and IDM25 really return to the old Ivory roots. The distances of these 2 monsters remind me heavily of IDM03 (old Sky Way) and IDM04 (Wave Trench)
A piece of "evidence" is that most 20 frag limit games with 7+ people played on Mess's server takes 7 or more so minutes. Usually an adequate sized map with the above given conditions would take around 3+ minutes (around half time it takes to the mentioned maps).

IDM20 IDM23, IDM24 are pushin' the limit as well.

Sorry for the rather skimpy review, but this is the major thin' that bugs me most about the map pack. Also time is a scare thin' to come by once school rolls around. :p
Title: Re: [Map Pack] IX-Pack
Post by: Ivory on September 04, 2011, 05:37:47 AM
Actually, when I returned IDM17 to the original concept, but with 3D Floors to use, it actually brought the platforming concept out far better then that mess of a map it used to be. None the less, I'll toss the old version into the Legacy Pack. Gives me an excuse to edit the unreleased IDM08 version so you can get out in low gravity.

Anyways, I don't see a problem with the map sizes, you seem to act that out of 25 maps, a few large scaled maps are a problem. When really, they aren't.

No offense or anything, but IDM23 is hardly "big". It's long at most and I'd say it's medium sized map. IDM19 is also long, however you can transverse the distance incredibly quickly due to how fast the currents carry you, which sort of the point of the stage(also keep in mind, Korby was the one who designed that stage. I just upped it where needed to make it IDM standard). IDM25 is wide open. I'll give you that, but no one in my testing group ever had any issues with the size. They said it was just right. It also doesn't make sense for a Missile Silo to be cramped up against a building. This is the only stage however that I would do a size reduction too.

IDM20 and 24 were meant to be large maps. So I designed them with large in mind. IDM24 was shrunk as much as possible to keep the race track concept interesting, while keeping the distance at a minimal.

I can understand if you don't like larger maps, which is what I'm assuming. However you are comparing to maps I made back when I wasn't unaware to map size and distance to maps I purposely designed that way to be large. To date, IDM24 is the largest I-Pack Map and I swore that nothing would trump that size.

None the less, don't get me wrong, I'm very appreciative of your review and I will keep your opinions in mind while working on the V1C update. I just felt the need to make it clear, unlike the original IDM03 and 04, these were entirely on purpose.
Title: Re: [Map Pack] IX-Pack
Post by: Shade Guy on September 04, 2011, 05:58:27 AM
In some maps, I think you underestimate certain weapons' potential, especially in a DM situation. For example, Centaur Flash in IDM07. I've had great DM matches here, but it just seems way too easy to get the Centaur Flash, an AOE weapon which has the potential to do a lot of damage in a crowded DM game (in said match my winning frag was with Centaur Flash, but that's beside the point). In Centaur Man, one has to do a lot of jumping to get C.Flash. Here, you just have to climb a ladder.

Another case: IDM25. Super Adaptor is obtained by merely staying on the path. And one of the easier ways to get Crash Bomb is to use Super Adaptor. Personally, I would just take the Super Adaptor without going for the Crash Bomb. Perhaps instead you could replace the Super Adaptor with an Item 1/Rush Coil and replace the Crash Bomb with Super Adaptor? I'm not saying that you have to remove Crash Bomb from the map, that could easily be placed somewhere else.

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
Title: Re: [Map Pack] IX-Pack
Post by: Knux on September 12, 2011, 09:04:57 PM
Quote from: "Alucard"
Quote from: "Knux"
By the way, I heard that there is a secret in Skull Arena... dem rumors...

There is, it's revealed in another thread. A popular thread too, by the way.
Don't know what that thread was, but I searched by myself and found it. God knows what that thing is though.  :ugeek:
Title: Re: [Map Pack] IX-Pack
Post by: Ivory on September 12, 2011, 09:35:50 PM
I'm back home from my trip this weekend. So I hope to be able to release v1c in the next few days. Since quite frankly, this semester is going to be hell and I will not have time to do any major fix ups. Most if not all of the reported problems(and some things personal from myself) have been dealt with. It's mostly just IDM21 being software hell.

Currently all that's left is to fix IDM21
Revert back to the junkman lava gimmick in IDM16. I simply don't have time to spend on the new gimmick right now.
insert the fully working music changing scripts.
When I say fully working, I mean they actually work properly and not only when the frag count is set to 5.
Then some final pokes at it to make sure everything is in order.
Title: Re: [Map Pack] IX-Pack
Post by: Ukiyama on September 13, 2011, 11:12:46 PM
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.

(click to show/hide)
Title: Re: [Map Pack] IX-Pack
Post by: Ivory on September 13, 2011, 11:30:58 PM
I was well aware of that before I even released IX-Pack v1a. I don't really want to add in more bridge things(since that's the only way to make those guts girders work). Especially seeings as If you get stuck in there, it's really your fault. Since there's no way I can imagine anyone accidentally getting stuck in there.
Title: Re: [Map Pack] IX-Pack
Post by: Balrog on September 14, 2011, 03:51:39 PM
Quote from: "Shade Guy"
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 Baiisilisk?

http://www.youtube.com/watch?v=jlIM0eIhlhU&feature=mfu_in_order&list=UL

Nah, that doesn't sound quite right. Maybe X-Hunter?

Title: Re: [Map Pack] IX-Pack
Post by: Hallan Parva on September 14, 2011, 06:44:14 PM
That... that's amazing. I vote for this theme in the next version of IX-Pack. :cool:
Title: Re: [Map Pack] IX-Pack
Post by: Ivory on September 14, 2011, 09:24:48 PM
No, X Hunters does not sound like a sewer. I'm very, very picky about which songs get used in the stages. I don't throw in just any old song, I have to feel it works. And I don't care if Kevvviiinnn gets overrated or not, he's still a talented music maker. Not using his songs on the sole purpose of him being "overrated" is rather shallow IMO.

It sounds good, it's not GXSCC, it's 8 bit, etc, etc, etc. I'm not going to toss away fitting songs for pitful reasons like that.
Title: Re: [Map Pack] IX-Pack
Post by: Tesseractal on September 14, 2011, 10:56:25 PM
Quote from: "Shade Guy"
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

(click to show/hide)

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.
Title: Re: [Map Pack] IX-Pack
Post by: Beed28 on September 14, 2011, 11:17:31 PM
I just ran into a MAJOR problem: playing ICTF01 "Train Riders" completly KILLS Skulltag. It just, DIES. :evil: I had to go into the task manager and force close it. I'm not sure what's causing it, but it needs to be fixed ASAP!

All the other maps run fine, though.
Title: Re: [Map Pack] IX-Pack
Post by: Ivory on September 14, 2011, 11:32:06 PM
I'm aware of that problem. I have no idea what causes the problem other then it being related to bots. Since I've never seen it crash when bots aren't involved.

Anyways, IDM16. I really like the size on that map, and I would hate to change the layout anymore. So I'm wondering if I should get rid of some the slopes to force jumping. Elsewise, I'm at lost what to do. My development time for MM8BDM has been reduced to a few hours a week due to being back in college. None the less, for the sake of getting the superior IDM17 and software happy IDM21 out, those are my main priorities.

So about IDM07. Should Star Crash and Centaur Flash switch places? I never found C-Flash overly dominating due to Slash Claws existence, as Roc said. However if it's apparently a problem, it may be the best solution. I don't want to be adding more locations to that level. So few levels manage to unite all it's areas as that one does.
Title: Re: [Map Pack] IX-Pack
Post by: SaviorSword on September 14, 2011, 11:43:57 PM
I liked the old IDM03 (Sky Way) better than the current one we have now. Sure ya capitalized on 3d floors, for the sacrifice of playability? A simple map swap would be fine. The 3d floor addition felt gimmicky and unnecessary to me. Oh to top it off, rain and plenty of it. Rain has always been a issue to lag, so I'd take it out if ya still want the new Sky Way layout to stay.
Title: Re: [Map Pack] IX-Pack
Post by: MusashiAA on September 15, 2011, 12:34:37 AM
A sewer-themed song?





Don't mind me and my dumb choices. Just keep looking for sewer-themed MM songs.
Title: Re: [Map Pack] IX-Pack
Post by: Ivory on September 15, 2011, 12:45:08 AM
And? I made the Legacy Pack for the reason. It contains all the old versions of old maps that received massive alternations to the layout. All the mapcodes were changed so they could coexist with other old versions and the current versions. If you want to play it, host the Legacy Pack. That was the point of it. I'm keeping the new version. It was my original vision of the level, that was finally made possible due to 3D Floors.

It doesn't suffer from Gyro Fans over death pits, it isn't cramped as hell, it has actual breathing space. There are no locations barely anyone goes to because it's incredibly out of the way with only one way up. Sacrifice playability? I found the level far more playable than the old version and my testers felt the same way.

The rain causes lag, that is a problem, but it would feel weird if the sky changes colors and wind pushes you, but with no indication which direction, it feels off. I may play around with the rain actor itself. Maybe make it spit out less rain. We'll see. As I said earlier, I only allow myself a few hours a week for MM8BDM now that I'm back in college. So it takes me longer to do things I would have done in a few hours over the summer.

Edit: I'm not changing IDM19's song. Thank you.
Title: Re: [Map Pack] IX-Pack
Post by: Shade Guy on September 15, 2011, 03:44:09 AM
Fair enough, as the creator you do have the right to disagree with people about these things.

I waaaaaaaaaas gonna make a music suggestion for IDM20 too, but I think I'll hold back on it.
Title: Re: [Map Pack] IX-Pack
Post by: Ivory on September 15, 2011, 03:46:35 AM
That's probably a good idea. I asked Mr.X to make that song for the pack. That song is NOT changing.
Title: Re: [Map Pack] IX-Pack
Post by: Shade Guy on September 15, 2011, 04:15:15 AM
Oh, that's an original? Who'd have thunk.
Title: Re: [Map Pack] IX-Pack
Post by: Tesseractal on September 15, 2011, 06:16:19 AM
Well, the IX pack probably has the best track record of using original songs versus covers. (Not that anything's wrong with covers) Mr. X also did IDM14's cover. I had forgotten about his Famitracker abilities since they're often overshadowed by his over things. (The "Alpha Sector" music is Mr. X's original, as well.) Anyway, back to main points.

Voting no on the C. Flash / Star Crash swap. Crash is a nuisance already; putting atop of a ladder would encourage people to "hug" the top of the ladder even more. (and be disastrous) C. Flash I'd say really isn't quite that menacing and more of a tool for finishing / blocking Knerf Crush.

I can't speak on the Sky Way issue because my comp was incapable of hosting that map with the rain. I'd liken it to EotD when it got changed in v1d - we definitely lost some area we loved, but it went for the better (not as cramped, much more fluid). The old IDM03 is different enough to keep it as a separate map - just not polished enough as the main 25 (minus 17 lol) to warrant staying. Seeing Savior clamor for the return of IDM03 is really inconsistent with saying that IDM20/24/25/etc. are too large. >.> I would predict IDM03's new layout being much more effective at people finding each other (which was a problem in v3's IDM03 in LMS). The old Sky Way was like the bastard child of Gyro Man and Air Man. I can say easily I don't miss the malicious deathpits beneath the fans (the characteristic of Gyro that had plagued the map until now). I would definitely enjoy seeing the rain go away (as it would allow me to play it online) but eh, I'll remain impartial about it. (Flamethrower also lagged my computer, so I don't really consider it a good standard to judge lag off of)

And finally, IDM16. Definitely go with killing some of the slopes (and turning them into stairs, creating forced platforming). Alternatively you could just add a "ledge" or fence on the perimeter as a safety rail, although that seems terribly generous.
Title: Re: [Map Pack] IX-Pack
Post by: Ivory on September 15, 2011, 06:40:38 AM
You make some good points. Anyways, some announcements. I had time to do some modding work today.

Anyways, IDM07 is remaining as it is. I can't think anything more to do with the map. Testing it out a bit, Star Crash seems to be more worth taking the longer climb for over Centaur Flash.

IDM03: I made a new rain spawner which drastically reduces the amount of rain that spawns. I tested it in a server, and it proved to be barely laggy.

I may also do a slight overhaul revision to IDM21. Since it now seems the best method to kill the software problem is by making the top half 3D Floors as opposed to portal effects, it seems rather pointless to not utilize the new real estate that will exist on top.

Also, to make it perfectly clear, I asked Mr.X to make an 8 bit version of this song for IDM20


It's one of my favorite games series ever.
From the first game, Egyptian Grove was actually supposed to be the music I wanted to use for IDM05, but no 8 bit versions existed.
Title: Re: [Map Pack] IX-Pack
Post by: DarkAura on September 17, 2011, 04:57:53 PM
Quote from: "Ivory"

Lament - Why I was getting a "Final Fantasy-ish" vibe from listening to the 8-bit version, I'll never know. Anyway, I happend to come accross a bug we found a while ago. In IDM12 - Silent Bog, The very low small platform with the Rush Coil between the bridge and the Rain Flush has the script that slows down the player. I know it isn't much, but I thought that might get looked over.

Aura - We also noticed that a few of the songs are a bit off when they loop, IDMMUS3, 5, I think 11, 13, 22, and a somewhat unnoticable delay in 25. Is it okay if I help re-loop the songs for ya?
Title: Re: [Map Pack] IX-Pack
Post by: Ivory on September 17, 2011, 05:16:56 PM
IDM12's floor was fixed already. Along with making the inside parts of the building less annoying.

As for music.

Title: Re: [Map Pack] IX-Pack
Post by: DarkAura on September 18, 2011, 03:35:56 AM
Quote from: "Ivory"
IDM25 there's a slight delay with the looping?

Aura - When the map starts, theres a small delay before the music starts. The same happened with the others. Anyway, their all re-looped and we're sending via PM.
Title: Re: [Map Pack] IX-Pack
Post by: Ivory on September 18, 2011, 04:03:18 AM
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.

And I made some screenshots to showcase the changes.
(click to show/hide)
Title: Re: [Map Pack] IX-Pack
Post by: Awbawlisk on September 18, 2011, 04:16:10 AM
Looks awesome! You never cease to amaze me Ivory! 8D
Title: Re: [Map Pack] IX-Pack
Post by: Ivory on September 19, 2011, 06:55:36 PM
Quote from: "Ukiyama"
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.

(click to show/hide)
Just weird thing is all.

Okay, so I've been testing this, but I can't replicate it. The script always seems to be working right. Has anyone else experienced this problem?
Title: Re: [Map Pack] IX-Pack
Post by: MusashiAA on September 19, 2011, 07:02:21 PM
Yes, I have. I just thought it was some sort of secret gravity changing feature or something. But that was too much of a stretch...

Oh, and MMClasses Bubble can fly as well. Just takes less effort to pull it off.
Title: Re: [Map Pack] IX-Pack
Post by: Ivory on September 19, 2011, 07:05:35 PM
Actually, right as post that. THEN I figured it out. All I did was push the rock away 64 units. Haven't been able to do it since.

Also, keep in mind, I don't design with classes, Roboenza, or anything other then pure DM,TDM,LMS,TLMS, other vanilla modes in mind. If it works for those other game modes, that's just bonus. If there's some sort of map exploit classes can do? Tough.
Title: Re: [Map Pack] IX-Pack
Post by: MusashiAA on September 19, 2011, 07:10:24 PM
I know, but it seems it's more likely to happen in certain maps, so I thought it had something to do with how the maps were made. It's rather weird I could pull it off in Waterfall Grotto (small bodies of water) and not in Ice Man Remix (much more open space and lots of underwater parts). Maybe it's just me.
Title: Re: [Map Pack] IX-Pack
Post by: DarkAura on September 20, 2011, 09:06:28 PM
Lament - I don't know if anyone announed this bug yet, but:
(click to show/hide)
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?
(click to show/hide)
Not the text.
This level takes directly underneath MM4TOA. Pretty neat idea.
Title: Re: [Map Pack] IX-Pack
Post by: Alucard on September 20, 2011, 09:11:10 PM
Ivory only makes maps for the modes included in just the game.

Quote from: "Ivory"
Also, keep in mind, I don't design with classes, Roboenza, or anything other then pure DM,TDM,LMS,TLMS, other vanilla modes in mind. If it works for those other game modes, that's just bonus. If there's some sort of map exploit classes can do? Tough.

Info from here.
Title: Re: [Map Pack] IX-Pack
Post by: Awbawlisk on September 20, 2011, 09:14:57 PM
But I thought I encountered that glitch too... But I just thought it was lag.. maybe it was right?
Title: Nice paying more attention to the HUD than the situation.
Post by: Kenkoru on September 20, 2011, 09:18:11 PM
Quote from: "Alucard"
Ivory only makes maps for the modes included in just the game.
Then shouldn't he fix that floor that looks like it's a pit but doesn't kill the player so people aren't camping there in DM, TDM, TLMS, and LMS?
Title: Re: Nice paying more attention to the HUD than the situation
Post by: Alucard on September 20, 2011, 09:43:49 PM
Quote from: "Kenkoru"
Quote from: "Alucard"
Ivory only makes maps for the modes included in just the game.
Then shouldn't he fix that floor that looks like it's a pit but doesn't kill the player so people aren't camping there in DM, TDM, TLMS, and LMS?

Well then, why doesn't someone take a screenshot of it using the Megaman class instead of Shadowman?
Title: Why you no common sense.
Post by: Kenkoru on September 20, 2011, 09:52:00 PM
Perhaps because it would be redundant, seeing as there is already a perfectly fine screenshot of the bug.
Title: Re: [Map Pack] IX-Pack
Post by: Ivory on September 20, 2011, 11:30:46 PM
I already fixed IDM14.

I'll rephrase what I said. I make my maps primarily vanilla gamemodes. Other gamemodes(classes, roboenza,etc) are a secondary worry.
What I mean is I'm not breaking vanilla balance for the sake of classes/roboenza/etc. If there is a bug such as that shadowman in IDM14, please report those things.
Title: Re: [Map Pack] IX-Pack
Post by: DarkAura on September 20, 2011, 11:39:51 PM
Quote from: "Ivory"
I already fixed IDM14.

I'll rephrase what I said. I make my maps primarily vanilla gamemodes. Other gamemodes(classes, roboenza,etc) are a secondary worry.
What I mean is I'm not breaking vanilla balance for the sake of classes/roboenza/etc. If there is a bug such as that shadowman in IDM14, please report those things.

Lament - And for that, I am deeply sorry. I did test it in a vanilla gamemode and found the same result. I just didn't know it was already reported.

Gotta get my thoughts together and focus more, I'm starting to lose it.
Title: Re: [Map Pack] IX-Pack
Post by: Knux on September 21, 2011, 04:33:24 AM
I don't know if this was reported or not. It's not much of a deal, but anyway:

(click to show/hide)

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.
Title: Re: [Map Pack] IX-Pack
Post by: Ukiyama on September 21, 2011, 08:21:57 PM
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.

(click to show/hide)
Title: Re: [Map Pack] IX-Pack
Post by: Ivory on September 21, 2011, 09:31:42 PM
Not a bug. The pit has block monsters set on it so the bots wouldn't all pile up in the silo pit and kill eachother. A side effect from that is ladders for bots in the silo pit are infinitely tall on both sides.

There are other maps in the pack that bots can do the same behavior.
Title: Re: [Map Pack] IX-Pack
Post by: Korby on September 21, 2011, 10:19:33 PM
It's not a bug, but it IS hilarious!
Title: Re: [Map Pack] IX-Pack
Post by: Knux on October 17, 2011, 10:58:56 PM
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:

(click to show/hide)

...It has normal gravity.
Title: Re: [Map Pack] IX-Pack
Post by: Ivory on October 17, 2011, 11:02:39 PM
I'm aware, I also redid that part of the map with 3D Floors. I made sure gravity was correct everywhere.

Since I'm posting. Might as well give an update.

I'm working on IDM21, then I update music scripts so they'll work properly. Then v1c. Unless Roc gives me that review before I get done, then I'll probably have more things to go back too. So if you have anything to request. I suggest it now.

It's currently midterm week, so I may be too busy to get the release done this week. I have 3 midterms this week and numerous assignments.
Title: Re: [Map Pack] IX-Pack
Post by: MusashiAA on October 17, 2011, 11:13:54 PM
I suggest either a Bionic Commando-inspired map, or a Duck Tales Moon level-inspired map. EDIT: Not really.

Ivory, will you use my 2GB songs for good? Because if you will, I might need to polish them a bit more fix a certain Famitracker issue about wav files not looping perfectly in Skulltag.
Title: Re: [Map Pack] IX-Pack
Post by: Ivory on October 17, 2011, 11:21:09 PM
Yeah I intend to use them. Right now they are all in the current v1c build.
Title: Re: [Map Pack] IX-Pack
Post by: Shade Guy on October 22, 2011, 10:08:11 AM
If I haven't said this before, I must say, these maps are great. The original 10 are most likely at their prime, the 5 after them are following suit, and the newest 10...Well, I prefer the original 10 over them, but I would say they are either on the level or better than the first 10 were when they were first released. And like the first 10, I'm sure you will be able to gradually make them better and better over time. Making great maps takes time, and do not ever feel the need to rush to release a newer version by a certain date if you don't think they are ready.

Having said that, I feel obligated to give some comments on how to improve these maps. However, I'll only be able to comment on maps I've had enough experience playing on in a DM situation, since it would be pretty useless if I commented on a map lacking the experience to do so.

First map I would like to talk about is IDM13-Rugged Mountain. Having played it, the weapon selection seems to be a bit redundant. There are so many close range weapons. Star Crash, Power Stone and Charge Kick all serve the same purpose. Other close range weapons include Hyper Bombs, Danger Wrap and Air Shooter...Not to mention that due to the open-ness of the map, Danger Wrap's usefulness is skewered as the projectiles will float off into the sky, instead of hitting any ceiling and falling back down to explode. The only straightforward bullet-shooty weapon is Bass Buster. And unless I'm mistaken, there's only one of it. To improve the weapon layout, I would suggest that you replace a number of these close range weapons with some more mid-long range ones.

Also, Windhold combo is a no-no. Replace Wind Storm with something...Even if there was no G-Hold in the map, it's still possible to launch people off the stage.

I will hopefully post more later.
Title: Re: [Map Pack] IX-Pack
Post by: LlamaHombre on October 22, 2011, 03:37:54 PM
Knee Deep in Oil will remain the best map ever made.
Title: Re: [Map Pack] IX-Pack
Post by: Awbawlisk on October 22, 2011, 03:53:40 PM
No Jurassic Racetrack <.< But Knee Deep in Oil was a good map too
Title: Re: [Map Pack] IX-Pack
Post by: Ivory on October 22, 2011, 07:14:25 PM
Thank you Shade Guy. I appreciate the feedback. I will agree with you, the new maps need work. While the original 10 maps at this point in time are something I barely need touch now. As for the most part, they are as great as the map layout will allow them to be. There is no doubt in my mind that the latest maps will get there in time, but don't worry. I'm not usually one to rush things, despite what certain members of the community would claim. Even IDM17. That maps was a test of concept.

So to respond your feedback, I actually already changed the weapon layout of IDM13 s tad bit to include more longer ranged weapons, and windstorm was gone. It was always meant to be gone. It just slipped by when I was originally working on the map for the IX-Release.

I'll say it before and I'll say it again.
The quality improvements are mostly based on user feedback. If you want to see improvements, I need to hear them. I can't take anything into consideration when I'm unaware of the problem.
Title: Re: [Map Pack] IX-Pack
Post by: Ivory on October 31, 2011, 11:11:51 PM
Lalalala~ New Race Map by Mr. X! Just in time for Halloween! Due to midterm weeks, I haven't been able to do any other sort of mapping work.

So get it here. Also on wadhost.

http://www.mediafire.com/?zvk6c457a4qaajl
http://www.4shared.com/file/DCr4Z5Pp
Title: Re: [Map Pack] IX-Pack {IX-Misc v1b Released - New Map by Mr
Post by: Mr. X on October 31, 2011, 11:27:15 PM
Quick notes about this race map:

XRACE03 - NIGHTMARE CASTLE

-PLAY IN LAST MAN STANDING
-The music is an 8-bit remix of "Haunted Woods" from Diddy Kong Racing.
-Racers do NOT die when the crash and hit the pavement.  This is so people can screw around in the stage which I hear is common in Sunset Canyon.  You may be asking "Wait a minute...that means when everybody crashes, this stage will go on forever because some jerk will keep running from everybody!  Trollololololol"  Well...
-There is a three minute time limit.  If the race is not over in three minutes, everybody dies and the game declares it a draw (unless lag screws it up, in which case someone gets an undeserved win)
-After a jump about two thirds of the way through, the rest of the course is do-able on foot.  Don't panic if you crash near the end!
-Due to the fact that you don't necessarily lose if you crash, I took the opportunity to make the 2nd half of the course harder than Sunset Canyon. Because I'm sadistic, mwahahaha
-There is a special door that prevents or at least cuts down on Gyro Class cheating.  At worst, he can still cheat, but it's only like a 1 second advantage.
-Happy Halloween!

Oh, and there's graphical glitches near the spiral staircase building in both software and OpenGL.  It's more visible in Software.  I am aware it exists.  Unfortunately, all of my attempts to get rid of it have been completely unsuccessful.  Luckily, it's nothing gamebreaking.  Sorry for the inconvenience.
Title: Re: [Map Pack] IX-Pack {IX-Misc v1b Released - New Map by Mr
Post by: LlamaHombre on October 31, 2011, 11:42:12 PM
I really like this new map! I find all of it rather challenging!
Title: Re: [Map Pack] IX-Pack {IX-Misc v1b Released - New Map by Mr
Post by: BiscuitSlash on November 01, 2011, 05:29:47 PM
Quote from: "Mr. X"
-The music is an 8-bit remix of "Haunted Woods" from Diddy Kong Racing.
The moment I saw this I was enlightened. I loved that stage, and I can tell that I already love this new map!
Title: Re: [Map Pack] IX-Pack {IX-Misc v1b Released - New Map by Mr
Post by: Korby on November 01, 2011, 08:34:19 PM
I absolutely love this race map, and I thank you for including a stop to cheaters flying classes!
Title: Re: [Map Pack] IX-Pack {IX-Misc v1b Released - New Map by Mr
Post by: LlamaHombre on November 01, 2011, 10:29:16 PM
But is it enough for the justice climber? (http://i628.photobucket.com/albums/uu9/YoukaiOfFlowers/XatCool.png)
Title: Re: [Map Pack] IX-Pack {IX-Misc v1b Released - New Map by Mr
Post by: Korby on November 02, 2011, 01:10:43 AM
Host a server and we shall see (http://i628.photobucket.com/albums/uu9/YoukaiOfFlowers/XatCool.png)(http://i628.photobucket.com/albums/uu9/YoukaiOfFlowers/XatCool.png)(http://i628.photobucket.com/albums/uu9/YoukaiOfFlowers/XatCool.png)
Title: Re: [Map Pack] IX-Pack {IX-Misc v1b Released - New Map by Mr
Post by: Ukiyama on November 02, 2011, 01:22:21 AM
Who flies pfffff.... I prefer to hop (Toad Man FTW)
Title: Re: [Map Pack] IX-Pack {Release for later this weekend}
Post by: Ivory on November 04, 2011, 05:52:43 AM
So, this is it. I'm just about ready to make a v1c release for the end of this weekend. The current change log is as follows.
(click to show/hide)

If you want to see anything else fixed up and included for the next release, now is the time to tell me. I can't fix anything that I don't know about. Especially the X-Pack maps. I've heard next to nothing about them.
Title: Re: [Map Pack] IX-Pack {Release for later this weekend}
Post by: MusashiAA on November 04, 2011, 05:55:03 AM
I see Baii gets a whole log entry and not my songs that were totally not added into the map pack sniff sniff :'(
Title: Re: [Map Pack] IX-Pack {Release for later this weekend}
Post by: Ivory on November 04, 2011, 06:05:18 AM
I thought you wanted me not to give you credit  :ugeek:
Thanks for reminding me.
Title: Re: [Map Pack] IX-Pack {Release for later this weekend}
Post by: Awbawlisk on November 04, 2011, 12:48:19 PM
For the maps that are getting layout changes.. Are the old layout versions of those maps gonna be in IX-Legacy?
Title: 1 more post until I hit 3000. Gasp.
Post by: Ivory on November 04, 2011, 03:42:16 PM
That's the purpose of the Legacy pack, yes.
Title: Re: [Map Pack] IX-Pack {Release for later this weekend}
Post by: SaviorSword on November 04, 2011, 04:47:11 PM
I just remembered somethin'.
Please check all the linedefs that should have Block Monsters for Bot Apoc.
A few maps have that problem just sayin', but I don't remember which.
Title: Re: [Map Pack] IX-Pack {Release for later this weekend}
Post by: Mr. X on November 04, 2011, 10:31:44 PM
They were done on purpose because bots kept piling up in those areas of the map.  Also, in XDM09, they're there so Moby doesn't get loose.  They won't be removed.
Title: Re: [Map Pack] IX-Pack {Release for later this weekend}
Post by: Korby on November 05, 2011, 12:05:43 AM
I think he means lines that SHOULD have them, like at pitfalls and stuff.
Title: Re: [Map Pack] IX-Pack {Release for later this weekend}
Post by: Mr. X on November 05, 2011, 03:00:53 AM
I was going off of what Ivory told me:  xe said xe had checked all pits for Block Monster tags and added them accordingly.
Title: Re: [Map Pack] IX-Pack
Post by: Ivory on November 06, 2011, 12:07:09 AM
Well I can't be certain I covered every last area. It would also be more helpful if I knew the problem maps, instead of Savior asking me to go through 34 maps to find out where Bots get themselves killed off.

Anyways, IX-Legacy v1B is released. It contains the old versions of IDM17,21 and 25. It also fixes up IDM08L1 with bride things so the press balls won't kill you anymore when down.
IX-Packv1C will be released sometime tonight or tomorrow. Nothing fancy, just getting this out now to clear the way for the real meat of the update.

MediaFire:
IX-Legacy V1B (http://www.mediafire.com/?hlbn9ywb9785w27)
4Shared:
IX-Legacy V1B (http://www.4shared.com/file/3W-JzXXi/)
Also on Wadhost.
Title: Re: [Map Pack] IX-Pack
Post by: SaviorSword on November 06, 2011, 01:47:36 AM
I'll do that as soon as I can and report back here.
Title: Re: [Map Pack] IX-Pack
Post by: Ivory on November 07, 2011, 11:54:53 PM
Well, sorry for being late on my deadline. It took longer to get a specific song from Baii than I thought. So without further wait, I bring everyone, IX-Pack v1C!
What's new to v1c? Well to showcase the biggest additions.

Sounds good?
Download it now.
Mediafire (http://www.mediafire.com/?y1u55e8ecec5ksb)
4Shared (http://www.4shared.com/file/DRgtv61x/)

Also on Wadhost

Full Changelog
(click to show/hide)
Title: Re: [Map Pack] IX-Pack {IX-v1c released} NEW! XDM10!
Post by: LlamaHombre on November 08, 2011, 02:21:17 AM
Tuesday's gonna be great. :mrgreen:

XDM10 has me really excited. Shame I can't see it today. :(
Title: Re: [Map Pack] IX-Pack {IX-v1c released} NEW! XDM10!
Post by: Blaze Yeager on November 08, 2011, 02:28:08 AM
I wasn't expecting XDM10 either Llama, though it WILL surprise you
Title: Re: [Map Pack] IX-Pack {IX-v1c released} NEW! XDM10!
Post by: Awbawlisk on November 08, 2011, 03:54:46 AM
/me sees new idm17

/me drools

I-i-It's b-b-b-b-Beautiful..... /me faints

Now its back in my top 3 8D
Title: Re: [Map Pack] IX-Pack {IX-v1c released} NEW! XDM10!
Post by: Beed28 on November 08, 2011, 09:27:00 AM
I found a bug in XDM10, the pipes are transparent and seethrough, unless they're supposed to be like that. I'd upload a picture, but bloody Imageshack won't let me log on anymore.

EDIT: I fixed the problem, all I needed to do was to delete the site's cookies and now I could log on again. :) Here's the picture:

(http://img810.imageshack.us/img810/8075/screenshotdoom201111080.png)
Title: Re: [Map Pack] IX-Pack {IX-v1c released} NEW! XDM10!
Post by: Ivory on November 08, 2011, 10:54:20 AM
I'm sorry to say, but that's only for you. I never had any issues with those pipes, software or OpenGL, Mr. X never had any of those problems, and no one in Kens server mentioned the pipes being like that.

Also, I'm well aware of a problem with the new music script. SSW and I are going to get to the bottom of it.
Title: Re: [Map Pack] IX-Pack {IX-v1c released} NEW! XDM10!
Post by: Beed28 on November 08, 2011, 01:56:00 PM
I've just tried it, it also happens in software.

(http://img198.imageshack.us/img198/7660/screenshotdoom201111081.png)

How can I fix this for myself? I can't find anything related in the Display menu. Is the problem because of the graphics card on my laptop?
Title: Re: [Map Pack] IX-Pack {IX-v1c released} NEW! XDM10!
Post by: Ivory on November 08, 2011, 05:08:12 PM
Are you running any other mods with v1c? Have you tried moving your skin folder out? No doubt in my mind that there seems to be some sort of conflicting.
Title: Re: [Map Pack] IX-Pack {IX-v1c released} NEW! XDM10!
Post by: Ukiyama on November 08, 2011, 05:18:02 PM
Almost looks like another map pack has the same name texture as the pipe graphic.

Edit: With the Kap Pack, It has a pipe texture with same name
Title: Re: [Map Pack] IX-Pack {IX-v1c released} NEW! XDM10!
Post by: Beed28 on November 08, 2011, 06:37:49 PM
Quote from: "Ukiyama"
Almost looks like another map pack has the same name texture as the pipe graphic.

Edit: With the Kap Pack, It has a pipe texture with same name

That did the trick! Thanks! :D
Title: Re: [Map Pack] IX-Pack {IX-v1c released} NEW! XDM10!
Post by: Knux on November 09, 2011, 04:50:52 AM
-XDM09 - No more water gravity outside of water!(hopefully)

(click to show/hide)

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
Title: Re: [Map Pack] IX-Pack {IX-v1c released} NEW! XDM10!
Post by: SaviorSword on November 12, 2011, 03:24:30 AM
Here's a list of maps where bots fall too far and such. I won't post maps without a problem.

IDM03 Not sure where.
IDM05 Part is the fallin' bridge area.
IDM06 The junk area.
IDM08 Water and the small parts of the Gemini area.
IDM11 A very tiny part at where Ice Slasher is at.
IDM13 The small bridge close to Screw Crusher and Sliver Tomahawk
IDM19 Not sure where.
IDM20 The invisible bridge area.
IDM24 Somewhere around the water.
XDM03 All the water.
XDM06 The death sand area.
XDM08 The spike ball area.
Title: Re: [Map Pack] IX-Pack {IX-v1c released} NEW! XDM10!
Post by: Joseph Collins on December 04, 2011, 08:46:11 PM
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:
(click to show/hide)
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.
(click to show/hide)
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!
Title: Re: [Map Pack] IX-Pack {IX-v1c released} NEW! XDM10!
Post by: Ivory on December 04, 2011, 08:47:47 PM
Joseph this is old news. SSW and I already debugged the hell out of the code. IXv1d already has the fixed script. I'm just putting off the release due to being so busy with the end of the semester.
Title: Re: [Map Pack] IX-Pack {IX-v1c released} NEW! XDM10!
Post by: Joseph Collins on December 04, 2011, 08:49:48 PM
Well, I'd generally do a search for stuff like this and save myself from embarrassment, and in fact did, but I didn't find anything relevant due to the broadness of the coding.  Sorry.
Title: Re: [Map Pack] IX-Pack {IX-v1c released} NEW! XDM10!
Post by: Ivory on December 04, 2011, 08:51:35 PM
It's fine. I don't think I actually announced it in on the thread. Only the IX-Dev Chat and various other Skype chats.

I'll get v1d out before the Holiday break, that much is for sure.
Title: Re: [Map Pack] IX-Pack {IX-v1c released} NEW! XDM10!
Post by: Joseph Collins on December 04, 2011, 08:55:28 PM
Incidentally, did that chunk of code receive any other changes I should be aware of?  I can't see improving it further, other than adding a time limit trigger. (Which I'll probably do in my own maps, since I like playing with a time limit as well as/in lew of a frag limit.)
Title: Re: [Map Pack] IX-Pack {IX-v1c released} NEW! XDM10!
Post by: Mr. X on December 04, 2011, 09:02:33 PM
Quote from: "Ivory"
Joseph this is old news. SSW and I already debugged the hell out of the code. IXv1d already has the fixed script. I'm just putting off the release due to being so busy with the end of the semester.

Ahem, I believe I found what was causing the problem.
Title: Re: [Map Pack] IX-Pack {IX-v1c released} NEW! XDM10!
Post by: Ivory on December 04, 2011, 09:07:49 PM
Mr. X, did you do all the debugging in making the new script work? No, I don't believe you did.

This is the latest version of SSW's script, and the one that is going into IX-v1D

Other than fixing, it makes it so the victory music only works with IX-Pack Maps.
Code: [Select]
int whodatdied;
int mostfrags=0;

script 18 (void) NET
{
  log(d:ActivatorTID(), s:", ", d:mostfrags);
}

script 19 DEATH
{
  for ( int i = 0; i <= PlayerCount(); i++ ) {
    SetActivator(1000+i);
    if (PlayerFrags() > mostfrags) {
     mostfrags = PlayerFrags();
    }
  }
}

script 20 ENTER
{
int whichmode = ACS_ExecuteWithResult(975, 0);
delay(1);

if (GetCVar("fraglimit")==0)
{
terminate;
}

  switch (whichmode) {
 
    case 0:  // ffa dm
    if ( mostfrags == (GetCVar("fraglimit") - 5) ) {
      if(GetLevelInfo(LEVELINFO_PAR_TIME)==700){SetMusic("IBOSMUS1");}
if(GetLevelInfo(LEVELINFO_PAR_TIME)==701){SetMusic("IBOSMUS2");}
if(GetLevelInfo(LEVELINFO_PAR_TIME)==702){SetMusic("IBOSMUS3");}
if(GetLevelInfo(LEVELINFO_PAR_TIME)==703){SetMusic("IBOSMUS4");}
if(GetLevelInfo(LEVELINFO_PAR_TIME)==704){SetMusic("IBOSMUS5");}

if(GetLevelInfo(LEVELINFO_PAR_TIME)==720){SetMusic("MM10BOSS");}
if(GetLevelInfo(LEVELINFO_PAR_TIME)==721){SetMusic("W10BOSS");}
if(GetLevelInfo(LEVELINFO_PAR_TIME)==722){SetMusic("XMASBOSS");}
if(GetLevelInfo(LEVELINFO_PAR_TIME)==723){SetMusic("XBOSS01");}
if(GetLevelInfo(LEVELINFO_PAR_TIME)==724){SetMusic("XBOSS02");}
if(GetLevelInfo(LEVELINFO_PAR_TIME)==725){SetMusic("XBOSS03");}
    } else if ( mostfrags == GetCVar("fraglimit") ) {
if(GetLevelInfo(LEVELINFO_SUCK_TIME)==700){SetMusic("IXDMFIN");}
if(GetLevelInfo(LEVELINFO_SUCK_TIME)==701){SetMusic("XMASDM");}
    }
    break;
   
    case 1:  // possession
//
    break;
   
    case 2:  // ffa lms/ tlms
//
    break;
   
    case 3:  // duel
    if ( mostfrags == (GetCVar("fraglimit") - 1) ) {
      if(GetLevelInfo(LEVELINFO_PAR_TIME)==700){SetMusic("IBOSMUS1");}
if(GetLevelInfo(LEVELINFO_PAR_TIME)==701){SetMusic("IBOSMUS2");}
if(GetLevelInfo(LEVELINFO_PAR_TIME)==702){SetMusic("IBOSMUS3");}
if(GetLevelInfo(LEVELINFO_PAR_TIME)==703){SetMusic("IBOSMUS4");}
if(GetLevelInfo(LEVELINFO_PAR_TIME)==704){SetMusic("IBOSMUS5");}

if(GetLevelInfo(LEVELINFO_PAR_TIME)==720){SetMusic("MM10BOSS");}
if(GetLevelInfo(LEVELINFO_PAR_TIME)==721){SetMusic("W10BOSS");}
if(GetLevelInfo(LEVELINFO_PAR_TIME)==722){SetMusic("XMASBOSS");}
if(GetLevelInfo(LEVELINFO_PAR_TIME)==723){SetMusic("XBOSS01");}
if(GetLevelInfo(LEVELINFO_PAR_TIME)==724){SetMusic("XBOSS02");}
if(GetLevelInfo(LEVELINFO_PAR_TIME)==725){SetMusic("XBOSS03");}
    } else if ( mostfrags == GetCVar("fraglimit") ) {
if(GetLevelInfo(LEVELINFO_SUCK_TIME)==700){SetMusic("IXDUFIN");}
if(GetLevelInfo(LEVELINFO_SUCK_TIME)==701){SetMusic("XMASDU");}
    }
    break;
   
    case 4:  // ctf/ 1f-ctf
//
    break;
  }
  restart;
}
Title: Re: [Map Pack] IX-Pack {IX-v1c released} NEW! XDM10!
Post by: Joseph Collins on December 04, 2011, 09:16:54 PM
Hm.  I think I understand what you did there.  Basically, the code only reads from the highest frag count now instead of reading from everyone's frag count, which means that the script has less work to do overall, as well as eliminating the "music in-fighting".  It took me a minute to wrap my head around that.  That's pretty neat.

Thank you for sharing this a little early.  Now my (two) maps will be a little nicer script-wise.
Title: Re: [Map Pack] IX-Pack {IX-v1c released} NEW! XDM10!
Post by: Mr. X on December 07, 2011, 12:01:31 AM
I still found the problem in the script to begin with while you said you and SSW couldn't figure it out.  It was a small but crucial part and I think I deserve at least some sort of credit.  No need to spit in my face, jeez.
Title: Re: [Map Pack] IX-Pack {IX-v1c released} NEW! XDM10!
Post by: Mr. X on December 09, 2011, 02:53:01 AM
Double post for asking of opinions since I have a feeling nobody will notice if I just edit the previous post and I need opinions soon~

Ok, so I want to change the music to XCTF03.  As you may recall, the original music was a fun "O Christmas Tree" remix I found on YouTube.  And life was good.  But then, I realized the song came from an album you had to purchase thus making the song and stage against this site's rules.  I quickly found 8-bit Christmas remixes which, while nice, I don't feel match the fun festive mood of the stage.  So, I made a new level song and I want to take the current Carol of the Bells and use it as the boss music.

Here's the song I made for the main combat.


I don't want to change it if it'll make people annoyed so I figured I'd ask the opinion of the community.
Title: Re: [Map Pack] IX-Pack {IX-v1c released} NEW! XDM10!
Post by: Joseph Collins on December 09, 2011, 03:12:02 AM
I really need to learn how to use Famitracker one of these days.  Or maybe just make a SoundFont with Mega Man drum patches.  The latter would be better for me, actually, since I do all my music in Fruity Loops Studio anyway.  But I digress!

Personally, I like it.  I think it sounds much more festive and cheerful than the existing song.  Plus, Carol of the Bells makes a good battle theme.  Just look at what it did for Mega Man's Christmas Carol.  Yeah, I know.  That was shameless.  Lulz.
Title: Re: [Map Pack] IX-Pack {IX-v1c released} NEW! XDM10!
Post by: Hallan Parva on December 09, 2011, 03:15:28 AM
Please use that, I beg of you.
Quote from: "Egoraptor"
Fucking... GEEEEEENIUSSSSSSS
Title: Re: [Map Pack] IX-Pack {IX-v1c released} NEW! XDM10!
Post by: FCx on December 09, 2011, 03:16:24 AM
Much better than the current music.
Title: Re: [Map Pack] IX-Pack {IX-v1c released} NEW! XDM10!
Post by: Mr. X on December 09, 2011, 03:19:07 AM
Quote from: "Joseph Collins"
I really need to learn how to use Famitracker one of these days.  Or maybe just make a SoundFont with Mega Man drum patches.  The latter would be better for me, actually, since I do all my music in Fruity Loops Studio anyway.  But I digress!

Personally, I like it.  I think it sounds much more festive and cheerful than the existing song.  Plus, Carol of the Bells makes a good battle theme.  Just look at what it did for Mega Man's Christmas Carol.  Yeah, I know.  That was shameless.  Lulz.


I was wondering when you'd comment on me using your music.  Your stuff sounded real enough to me, I had no idea it wasn't famitracker!
Title: Re: [Map Pack] IX-Pack {IX-v1c released} NEW! XDM10!
Post by: Joseph Collins on December 09, 2011, 05:12:34 PM
Well, I didn't mean my rendition of Carol of the Bells.  Mine's a bit too mellow for your purposes here.  XD

And what I actually use is what Kevvviiinnn used to use once upon a time.  I'm not sure if it has a proper name, but the trio of plugins are called "NESPulse", "NESTri" and "NESNoise".  Admittedly, I've never used the NESNoise plugin, taking the lazy route and using either an NES or a Game Boy SoundFont for the drums. (The NES SoundFont has Konami VRC6 drums and the Game Boy one has standard Game Boy noise drums.)  Much like Famitracker, you have to fiddle with each plugin to make it sound how you want it to.  Rather than tracker "samples", though, I have to make a separate channel for each type of square or triangle wave.  It's actually kind of fun having such control over my tunes like that, but I seriously wish I had a Mega Man drums SoundFont or something.  :(
Title: This is a subject.
Post by: Ivory on January 09, 2012, 02:51:53 AM
First Rocpak, Best Maps Ever,and now IX-pack? It's like Christmas again! Anyways I know I'm late on this update, but here it is.
Almost a month after the last post. Also apparently BME updated when I wasn't paying attention

MediaFire
IX-Pack v1d (http://www.mediafire.com/?7ag7kwdatacagp1)

4shared
IX-Pack v1d (http://www.4shared.com/file/Lc88PBKQ/)
Also on wadhost for autowad to find

The most notable changes are:
Title: Re: [Map Pack] IX-Pack [IX-v1d released!]
Post by: Joseph Collins on January 09, 2012, 08:29:24 AM
Without spoiling too much of the new changes, I'll say this much:
Super Adapter + underwater physics = flying foreverrrrr o/`

And then a Moby ate my face off.  Good times, good times...
Title: Re: [Map Pack] IX-Pack [IX-v1d released!]
Post by: SaviorSword on January 10, 2012, 02:27:56 AM
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.
(click to show/hide)
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.
(click to show/hide)
IDM05- Excessive on the light room, and lack of on the bridge.
(click to show/hide)
IDM06- Excessive on that pit.
(click to show/hide)
IDM07- Excessive on those 2 hallways
(click to show/hide)
IDM09- Excessive on many places.
(click to show/hide)
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.
(click to show/hide)
IDM14- Excessive on that only bridge spot.
(click to show/hide)
IDM15- Excessive on a few hallways.
(click to show/hide)
IDM16- No excessive. Lack of on that ridge.
(click to show/hide)
IDM17- Excessive on the bridges and lots of interior problems.
(click to show/hide)
IDM18- Excessive on hallways and upper areas. Also still missin' block players linedef at where Time Stopper is markin' at.
(click to show/hide)
IDM19- Questionable excessiveness since MM4TOA follows the same suit, however to the bridges is a different story.
(click to show/hide)
IDM20- Excessive on that cliff. Lack of to the well.
(click to show/hide)
IDM21- No excessive. Lack of on that cliff marked by the Time Stopper.
(click to show/hide)
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.
(click to show/hide)
IDM25- Excessive on the middle pit, and humorously enough, the bots can climb the ladders in thin air.
(click to show/hide)
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.
(click to show/hide)
XDM08- Excessive on weird middle grounds.
(click to show/hide)
XDM10- No excessive. Lack of on the those 2 brick areas.
(click to show/hide)
Title: Re: [Map Pack] IX-Pack [IX-v1d released!]
Post by: Shmeckie on January 10, 2012, 02:58:23 AM
I absolutely love what you've done with IDM20. I used to hate that map. It was so cumbersome, unnecissarily large, and needlessly difficult to get around, find people, etc. Now it looks great, there's plenty of room for a good fracas, it's easy to get around, it's all-in-all a thousand times better than it was before!
Title: Well, I better retreat before I walk ye planks!
Post by: Tesseractal on January 10, 2012, 02:59:32 AM
lol savior

You missed the release!

Nice effort, though.  :geek:

Also XDM weaponsets have improved a bunch. I'm certain Mr. X's ghost would approve.
Title: Re: [Map Pack] IX-Pack [IX-v1d released!]
Post by: Galaxy Sisbro on January 10, 2012, 02:50:16 PM
Something minor, you've forgot to add XDM10 in the contents spoiler of the first post.

Anyway, good job. You're a pretty fast mapper.
Title: Re: [Map Pack] IX-Pack [IX-v1d released!]
Post by: Beed28 on January 10, 2012, 08:13:40 PM
Found a texture error in the "new" area of IDM22:
(http://img14.imageshack.us/img14/325/screenshotdoom201201102.png)

Also, the previous versions of IDM03 and IDM20 need to be added to the Legacy pack.
Title: Re: [Map Pack] IX-Pack [IX-v1d released!]
Post by: Ivory on January 10, 2012, 08:50:47 PM
Do people honestly want to play the symmetrical version over the non symmetrical one? Legacy Pack tends to only be for major changes that people would actually miss. I didn't think making one side not the same as the other was that big of a deal. The community tends to hate symmetry for some reason.

Anyways, I don't really have any intention of doing a v1e. I'm more likely to go forward and finish the IX-Pack with IDM26-30 as the next major update. Which I plan to do for the early summer. If Time permits.

Unless of course something outstanding pops up and makes the need for a v1e to be released. Then I'll address details like that missing texture, maybe improved bot apoc support, etc. Or if enough feedback pops up that warrants a new release. Whatever comes first.

Thank you everyone for the feedback. I appreciate hearing from everyone.

Also Savior, IDM06. Those block monsters in the junk section are there to keep the roaches from falling in pits, nothing to do with the bots. Sorry but Roaches out prioritize  Bot Apoc support.
Title: Re: [Map Pack] IX-Pack [IX-v1d released!]
Post by: Mr. Sean Nelson on January 11, 2012, 08:50:39 PM
I've downloaded this new .pk3 three times and Doomseeker still doesn't recognize that I have it!
It's where all my other MM8BDM files are, I just don't get it.
Title: Re: [Map Pack] IX-Pack [IX-v1d released!]
Post by: Knux on January 12, 2012, 07:02:50 AM
I don't know if this is relevant, but:

(click to show/hide)
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:
Title: Re: [Map Pack] IX-Pack [IX-v1d released!]
Post by: Ivory on January 12, 2012, 07:07:18 AM
Certainly wasn't intended, nope. It will be fixed for next version. Thanks for pointing that out.
You darn flying classes breaking things that aren't a problem in vanilla DM >_>
Title: Re: [Map Pack] IX-Pack [IX-v1d released!]
Post by: Mr. X on January 15, 2012, 05:17:59 AM
I have come to haunt this thread with my ghostly presence, wooooooooo


Savior, not all maps will have compatibility with bots.  XDM08 has to have those block bots lines or else Moby would go wandering throughout the entire level.
Title: Re: [Map Pack] IX-Pack [IX-v1d released!]
Post by: SaviorSword on January 15, 2012, 06:47:17 AM
I can understand that, along with the roach deal that Ivory pointed out too. Well now I know why bots in MM4DIV get stuck on that square now.
Title: Re: [Map Pack] IX-Pack [IX-v1d released!]
Post by: Ivory on January 15, 2012, 07:13:41 AM
Yeah, stage props leaving their locations aren't a good thing.

Anyways, my current major map overhauling todo list:
IDM16: May be redone. Depends on how I feel. The next two items have more priority.
IDM23: New layout, same concept. Less blulky, more navigable.
IDM24: Size cut.
Title: Re: [Map Pack] IX-Pack [IX-v1d released!]
Post by: BiscuitSlash on January 15, 2012, 05:17:24 PM
Quote from: "Ivory"
IDM24: Size cut.
Hmmm, hopefully not too much. How much do you plan to shrink it by?
Title: Re: [Map Pack] IX-Pack [IX-v1d released!]
Post by: Magnet Dood on January 15, 2012, 05:31:48 PM
I want IDM25 restored to its former awesome glory!

Is it in the Legacy Pack, by chance?
Title: Re: [Map Pack] IX-Pack [IX-v1d released!]
Post by: Knux on January 15, 2012, 06:50:49 PM
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:
(click to show/hide)
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:
(click to show/hide)
Crosshair points at the line responsible.
Title: Re: [Map Pack] IX-Pack [IX-v1d released!]
Post by: Ivory on January 15, 2012, 07:31:37 PM
To answer some questions.

Quote from: "Michael712"
Hmmm, hopefully not too much. How much do you plan to shrink it by?
Probably cut off about 1/4 of the size. Probably the changes are going to occur near the T-Rex area or at the river area. Or both.

Quote from: "Star Dood"
I want IDM25 restored to its former awesome glory!

Is it in the Legacy Pack, by chance?

No, it's not changing back. The reason I changed it in the first place was because of the size. That entire Super Adaptor area was a last second addition. The map needed something else to connect it. I never liked it and it never flowed with the rest of the map. So I changed the layout slightly so there was no need to have that area.  In short, it's staying as it is.

Yes, it is in the legacy pack.

Quote from: "Knux"
This one:
(click to show/hide)

Of course, I already fixed the cliff linedefs

Quote from: "Knux"
(click to show/hide)

Curses, you and your flying classes finding holes in new sections that were added after all the blocking linedefs were added. Easy to fix.
Title: Re: [Map Pack] IX-Pack [IX-v1d released!]
Post by: Knux on January 15, 2012, 09:17:26 PM
Quote from: "Ivory"
Curses, you and your flying classes finding holes in new sections that were added after all the blocking linedefs were added. Easy to fix.
Like I said, freeze the lava and use Rush Coil. No flying involved.  :ugeek:
Title: Re: [Map Pack] IX-Pack [IX-v1d released!]
Post by: Mr. X on January 27, 2012, 05:51:19 AM
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.

(click to show/hide)

I haven't really looked at the CTF maps so I can't say anything about them yet.
Title: Re: [Map Pack] IX-Pack [IX-v1d released!]
Post by: Beed28 on January 27, 2012, 04:01:23 PM
Quote from: "Mr. X"
(click to show/hide)

So will the old version appear in the Legacy pack, then?
Title: Re: [Map Pack] IX-Pack [IX-v1d released!]
Post by: Mr. X on January 27, 2012, 06:02:18 PM
Sure, why not?  However, given my own opinions and the opinions of those I've shown the new version to, I believe we've all come to the conclusion that the new version makes the old version depressingly awful...assuming it wasn't already.  It takes the same basic idea (fairly small stage with low gravity) and mixes it with a layout that provides more cover and more strategy and some normal gravity parts to keep the pace of battle up a bit.  We all agreed that adding a lower part would only be adding a useless addition nobody would use.

Plus, the changes make the only completely symmetrical XDM map go poof!
Title: Re: [Map Pack] IX-Pack [IX-v1d released!]
Post by: Ivory on February 07, 2012, 04:23:15 AM
Here are some teaser shots of what major changes to expect from IX-v1e.

X-Deathmatch
(click to show/hide)

I-Deathmatch
(click to show/hide)

Only IDM24 changes is left to do.
Title: Re: [Map Pack] IX-Pack
Post by: Hallan Parva on February 07, 2012, 04:28:06 AM
Please tell me X put in the clouds from Galaxy 2

PLEEEEEAAAAAASSSSSSEEEEEEE

also that rising/falling lava, so hot (http://tvtropes.org/pmwiki/pmwiki.php/Main/IncrediblyLamePun)
Title: Re: [Map Pack] IX-Pack
Post by: Mr. X on February 07, 2012, 04:29:24 AM
Dagnabit, it's the SM64 version, not Galaxy 2!  You get floating platforms instead.
Title: Re: [Map Pack] IX-Pack
Post by: Hallan Parva on February 07, 2012, 04:31:02 AM
I know it's from SM64 but the clouds were so ballin'

they added a side section that WASN'T A DEAD END and had useful things on it

also if it's the SM64 version where's my plant teleporter
Title: Re: [Map Pack] IX-Pack
Post by: Mr. X on February 08, 2012, 06:27:56 AM
Plant teleporter?  The only teleporter on that map was in the corner near the Metal Cap, and that's still there.  It's now marked though and one way (just as it was in the original course)

MAYBE I'll add the clouds at some other date.  MAYBE.  That's code for "If I remember, then probably yes"


Also, I just created an updated version of the 3rd XBoss music.  It's still the same song, just with the tempo bumped up and parts changed/added to make it more lively.  I'm still looking into replacement music but for now, this'll at least not horribly kill the pace of the music when it starts.
Title: Re: [Map Pack] IX-Pack
Post by: ice on February 08, 2012, 06:39:25 AM
Actually that teleporter by the metal cap is 2 way in SM64 (no one really bothers to try it though due to how risky it is)
Title: Re: [Map Pack] IX-Pack
Post by: Mr. X on February 08, 2012, 07:04:14 AM
Really?  For some reason I recall not being able to go both ways.  Oh well, it's one way now.  I figured it was risky anyways but in a match with fewer people it would work easier.  Since that giant staircase near there is now a ramp anyways, it shouldn't be as bad getting out of that area to begin with.  Also, I just updated the Sandopolis remix a bit too.
Title: Re: [Map Pack] IX-Pack
Post by: Knux on February 13, 2012, 09:22:02 PM
Hey Mr. X, I've been thinking about this for a while, but would you like me to make a wooden fence texture for Whomp's Fortress Remix? Shouldn't take long, but I wanted to ask first before I did anything.
Title: Re: [Map Pack] IX-Pack
Post by: Mr. X on February 13, 2012, 11:16:13 PM
Not really.  Nothing else in the stage uses custom textures so it would be out of place and unnecessary.  Thanks for the offer though.
Title: Re: [Map Pack] IX-Pack
Post by: Knux on February 14, 2012, 12:15:32 AM
Oh alright then. Thing is, I have SM64DS and some areas have that texture on them. I thought: "Hey, why not make some for that map?"

Also, the lava rising in Molten Lair looks very interesting. I look forward to it.  :)
Title: Re: [Map Pack] IX-Pack
Post by: Mr. X on February 14, 2012, 01:32:15 AM
You see, if I were to have 1 custom texture, I'd feel obliged to have them all be custom textures so unless you were willing to make all of them, I have no choice in my mind...unless you did make all of the textures in which case I'd give you a big virtual hug.
Title: Re: [Map Pack] IX-Pack
Post by: Knux on February 15, 2012, 06:14:24 PM
I'd have no problem doing all of the fences (which are about 3 in the DS course), since all the other textures in use already make the map look the way it was. If you still want them, I'll be glad to make them for you, including the ones shaped like this / which you can use along with turning some floors into slopes (Sakugarne area used those in the game) and place those there to the side.

If I'm missing something else you'd like, let me know. I have SM64DS, as I said before. That means I can go see what you want done.
Title: Re: [Map Pack] IX-Pack
Post by: Mr. X on February 15, 2012, 06:27:31 PM
Nah, I'm good.  BTW, I made a few changes to XDM09 today.  Nothing groundbreaking though.
Title: Re: [Map Pack] IX-Pack
Post by: Shade Guy on February 16, 2012, 06:54:17 AM
Is the low-gravity-outside-of-water glitch gone for good? If I recall, it still hung around in v1D.
Title: Re: [Map Pack] IX-Pack
Post by: Ivory on February 16, 2012, 07:27:28 AM
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.

(click to show/hide)
Title: Re: [Map Pack] IX-Pack
Post by: Mr. X on February 16, 2012, 07:53:04 AM
From my testing, I STRONGLY BELIEVE the glitch is gone.  I used to be able to do it reliably once I kind of figured out what was causing it and since the changes, I have not been able to retrigger it.
Title: Re: [Map Pack] IX-Pack
Post by: SaviorSword on February 16, 2012, 03:31:13 PM
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!
Title: Re: [Map Pack] IX-Pack
Post by: Magnet Dood on February 16, 2012, 09:42:41 PM
Question, mind putting Flash Stopper where Gravity Hold is in the Crystal Mine place? Put Gravity Hold in a harder to reach or hidden spot, it's too dominating on this map. Gravity Man has it, I know, but it has much lower ceilings in most areas. IDM11 (I think) instead has high ceilings everywhere.
Title: Re: [Map Pack] IX-Pack
Post by: Korby on February 16, 2012, 09:44:05 PM
But Flash Stopper sucks. Many players have already removed it from their PK3 and it's about as effective as a Blooper in Mario Kart.
Title: Re: [Map Pack] IX-Pack
Post by: Mr. X on February 16, 2012, 09:45:58 PM
Quote from: "SaviorSword"
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!
Title: Re: [Map Pack] IX-Pack
Post by: Ivory on February 16, 2012, 09:59:36 PM
Quote from: "Star Dood"
Weapon Changing Stuff
Quote from: "Ivory"
I present the current change-log.

IX-Pack v1E
   -IDM11 - New Weapon Layout

Reeeaaaadddddd.
treeeeeeees
freeeeeezzzeeee
Title: Re: [Map Pack] IX-Pack
Post by: Mr. X on February 16, 2012, 10:58:17 PM
BTW, the faster version of XBoss3 that I promised has already been replaced by a new original song.  That was really long lived.

You can hear the new song here:  http://snd.sc/w9rYci

And just for kicks, here was the updated old song:  http://snd.sc/zFQsAY
Title: Re: [Map Pack] IX-Pack
Post by: SaviorSword on February 18, 2012, 05:56:56 PM
Quote from: "Mr. X"
Quote from: "SaviorSword"
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!

Awww....... Well, the shot's been called! Time to wait just like everyone else then...   :(
Title: Re: [Map Pack] IX-Pack
Post by: achtung on April 15, 2012, 01:17:45 AM
File approved, ivory.

http://wadhost.fathax.com/download.php?view.67 (http://wadhost.fathax.com/download.php?view.67)
Title: Re: [Map Pack] IX-Pack
Post by: Ivory on April 15, 2012, 01:31:39 AM
Well, wasn't expecting that to happen. So yeah, IX-v1e released.

Changelog v1e
(click to show/hide)
Title: Re: [Map Pack] IX-Pack
Post by: Mr. X on April 15, 2012, 01:32:36 AM
...we were going to surprise everyone. ; - ;
Title: Re: [Map Pack] IX-Pack {v1e released!}
Post by: achtung on April 15, 2012, 02:19:12 AM
Uh, woops. Really sorry guys. :( I thought I was being all prompt and useful.
Title: Re: [Map Pack] IX-Pack {v1e released!}
Post by: Mr. X on April 15, 2012, 02:28:27 AM
Oh, it's not that big of a deal.  Technically you DID surprise everyone still...quite literally everyone!


On another note, since I've already heard a comment about the new Sandopolis, all I heard was bitching about that original song so I tried to liven it up a bit.  Now I hear I've butchered it.  I can't win.
Title: Re: [Map Pack] IX-Pack {v1e released!}
Post by: ice on April 15, 2012, 03:10:19 AM
Try to lower the number of death traps in pharaoh's tomb, it's virtually unplayable in DM situations with a large number of people
Title: Re: [Map Pack] IX-Pack {v1e released!}
Post by: Atticus on April 15, 2012, 04:46:05 AM
That message on XDM02 is full of win. xD
Title: Re: [Map Pack] IX-Pack {v1e released!}
Post by: MusashiAA on April 15, 2012, 05:08:19 AM
ivory, y u no fix cliffside fear crow high cliffs?

And don't give me that "i dun haev classes mod in mind while desinging maps" BS

The thing breaks (class) games, and is just there to mock class mods. It is an issue.
Title: Re: [Map Pack] IX-Pack {v1e released!}
Post by: Ivory on April 15, 2012, 06:24:25 AM
Whoops. Turns out I missed a section of cliff. My bad.

Now onto more pressing matters. I've been looking at the IX-Pack lately and been thinking. There are a lot of maps. 25 maps IDM maps. Everyone has their favorite maps, but overall, I feel there are a bunch of maps, specifically the IDM16+ era that are stylistically different from IDM01-15. Then I had a crazy idea I talked over with a few members. The idea was project IX-Reconstructed. The purpose is to cut the slack and make what remains a higher quality product. I have 25 IDM maps, and I'm looking to cut that amount down to 12-15 maps, whatever is left goes to IX-Legacy. The remaining maps would receive heavy work to make smaller, more concise maps. I'm looking to kill the larger juggernauts in IX, along with some of my most hated maps IDM11. XDM maps would remain untouched, as this is Mr. X's choice in the matter (Though he does have two maps he feels are the weakest of the XDM bunch).

Afterwards, I can look at giving the same treatment to the cut maps and slowly rebuilding IX back up, unless smaller proves to be better for IX.

In theory, IX would be smaller in filesize. Have a smaller amount of maps, but maps I pay closer attention too. And should, in theory, be more desirable to host due to the above. Of course, this may be a completely moronic idea. But hey, not all ideas are good. That's why it's time to ask the community that plays I, think this a good idea or not?
Title: Do it.
Post by: Mendez on April 15, 2012, 07:50:33 AM
I actually would be interested in seeing something like this happen. Of course, the old maps would still be there in the legacy pack and you would make pure maps that you can take full pride in. Of course, people still want quantity over quality at times (coughcoughcoughcoughcoughcoughcscmcoughcoughcoughcough) and some folks really don't care what maps they play on, as long as it's fun to play on. That's probably one of the reasons Amp is still hosted huehue If you feel you can really make your maps stand out from the rest of the community, and I mean REALLY REALLY, EVERY MAP IS XDM02 TIMES 10 WITH SEXIER MUSIC AND VISUALS AND FUN, then devote yourself to that time. I'd only ask this one silly metaphorical question though:
If you could play a beautiful song to a crowd of only 10 people and nobody else, would it still be worth playing?
Title: CSCMP is not terrible
Post by: BiscuitSlash on April 15, 2012, 10:45:53 AM
I say no to it. I prefer to have quantity and quality, and this map pack nails that. Getting rid of half the maps wont make up for the improvements that the other maps get IMO. Partly the reason behind me wanting to host this and CSCMP is because of the amount of maps and how much more it adds to the game, so yeah, I say no.
Title: Re: [Map Pack] IX-Pack {v1e released! Also new poll}
Post by: Beed28 on April 15, 2012, 01:14:19 PM
I vote no. I like it with the way it is.

Also... I thought Ivory was too busy working on the MM8 expansion? I was kinda expecting a new update for IX would come out after the MM8 expansion.

And didn't Wadhost get taken down? :shock:
Title: Re: [Map Pack] IX-Pack {v1e released! Also new poll}
Post by: Hallan Parva on April 15, 2012, 02:44:33 PM
You presented two great options: cut maps for IX-Legacy and improve the ones that are left, or leave all the maps in and attempt to improve them all. They're fine options, but if ANYONE knows how I think it's you Ivory, and I'm not one to just take things how they are. So, I present a third option.

I am in agreement with an "IX-Reconstructed", as you call it, but I'm not too keen on the idea of throwing the scrapped maps in IX-Legacy with the rest of the unrefined metal. As you've said before IX-Legacy is a place where bad map concepts go to die quietly (Wave Trench and the old Gravity Mine seem to fit the bill; great in theory but awkward in practice) and I don't feel that maps that are simply "weaker" than the others should receive the same treatment.

Instead, I was thinking you could create a new pack titled "IX-Classic" where the chopped maps would peacefully reside. Like you said earlier, your main focus would be on the IX-Reconstructed pack and improving its content, but every now and then you could also improve the maps in IX-Classic. Basically, the difference between the Classic and Legacy packs is this: Legacy contains every scrapped version of a certain stage and gets updated as levels are changed, whereas Classic is still "canon" like Reconstructed; it's just that Classic is updated far less frequently than Reconstructed is.
Title: Re: [Map Pack] IX-Pack {v1e released! Also new poll}
Post by: Jennifer on April 15, 2012, 03:46:12 PM
Quote from: "SmashBroPlusB"
-snip-

This. This is the best idea I've seen, and it would make the IXPack better for everyone. On the Plus side, it'll also save file size incase people don't want to host Classic as often.
Title: Re: [Map Pack] IX-Pack {v1e released! Also new poll}
Post by: Magnet Dood on April 15, 2012, 04:06:21 PM
fourth option- only have IDM25 in the pack and make it ginormus

Smash's idea sounds good in my opinion. I vote for that.

Though I think something I'd REALLY appreciate is if you made more CTF maps to jumpstart that game mode again. A large portion of the community enjoys it, but due to the lack of CTF maps themselves, it would be refreshing to see a large CTF pack from two of Cutstuff's greatest map makers.

Just a theory, take it or leave it. Back to the point- Smashbros' idea would be best in my eyes.

Also, question. Since you two both made Wood Man's Revenge and Clockwork Factory, both of which are getting changed for v3a, are the current versions going into IX Legacy, or IX Misc? Or will both be scrapped altogether?
Title: Re: [Map Pack] IX-Pack {v1e released! Also new poll}
Post by: Gumballtoid on April 15, 2012, 04:21:59 PM
If it will increase the overall quality of the map pack, I say give 'em the axe. Besides, if we ever want to play those maps again, we can always download IX-Legacy. Quality > quantity, in my opinion.
Title: Re: [Map Pack] IX-Pack {v1e released! Also new poll}
Post by: Mr. X on April 15, 2012, 05:02:52 PM
I just want to say for the record, my two maps being cut would be XDM10 (which I want to improve desperately but had absolutely no ideas for a good layout, hence the lack of changes) and XDM07 (I don't think it's horrible, I just don't think it's that good either).
Title: Re: [Map Pack] IX-Pack {v1e released! Also new poll}
Post by: Hallan Parva on April 15, 2012, 08:02:20 PM
if you cut XDM07 before you take out XDM06 I will eat your children :ugeek:
Title: Re: [Map Pack] IX-Pack {v1e released! Also new poll}
Post by: BiscuitSlash on April 15, 2012, 08:12:56 PM
But XDM06 is a great m- *shot*

Okay, not joking, XDM06 has to stay no matter what happens. There's something about XDM07 that I like, but eh, I see what Mr. X means. I want to like it more than I do.
Title: Re: [Map Pack] IX-Pack {v1e released! Also new poll}
Post by: Atticus on April 15, 2012, 08:26:45 PM
I don't care what, IDM21 has to stay.
Title: Re: [Map Pack] IX-Pack {v1e released! Also new poll}
Post by: Mr. X on April 15, 2012, 08:33:23 PM
XDM06 I wasn't too thrilled about until the latest major update to it.  Now I like it.  XDM07 has an underlying "meh"-ness to it.  I think it's better now than it used to be because I can breathe but if any map feels like filler out of the bunch, that's it.
Title: Re: [Map Pack] IX-Pack {v1e released! Also new poll}
Post by: Ivory on April 15, 2012, 09:01:38 PM
I'm actually not that fond of my 16+ era maps. Which, if it were up to my choice alone, I would probably scrap most of them. I've come to realize that my favorites of my own maps are the ones that aren't overly large or gimmicky.

To be exact, if I were to go through with this, the 15 maps I would want to focus on are.

IDM01: Nostalgic value of being my first good MM8BDM map
IDM02: Though I do want to redo some of the areas.
IDM05: With 95% of the gimmicks stripped out, but I would be doing this next version regardless.
IDM07: Flows very nicely
IDM08: I love the new version of it.
IDM09: I have ideas on how to improve the Cossack base area.
IDM10: Old-fan favorite, I have some ideas on how to improve the flow of this level too.
IDM13: One of my favorite larger stages
IDM14: I think the less-high gravity helps it out a lot.
IDM15: I have some ideas on how to rework it, kill about a 1/4 of the depth.
IDM16: I think the new layout is pretty great
IDM20: Probably my favorite of 16+ era
IDM21: Rework the middle area to be less lag-inducing and flat.
IDM22: I want to rework the outside oil pit area, but otherwise, another favorite.
IDM25: With some work, such as that lovely camping spot by waterwave.

That means I would be killing IDM03,04,06,11,12,17,18,19,23,24.

Of course, in any case, maps get worked on a new version gets released. I also want to kill file size by taking out music tracks. I mean really, with everyone having their own music packs, it's not like they actually listen to the default music anyways. Therefore, IBOSMUS2 all day, every day!
Title: Re: [Map Pack] IX-Pack {v1e released! Also new poll}
Post by: Hallan Parva on April 15, 2012, 09:06:54 PM
> no more Ocean Lab
> keeping Missile Base
> IBOSMUS2

 :ugeek:  :ugeek:  :ugeek:  :ugeek:  :ugeek:

can't tell if serious or just trolling


Oh, what about my suggestion for the "IX-Classic" pack? What was your opinion on that?
Title: What? Ibosmus2 is the best boss music. (cool)
Post by: Ivory on April 15, 2012, 09:10:21 PM
Yes, I like that idea a lot. But we'll see, I'm not planning on working on IX until MM8 is close to out the door, so this is all subject to change depending on what I feel up to.
Title: Re: [Map Pack] IX-Pack {v1e released! Also new poll}
Post by: Davregis on April 15, 2012, 10:22:35 PM
Quote from: "Ivory"
.
IDM05: With 95% of the gimmicks stripped out, but I would be doing this next version regardless

Pharaoh's Tomb uses all of the gimmicks. ALL OF THEM
...That, and the music are what make it so awesome. Please don't kill the stage by taking out the traps.
Title: if it's popular enough I might even make a series
Post by: Hallan Parva on April 16, 2012, 01:53:22 PM
So, I've taken the time to play through every IX-Pack map and record my initial "first impression" thoughts, as well as share what I liked and didn't like about the changes. Once I finish editing the footage I'll post it up on YouTube or something. Oh, I tend to rant once or twice during the video, so if you hear me start to mention anything involving Silver Tomahawk you should probably not take it seriously. :lol:


GUESS WHERE I GOT THE NAME FROM
Quote from: "Travis"
This is the best idea I've seen, and it would make the IXPack better for everyone. On the Plus side, it'll also save file size incase people don't want to host Classic as often.
I don't know if the capitalization was intentional, but Travis you are a genius.
Title: Re: [Map Pack] IX-Pack {v1e released! Also new poll}
Post by: Mr. X on April 16, 2012, 04:31:02 PM
It's a nice thought, but I have this phobia of hearing voices of people I know over the internet and will never watch it solely on that fact.  Same reason I don't join Skype calls.
Title: Re: [Map Pack] IX-Pack {v1e released! Also new poll}
Post by: Beed28 on April 16, 2012, 04:44:06 PM
Quote from: "Mr. X"
It's a nice thought, but I have this phobia of hearing voices of people I know over the internet and will never watch it solely on that fact.  Same reason I don't join Skype calls.

Same here too, except it applies to anyone on YouTube, not just people I know, so I often watch YouTube videos muted. Hence why I was asking for a non (audio) commentator playthrough of Mega Man Legends over on the spam thread.

On topic: will there be any more new maps coming our way?
Title: Re: [Map Pack] IX-Pack {v1e released! Also new poll}
Post by: Mr. X on April 16, 2012, 05:08:21 PM
Same here, I can't stand Let's Plays.

As for new maps, I have nothing in the pipeline and Ivory is wrapped up in MM8 so xe definitely has nothing new for IX coming soon.
Title: Re: [Map Pack] IX-Pack {v1e released! Also new poll}
Post by: Korby on April 16, 2012, 06:59:28 PM
Unless they decide to put random stuff I make into it, there probably won't be new maps in this for quite some time.
Title: Silly Korby. IDM19 is all the random stuff you're getting!
Post by: Tesseractal on April 16, 2012, 07:53:03 PM
Pfft. They wouldn't have gotten the Beneath the Well without you!

Although I am against the idea, the kill list isn't as bad as I thought. 06 will be missed for nostalgia factor, I guess. 17, 18, and 23 being on the cusp of getting a spot. (Personally, I would swap anything in for 21.)

And Pharaoh's Tomb without gimmicks... Well. I'll be surprised how much of a map you have left.
Title: Re: [Map Pack] IX-Pack {v1e released! Also new poll}
Post by: xColdxFusionx on April 17, 2012, 02:50:57 PM
(http://img341.imageshack.us/img341/8659/wtfivory.png)

There's something wrong with this picture.
Something terribly, horribly, unforgiveably wrong.
Please tell me this was a mistake. For the love of all that is good and holy, tell me this was a mistake.
Title: Re: [Map Pack] IX-Pack {v1e released! Also new poll}
Post by: Beed28 on April 17, 2012, 03:47:46 PM
Quote from: "xColdxFusionx"
There's something wrong with this picture.
Something terribly, horribly, unforgiveably wrong.
Please tell me this was a mistake. For the love of all that is good and holy, tell me this was a mistake.

It's because they're Big Eyes instead of Thwomps, isn't it? (http://tvtropes.org/pmwiki/pmwiki.php/Main/ComicallyMissingThePoint)

Or is it because there were patches of flat land right under the Thwomps?
Title: Re: [Map Pack] IX-Pack {v1e released! Also new poll}
Post by: Mr. X on April 17, 2012, 04:24:59 PM
It's a ramp because that was way too much jumping for a section of the map that basically is required for traveling through the map.  It was made for playability's sake.  Do I think it looks stupid?  Yes, yes I do, but I'd rather have it look stupid than have people jump and jump and jump just to get around.

And in response to the islands comment within the picture, the only island not included is the cage island.  It would have only been accessible if I had put Beat/Rush Jet in the map and given that it made getting good items laughably easy when Beat really was in the map, it has been excluded.
Title: Re: [Map Pack] IX-Pack {v1e released! Also new poll}
Post by: DarkAura on April 17, 2012, 04:31:20 PM
I'll have to agree with the ramp case, it looked better with the stairs. I just got an idea for the same stage: would it be possible to relpace the Big Eyes with 3D floors with the blue thwomp's textures on it? It'll be more truthful to the game it represents PLUS you can stand on it.

Also, for Molten Lair, can the quake sound for when the lava lowers be more quiter? And can it also have the warning sounds that play when the lava rises before it lowers so it doesn't sound so sudden? and scare people?

Copyright: Any ideas made by me are free to be ignored or complained about. Do not worry about trying to not hurt my feelings about these ideas for I have no feelings for anyone anymore. If said ideas were already told and rejected, then ignore this post and move along.
Title: Re: [Map Pack] IX-Pack {v1e released! Also new poll}
Post by: Hallan Parva on April 17, 2012, 06:04:04 PM
Quote from: "Mr. X"
It was made for playability's sake.  Do I think it looks stupid?  Yes, yes I do, but I'd rather have it look stupid
Oh fucking hell...

Is that why you made Alpha Sector's sewer level look NOTHING LIKE AN ACTUAL SEWER? God, this is exactly what I told Bluebrawl not to do when he needed more "playability" in Lava Lake. You think you can just widen some paths and make a map better? Sometimes narrow halls are GOOD things in a map!

now you made the floors pregnant, good job :I


On an unrelated note, I don't see ANY changes to that sand level whose name escapes me at the moment. It's still "look at my wonderful tic-tac-toe board that moves up and down" in some slow sand next to a small interior section. What exactly was the change I'm missing?
Title: Re: [Map Pack] IX-Pack {v1e released! Also new poll}
Post by: Mr. X on April 17, 2012, 06:12:05 PM
...I didn't say the sand level changed.  It DIDN'T other than music which I received complaints about before and after changes.  Seeing as how I only remixed it in order to avoid using a version with expansion chips, I'll probably just say "screw it" next version and use the version that uses expansion chips.  As for the map, I've heard from people who love and so far only you who hates it.  If there are more people who want changes, speak up.  I'm serious here, nothing will change if more people don't speak up.

Also, I would likely reduce the size of the sewers a *bit* in Alpha Sector, but the whole map just felt way too claustrophobic for my tastes and I received numerous complaints saying the exact same thing.  Thus, I made it bigger in response.  However, that map is on the chopping block anyways so it doesn't really matter at this point.

And for the record, the more angry/rant-like your posts are, the less likely I am to pay them any attention.  Being blunt/giving opinions does not have to equal "OH FUCKING HELL, THIS SHIT AGAIN, GOD DAMN YOU SON OF A BITCH RAWR RAWR RAWR!"  Ok, that's an exaggeration but it still holds my point.
Title: Re: [Map Pack] IX-Pack {v1e released! Also new poll}
Post by: Hallan Parva on April 17, 2012, 06:16:00 PM
Quote from: "Mr. X"
However, that map is on the chopping block anyways so it doesn't really matter at this point.
See, this is why I was against just stowing the maps over in Legacy, because once it's in Legacy it's officially dead. Nobody gives a crap about it anymore, and it's painfully evident in this latest post.

IX-Classic or bust.


EDIT: IVORY I CAN SEE YOU DON'T BOTHER HIDING BEHIND THAT MAILBOX

Why didn't you put my idea in the poll? There's either the heartless "I'm cutting out shit if you vote yes" or the ignorant "I hate change so I'm voting no", and Other makes it sound like an effort to explain yourself.
Title: Re: [Map Pack] IX-Pack {v1e released! Also new poll}
Post by: Ivory on April 17, 2012, 06:26:50 PM
Maybe because that poll was set to two weeks or so, and I'd rather get more results before making a commitment to even going through with the idea of changing it? But fine, if you want to see that poll going up now. Here you go.
Title: Re: [Map Pack] IX-Pack {v1e released! Also new poll}
Post by: Mr. X on April 17, 2012, 06:29:34 PM
Quote from: "SmashBroPlusB"
because once it's in Legacy it's officially dead. Nobody gives a crap about it anymore, and it's painfully evident in this latest post.

Um...yeah, that was the point of Legacy:  They're maps we ourselves don't like and thus don't want to update.  Classic is a decent enough idea, but the focus would be very primarily on the maps in the main IX-Pack.  Alpha Sector is bland even with smaller hallways, I've come to realize that more and more and really don't care that much about it.  When I'm listing the maps in my pack, half the time I forget it and count Under the Sea as 7.
Title: Re: [Map Pack] IX-Pack {v1e released! Also new poll}
Post by: BiscuitSlash on April 17, 2012, 06:32:42 PM
I want to like Alpha Sector more than I do. I honestly do like it, as I think it has great music and it's great to have a map like it. It does have a bland-ity to it, and although I don't like it as much as other maps, I'd hate to see it go.

It almost feels as if it's saying "Please! Spare me! I don't want to be alone with XDUEL00!". Or something like that anyway.
Title: Re: [Map Pack] IX-Pack {v1e released! Also new poll}
Post by: Beed28 on April 17, 2012, 06:38:43 PM
Quote from: "Michael712"
"Please! Spare me! I don't want to be alone with XDUEL00!".

Is it wrong that I read that in a squeaky voice?

Anyway, I had to recast my vote. I still think the maps should stay, like Alpha Sector, so that music can stay. It fits perfectly with a Wily Stage in an actual Mega Man game.
Title: Re: [Map Pack] IX-Pack {v1e released! Also new poll}
Post by: Mr. X on April 17, 2012, 06:53:50 PM
Yeah, I will feel bad about that music leaving as it's the song I'm most proud of. I could always make a music pack with it and random other songs I've (and maybe others? That sounds like a good idea. Note to self: talk to llama and thatguy about this) made.

Also, it wouldn't be lonely with XDUEL00, XDM10 would actually beat it in there.
Title: Re: [Map Pack] IX-Pack {v1e released! Also new poll}
Post by: BiscuitSlash on April 17, 2012, 07:41:47 PM
Quote from: "Mr. X"
Also, it wouldn't be lonely with XDUEL00, XDM10 would actually beat it in there.
But still, only those two out of the X maps, when it would be happier staying with 8 or 9 others.

Also good to know that I'm not the only one that loves that Alpha Sector music :)
Title: Re: [Map Pack] IX-Pack {v1e released!}
Post by: Ivory on April 18, 2012, 05:05:56 PM
and I've decided not to go through with IX-Reconstruction. Reason being, all the same maps will inevitably end up back in the pack anyways, might as well keep them all there now. I'll continue development as I've always done. My planned changes for the remaining maps will still go into place. Until MM8 mapping is done on my part, I won't be working on IX any time soon. So thank you for your input, anything you have said will be considered in up coming changes.
Title: Re: [Map Pack] IX-Pack {IDM05 - Poll}
Post by: Ivory on April 21, 2012, 01:09:26 AM
For my future notes, I'm looking to see the feedback on this poll option. Should IDM05 - Pharaoh's Tomb get gimmicks cut entirely? Leave them there? Or somewhere between the two?
Title: Re: [Map Pack] IX-Pack {IDM05 - Poll}
Post by: LlamaHombre on April 21, 2012, 02:33:46 AM
I think IDM05 should be left alone. It's a change in pace that is rather nice, and it has a great atmosphere installed into the backbone of it.
Title: Re: [Map Pack] IX-Pack {IDM05 - Poll}
Post by: Mr. X on April 21, 2012, 02:48:34 AM
Ditch most of them.  In the last DM we had there, I saw exactly zero people enter the dark room because it's so dangerous, and the rising and falling blocks outside do nothing but make it more annoying to get around than it needs to be.  The oil room could also use less oil.
Title: The quickbeams kill me! They're OP!! Remove from duel!!!
Post by: Kenkoru on April 21, 2012, 03:01:14 AM
I like most gimmicks in IDM05 because they add in the element of keeping mind of one's environment, instead of being able to run around holding the fire button; most other maps allow that easily, and can get old rather quickly. One would need to watch where they go while they battle, so that it can have matches differ from most others. It's a map that stands out from the others for its variety of things going on at once.
Title: Re: The quickbeams kill me! They're OP!! Remove from duel!!!
Post by: fortegigasgospel on April 21, 2012, 03:34:16 AM
Quote from: "Kenkoru"
I like most gimmicks in IDM05 because they add in the element of keeping mind of one's environment, instead of being able to run around holding the fire button; most other maps allow that easily, and can get old rather quickly. One would need to watch where they go while they battle, so that it can have matches differ from most others. It's a map that stands out from the others for its variety of things going on at once.
^ This sums up my feelings perfectly.
And the raising falling blocks protecting flame blast is easy to just run past and jump when you need to.  My only suggestion is maybe getting rid of the holes in the light changing room, the last round I played there (earlier today) we avoided that room, unless we ran in for Screw Crusher or Wild Coil while the lights were on but it was a quick jump in and run out. And maybe once for Drill Bomb.
Title: Re: [Map Pack] IX-Pack {IDM05 - Poll}
Post by: Magnet Dood on April 21, 2012, 03:37:00 AM
Keep them all! They make the map so much fun.
Title: Sliding scale of environmental hazards vs competency
Post by: Shade Guy on April 21, 2012, 03:59:53 AM
I, myself, find no problem with the playing on IDM05 and remaining wary of the many traps. Despite this, I am a bit concerned, as with most of my matches there, there were a number of people on negative frags. I don't want the map to be dumbed down to a level only fitting for the most incompetent platformer, but it could be toned down a little. Besides, wasn't IDM17 given a total overhaul due to a similar situation?

Maybe some of the quick beam traps could be removed, or at least edited. There isn't really any warning before they fire and it is easy for someone to get caught while running across...Unless they wait patiently for the beams to fire before crossing. But who has time for patience these days?

Definitely keep the majority of the traps, though.
Title: Re: [Map Pack] IX-Pack {IDM05 - Poll}
Post by: Knux on April 21, 2012, 06:40:23 AM
Voted for the third option because it was the one that was closest to what I want to say: make going into the dark room more worth the trouble than it is now. I generally avoid going in there because it's just not a good idea. You have two big healths, a Screw Crusher and little else. If anything, it's confusing where to go to and makes me go get other weapons and the E-Tank which is a much more accessible form of health (not to mention a lot safer).

You could place something in there like Top Spin, which would work great in those small corridors of the map. I also agree with Mr. X that the oil room needs less oil, as this would help the flow of gameplay. Perhaps by widening the paths? That would make going through there less of a chore.
Title: Ken is right. Remove those beams from duel
Post by: BiscuitSlash on April 21, 2012, 09:48:47 AM
I say keep them all because having traps and other gimmicks is usually what a tomb would usually have. Not having any would suddenly make it really bland. Sure people are going to get killed and end up having negative frags, but so what? They need to learn to stop running into pits and lasers.
Title: Re: [Map Pack] IX-Pack {IDM05 - Poll}
Post by: Hallan Parva on April 21, 2012, 02:11:41 PM
But Ivory, you don't have all the gimmicks like everyone's saying! You're forgetting the best one of them all!

GUTS LIFTS!! :p
also make Time Stopper not impossible to get
Title: Re: [Map Pack] IX-Pack {IDM05 - Poll}
Post by: Mr. X on April 21, 2012, 04:30:10 PM
^ Except someone got time stopper 3 times the last DM I had on there.
Title: Re: [Map Pack] IX-Pack {IDM05 - Poll}
Post by: ice on April 21, 2012, 04:31:47 PM
just straferun jump over it
Title: Re: [Map Pack] IX-Pack {IDM05 - Poll}
Post by: Hallan Parva on April 21, 2012, 04:31:52 PM
Honestly I thought Time Stopper was easier to get when it was in the oil area, but that's just me.

Even with full-speed straferunning and carefully timed jumps I can't get Time Stopper, live, and not have to insta-use it.
Title: Re: [Map Pack] IX-Pack {IDM05 - Poll}
Post by: TheDoc on April 21, 2012, 04:39:01 PM
I can never get it. Ever. Never ever.......never
Title: Re: [Map Pack] IX-Pack {IDM05 - Poll}
Post by: Davregis on April 22, 2012, 06:13:24 PM
It has all the gimmicks
ALL OF THEM
EDIT:This was intended as a joke on how many the level has, not seriously.
Title: Re: [Map Pack] IX-Pack {IDM05 - Poll}
Post by: Hallan Parva on April 22, 2012, 06:15:52 PM
Quote from: "Daveris"
It has all the gimmicks
ALL OF THEM
Quote from: "SmashBroPlusB"
But Ivory, you don't have all the gimmicks like everyone's saying! You're forgetting the best one of them all!

GUTS LIFTS!! :p
learn2read

but seriously add in Guts Lifts
Title: Re: [Map Pack] IX-Pack {IDM05 - Poll}
Post by: BiscuitSlash on April 22, 2012, 06:56:46 PM
I can't imagine those Guts lifts with those graphics and sounds in a tomb like IDM05. Maybe if you  change the sprites and remove the sounds or something though.
Title: Re: [Map Pack] IX-Pack {IDM05 - Poll}
Post by: fortegigasgospel on April 22, 2012, 06:58:15 PM
Quote from: "Michael712"
I can't imagine those Guts lifts with those graphics and sounds in a tomb like IDM05. Maybe if you  change the sprites and remove the sounds or something though.
MM2 Wily Lifts.
Title: Re: [Map Pack] IX-Pack {IDM05 - Poll}
Post by: BiscuitSlash on April 22, 2012, 07:05:27 PM
Quote from: "fortegigasgospel"
Quote from: "Michael712"
I can't imagine those Guts lifts with those graphics and sounds in a tomb like IDM05. Maybe if you  change the sprites and remove the sounds or something though.
MM2 Wily Lifts.
Oh yeah, those. Could easily use those if there's room for them I guess.
Title: Re: [Map Pack] IX-Pack {IDM05 - Poll}
Post by: Ivory on April 22, 2012, 07:07:27 PM
I built the stage around those traps. Guts Lifts would just be pure shoehorned in. Anyways, gimmicks not in IDM05 that I can think of

Title: Re: [Map Pack] IX-Pack {IDM05 - Poll}
Post by: Knux on April 22, 2012, 07:31:59 PM
I think IDM05 has enough traps to keep it interesting. Adding any more might ruin getting around, unless they're for getting an item or weapon.
Title: Re: [Map Pack] IX-Pack {IDM05 - Poll}
Post by: TheDoc on April 22, 2012, 07:56:07 PM
I think it's fine the way it is. Adding gimmicks for the sake of adding gimmicks is just stupid. It's a tomb, so it should have some traps, etc, but let's not overdo it.
Title: Re: [Map Pack] IX-Pack {IDM05 - Poll}
Post by: Ivory on April 22, 2012, 08:01:20 PM
I'm not adding anymore gimmicks. I only made that list to showcase the fact that IDM05 has far from every gimmick in the vanilla game.
Title: Re: [Map Pack] IX-Pack [IX-v1d released!]
Post by: SaviorSword on May 02, 2012, 05:58:19 PM
I've finally scanned the pack again... but I was disappointed.

Quote from: "SaviorSword"
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.
(click to show/hide)
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.
(click to show/hide)
IDM05- Excessive on the light room, and lack of on the bridge.
(click to show/hide)
IDM07- Excessive on those 2 hallways
(click to show/hide)
IDM09- Excessive on many places.
(click to show/hide)
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.
(click to show/hide)
IDM14- Excessive on that only bridge spot.
(click to show/hide)
IDM15- Excessive on a few hallways.
(click to show/hide)
IDM17- Excessive on the bridges and lots of interior problems.
(click to show/hide)
IDM18- Excessive on hallways and upper areas. Also still missin' block players linedef at where Time Stopper is markin' at.
(click to show/hide)
IDM19- Questionable excessiveness since MM4TOA follows the same suit, however to the bridges is a different story.
(click to show/hide)
IDM20- Excessive on that cliff. Lack of to the well.
(click to show/hide)
IDM21- No excessive. Lack of on that cliff marked by the Time Stopper.
(click to show/hide)
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.
(click to show/hide)
IDM25- Excessive on the middle pit, and humorously enough, the bots can climb the ladders in thin air.
(click to show/hide)
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.
(click to show/hide)
XDM10- No excessive. Lack of on the those 2 brick areas.
(click to show/hide)

Quote from: "Mr. X"
Quote from: "SaviorSword"
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.
(click to show/hide)

IDM16
Some software glitch, some lack, and some excessive.
(click to show/hide)

IDM17
Weird excessive all over the place.
(click to show/hide)

IDM20
Unblocked at the Kryown.
(click to show/hide)

IDM21
Unblocked at spot marked with Time Stopper.
(click to show/hide)

XDM02
Excessive in many places.
(click to show/hide)

XDM10
No new problems (same old problems though), but I suggest that those block's texture would be changed to be flashin'.
(click to show/hide)

Now I'm really afraid of the MM8 expansion of sharin' the same fate as what has happened here...
Title: Re: [Map Pack] IX-Pack {IDM05 - Poll}
Post by: Mr. X on May 02, 2012, 06:20:22 PM
Look.  We simply do not care about bots or bot apocalypse or anything like that.  We'll purposely put and check for block monster linedefs in two places only:  pits and places where they'd otherwise bunch up and cause lag/problems, and even then if we forget one, we consider it a very very very very minor issue.  Pretty much the most minor issue that could ever exist.  As such we forget.  If they accidentally end up elsewhere, oh well.  We simply do not care.  The maps are meant to be played online with other players.  Bots are boring, and bot apoc isn't played even remotely near enough to make it a big enough issue to actively fight.

As for MM8, we'll be slightly more careful since having bots fight you is (an unfortunate and boring) part of the campaign.  Here, we do not care.  At all.



As for the other details, the flashing bottoms are being added to the question mark blocks in XDM10, and we do appreciate the other flaws you've pointed out such as the software issues and the spots that aren't killing that should be.
Title: Re: [Map Pack] IX-Pack {IDM05 - Poll}
Post by: SaviorSword on May 02, 2012, 06:40:20 PM
I feel that's rather inconsiderate. Sure, ya and Ivory don't care about bots much at all, but some folks do! Fixin' those said linedefs isn't gonna hurt yar wallets or anythin' at all. How could ya brush off bot apoc like that? It's just like any major mode like robozena and classes. Robozena and classes both have flyin' and climbin' that can break maps if proper linedefs are not set in place. Classes, however, might have monsters (Gemini clone comes to mind) so can ya really ignore faulty linedefs for somethin' as big as classes?
Title: Re: [Map Pack] IX-Pack {IDM05 - Poll}
Post by: Ivory on May 02, 2012, 07:07:55 PM
Yes actually. I tailor IX for vanilla gameplay first and foremost, if the maps work in other gamemodes, that's just bonus in my books. Fixing linedefs like in IDM20 or faulty floors like in IDM06 is what I care about. I looked at some of your requests, and I just saw bots piling up in areas, so I didn't fix it because I'd rather support vanilla bot gameplay first, bot apocalypse second. But who knows, I'm slowly reconstructing IX to consist of smaller, more concise and friendly maps. Maybe some maps will self improve as a result. We'll see. For now MM8 is the priority. Thank you for your concern.
Title: Classes are big? But they're a fraction of CSCM's size!
Post by: Tesseractal on May 04, 2012, 05:45:09 AM
I'm going to go with Shade Guy on this one: focus on the quick beams in IDM05. The rest of the traps are manageable without too much thought. The quick beams are really too fast and dangerous to approach virtually ever. The ones on Time Stopper don't bisect an area; the other ones do.

I suppose the dark room's interval changing wouldn't hurt. I haven't looked at that area in a long time. (It's dark, you know.)
Title: Re: [Map Pack] IX-Pack {IDM05 - Poll}
Post by: Mr. X on May 08, 2012, 01:39:54 AM
SUDDEN TOPIC HIJACK

I actually have a non-IX-Pack question but it's a mapping question and I don't feel like it's big enough to fit in its own thread and it really doesn't fit in MM8 Expansion discussion.

MMCTF05.  As I've said in the past, I removed one of the gravity switching rooms and added a new lava room.  It's still a gimmick but instead of going from something annoying (high gravity) to...something annoying (low gravity), it goes from something deadly but not hard to avoid (lava) to something not deadly at all and thus not that annoying (ice).  However, I am seriously considering tearing out the other gravity switching room and putting in the same lava room on the other side.  I know it seems lazy, but really, that other gravity room is probably the most blah part of the map (the dark rooms can be annoying but there's a very simple trick for getting through which I won't say).

I also think I'm going to remove the crushers since they're the only gimmick not synched with the clock and thus really have no point other than to be annoying.  I'll probably leave the conveyors though, albeit they'll likely be shorter in length.  This way, the map would experience a net loss of 1 gimmick while changing something annoying for something significantly less intrusive on matches.

Thoughts?  Suggestions?
Title: Re: [Map Pack] IX-Pack {CTF05 Hijack}
Post by: Korby on May 08, 2012, 02:10:51 AM
Keep the crushers, and I'd have to play on it first before saying remove the gravity room.

Will Sakugarne still be in the map?
Title: Re: [Map Pack] IX-Pack {CTF05 Hijack}
Post by: Mr. X on May 08, 2012, 02:39:36 AM
No, it will not.  It never really had a point to begin with.
Title: Newsflash: ICTF02 has Sakugarne
Post by: Tesseractal on May 08, 2012, 06:19:42 AM
I'm for axing the crushers.

The gravity room I won't miss too much. I can see some people missing it because you'll make the map more symmetrical, although I have a feeling this would be better. (I have a hunch most people would pick the lava room 100% of the time for reasons you stated).

But Sakugarne!? Without your map, Saku won't be in any CTF map! That means the entire CTF map set loses the best weapon ever. (I suppose if you really do not have any more place to put it. But losing that would be a terrible disappointment. I mean, we'd have to start playing ICTF02 again.)
Title: Re: [Map Pack] IX-Pack {CTF05 Hijack}
Post by: Mr. X on May 08, 2012, 06:24:02 AM
But but but Saku had no point!

Also, yeah, I was running off the assumption the lava room would be picked 100% of the time (well, once I fix the upper route I added so it's not gimmickless, the safest, AND the fastest route) making the gravity room's demise all the more certain.
Title: Re: [Map Pack] IX-Pack {CTF05 Hijack}
Post by: SaviorSword on May 08, 2012, 03:45:03 PM
The crushers for the center path was the only thin' that prevented the center path to be the path of choice in a game. The shortest route from flag room to flag room is to the dark room (Easy room if ya don't lose track on where ya are.) and then to the center room (Easy room too, only hampered by the crushers). If the crushers were taken out, then the gravity or lava room would almost never be taken due to the risk of passin' through those crushers. When it comes to the takin' out the gravity room, I really like it though and I think the map should have both room to have the better of both worlds that they both carry. I'm quite used to fightin' in low gravity, and high gravity makes fights more important to win since stakes are made higher by decreasin' the amount of room that ya can work with. On the flip side of the coin, the likelihood of ya gettin' in a kill has increased too.
Title: Re: [Map Pack] IX-Pack {CTF05 Hijack}
Post by: Mr. X on May 08, 2012, 03:52:51 PM
That is a good point about the crushers being the thing to cripple the center path.  Maybe I'll keep them and then just rework the new upper path I have to hinder that.  Either that or I'll get rid of the new upper path, remove the crushers, but make some sort of hallway designed to have players wind around a bit to waste time.
Title: Re: [Map Pack] IX-Pack {CTF05 Hijack}
Post by: Magnet Dood on May 08, 2012, 04:02:01 PM
I'd keep both gimmicks if I was making the map. If you think about it, there are still desirable objects to get from the gravity rooms- Dust Crusher and Super Arm. Plus, there's an easy counterbalance for both sides if the flag is stolen. If the gravity is down, the defenders will have a better chance in catching the flag runner since he has to go through the small hallways, where they can pound him with weapons they picked up earlier with minimal aiming required. If the gravity is up, the flag runner has a better chance of escaping, since he not only has the pro of jumping over the junk piles, but the defenders also have a smaller target to work with.

It's a pretty balanced area for both the defenders and and the flag runners, since the light rooms almost always benefit the flag runners and the middle sections almost always benefit the defenders. It's my favorite CTF map as of now, and I really don't see why it would need changing.
Title: Re: [Map Pack] IX-Pack {CTF05 Hijack}
Post by: BiscuitSlash on May 08, 2012, 04:45:41 PM
I say keep the crushers. Makes sense have them, it's fun to run under them while on a conveyor belt, and I can't really remember a time where they've actually caused me any problems. I honestly don't. (If there's anything that does, it's always getting killed at the bases, so remove those instead!)

Also, you could have one side being a gravity room and one being a lava/ice part. It may be a bit weird, but it wont exactly cause any problems with gameplay. Think about it, it wont cause "not going down that path ever" thing, because people will be thinking "I want to get the flag back safely, so I might as well take the safe route". They don't have to be 4-way symmetrical, and CTF08-9 showed that.
Title: Re: [Map Pack] IX-Pack {CTF05 Hijack}
Post by: Mr. X on May 08, 2012, 04:59:27 PM
^ That's what it is currently:  Lava/ice on one side, gravity on the other.
Title: Re: [Map Pack] IX-Pack {CTF05 Hijack}
Post by: achtung on May 30, 2012, 12:22:11 AM
I updated the wadhost database with IX-Legacy and IX-Misc. They should both be retrievable by wadseeker now.

I also created a new MM8BDM section. Should be interesting to see what it gets populated with.
Title: Re: [Map Pack] IX-Pack {CTF05 Hijack}
Post by: Super Name Bros on June 27, 2012, 04:24:51 AM
Sounds awsome to bad whenever I try to join a server with this it says it is missing  :(
Title: Re: [Map Pack] IX-Pack {Nothing of Interest}
Post by: Emmanuelf06 on November 22, 2012, 11:12:33 AM
Hi there, who made the music of "Glacer Valley" ? It's really beautiful !  :D
Title: Re: [Map Pack] IX-Pack {Nothing of Interest}
Post by: Ivory on November 22, 2012, 04:50:38 PM
The song is Stage35 by Kevvviiinnn.

-------------------------------------------------------------------------------------------------------

Since this got bumped, I might as well give an update. IX-Pack v1f is going to be released at the same time as MM8BDMv3a's release. There isn't anything major like new maps, as I've been busy with mapping and managing the MM8 expansion. But this is the current changelog for major changes.


So as usual, now is a good time to throw suggestions at me.
Title: Re: [Map Pack] IX-Pack {v1f released when v3a is released}
Post by: BiscuitSlash on November 22, 2012, 05:31:55 PM
Quote from: "Ivory"
So long my most hated level in IX.
You hated it? I never saw/heard anything wrong with it!

Quote from: "Ivory"
-IDM12 - Mowed the Lawn
Yay! Although I hope you didn't mow all the lawn. Only half of it needed mowing to fix the lag.

The only real thing that's bugged me about this pack is the music on IDM02. That music is just....uughhh, it's really hard on the ears. I can't listen to it for long without changing the mus to Dynamoman's theme from one of my music packs. I know the current music is a legitimate megaman song, but it's still harsh on the ears.

Other then that, this pack is still at great quality and it always has been.
Title: Re: [Map Pack] IX-Pack {v1f released when v3a is released}
Post by: Davregis on November 22, 2012, 05:53:49 PM
What's the music used in IDM05?
Title: Re: [Map Pack] IX-Pack {v1f released when v3a is released}
Post by: Ivory on November 22, 2012, 06:29:51 PM
I'll just post the entire thing.   

        IDM01 - Sand Canyon - Sand Canyon by Kommisar
   IDM02 - Power Plant - Mr. X
   IDM03 - Sky Way  - by AirMan(GB) by Musashi-COM
   IDM04 - Ocean Lab - Stage 12v2 by Kevvviiinnn
   IDM05 - Pharaoh's Tomb  - RopeMan's Theme by Mistergambit
   IDM06 - Decommissioning Plant  - MetalMan(GB) by Musashi-COM
   IDM07 - Oceanic Ruins  - 8bit Centaur Man Complete Works by Baiisilisk
   IDM08 - Gleaming Overworld  - Stage 37 by Kevvviiinnn
   IDM09 - Glacier Valley  - Stage35 by Kevvviiinnn
   IDM10 - Jungle Base  - Stage 27 v2 by Kevvviiinnn
   IDM11 - Gravity Mine - Crystal Snail 8-bit by WyattCroucher
   IDM12 - Silent Bog - by 8Bit PlantMan Complete Works by Baiisilisk
   IDM13 - Rugged Mountain - Metroid II the Tunnel by Llamahombre
   IDM14 - Cosmic Station - Candy Constellation by Mr. X
   IDM15 - Maple Castle - Sakuya's Theme from Megamari
   IDM16 - Molten Lair - Lava Reef Zone Act 1 by Daniel White & Composers
        IDM17 - Cut Trench - Anything but Tangerines  by NewAgeRetroGamer
   IDM18 - Quick-Bomb Alley - New Junk City - Earthworm Jim by munchluxe63
   IDM19 - Beneath the Well - Stage 47 by Kevvviiinnn
   IDM20 - Cliffside Fear - Automaton by NecrophageonIII
   IDM21 - World Tree - Forest/Nature Area by ???
   IDM22 - Knee Deep in Oil - Oil Ocean Daniel White & Composers
   IDM23 - Skull Arena - Donna to the Rescue(Doom E3M2) by sebamkfan
   IDM24 - Jurassic Racetrack - Jungle Hijinx dragonclaw9000
   IDM25 - Missile Base - Launch Base Zone Act 1 & 2 by Daniel White & Composers
   XDM01 - King of Blades - BLDMUS - Blade Man - Mega Man 10 original soundtrack
   XDM02 - Nemsisphere - W10MUS - Wily Stage 5 - Mega Man 10 original soundtrack
   XDM03 - Christmas Cape - Mr. X
   XDM04 - Sky Deck A Go Go - XSKYDMUS - Sky Deck - Originally from Sonic Adventure, Midi by Han Yong, Famitracker remix by Mr. X
   XDM05 - Super Mario 64 Main Theme - XWHOFMUS - Whomp's Fortress Remix - Originally from Super Mario 64, Famitracker remix by branflakes325
   XDM06 - Sandopolis Zone Act 1 - XSANDMUS - Sand Sea - Originally from Sonic and Knuckles, Midi by John Welks, Famitracker remix by Mr. X
   XDM07 - To the End - XALPHMUS - Alpha Sector - Original song by Mr. X
   XDM08 - Path to Truth - XUSEAMUS - Under the Sea - Originally from Mega Man ZX Advent, remix by DjKlzonez
   XDM09 - Esperanto - IKA
   XDM10 - Mario 1-2 Remixed - Mr. X

   IBOSMUS1 - Wily Boss 1 Extended by Mistergambit
   IBOSMUS2 - Boss4 by Kevvviiinnn
   IBOSMUS3 - B/W Kanto Champion Battle 8 Bit by JoePotato28
   IBOSMUS4 - King Dedede Theme by InterrobangPie
   IBOSMUS5 - Corneria Boss by Mr. X

   Boss Theme - MM10BOSS - Blade Man - Mega Man 10 original soundtrack
   Final Boss - W10BOSS - Wily Stage 5 - Mega Man 10 original soundtrack
   God Rest Ye Merry Gentlemen - XMASBOSS - Christmas Cape - Made by Joseph Collins
   Crocodile Cacophony - XBOSS01 - Multiple stages - Originally from Donkey Kong Country 2, Midi by David Alberto, Famitracker remix by Mr. X
   Koopa Road - XBOSS02 - Whomp's Fortress Remix - Originally from Super Mario 64, remix by djbouche
   War - XBOSS03 - Multiple stages - Originally from Rocky IV, remix by Mr. X

        IDM20 secret music Cliffside Fear - Transylvania-Lost Vikings II by Mr. X
   Game Finished Fanfare(DM & Duel) - Mr. X
   Credens Justitiam 8 bit - http://www.nicovideo.jp/watch/sm13971608 (http://www.nicovideo.jp/watch/sm13971608)
Title: Re: [Map Pack] IX-Pack {v1f released when v3a is released}
Post by: LlamaHombre on November 22, 2012, 06:40:30 PM
I take it you're not using The End of the Raging Waves, then?

Regardless, I'm even more excited for v3a now!
Title: Re: [Map Pack] IX-Pack {v1f released when v3a is released}
Post by: Ivory on November 22, 2012, 06:57:05 PM
I am, but that list is only accurate for what is actually in IX-Pack v1f. I haven't fiddled around with the boss music yet.
Title: Re: [Map Pack] IX-Pack {v1f released when v3a is released}
Post by: LlamaHombre on November 22, 2012, 06:58:47 PM
Ah, I see. Sorry for the misunderstanding.
Title: Re: [Map Pack] IX-Pack {v1f released when v3a is released}
Post by: Beed28 on November 22, 2012, 08:07:24 PM
So what happens if you run v1f with MM8BDMv2c? :mrgreen: Can you give us a screenshot?
Title: Re: [Map Pack] IX-Pack {v1f released when v3a is released}
Post by: Ivory on November 22, 2012, 08:15:38 PM
What is there to see? A lot of <!>'s.  :ugeek:
Title: Re: [Map Pack] IX-Pack {v1f released when v3a is released}
Post by: Hallan Parva on November 24, 2012, 10:45:34 PM
awww I actually liked the current rendition of Gravity Mne




as long as there's still high-low shenanners I'll probably still like the new one though :ugeek:
Title: Re: [Map Pack] IX-Pack {v1f released when v3a is released}
Post by: DarkAura on November 24, 2012, 11:23:05 PM
Quote from: "Ivory"
XDM08 - Path to Truth - XUSEAMUS - Under the Sea - Originally from Mega Man ZX Advent, remix by DjKlzonez
He did make a newer version of this song:



Did ya want to use this version instead, or is it fine with the older version?
Title: Re: [Map Pack] IX-Pack {v1f released when v3a is released}
Post by: Mr. X on November 25, 2012, 04:51:27 AM
I know he made the newer version, but I hate songs where the triangle is used as the melody.
Title: Re: [Map Pack] IX-Pack {v1f released}
Post by: Ivory on December 21, 2012, 08:25:11 PM
IX-Pack v1f released! (http://www.mediafire.com/?qdg87lmluc1n3d9)
Wadhost to follow when it gets accepted. Two things

1. Sorry Llama, I decided to update it now instead of play around with the music scripts. So the song you made for me won't be used this update.

2. Mr. X never got around to updating XDM maps, so no MM8 weapons or anything on those.
Title: Re: [Map Pack] IX-Pack {v1f released}
Post by: Mr. X on December 21, 2012, 08:29:17 PM
Yeah, I got kind of burned out with MM8BDM stuff due to a rough end of my semester.  Sorry everyone.  I also had a newer XDM10 that didn't make it in this one because I'm not too happy with it and didn't finish it, so maybe next time.
Title: Re: [Map Pack] IX-Pack {v1f released}
Post by: DarkAura on January 20, 2013, 03:40:03 PM
Found a bug in XDM06:

(http://img402.imageshack.us/img402/6286/screenshotdoom201301201.png)

It shares the same problem with MM3GEM and, as such, is an easy fix. The sector that the Transfer Heights linedef (#9) is in needs to have it's ceiling raised from 256 to 288. Also, players can hide in the large holes where the sandfalls are in the same room. I'd suggest putting down a few linedefs there as well. The smaller holes are fine since the PlayerPawn's hitbox is too big to fit in.
Title: Re: [Map Pack] IX-Pack {v1f released}
Post by: FTX6004 on January 20, 2013, 03:45:07 PM
Quote from: "DarkAura"
Found a bug in XDM06:

(http://img402.imageshack.us/img402/6286/screenshotdoom201301201.png)

It shares the same problem with MM3GEM and, as such, is an easy fix. The sector that the Transfer Heights linedef (#9) is in needs to have it's ceiling raised from 256 to 288. Also, players can hide in the large holes where the sandfalls are in the same room. I'd suggest putting down a few linedefs there as well. The smaller holes are fine since the PlayerPawn's hitbox is too big to fit in.

Yea i have seen that thing but have not tell it to anyone.
Title: Re: [Map Pack] IX-Pack {Nothing of Interest}
Post by: leoalex50 on January 21, 2013, 11:19:55 AM
Quote from: "Ivory"
The song is Stage35 by Kevvviiinnn.

-------------------------------------------------------------------------------------------------------

Since this got bumped, I might as well give an update. IX-Pack v1f is going to be released at the same time as MM8BDMv3a's release. There isn't anything major like new maps, as I've been busy with mapping and managing the MM8 expansion. But this is the current changelog for major changes.

    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.

So as usual, now is a good time to throw suggestions at me.
can u fix a lava death bug in idm16 cuz u can only die in the lava once
Title: Re: [Map Pack] IX-Pack {v1f released}
Post by: Knux on January 21, 2013, 08:57:22 PM
Waiting for players in LMS/TLMS. There's your bug. It isn't one, as this happens always in any map.
Title: Re: [Map Pack] IX-Pack {v1f released}
Post by: DarkAura on January 31, 2013, 01:39:15 AM
More OOB stuff in IDM18.

(http://img802.imageshack.us/img802/3382/screenshotdoom201301302.png)

A small fit between the wall and the left half of the pillar has no LineDef. The teleporter nearby also doesn't have a LineDef on the same wall as well as the teleporter next to it on the opposite wall.
Title: Re: [Map Pack] IX-Pack {Nothing of Interest}
Post by: Goomba98 on December 23, 2013, 06:21:41 PM
Quote from: "Ivory"
The song is Stage35 by Kevvviiinnn.
No it isn't. It sounds different from this:
(click to show/hide)
Title: Re: [Map Pack] IX-Pack {v1f released}
Post by: Ivory on December 23, 2013, 06:36:40 PM
Because it isn't the original version of that song, it was a remixed version I believe. But it was so long ago I can't remember where I got it. In the past it WAS that version though.
Title: Re: [Map Pack] IX-Pack {v1f released}
Post by: Magnet Dood on December 23, 2013, 08:57:16 PM
If I may object, I believe the song in IDM09 is Kevvviiinnn's Stage 48:

Title: Re: [Map Pack] IX-Pack {v1f released}
Post by: Shade Guy on November 19, 2014, 06:23:39 AM
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:
(click to show/hide)
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.
Title: Re: [Map Pack] IX-Pack {v1f released}
Post by: Emmanuelf06 on November 19, 2014, 07:02:27 AM
Awesooooome !!! It's one of my favorite packmap! :)
I wanted use it for the mm8bdm stand in the conventions, but there isnt the last weapons in vanilla.....
Glad to see There will be an update! Good luck!
Title: Re: [Map Pack] IX-Pack {v1f released}
Post by: Korby on November 19, 2014, 07:29:02 AM
Could you squash Alpha Sector(XDM07)'s outer hallways back down a bit? Mr. X made them really wide after they were a bit too cramped, but he went a little overboard. This theme was actually put into practice in a few of his other maps, but it's really evident in Alpha Sector, being one of the primary reasons a lot of people stopped wanting to play on it.

Aside from that, it'd be cool if XDM08's sandy out-of-bounds areas were made more obvious that you couldn't jump to them somehow.
Also, it's unfortunate that they don't seem to exist, because IDM15 would look beautiful with the Knightman revisit textures.
Also also, in IDM04, though I doubt you'll outright remove the filters in the water, it'd be nice if you at least changed the shade of blue to not make it as eye-scorching when you look at some of those pipes.
Title: Re: [Map Pack] IX-Pack {v1f released}
Post by: Shade Guy on November 23, 2014, 11:43:24 AM
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:
(click to show/hide)
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".
Title: Re: [Map Pack] IX-Pack {v1g released}
Post by: Shade Guy on January 04, 2015, 04:11:48 AM
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:
(click to show/hide)
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:
(click to show/hide)
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.
Title: Re: [Map Pack] IX-Pack {v1g released} [Jan 3 2015]
Post by: James CyberLink on February 22, 2015, 11:36:51 PM
This may seem a bit nitpicky, but I've found it's impossible to pass most of the jumps on Race Maps 2 and 3. Sunset Canyon (1) can be finished easily, but Rainbow Road (2) and Nightmare Castle (3) can't be properly finished. Could you post an update fixing this? Maybe add bridges or something?
Title: Re: [Map Pack] IX-Pack {v1g released} [Jan 3 2015]
Post by: Korby on February 23, 2015, 12:30:21 PM
This is because of the functionality of the newer wavebikes. I believe there's a mod available somewhere that converts them back to the old ones that's used whenever people play race maps.
Title: Re: [Map Pack] IX-Pack {v1g released} [Jan 3 2015]
Post by: James CyberLink on February 23, 2015, 02:16:57 PM
Really? Hm. Any idea where I can find this mod?
Title: Re: [Map Pack] IX-Pack {v1g released} [Jan 3 2015]
Post by: Korby on February 23, 2015, 02:24:54 PM
http://www.best-ever.org/download?file= ... ebikez.wad (http://www.best-ever.org/download?file=retrowavebikez.wad)
Title: Re: [Map Pack] IX-Pack {v1g released} [Jan 3 2015]
Post by: Endymion on March 01, 2015, 02:43:26 AM
When I try to launch the maps on v4b, I get this error:

Script error, "IX-Packv1G.pk3:decorate.txt" line 130:
Parent type 'WTank' not found in FakeMTank
Script error, "IX-Packv1G.pk3:decorate.txt" line 132:
"inventory.pickupmessage" requires an actor of type "Inventory"


Execution could not continue.

Script error, "IX-Packv1G.pk3:decorate.txt" line 132:
Unexpected 'Support Item! M-Tan-oh, wait a minute, it's just a W-Tank.' in definition of 'FakeMTank'

Can anyone fix it?
Title: Re: [Map Pack] IX-Pack {vKreygasm released} [Jan 3 2015]
Post by: Shade Guy on April 06, 2015, 04:29:35 AM
Guess what? Since Zandronum caused a bunch of compatibility errors with pre-existing MM8BDM maps, v1g can no longer be the last version of IX-Pack! I'll get to releasing v1h soon with teleporter fixes, but in the meantime:

If hosting IX-Pack v1G in MM8BDMv4c servers, please remove IDM09, IDM22, IDM25, XDM04 and XDM09 from the map rotation to avoid potential crashing.

Thank you. I'd also like to ask, does anyone have any suggestions/bug reports (besides the previously-mentioned teleporter issues)? It would be ideal if I could do more to warrant the 30+ MB redownload.
Title: Re: [Map Pack] IX-Pack {v1g released} [Jan 3 2015]
Post by: Zero1000 on April 06, 2015, 04:42:26 AM
Is the guts lift on XDM04 supposed to stay still while still making noise? I personally find it strange.