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Author Topic: FGG Maps [Beta Maps on Page 11]  (Read 39609 times)

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February 05, 2012, 07:08:55 PM
Reply #15

Offline Rozark

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Re: Forte_Gigas.Gospel Maps
« Reply #15 on: February 05, 2012, 07:08:55 PM »
Quote from: "Michael712"
Good start to your maps! Although that Pacman map does give me an idea....
(click to show/hide)


I would play this map, at least once everyday, regardless if i'm not in the mood at the time for mm8bdm. (if its ever made that is) :D

February 05, 2012, 11:33:52 PM
Reply #16

Offline fortegigasgospel

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Re: Forte_Gigas.Gospel Maps *Test release*
« Reply #16 on: February 05, 2012, 11:33:52 PM »
Need to ask before I do this, would it be allowed for me to release an extraction of the Enker, Punk and Ballade Duel maps? Also working on extracting the other boss maps such as Dark Man's, Skull Robot's, Met Daddy's and Gamma's but I need to figure out the music codes for those ones first.

February 06, 2012, 06:09:56 PM
Reply #17

Offline GameAndWatcher

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Re: Forte_Gigas.Gospel Maps *Test release*
« Reply #17 on: February 06, 2012, 06:09:56 PM »
Quote from: "fortegigasgospel"
Need to ask before I do this, would it be allowed for me to release an extraction of the Enker, Punk and Ballade Duel maps? Also working on extracting the other boss maps such as Dark Man's, Skull Robot's, Met Daddy's and Gamma's but I need to figure out the music codes for those ones first.
enkmus, punmus, balmus

February 06, 2012, 06:59:32 PM
Reply #18

Offline fortegigasgospel

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Re: Forte_Gigas.Gospel Maps *Test release*
« Reply #18 on: February 06, 2012, 06:59:32 PM »
Quote from: "Game&Watcher"
Quote from: "fortegigasgospel"
Need to ask before I do this, would it be allowed for me to release an extraction of the Enker, Punk and Ballade Duel maps? Also working on extracting the other boss maps such as Dark Man's, Skull Robot's, Met Daddy's and Gamma's but I need to figure out the music codes for those ones first.
enkmus, punmus, balmus
I have those three, I ment the music for Dark Man, Doc Bot, Met Daddy and the RM boss rush, so the MM3,4,5 and 6 final boss battle songs.

February 06, 2012, 10:20:08 PM
Reply #19

Offline Gummywormz

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Re: Forte_Gigas.Gospel Maps *Test release*
« Reply #19 on: February 06, 2012, 10:20:08 PM »
DRBmus, MM4BOSS2, MM6BOSS2, MM3BOSS2

February 06, 2012, 10:38:56 PM
Reply #20

Offline fortegigasgospel

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Re: Forte_Gigas.Gospel Maps *Test release*
« Reply #20 on: February 06, 2012, 10:38:56 PM »
Quote from: "Gummywormz"
DRBmus, MM4BOSS2, MM6BOSS2, MM3BOSS2
Oooh, they are longer then the others, thats why I couldn't find them. ty.

February 10, 2012, 10:16:43 PM
Reply #21

Offline fortegigasgospel

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FGG Maps [Boss Arenas]
« Reply #21 on: February 10, 2012, 10:16:43 PM »
Boss Arenas: https://rapidshare.com/files/3069015870/Duel_Maps.pk3
The arenas used for boss fights in 8BitDM.
Codes are "ENKER" "DOCBO" "METDE" "PUNKD" "DARKD" "BALAD" and "ROBOT" in that order.
Punk's arena has no weapons.
Dark Man arena has 2 Proto Busters on the spawn points to make it more like the fight against Dark Man.
The Gamma arena has the 7 weapons used against the Wily Machines through out the series (except for MM5 which the Wily Press' weakness is used) as well as the weakness of World Machine III.

February 11, 2012, 04:55:53 AM
Reply #22

Offline Rozark

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Re: FGG Maps [Boss Arenas]
« Reply #22 on: February 11, 2012, 04:55:53 AM »
sounds interesting. ill probably check these out.

March 02, 2012, 09:55:18 PM
Reply #23

Offline fortegigasgospel

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Re: FGG Maps [Swimming Map]
« Reply #23 on: March 02, 2012, 09:55:18 PM »
Made a new map "Acidic Diving" and its code "SWIM01" put together after seeing sorrow of lack of swimming in the upcoming MM8 expansion, it is a simple map featuring swimming (and drowning explained by being in "acid")
(click to show/hide)
Possible more maps similar to come depending on demand.

Download link added to first post and here: http://www.mediafire.com/download.php?ta844iwvu3ic9yz

I also want to announce my first map pack I am working on for a "pseudo game-mode" "Classic Warfare"
Rundown of Classic Warfare
(click to show/hide)
More details to come once my third map is done, and two are done already.

March 02, 2012, 10:41:01 PM
Reply #24

Offline Korby

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Re: FGG Maps [Swimming Map]
« Reply #24 on: March 02, 2012, 10:41:01 PM »
Quote from: "fortegigasgospel"
Made a new map "Acidic Diving" and its code "SWIM01" put together after seeing sorrow of lack of swimming in the upcoming MM8 expansion, it is a simple map featuring swimming (and drowning explained by being in "acid")
(click to show/hide)

I'm pretty sure I speak for everyone when I say MY EYYYYYYYYYYYYEEEEEEEEESSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS

March 02, 2012, 11:00:03 PM
Reply #25

Offline fortegigasgospel

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Re: FGG Maps [Swimming Map]
« Reply #25 on: March 02, 2012, 11:00:03 PM »
Quote from: "Korby"
Quote from: "fortegigasgospel"
Made a new map "Acidic Diving" and its code "SWIM01" put together after seeing sorrow of lack of swimming in the upcoming MM8 expansion, it is a simple map featuring swimming (and drowning explained by being in "acid")
(click to show/hide)

I'm pretty sure I speak for everyone when I say MY EYYYYYYYYYYYYEEEEEEEEESSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS
Need to ask, for the fact I made a swimming map, or the color? If the color since I used Burst's water I wanted to use the underwater effect it had too, and the map being filled with this water light would be reflected off this purple water thus the rest of the room would have a glow to match.  Its logical.

Though I only thought of it after I noticed drowning came with the "swim under fake floor" or it would have just been BWater texture without the color.

March 02, 2012, 11:04:08 PM
Reply #26

Offline Magnet Dood

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Re: FGG Maps [Swimming Map]
« Reply #26 on: March 02, 2012, 11:04:08 PM »
Definetely the color.

Sounds like an interesting gimmick though.

March 02, 2012, 11:42:27 PM
Reply #27

Offline Mr. X

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Re: FGG Maps [Swimming Map]
« Reply #27 on: March 02, 2012, 11:42:27 PM »
Actually, the color, the tileset, the random megaton of weapon energy, pretty much everything.

March 02, 2012, 11:52:46 PM
Reply #28

Offline Ivory

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Re: FGG Maps [Swimming Map]
« Reply #28 on: March 02, 2012, 11:52:46 PM »
But this is hardly new! There are already maps that have water you can swim in.

March 03, 2012, 12:28:10 AM
Reply #29

Offline Beed28

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Re: FGG Maps [Swimming Map]
« Reply #29 on: March 03, 2012, 12:28:10 AM »
Quote from: "fortegigasgospel"
(and drowning explained by being in "acid")

Can't you add "airsupply = 0" to the MAPINFO definition to prevent players drowning?