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Messages - Thunderono

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Maps / Re: [Small Map Pack] WetPack v1b
« on: July 24, 2019, 05:10:41 AM »
As mentioned before, this project has been moved to the REAL pack under a new name (The Reef) and is effectively deprecated.

Maps / Re: REAL Pack - v1a
« on: May 30, 2019, 03:14:50 AM »
So, like, what's the thing of these maps? On the screenshots, they don't look too out-there and the majority re-use in-game textures and assets, they have any special gimmick? Or, are they particularly fun? Sorry if I'm coming as rude, I'm just curious.
I won't lie-- this post had me floored for a bit.  For the past five hours, actually.  This wasn't a question I've ever seen anyone ask in all my years of being a part of this community, and one neither I nor anyone I hang out with knew how to answer.  It took a while for me to piece together that newer players such as (seemingly) yourself don't have the years-old context of packs like this being released, instead having only the context of main expansions and sub expansions such as DOS Reborn or Rock Force to base your expectations of what side content gets released on.  Sorry if that assumption's incorrect!

So to answer your question proper, there isn't really any thing to this pack.  It's not based on any particular game, the maps don't follow any central gimmick, nothing like that.  Like custom tracks for SRB2 Kart or maps made in Halo's Forge mode, the purpose of this pack is simply to add new content.  You may have seen packs like Legopack, Rozpack or Sharp that do roughly the same thing.

I realize that when put in writing, that's not as exciting as a new, fully custom set of maps like what DOS came out swinging with.  However, packs like this are a chance for individual creators to push their own style in a set of maps truly unrelated to one another and to any other content.  That can be a chance to show off your architectural and texturing skills, to experiment with new styles, or simply to get ideas out of your head.  The (roughly) yearly mapping jams are another outlet for this, and a popular one at that-- Paper Jam was the highest turnout jam ever got!

Your second question (Are they particularly fun?) is a little bit more brutal, and one that I can't answer for my own maps without looking super biased.  I do know that Llama's side of the pack is a ton of fun, though, and I am proud of my own set.  Rest assured that I wouldn't intentionally try to release something that wasn't fun*!  At the moment of typing this post, there're 3 servers running the pack (Classes, Roboenza, and Scorched Earth/Havoc), so if you don't want to just take my word for it, go and check it out!

*Mirror Mode is an exception to this and I'm not sorry for that monstrosity

sorry if this came off as condescending or hostile or anything I just had a really hard time understanding what the question really meant

Maps / Re: [Small Map Pack] WetPack v1b
« on: May 28, 2019, 12:03:56 AM »
This project has been merged into the REAL Pack under the new name, "The Reef."

Maps / REAL Pack - v1a
« on: May 27, 2019, 11:36:26 PM »
see it works because it's like the REef and ALpacka, get it?

The REAL Pack

A 15 map strong pack of smooth goodness brought to you by LlamaHombre and yours truly, Thunderono!  This pack is the combination of The Reef (previously known as the WetPack, my own pack) and Alpacka, Llama's own pack.  I can't actually think of anything else to put here, so let's dive right in!

Reef screenshots
Spoiler for Hiden:
REEF01 - Ocean's Facade

REEF02 - Sky Charger

REEF03 - Clogged Drain

REEF04 - Gale Field

REEF05 - The Observatory

REEF06 - Belly of the Beast

REEF07 - Collision

REEF08 - The Apex

REEF09 - Chaos Alley

REEF10 - Eden

Alpacka screenshots
Spoiler for Hiden:
ALP01 - Egg Corridor?

ALP02 - Brinstar Depths

ALP03 - Mad Castle Outskirts

ALP04 - Wily's Kidnapped Castle

ALP05 - Ghost House III

Grab it from TSPG or Dropbox!

Music and asset credits can be found within each pack's respective README in the main pack's pk3, as well as usage restrictions.

Thanks for playing!

Help & Editing / Re: Team Spawns. How do those work?
« on: January 12, 2019, 01:48:37 AM »
You can avoid having to place player 1 starts if you plop "-deathmatch" without quotes in your testing parameters.  For whatever asinine reason, zandronum boots in coop now, so having that line in boots it to deathmatch instead.  If you don't have any player 1 starts in your map, it'll throw that error at you whenever you try to boot up the map in coop.

Projects & Creative / Re: The Robots are Revolting! (DOS Reborn)
« on: October 11, 2018, 11:22:07 PM »
Last day before release!  Today's update is pretty meaty; not only do I have some changes to an old map, but I've got two new maps to show off!  Let's take a look:
Spoiler for shovelry:
Bit Man!
The oldest map in the expansion by far, this map was starting to show its age.  As such, it's received some pretty major changes to some of the interior rooms!

Now let's take a look at the new stuff.  First off, we've got:
Spoiler for honor:
Petrol Man!
Sculpted by Rozark with textures by Caprice, MMDPET combines a valley structure with close quarters combat to bring a dynamic twist to what you'd normally expect from smaller maps.  Battles here can get pretty frenzied!

And last, but certainly not least, we have:
Spoiler for youuuuuuuu:
Skull Skyscraper!
Done entirely by Caprice, MMDDW1 takes place in and around towering skyscrapers!  A favorite among the team, you'll find yourself ducking in and out of the buildings and clambering up using Yoku blocks to get the upper hand.

That's all I've got!  See you tomorrow when we relea-
Spoiler for mystery:

Huh, seems there's another stage here we haven't mentioned yet.  I wonder what this could be?

Projects & Creative / Re: The Robots are Revolting! (DOS Reborn)
« on: October 09, 2018, 10:23:57 PM »
it's me again

Today I've got a whole heap of props to show off, as well as a new map!  Let's get right into the groove with our first point:

Spoiler for fun:
Sonic Man!
A couple of well-known celebrities have scheduled a concert at Sonic Man's radio tower!  Meet the Mad Mets, Tom & GUI!

What's the performance about?  Beats me!

And now let's dive into the new:

Spoiler for glory:
Shark Man!
A joint effort between Magnet Dood and Thunderono (that's me!), with textures by Caprice, these sprawling caves are home to all kinds of robotic wildlife.  Duke it out in the dilapidated deep, or skirmish at the remains of a nasty shipwreck!

Let's take a closer look at some of the folks hanging around, shall we?

Careful, not all of the seaweed is what it seems!  These are Sea Metalls.  They're specifically designed to blend in with the surrounding plant life, while still maintaining the protection that a met would normally get!  It's, uh... really hard seaweed.

This wide-eyed fellow is an Anka!  They like to watch the action from above the waves, but they're pretty easily spooked.  If you get too close, they'll fall down!

These steel sea dwellers are SarDYNAs.  You'll see them swim by in large numbers from time to time.  Though they may not look like much, their jaw hides a pretty powerful cannon!

That's all I have for today!  Tune in tomorrow for more!

Projects & Creative / Re: The Robots are Revolting! (DOS Reborn)
« on: October 08, 2018, 10:36:56 PM »
Hey all!  While you're waiting for the pack to drop, we're going to be spending this week showing off some of the content that we weren't able to before.  Let's get right to it!

These updates are going to follow a "Past, Present" scheme.  Each day, I (or Dood) will show off something that's changed with what we've previously shown off, and then a new, never before seen map!  First off, we have:

Spoiler for spoiler for spoiler for spoiler:
Volt Man!
This map's seen a major graphical overhaul since it was last shown off.  Duora did a fantastic job with the new set!

On to the new!

Spoiler for reliops:
Dyna Man!
A close quarters map in spite of its sight lines, MMDDYN is the kind of map where you always need to watch your back.  Use the elevators around the stage to get a leg up on your opponents, or drop down from the upper floors to catch them off guard!

Textures are courtesy of Caprice, with the map itself being by Galactan.

"But who're those dudes hanging out in the back of those screenshots," you ask?

Meet Lead Beard the Picrate, also known simply as the Picrate.  These guys like to get in groups and cheer on the competitors!

That's all for today.  Catch you all tomorrow with more DOS Reborn goodness!

Projects & Creative / Re: The Robots are Revolting! (DOS Reborn)
« on: September 27, 2018, 09:37:30 PM »
We did a round of testing a few weeks ago, and it took a little longer than anticipated for some people to make the changes that came up on account of people on the team having lives.  We're going to be doing some more testing soon, and we'll give out a date when we can.

Help & Editing / Re: Team Spawns. How do those work?
« on: May 25, 2018, 08:53:23 PM »
Adding team spawns is pretty simple.  All you need to do is place the spawns in the map, and the game will automatically use them instead of the standard deathmatch spawns when the proper server setting is enabled.  Those green and yellow spawns are the Cossack and King team spawns; if you want Light and Wily team spawns, you'll have to make things with type numbers 5080 and 5081 (you can reference CTF maps to find them pretty easily).

Similar to standard deathmatch spawns, you're expected to have a minimum of each type.  It goes:
Deathmatch: 32
Light team: 16
Wily team: 16
Cossack team: 8
King team: 8

These numbers are just minimums; you can place however many you like as long as you meet this base requirement.  Hope this helps!

Forum Games / Re: Conquest of Mechanus [Beginning]
« on: October 07, 2017, 03:36:42 AM »
"That'll teach ya'."

Attack > Slime

Forum Games / Re: Conquest of Mechanus [Beginning]
« on: September 16, 2017, 04:26:23 AM »
Attack > Snake

MM8BDM Discussion / Re: MM8BDM V5B using Zandronum Beta
« on: August 27, 2017, 03:54:54 PM »
I remember having this issue.  It happens because the newer versions of zandronum have a control in the map that's also bound to M (I think it's "Set mark"), so if your automap key is M as well it locks you out of closing it.  Can be fixed by going into Options > Advanced Options > Automap Options > Customize Map Controls and rebinding the control.

Forum Games / Re: Conquest of Mechanus [Beginning]
« on: August 26, 2017, 05:35:35 PM »
Spoiler for Hiden:
It was probably thrill that clouded Wynn's eyes as Aspus's arm shot through the air.  He counted down the distance to his target with unprecedented excitement.  3 meters... 2 meters... 1 meter...


His attack grasped at air.  Instead of a powerful two-parter throw like he had anticipated, the snake had actually acted before him and dealt damage to his arm.  Wynn stood completely in shock for a moment before regaining his composure.

I should have expected this, he thought to himself.  It's been too long since I've done any real fighting.  Aspus has gotten slow and clunky.  I should've followed his advice and practiced controlling her more.  Hmm...

Wynn scanned the battlefield.  His former target was looking pretty worse for wear, but the slime alongside it seemed perfectly fine (aside from the word DEATH floating inside it).  He clenched his fist with new vigor.

Keep cool this time.  Remember what he said.  I've got this power, but unfocused noise is wasted.  I should cut the flashy stuff and see what Aspus is still capable of.
Attack > Slime

Forum Games / Re: Conquest of Mechanus [Beginning]
« on: August 13, 2017, 03:47:03 PM »
Spoiler for Hiden:
"Hah!  Some guards they were!  Roll up pointing fingers and they get taken down by those?  Think you might want to reinvest in your personnel, king."  Wynn turned to one of the snakes on the battlefield with a new, almost maniacal glint in his eyes.
"Let me show you how a real predator gets things done."

Grab-Strike > Snake

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