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PostPosted: Tue May 08, 2012 6:24 am 
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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.


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PostPosted: Tue May 08, 2012 3:45 pm 
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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.


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PostPosted: Tue May 08, 2012 3:52 pm 
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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.


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PostPosted: Tue May 08, 2012 4:02 pm 
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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.


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PostPosted: Tue May 08, 2012 4:45 pm 
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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.


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PostPosted: Tue May 08, 2012 4:59 pm 
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^ That's what it is currently: Lava/ice on one side, gravity on the other.


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PostPosted: Wed May 30, 2012 12:22 am 
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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.


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PostPosted: Wed Jun 27, 2012 4:24 am 
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Sounds awsome to bad whenever I try to join a server with this it says it is missing :(


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PostPosted: Thu Nov 22, 2012 11:12 am 
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Hi there, who made the music of "Glacer Valley" ? It's really beautiful ! :D


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PostPosted: Thu Nov 22, 2012 4:50 pm 
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The song is Stage35 by Kevvviiinnn.

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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.


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