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PostPosted: Wed Dec 01, 2010 11:48 pm 
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MM8BDM Extender (1) Cutstuff Blacksmith (1) MM8BDM MM8 Contributor (1)
Here is CSCM V5b + Remixed maps.
This is mostly a bugfix release with a few new maps.
DOWNLOAD HERE
MIRROR: HERE

This version also has an OPTION to kick players for using SR50. Please note that if servers do not explicitly set this, NOTHING happens.
For servers:
-To warn the SERVER console (it prints a message that a player is using SR50) type 'SET SR50WARN 1' on the console and hit enter. 'SET SR50WARN 0' to disable
-To kick players, type 'SET SR50KICK 1'. To disable type 'SET SR50KICK 0'


So here's a change in policy on the remixed maps. If you think you can make a better remix map than one in the pack, go ahead and try it. If it's significantly better, then I will replace it.

Special thanks to everyone in the Skype community for helping me test these maps for errors!

Maps are still being accepted for both CSCM and the Remixed maps. So if you are interested then here are the requirements:

The requirements are as follows:

1.) Must have 32 DM starts
2.) Should be balanced for all play modes (as much as possible)
3.) Not be riddled with death traps
4.) CSCM maps are restricted to 8-bit music
5.) Check your map for errors before submission (F4 in doom builder)

If you are interested, please contact me.


MAP CREDITS:
Spoiler:

CSCM01 - Messatsu (Retexture by Galaxy)
CSCM02 - Messatsu
CSCM03 - Messatsu
CSCM04 - Messatsu
CSCM05 - Blaze
CSCM06 - SickSadWorld
CSCM07 - OrangeMario
CSCM08 - Amberose
CSCM09 - Korby
CSCM10 - Blaze
CSCM11 - Blaze
CSCM12 - King Yamato
CSCM13 - Flanny
CSCM14 - Galaxy
CSCM15 - DonutYoshi
CSCM16 - Yellow Devil
CSCM17 - King Yamato (Textures by Galaxy)
CSCM18 - Flanny
CSCM19 - Kackebango
CSCM20 - Blaze
CSCM21 - Korby
CSCM22 - KillerChair
CSCM23 - KillerChair
CSCM24 - Blaze
CSCM25 - Messatsu
CSCM26 - Knux
CSCM27 - Korby
CSCM28 - Knux
CSCM29 - Roll Gravity Holds / Nemu Kurotsuchi
CSCM30 - Kackebango
CSCM31 - Roll Gravity Holds / Nemu Kurotsuchi
CSCM32 - Megaman
CSCM33 - Beed28


MM1BOMX - Messatsu
MM1CUTX - Messatsu
MM1ELEX - DoomThroughDoom
MM1FIRX - King Yamato
MM1ICEX - Messatsu
MM1DW1X - Galaxy
MM1DW2X - Beed28
MM2AIRX - Copy Robot
MM2BUBX - Beed28
MM2METX - King Yamato
MM2FLAX - Duora Super Gyro
MM2QUIX - Beed28
MM2WOOX - Yellow Devil
MM2DW1X - King Yamato
MM2DW2X - Beed28
MM3HARX - Jack Corvus
MM3NEEX - King Yamato
MM3SHAX - DonutYoshi
MM3SPAX - Copy Robot
MM3SNAX - KillerChair
MM3GEMX - Roll Gravity Holds / Nemu Kurotsuchi
MM4DC1X - Messatsu
MM4BRIX - KillerChair
MM4DIVX - Yellow Devil (with butchering by Messatsu)
MM4DRIX - VyseTheLegend (with butchering by Messatsu)
MM4RINX - Messatsu
MM4SKUX - Muzaru
MM5CHAX - Roll Gravity Holds / Nemu Kurotsuchi
MM5CRYX - Copy Robot
MM5DARX - King Yamato
MM5NAPX - VyseTheLegend
MM5STOX - King Yamato
MM5WAVX - Knux
MM6CENX - T3H PL4Y3R
MM6TOMX - Knux
MM6KNIX - Copy Robot
MM6FLAX - Roll Gravity Holds / Nemu Kurotsuchi
MM7FREX - Lakister
MM7SLAX - SickSadWorld
MM7SPRX - Kapus
MM7TURX - Dark Seed
MM7DW3X - Messatsu
MM7DW4X - Roll Gravity Holds / Nemu Kurotsuchi


Last edited by Messatsu on Wed Aug 22, 2012 2:38 pm, edited 46 times in total.

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PostPosted: Thu Dec 02, 2010 12:41 am 
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Pretty good, here are a few thoughts

1. I would change the map code to something a little more signature-esque. Even MMKDM1 etc would be better

2. The music in MMDM1 isn't remotely 8-bit, I feel like a version you had going before was though.

3. I know you just modded these maps for MM8BDM but maybe add another entrance or two to that fortress thing


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PostPosted: Thu Dec 02, 2010 2:14 am 
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MM8BDM Extender (1) Cutstuff Blacksmith (1) MM8BDM MM8 Contributor (1)
Disco wrote:
Pretty good, here are a few thoughts

1. I would change the map code to something a little more signature-esque. Even MMKDM1 etc would be better

2. The music in MMDM1 isn't remotely 8-bit, I feel like a version you had going before was though.

3. I know you just modded these maps for MM8BDM but maybe add another entrance or two to that fortress thing

1.) Yup, prolly going to change the map names and titles going forward.
2.) Oh yes, the music in the first stage is not staying. I may or may not change the second stage, waiting on feedback on that.
3.) The castle has two floor entrances (front and back) and many more if you have item-1 or rush coil.


Last edited by Messatsu on Mon Dec 06, 2010 4:41 am, edited 1 time in total.

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PostPosted: Mon Dec 06, 2010 4:41 am 
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Depreciated
Made a bunch of changes on the first two maps based on feedback and converted another two. With the total of maps now at 4 I feel comfortable saying that this is near the final version assuming nothing is really broken. I'm looking for as much feedback as possible on this since I'm considering making it a part of my servers (or one of them anyway). I have a test server available to try this out in deathmatch. (DW's test server) Please let me know what you all think.

http://www.mediafire.com/?netv52j3alw2b5u

Map names are :
DWDM1
DWDM2
DWDM3
DWDM4


Last edited by Messatsu on Fri Dec 10, 2010 4:34 pm, edited 1 time in total.

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PostPosted: Mon Dec 06, 2010 6:55 pm 
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MM8BDM Extender (1)
Here are some flaws i found:
Image
Note: in that same room, there's ANOTHER hall of mirrors, hidden behind another "boss door" that is narrower and leads outside too.

Image
The effect, even though is a flaw, looks awesome. Keep this one, I guess

Image
Uh... No comment.


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PostPosted: Mon Dec 06, 2010 8:04 pm 
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Whoa. Those are some weird glitches. Strangely enough I don't actually see them like that. The hall of mirrors is actually a sky on my end. Must be an option somewhere that does that. Gonna have to look.


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PostPosted: Mon Dec 06, 2010 8:14 pm 
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Messatsu wrote:
Whoa. Those are some weird glitches. Strangely enough I don't actually see them like that. The hall of mirrors is actually a sky on my end. Must be an option somewhere that does that. Gonna have to look.

If memory serves me well, there's an Open GL option that stretches textures. That option, however, can disfigure the texture, if it is to cover a large area. Maybe that's on?


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PostPosted: Mon Dec 06, 2010 8:18 pm 
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Sometimes, things that appear as sky to OpenGL users appear to be hall of mirrors for software users. The solution is to make a sector that surrounds the sky area and set the ceiling height to the same as the floor height. Here's a screenshot that better explains what I mean.

Spoiler:
Image


Last edited by Mr. X on Mon Dec 06, 2010 8:23 pm, edited 1 time in total.

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PostPosted: Mon Dec 06, 2010 8:19 pm 
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Test your maps in software before releasing them.


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PostPosted: Mon Dec 06, 2010 9:47 pm 
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MM8BDM Extender (1) Cutstuff Blacksmith (1) MM8BDM MM8 Contributor (1)
Mr. X wrote:
Sometimes, things that appear as sky to OpenGL users appear to be hall of mirrors for software users. The solution is to make a sector that surrounds the sky area and set the ceiling height to the same as the floor height. Here's a screenshot that better explains what I mean.

Spoiler:
Image

Ah thanks dude. That makes sense. Much appreciated!

tsukiyomaru0 wrote:
If memory serves me well, there's an Open GL option that stretches textures. That option, however, can disfigure the texture, if it is to cover a large area. Maybe that's on?

I think you're running in software man. As soon as I switched from opengl to software I experienced exactly the same issues as you were describing. Stretched textures alone doesn't do it.

DoomThroughDoom wrote:
Test your maps in software before releasing them.

I did test them, but I knew I'd miss things hence why I'm asking for feedback and not claiming this is a release.


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