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PostPosted: Thu Apr 19, 2012 8:55 pm 
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Location: Waveyard
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Actually, I just thought of a better idea. Let's just say that no one is staying in that roof. :p

Also, I've decided on the last weapon and Jax finished up the Bubble Spawner. The speed and the height of the bubbles is just right, so thanks Jax!

EDIT: Actually, I just noticed a super easy way to get on the ceiling. I'll just go ahead with Mr. X's idea, since it's a lot less of a hassle anyway.

EDIT 2: And, done. Thanks Mr. X!


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PostPosted: Sun Apr 22, 2012 8:57 pm 
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Double post again. This is of utmost importance, however:

The next version of CSCM aims to fix bugs, errors and other things we might have missed. If anyone playing sees something along those lines, it would be appreciated if it was reported here. We are aware of some big ones though, like the fake rails in MM5CHAX, but please post anything that looks wrong or any suggestions even if you think it's really obvious. Who knows, it might end up being really helpful!

As for a suggestion from me, I think that Fireman Remixed could use more rails and a little widening of some paths. Falling off the stage into instant death pits because you missed them is always a problem in any map, the way I see it.


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PostPosted: Tue Apr 24, 2012 4:25 pm 
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Location: This forum could use some rain...
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Cause standing on linedefs is fun >.>

Spoiler:
Image
Shhhhhh I'm hiding....
Image
RIDING THE RAILS WOOOOOHOOOOOO!!!!
Image
So that's what the front of trains looks like >.>


In all seriousness though, these need fixed, original Charge Man pushes off to the side so you cant stand on rails and the first one could probably just be blocked.


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PostPosted: Tue Apr 24, 2012 7:11 pm 
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Actually, that happens because the player's hitbox doesn't go all the way in the sector, so there's no way for us to fix that.

As for the train's front, you weren't supposed to see that. :ugeek:


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PostPosted: Wed Apr 25, 2012 2:39 am 
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Location: Such melancholy for a pair of fitting roses. 72%
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mappers secrets are mappers secrets >_> shhhh....


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PostPosted: Wed Apr 25, 2012 2:51 am 
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Impassible linedefs, my good man.


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PostPosted: Tue May 01, 2012 2:13 pm 
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Location: Freedom Planet, go play it...
I'm having a bit of a problem here... I'm working on a Guts Man remix but when the lift reaches the end of the wire it keeps going any help?


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PostPosted: Tue May 01, 2012 5:34 pm 
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Eon_and_Rush wrote:
I'm having a bit of a problem here... I'm working on a Guts Man remix but when the lift reaches the end of the wire it keeps going any help?

First you'll need this script.
Code:
script # (int which)
{
if(which==0){
SetActorState(ActivatorTID(), "Spawn2");
}
if(which==1){
SetActorState(ActivatorTID(), "Spawn");
}
}


Next make the southern line on the northern square of the wire
Code:
Action 226 - Script Execute Always.
Script Number: #


And the northern line on the southern square
Code:
Action 226 - Script Execute Always.
Script Number: #
Argument 1: 1


Replace # with whatever the script earlier is.


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PostPosted: Tue May 01, 2012 11:43 pm 
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Location: Freedom Planet, go play it...
well you forgot to put in the trigger for it so i had to look at the stock map but thanks! :)
EDIT: okay now it gets stuck on the other south end of the wire...
EDIT: I give up on gutsman remix. Hey is anyone doing star man though?


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PostPosted: Tue Aug 07, 2012 6:40 pm 
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Joined: Sat Oct 16, 2010 11:25 pm
Posts: 252
Location: Germany
Spoiler:
Image

screenshot of amazing new map thanks have fun


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