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I have been meaning to ask this for a while and I'm pretty sure I'm right, but...Did you get those muscular statue guys from Pokemon TCG 2?
Those new maps look nice and all, but I would like to know if you're fixing some of the issues I consistently see in your pack...For a second, I thought you were going to ask about oversized maps that could be split into 2-3 smaller maps. Which I actually did for a couple...specifically you should seriously consider fixing all your textures by defining them like you would in core. This should fix all the issues you have with textures and mixing bittages. I have defined all the textures in the pack, with the textures being in the map wads like in the core.Also make sure no errors show up in the console with just the pack loaded to make sure all the custom actors and textures all show up as intended. This will make your map pack appear more polished and cleaner when it is finally released.I'll try, never been too good with coding, but I only have like 4 or 5 actors this time around, so it shouldn't be too difficult to figure out.Also you should seriously change all the music to be handled through mapinfo instead of straight scripts...typing "changemus *" in the console should change the song to the default song of the map, not nothing.I plan to do this and already have for some of the maps.What really gets me on this particular comment is how inconsistent you had it in your pack...some maps had default music others didn't and this was completely random...you don't need to have your boss music script force the stage music back upon map start...it also increases map loading time a little bit and could potentially cause memory crashes. [Running scripts with immediate effects can do this, especially when bots are involved...but that isn't as important.]Wasn't aware of the possible crashes, or the extended loading time. I am aware that some maps have default music and some don't though. I probably grabbed some coding from the core maps, while using some I attempted to write myself or something. But I'll try to make sure I'm more consistent this time around.
Hi Duora could you --if you didn't do it already-- change the water system like in DRSGDM07 (the Beach/Mountain map I think) so they use the standard water (low gravity) instead of the Doom Water (slowing down)??This would make crossing the water portions smoother ; and as a matter of fact your maps wouldn't have the Hotel pool issue T_T if you didn't know about this one, the HOTEL map was banned from B.E because you could shoot certain things (Dr Wily's "forgive me" corpse, his lightning balls as well, Woody's leaves, Plantman's seeds, Heatman's fire blasts or Oil Man's oïl blobs, etc.) in the water and they wouldn't disappear until the pool would refill, causing stocking and as such, some lags.DRSGDM07 has been removed. The map just wasn't that good, I might use some stuff from it at a later date though. As for the water, The only map to feature swim-able water now is Chill Hill, and the water there is fixed with the low gravity It was a pain getting that to work, but I did it.