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Author Topic: [Map Pack] IX-Pack {v1g released} [Jan 3 2015]  (Read 157585 times)

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May 08, 2012, 03:45:03 PM
Reply #435

Offline SaviorSword

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Re: [Map Pack] IX-Pack {CTF05 Hijack}
« Reply #435 on: May 08, 2012, 03:45:03 PM »
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.

May 08, 2012, 03:52:51 PM
Reply #436

Offline Mr. X

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Re: [Map Pack] IX-Pack {CTF05 Hijack}
« Reply #436 on: May 08, 2012, 03:52:51 PM »
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.

May 08, 2012, 04:02:01 PM
Reply #437

Offline Magnet Dood

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Re: [Map Pack] IX-Pack {CTF05 Hijack}
« Reply #437 on: May 08, 2012, 04:02:01 PM »
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.

May 08, 2012, 04:45:41 PM
Reply #438

Offline BiscuitSlash

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Re: [Map Pack] IX-Pack {CTF05 Hijack}
« Reply #438 on: May 08, 2012, 04:45:41 PM »
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.

May 08, 2012, 04:59:27 PM
Reply #439

Offline Mr. X

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Re: [Map Pack] IX-Pack {CTF05 Hijack}
« Reply #439 on: May 08, 2012, 04:59:27 PM »
^ That's what it is currently:  Lava/ice on one side, gravity on the other.

May 30, 2012, 12:22:11 AM
Reply #440

Offline achtung

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Re: [Map Pack] IX-Pack {CTF05 Hijack}
« Reply #440 on: May 30, 2012, 12:22:11 AM »
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.

June 27, 2012, 04:24:51 AM
Reply #441

Offline Super Name Bros

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Re: [Map Pack] IX-Pack {CTF05 Hijack}
« Reply #441 on: June 27, 2012, 04:24:51 AM »
Sounds awsome to bad whenever I try to join a server with this it says it is missing  :(

November 22, 2012, 11:12:33 AM
Reply #442

Offline Emmanuelf06

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Re: [Map Pack] IX-Pack {Nothing of Interest}
« Reply #442 on: November 22, 2012, 11:12:33 AM »
Hi there, who made the music of "Glacer Valley" ? It's really beautiful !  :D

November 22, 2012, 04:50:38 PM
Reply #443

Offline Ivory

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Re: [Map Pack] IX-Pack {Nothing of Interest}
« Reply #443 on: November 22, 2012, 04:50:38 PM »
The song is Stage35 by Kevvviiinnn.

-------------------------------------------------------------------------------------------------------

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.

November 22, 2012, 05:31:55 PM
Reply #444

Offline BiscuitSlash

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Re: [Map Pack] IX-Pack {v1f released when v3a is released}
« Reply #444 on: November 22, 2012, 05:31:55 PM »
Quote from: "Ivory"
So long my most hated level in IX.
You hated it? I never saw/heard anything wrong with it!

Quote from: "Ivory"
-IDM12 - Mowed the Lawn
Yay! Although I hope you didn't mow all the lawn. Only half of it needed mowing to fix the lag.

The only real thing that's bugged me about this pack is the music on IDM02. That music is just....uughhh, it's really hard on the ears. I can't listen to it for long without changing the mus to Dynamoman's theme from one of my music packs. I know the current music is a legitimate megaman song, but it's still harsh on the ears.

Other then that, this pack is still at great quality and it always has been.

November 22, 2012, 05:53:49 PM
Reply #445

Offline Davregis

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Re: [Map Pack] IX-Pack {v1f released when v3a is released}
« Reply #445 on: November 22, 2012, 05:53:49 PM »
What's the music used in IDM05?

November 22, 2012, 06:29:51 PM
Reply #446

Offline Ivory

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Re: [Map Pack] IX-Pack {v1f released when v3a is released}
« Reply #446 on: November 22, 2012, 06:29:51 PM »
I'll just post the entire thing.   

        IDM01 - Sand Canyon - Sand Canyon by Kommisar
   IDM02 - Power Plant - Mr. X
   IDM03 - Sky Way  - by AirMan(GB) by Musashi-COM
   IDM04 - Ocean Lab - Stage 12v2 by Kevvviiinnn
   IDM05 - Pharaoh's Tomb  - RopeMan's Theme by Mistergambit
   IDM06 - Decommissioning Plant  - MetalMan(GB) by Musashi-COM
   IDM07 - Oceanic Ruins  - 8bit Centaur Man Complete Works by Baiisilisk
   IDM08 - Gleaming Overworld  - Stage 37 by Kevvviiinnn
   IDM09 - Glacier Valley  - Stage35 by Kevvviiinnn
   IDM10 - Jungle Base  - Stage 27 v2 by Kevvviiinnn
   IDM11 - Gravity Mine - Crystal Snail 8-bit by WyattCroucher
   IDM12 - Silent Bog - by 8Bit PlantMan Complete Works by Baiisilisk
   IDM13 - Rugged Mountain - Metroid II the Tunnel by Llamahombre
   IDM14 - Cosmic Station - Candy Constellation by Mr. X
   IDM15 - Maple Castle - Sakuya's Theme from Megamari
   IDM16 - Molten Lair - Lava Reef Zone Act 1 by Daniel White & Composers
        IDM17 - Cut Trench - Anything but Tangerines  by NewAgeRetroGamer
   IDM18 - Quick-Bomb Alley - New Junk City - Earthworm Jim by munchluxe63
   IDM19 - Beneath the Well - Stage 47 by Kevvviiinnn
   IDM20 - Cliffside Fear - Automaton by NecrophageonIII
   IDM21 - World Tree - Forest/Nature Area by ???
   IDM22 - Knee Deep in Oil - Oil Ocean Daniel White & Composers
   IDM23 - Skull Arena - Donna to the Rescue(Doom E3M2) by sebamkfan
   IDM24 - Jurassic Racetrack - Jungle Hijinx dragonclaw9000
   IDM25 - Missile Base - Launch Base Zone Act 1 & 2 by Daniel White & Composers
   XDM01 - King of Blades - BLDMUS - Blade Man - Mega Man 10 original soundtrack
   XDM02 - Nemsisphere - W10MUS - Wily Stage 5 - Mega Man 10 original soundtrack
   XDM03 - Christmas Cape - Mr. X
   XDM04 - Sky Deck A Go Go - XSKYDMUS - Sky Deck - Originally from Sonic Adventure, Midi by Han Yong, Famitracker remix by Mr. X
   XDM05 - Super Mario 64 Main Theme - XWHOFMUS - Whomp's Fortress Remix - Originally from Super Mario 64, Famitracker remix by branflakes325
   XDM06 - Sandopolis Zone Act 1 - XSANDMUS - Sand Sea - Originally from Sonic and Knuckles, Midi by John Welks, Famitracker remix by Mr. X
   XDM07 - To the End - XALPHMUS - Alpha Sector - Original song by Mr. X
   XDM08 - Path to Truth - XUSEAMUS - Under the Sea - Originally from Mega Man ZX Advent, remix by DjKlzonez
   XDM09 - Esperanto - IKA
   XDM10 - Mario 1-2 Remixed - Mr. X

   IBOSMUS1 - Wily Boss 1 Extended by Mistergambit
   IBOSMUS2 - Boss4 by Kevvviiinnn
   IBOSMUS3 - B/W Kanto Champion Battle 8 Bit by JoePotato28
   IBOSMUS4 - King Dedede Theme by InterrobangPie
   IBOSMUS5 - Corneria Boss by Mr. X

   Boss Theme - MM10BOSS - Blade Man - Mega Man 10 original soundtrack
   Final Boss - W10BOSS - Wily Stage 5 - Mega Man 10 original soundtrack
   God Rest Ye Merry Gentlemen - XMASBOSS - Christmas Cape - Made by Joseph Collins
   Crocodile Cacophony - XBOSS01 - Multiple stages - Originally from Donkey Kong Country 2, Midi by David Alberto, Famitracker remix by Mr. X
   Koopa Road - XBOSS02 - Whomp's Fortress Remix - Originally from Super Mario 64, remix by djbouche
   War - XBOSS03 - Multiple stages - Originally from Rocky IV, remix by Mr. X

        IDM20 secret music Cliffside Fear - Transylvania-Lost Vikings II by Mr. X
   Game Finished Fanfare(DM & Duel) - Mr. X
   Credens Justitiam 8 bit - http://www.nicovideo.jp/watch/sm13971608

November 22, 2012, 06:40:30 PM
Reply #447

Offline LlamaHombre

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Re: [Map Pack] IX-Pack {v1f released when v3a is released}
« Reply #447 on: November 22, 2012, 06:40:30 PM »
I take it you're not using The End of the Raging Waves, then?

Regardless, I'm even more excited for v3a now!

November 22, 2012, 06:57:05 PM
Reply #448

Offline Ivory

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Re: [Map Pack] IX-Pack {v1f released when v3a is released}
« Reply #448 on: November 22, 2012, 06:57:05 PM »
I am, but that list is only accurate for what is actually in IX-Pack v1f. I haven't fiddled around with the boss music yet.

November 22, 2012, 06:58:47 PM
Reply #449

Offline LlamaHombre

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Re: [Map Pack] IX-Pack {v1f released when v3a is released}
« Reply #449 on: November 22, 2012, 06:58:47 PM »
Ah, I see. Sorry for the misunderstanding.