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Author Topic: [Map Pack] IX-Pack {v1g released} [Jan 3 2015]  (Read 127324 times)

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November 19, 2014, 06:23:39 AM
Reply #465

Offline Shade Guy

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Re: [Map Pack] IX-Pack {v1f released}
« Reply #465 on: November 19, 2014, 06:23:39 AM »
Hello! With Ivory's departure from MM8BDM/Cutstuff announced in October, some of you may have wondered what would happen to the IX-Pack. Others may have not bothered wondering what would happen to it, because the map pack hasn't been updated since the end of 2012 anyway. Regardless, the answer is, well...me. I'm what's happening to the IX-Pack.

It's about time the IX-Pack got an update! And since Ivory is no longer around to do it himself, I've been instated as the map pack's caretaker. With Ivory's permission, I will be releasing IX-Pack v1g.

What can you expect from this update? Here's everything I've done so far:
(click to show/hide)
In addition, Ivory has supplied me with an overhaul of XDM10 from Mr X himself! Although only the map layout was completed, I've been hard at work making a weapon and item layout for it so the new map can be included in the update.

Besides completing the new XDM10 and some finishing touches (updates to IDM21's visuals to use MM2WOO flats introduced in v3b and to music scripts in general are planned), the update is ready to release. I am not so much interested in integrating weapons and items introduced in v4a into the maps as I feel most maps are in a good place in terms of weapon/item layout currently, but if anyone has an idea of a really good place to include a new weapon or item, you are encouraged to call out suggestions. Beyond that, if anyone has any suggestions to make/bugs to report in general, please state them now.

November 19, 2014, 07:02:27 AM
Reply #466

Offline Emmanuelf06

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Re: [Map Pack] IX-Pack {v1f released}
« Reply #466 on: November 19, 2014, 07:02:27 AM »
Awesooooome !!! It's one of my favorite packmap! :)
I wanted use it for the mm8bdm stand in the conventions, but there isnt the last weapons in vanilla.....
Glad to see There will be an update! Good luck!

November 19, 2014, 07:29:02 AM
Reply #467

Offline Korby

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Re: [Map Pack] IX-Pack {v1f released}
« Reply #467 on: November 19, 2014, 07:29:02 AM »
Could you squash Alpha Sector(XDM07)'s outer hallways back down a bit? Mr. X made them really wide after they were a bit too cramped, but he went a little overboard. This theme was actually put into practice in a few of his other maps, but it's really evident in Alpha Sector, being one of the primary reasons a lot of people stopped wanting to play on it.

Aside from that, it'd be cool if XDM08's sandy out-of-bounds areas were made more obvious that you couldn't jump to them somehow.
Also, it's unfortunate that they don't seem to exist, because IDM15 would look beautiful with the Knightman revisit textures.
Also also, in IDM04, though I doubt you'll outright remove the filters in the water, it'd be nice if you at least changed the shade of blue to not make it as eye-scorching when you look at some of those pipes.

November 23, 2014, 11:43:24 AM
Reply #468

Offline Shade Guy

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Re: [Map Pack] IX-Pack {v1f released}
« Reply #468 on: November 23, 2014, 11:43:24 AM »
Good idea with the Alpha Sector; I do recall people complaining about those widened hallways. Do you think the brick floor part of the hallway or the water part should be squished, or both?

I added some fences alongside the map boundaries of XDM08 to better convey that they are, well, the map's boundaries.
As for IDM04, I personally don't find any part of the filters particularly eye-scorching. I don't mean this to invalidate your request of course, but I don't really know how to adjust it to make it better for you. If you could specify how the shade of blue could be adjusted (ideally referring to RGB values since it relies on a sector_setcolor script) then that would be grand. On that note, do you have any issues with the filters during the chemical flushing sequence (when the water changes colour)?

In other news, the new XDM10 is finished. Here's a screenshot preview:
(click to show/hide)
Also, the new music scripts rely on a GLOBAL script that will be new to MM8BDM v4b, meaning the IX-Pack v1g release will officially have to wait until v4b is released. In the meantime I may actually end up integrating weapons and items introduced in v4a into the maps since I'll likely have the time to properly research the IX weapon layouts to find any "really good place to include a new weapon or item".

January 04, 2015, 04:11:48 AM
Reply #469

Offline Shade Guy

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Re: [Map Pack] IX-Pack {v1g released}
« Reply #469 on: January 04, 2015, 04:11:48 AM »
Double post, but with very good reason. IX-Pack v1g is released! On top of that, IX-Legacy v1c is released! Here is the complete changelog:
(click to show/hide)
And since IX-Legacy v1c has a bunch of maps added to it since the last version, here's an updated list of contents for it:
(click to show/hide)
Now, unless there are any big content updates made to this map pack (doubtful since both founders have now left the community), this will probably be the last version of IX-Pack. There's little point making another release and getting people to redownload a 30+ MB file if any minor bugs come up that can be fixed. So, thank you Ivory and Mr X for making a combined total of 35 quality maps with IX-Pack. See you all on another thread.

February 22, 2015, 11:36:51 PM
Reply #470

Offline James CyberLink

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Re: [Map Pack] IX-Pack {v1g released} [Jan 3 2015]
« Reply #470 on: February 22, 2015, 11:36:51 PM »
This may seem a bit nitpicky, but I've found it's impossible to pass most of the jumps on Race Maps 2 and 3. Sunset Canyon (1) can be finished easily, but Rainbow Road (2) and Nightmare Castle (3) can't be properly finished. Could you post an update fixing this? Maybe add bridges or something?

February 23, 2015, 12:30:21 PM
Reply #471

Offline Korby

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Re: [Map Pack] IX-Pack {v1g released} [Jan 3 2015]
« Reply #471 on: February 23, 2015, 12:30:21 PM »
This is because of the functionality of the newer wavebikes. I believe there's a mod available somewhere that converts them back to the old ones that's used whenever people play race maps.

February 23, 2015, 02:16:57 PM
Reply #472

Offline James CyberLink

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Re: [Map Pack] IX-Pack {v1g released} [Jan 3 2015]
« Reply #472 on: February 23, 2015, 02:16:57 PM »
Really? Hm. Any idea where I can find this mod?

February 23, 2015, 02:24:54 PM
Reply #473

Offline Korby

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March 01, 2015, 02:43:26 AM
Reply #474

Offline Endymion

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Re: [Map Pack] IX-Pack {v1g released} [Jan 3 2015]
« Reply #474 on: March 01, 2015, 02:43:26 AM »
When I try to launch the maps on v4b, I get this error:

Script error, "IX-Packv1G.pk3:decorate.txt" line 130:
Parent type 'WTank' not found in FakeMTank
Script error, "IX-Packv1G.pk3:decorate.txt" line 132:
"inventory.pickupmessage" requires an actor of type "Inventory"


Execution could not continue.

Script error, "IX-Packv1G.pk3:decorate.txt" line 132:
Unexpected 'Support Item! M-Tan-oh, wait a minute, it's just a W-Tank.' in definition of 'FakeMTank'

Can anyone fix it?

April 06, 2015, 04:29:35 AM
Reply #475

Offline Shade Guy

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Re: [Map Pack] IX-Pack {vKreygasm released} [Jan 3 2015]
« Reply #475 on: April 06, 2015, 04:29:35 AM »
Guess what? Since Zandronum caused a bunch of compatibility errors with pre-existing MM8BDM maps, v1g can no longer be the last version of IX-Pack! I'll get to releasing v1h soon with teleporter fixes, but in the meantime:

If hosting IX-Pack v1G in MM8BDMv4c servers, please remove IDM09, IDM22, IDM25, XDM04 and XDM09 from the map rotation to avoid potential crashing.

Thank you. I'd also like to ask, does anyone have any suggestions/bug reports (besides the previously-mentioned teleporter issues)? It would be ideal if I could do more to warrant the 30+ MB redownload.

April 06, 2015, 04:42:26 AM
Reply #476

Offline Zero1000

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Re: [Map Pack] IX-Pack {v1g released} [Jan 3 2015]
« Reply #476 on: April 06, 2015, 04:42:26 AM »
Is the guts lift on XDM04 supposed to stay still while still making noise? I personally find it strange.