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Mega Man 8-bit Deathmatch
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[Map Pack] IX-Pack {v1g released} [Jan 3 2015]
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Topic: [Map Pack] IX-Pack {v1g released} [Jan 3 2015] (Read 157549 times)
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November 19, 2014, 06:23:39 AM
Reply #465
Shade Guy
MM8BDM Extender
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Date Registered: February 02, 2011, 10:42:15 PM
Re: [Map Pack] IX-Pack {v1f released}
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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 General - All maps converted to UDMF format. Script and linedef actions edited/removed where the new format allows/requires.
-For maps with deep water - All water updated to core standard (transparent 3D floor water).
-For maps with ice physics - All ice floors updated to core standard (sector_setfriction script).
-IDM01 - Missing impassable line fixed.
-IDM06 - Magfly sprites removed from .pk3 because of redundancy. Magfly colour translations changed to correspond to Magfly actors in MM3MAG.
-IDM07 - Visuals updated to use MM6CEN underwater graphics introduced in v4a.
-IDM09 - Cossack arches changed from midtextures to slopes to correspond with visual updates to MM4DC1.
-IDM13 - Some flats changed and some bridges changed from walkable midtextures to 3D floors to correspond with visual updates to MM5STO. Death pit obituary changed to "x fell too far."
-IDM18 - Missing impassable line fixed.
-IDM20 - Variant of SHADBAR texture defined resembling the texture as it appeared before v3b so the gates return to how they once looked.
-IDM25 - Bubble bouncer given bounce sfx.
-XDM04 - Bridge functionality changed from bridge actors to walkable midtextures.
-XDM06 - Transfer heights bug fixed. Impassable lines added to the tops of the sandfalls indoors.
-XDM08 - Visuals updated to use MM6CEN underwater graphics introduced in v4a.
-XDM09 - Visuals updated to use MM5STO flats introduced in v3a. Water recoloured to resemble the Napalm Man waterfall texture.
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.
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November 19, 2014, 07:02:27 AM
Reply #466
Emmanuelf06
Donator
Date Registered: October 07, 2010, 03:03:19 AM
Re: [Map Pack] IX-Pack {v1f released}
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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!
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November 19, 2014, 07:29:02 AM
Reply #467
Korby
Global Moderator
Benvenuto nella room italiana!
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Date Registered: March 04, 2010, 03:36:02 AM
Re: [Map Pack] IX-Pack {v1f released}
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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.
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November 23, 2014, 11:43:24 AM
Reply #468
Shade Guy
MM8BDM Extender
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Date Registered: February 02, 2011, 10:42:15 PM
Re: [Map Pack] IX-Pack {v1f released}
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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)
You may notice there are some more textures than before...
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".
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January 04, 2015, 04:11:48 AM
Reply #469
Shade Guy
MM8BDM Extender
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Date Registered: February 02, 2011, 10:42:15 PM
Re: [Map Pack] IX-Pack {v1g released}
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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)
IX-Pack v1g: Shade Guy takes the wheel
-In General - MM&B weapons and items added to various maps (and MM8 weapons to XDM maps). All maps converted to UDMF format. Script and linedef actions edited/removed where the new format allows/requires. Global music scripts updated to core standard. Software issues in most (if not all) maps fixed.
-For maps with deep water - All water updated to core standard (transparent 3D floor water instead of transfer heights).
-For maps with ice physics - All ice floors updated to core standard (sector_setfriction script instead of Hexen ice sector effect).
-IDM01 - Missing impassable line fixed.
-IDM03 - The power of UDMF compels you! A total of two sectors (guard raised floors) offsetted by 16 units.
-IDM06 - Magfly sprites removed from .pk3 because of redundancy. Magfly colour translations changed to correspond to Magfly actors in MM3MAG.
-IDM07 - Visuals updated to use MM6CEN underwater graphics introduced in v4a.
-IDM09 - Cossack arches changed from midtextures to slopes to correspond with visual updates to MM4DC1.
-IDM13 - Some flats changed and some bridges changed from walkable midtextures to 3D floors to correspond with visual updates to MM5STO. Death pit obituary changed to "x fell too far."
-IDM18 - Missing impassable line fixed.
-IDM20 - Variant of SHADBAR texture defined so the gates return to how they once looked.
-IDM21 - Visuals updated to use MM2WOO flats introduced in v3b.
-IDM25 - Bubble bouncer given bounce sfx. Minor edits to the girders.
-XDM03 - Death water obituary changed to "x can't swim".
-XDM04 - Bridge functionality changed from bridge actors to walkable midtextures. Railing next to Treble Sentry pushed to edge.
-XDM06 - Transfer heights bug fixed. Impassable lines added to the tops of the sandfalls indoors.
-XDM07 - Outer hallways made slightly narrower.
-XDM08 - Visuals updated to use MM6CEN underwater graphics introduced in v4a. Fences added alongside map boundaries.
-XDM09 - Visuals updated to use MM5STO flats introduced in v3a. Water recoloured to resemble the Napalm Man waterfall texture.
-XDM10 - Map redone! Map layout by Mr X, weapon and item placement by Shade Guy.
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)
I-Deathmatch maps
IDM01L1 - Sand Canyon prior to IX-Pack
IDM01L2 - Sand Canyon prior to IX-Pack v1D
IDM03L1 - Sky Way prior to I-Pack v3
IDM03L2 - Sky Way prior to IX-Pack
IDM03L3 - Sky Way prior to IX-Pack v1D
IDM04L1 - Wave Trench prior to I-Pack v3
IDM04L2 - Unreleased Wave Trench intended for I-Pack v3
IDM04L3 - Ocean Lab prior to IX-Pack v1D
IDM05L1 - Pharaoh's Tomb prior to I-Pack v3
IDM05L2 - Pharaoh's Tomb prior to IX-Pack
IDM06L1 - Decommissioning Plant prior to I-Pack v3
IDM07L1 - Oceanic Ruins prior to I-Pack v3
IDM08L1 - Unreleased Gravity Core intended for I-Pack v1
IDM08L2 - Gravity Core prior to I-Pack v3
IDM08L3 - Gleaming Overworld prior to IX-Pack v1E
IDM09L1 - Glacier Valley prior to I-Pack v3
IDM11L1 - Gravity Mines prior to IX-Pack
IDM11L2 - Gravity Mines prior to IX-Pack v1F
IDM12L1 - Silent Bog prior to IX-Pack v1F
IDM14L1 - Cosmic Station prior to IX-Pack v1C
IDM16L1 - Molten Lair prior to IX-Pack v1E
IDM17L1 - Cut Trench prior to IX-Pack v1C
IDM17L2 - Castle Cutenstein prior to IX-Pack v1E
IDM20L1 - Cliffside Fear prior to IX-Pack v1D
IDM21L1 - World Tree prior to IX-Pack v1C
IDM23L1 - Skull Arena prior to IX-Pack v1E
IDM25L1 - Missile Base prior to IX-Pack v1C
X-Deathmatch Maps
XDM01L1 - Blade Man prior to IX-Pack
XDM02L1 - Wily's Space Fortress prior to IX-Pack v1E
XDM05L1 - Whomp's Fortress Remixed prior to IX-Pack v1E
XDM06L1 - Sand Sea prior to IX-Pack
XDM07L1 - Alpha Sector prior to IX-Pack v1E
XDM10L1 - Underground prior to IX-Pack v1G
XDUEL00 - X Satellite (Mr. X did not want this map to exist outside the Legacy Pack.)
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.
Logged
February 22, 2015, 11:36:51 PM
Reply #470
James CyberLink
Standard Member
Date Registered: February 22, 2015, 11:34:41 PM
Re: [Map Pack] IX-Pack {v1g released} [Jan 3 2015]
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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?
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February 23, 2015, 12:30:21 PM
Reply #471
Korby
Global Moderator
Benvenuto nella room italiana!
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Date Registered: March 04, 2010, 03:36:02 AM
Re: [Map Pack] IX-Pack {v1g released} [Jan 3 2015]
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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.
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February 23, 2015, 02:16:57 PM
Reply #472
James CyberLink
Standard Member
Date Registered: February 22, 2015, 11:34:41 PM
Re: [Map Pack] IX-Pack {v1g released} [Jan 3 2015]
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Reply #472 on:
February 23, 2015, 02:16:57 PM »
Really? Hm. Any idea where I can find this mod?
Logged
February 23, 2015, 02:24:54 PM
Reply #473
Korby
Global Moderator
Benvenuto nella room italiana!
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Date Registered: March 04, 2010, 03:36:02 AM
Re: [Map Pack] IX-Pack {v1g released} [Jan 3 2015]
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Reply #473 on:
February 23, 2015, 02:24:54 PM »
http://www.best-ever.org/download?file= ... ebikez.wad
Logged
March 01, 2015, 02:43:26 AM
Reply #474
Endymion
Standard Member
Master Magician
Date Registered: February 26, 2015, 03:18:18 PM
Re: [Map Pack] IX-Pack {v1g released} [Jan 3 2015]
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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?
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April 06, 2015, 04:29:35 AM
Reply #475
Shade Guy
MM8BDM Extender
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Date Registered: February 02, 2011, 10:42:15 PM
Re: [Map Pack] IX-Pack {vKreygasm released} [Jan 3 2015]
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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.
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April 06, 2015, 04:42:26 AM
Reply #476
Zero1000
Standard Member
How did I do this?
Date Registered: October 08, 2014, 03:08:19 AM
Re: [Map Pack] IX-Pack {v1g released} [Jan 3 2015]
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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.
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Mega Man 8-bit Deathmatch
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[Map Pack] IX-Pack {v1g released} [Jan 3 2015]