Advanced Search

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Ivory

Pages: 1 2 [3] 4
31
Projects & Creative / Looking for missing wads? Check here first.
« on: January 10, 2012, 09:46:25 PM »
Checking the servers out? Wanted to join that popular server? But oh no! I'm missing wads and I don't use Doomseeker or IDE! What do I do?
Check this thread of course! It has the links to take you where you want to go.

Left Side is the proper name, Right side is the file name (minus extensions and versions)
Map Packs
IX-Pack (IX-Pack)
Another Medal Mappack (AMP)
Cutstuff Community Maps & Remixed Maps (CSCMRemix)
ShadeBundle (shadebundle)
Kappak (kappak)
Roc Pack (RocPack)
Best Maps Ever Pack (BestMapsEver)

Game Modifications
Screw Scramble (ScrewScramble)
?Box Mode (qbox)
King Yamato's Classes Overhaul (classes-ky)
Yellow Devil Classes (classes)
Megaman X1 Classes (mmxclasses)
Cutstuff Community Classes (cscc)
Rage Roboenza (Rageroboenza)
SSW - Bot Apocalypse (botapoc)
Mess - Bot Apocalypse (Botapocalypse)
Beed - Chaos Generator (chaosgenerator)
Saxton Hale (saxton&friends)
megaman battle & chase project (MMBC)
MM8-10 Weapons (mm8-10)
Uki's Weaponry (UkiyamasWeaponPack)
Awesome Network (MegaManAwesomeNetwork)
Joust Mode (JoustMode)

Expansion Packs
Megaman Powered Up! (PoweredUp)

This list is incomplete, I'll add more on it later. Feel free to post any threads/projects I missed. Just keep in mind, the primary concern is stuff that actually gets hosted.
This list is to help newcomers find these wads easier, not a master list of every last mod ever created.

32
Mega Man Discussion / Happy 24th Birthday Mega Man!
« on: December 17, 2011, 08:41:10 AM »
The blue bombers is 24 years old... yet he still looks a little young. Oh well.

Oh well, Happy Birthday Mega Man! Let's hope Capcom decides to show you a little more love on your birthday.

Fight, fight for everlasting peace!

33
Cutstuff Discussion and Feedback / Happy 18th Birthday Doom
« on: December 10, 2011, 09:18:52 PM »
Another year rolls around, and I lost track of the time. Yet it's that time again? Right under my nose.

Being a 21 year old, I've had the joyful experience of being able to grow up with Doom. My older brother got Doom for a present way  back when it first released. So naturally, I ended up watching him. When I was 5 years old, I would secretly play Doom when my parents weren't looking. I didn't really see anything wrong with it. I wasn't that good back then, but I had fun. As I got older, I got better. I was also allowed to play it. Living through the experience of Doom with my childhood. Great times. Doom 2, Doom 64, Final Doom. Played them all time and time again. I learned about source ports, and mods for Doom. Icarus Alien Vanguard and Eternal Doom being the first megawads I learned about. In my early teens, I took up mapping for Doom. I watched communities developed and all sorts of mods get born. Doom was the game never bore me. Even to this day where I basically left all the other Doom Communities (Not that I was missing much anyways.) to be here with MM8BDM and Cutstuff.

Happy birthday Doom, you are still the most meaningful game to me.

34
Anything Goes / Professor Layton's Secret Box 2.0
« on: November 30, 2011, 06:00:27 PM »
I will allow this thread to exist in Anything Goes. So, uh yeah. Go post riddles n stuff.
I'll start it off by relaying Michael712's post from anything goes.

Quote from: "Michael712"
2 players are dueling in MM8BDM. They both have top spin equipped. Both of the players have 2 frags. Eventually, while dueling, they both use top spin on a bridge bit, and they're both very far away from each other (on separate bridges). If you use top spin on a not-proper floor, you will never stop spinning. Both players have done this in such a way that they are both stuck spinning and will never stop for the rest of the game, neither can they kill anyone. Eventually, one of these players, randomly wins. How?

35
Welp, seeing as the cutstuff war one is over, time for more Hurt and Heal  :cool:

We found out where the games stood, but how about the robot masters? This list contains MM1+PU, 2, 3, 4, 5, 6, 7, 8, &Bass, 9, 10 and V. This list only has masters, no "special" robots such as the MMK's, Quint, Megaman, etc.
That's 93 masters.

Rules, read 'em.
    You may post 3 times a day every 12 hours. (12:00 AM - 11:59am, 12:00 PM - 11:59pm)
    Hurting takes 2 Points off.
    Healing adds 1 Point.
    You cannot hurt and heal the same Robot Master.
    You cannot heal past 20 HP
    There must be at least 2 posts between your last post and your new post. This is to prevent people like Korby and I from just posting right after each other.
    To make it clear. Ivory Posts, Korby Posts, Brotoad Posts, THEN I can post again.
    Keep the list in spoilers, and keep the formatting. There should be a space in between each game so the list isn't one giant block of text.
    To help me keep score, please clearly indicate in your post when a Robot Master reaches 0.
     The same Robot Master cannot be hurt/healed consecutively.
    This rule only applies until we have two Robot Masters standing.

The Winner:
Napalm Man

The List:
(click to show/hide)

Fatality List
(click to show/hide)

Statistics
(click to show/hide)

36
Skins & Bots etc / Ivory makes Skins {Ground Man - Rock Released}
« on: October 02, 2011, 10:29:03 PM »
Welcome! This is where my skins (if I ever make anymore) will forever remain!
I wanted to try my hand at skin making. I was originally going to make Enker for MM8BDM's initial release, but I lacked the time to do so. So I decided to finally try making a skin. Not sure if I plan on doing anymore, we'll see.


My first and probably only skin: The Goddess of Makai herself. Shinki!


Disclaimer: Image may be a bit outdated.
-------------------------------------------------------------------------

Download Now
This skin is completely legitimate.. It's not another "Shinki". It was really made by Mr. X. It is in fact a Googly Eye Scythe.
I am putting my honor as a global moderator on my word here.
-------------------------------------------------------------------------
Sometimes Skins get spawned by nonsense discussions. This is one such skin.
It's the rock that comes out of the ceiling during Ground Man's fight. The Ceiling Drill, the one that makes the MZZZMATOOOOOOOW sound

The download link is the MZZZMATOOOOOOOW

37
Projects & Creative / Project Forum Rules
« on: June 29, 2011, 10:53:13 PM »
Requirements
    Mappacks require at least 15(DM) or 5(CTF and alike gamemodes) maps to be long here.
    Expansion qualifies as maps, skins and weapons. Weapons and skins can be exempted given specific circumstances.
    Large scale game modification. (unless just an expansion or mappack)
    All projects must have Doom Seeker workable download link, or a wadhost mirror for Doomseeker automated downloading.


So why did the Project forum change?
It was to make it more fluent and easier to locate projects with actual download releases from work in progresses. The result was far less clutter in the main project forum. After all, the main page should be for the projects that have gotten far enough to be released, not for the ideas that have yet to get to that stage.
Ultimately, the goal is to make it more navigable for newcomers and members who are not frequent users of the forums, but are looking for a specific project.

Where does my work go then?
As always skins go in the skin forum, Maps go in the map forum, new actors go into weapons and actors. Now then, what about big multilayer projects? Where does the M&B expansion go? the Work In Progress(WIP) sub forum.

I want to make a project, what do I need to start up?
Proof of Concept. No one will care about your ideas unless you put in some backbone and show some sign of progress. Threads that don't show any sign of the author putting work into it will be locked.

How do I get into the main project forum?
So far, the only thing that is required is that your project has something to download. Like how you can go to classes and get the latest version of classes. If you can't download anything, then it's still in progress. Keep in mind, betas do not count. It has to be a full release version.

I've made a release, how do I get in the main project forum?
Just PM myself, and I'll move it for you.

Guidelines & Rules
1) New threads MUST have some form of work already placed into it. In other words, if you start a topic that's just an idea and has no work placed into it, your thread will be locked.

All topics must have bracket tags to specify what they are. This is to allow users who may not frequent the forums to know exactly what is what.
some examples of what they could be. [mappack] [gamemode] [expansion]
for now there is only the one guideline, this is subject to change depending on how the forum gets used.

38
General Gaming Discussion / Sonic's 20th Anniversary
« on: June 23, 2011, 04:38:33 PM »
Well, it's been 20 years since that little blue hedgehog has has appeared. He's risen, fell flat on some terrible games(in the general populaces opinion) and could be rising back up again with the new titles. Anyways today let us show some respect to Sonic.

My intentions are the replay Sonic 1, Sonic 2, Sonic3&K and maybe Sonic CD as well.

39
I'll be putting down any Gamemodes I've made here. I don't usually make anything fancy, just little things to spice up gameplay in different ways.

Quick Man
(click to show/hide)
A new Gamemode! A simple little add on that makes it so the player is 2.5x as fast and only has the Bass Buster, Quick Boomerang and Star Crash.
THE GAMEMODE MODIFIER MUST BE SET TO "BUCKSHOT" FOR THIS TO WORK!
It works with any game mode, deathmatch, ctf, terminator, everything. Just ensure the gameplay modifier is buckshot.
Idea by Mr X, programmed myself.
Download Here

Joust Mode - Version 2
Inspired by rtist
(click to show/hide)
This new game mode makes Jousting possible anywhere. How does it work? First off, the gameplay modifier must either be set to instagib or Buckshot.
Instagib = Top Spin Jousting
Buckshot = New Mode Jousting

Secondary Fire: Mounts / Unmounts your Wave Bike.
Primary Fire: Cannot be used unless you are on a wave bike.
Top Spin Jousting: Works exactly the same as regular top spin, only without ammo. Jump and Spin!
New Mode Jousting: Works more like real jousting. When you press fire, you cannot move or change your aim. So plan out your approach before hand! You will have about a few milliseconds of going straight, then you fire a short ranged force beam laser wave in front of you that instagibs. You also give off radius damage, so if you just miss someone, you can graze them.

Donwload Here

40
Mega Man Discussion / Ivory and Korby make Robot Master Derpchus!
« on: May 23, 2011, 07:48:53 AM »
Yes, this title is odd! Korby and I started making derpchu robot masters and we decided to share them with Cutstuff!
Not sure if we will actually go off doing every last robot master... at least the NES titles! Hopefully, probably. Maybe.

Spoilered for page layout saving!
MM1
(click to show/hide)
MM2
(click to show/hide)
MM3
(click to show/hide)
MM4
(click to show/hide)
MM5
(click to show/hide)
MM6
(click to show/hide)
MM7
(click to show/hide)
MM8
(click to show/hide)
MM&B
(click to show/hide)
MM9
(click to show/hide)
MM10
(click to show/hide)

Old:
Old MM&B
(click to show/hide)

41
Tutorial Collection / [Tutorial] MAPINFO + Custom Music
« on: May 18, 2011, 06:29:42 PM »
Alright, I've seen this question asked a lot. I think it would be a great help for everyone and worth my time to write up a proper tutorial on MapInfo. Since Music is so closely related to MAPINFO, I'll also have a section for custom music and how to make it work in your maps.

Section 1: Making maps work in Zandronum

What is MAPINFO?
MapInfo by the text book definition, is how Zandronum and other ZDoom daughter ports define special characteristics for maps. This could be simple map by map episodes, what music plays in what level, how to make a hub, etc.

For what the majority of you readers, it's how to make your maps work properly in Megaman 8 Bit Deathmatch and what music plays.

Why do I need MAPINFO?
You need it to make your maps work! Without it you have no music, air control is doom's default, your map won't appear anywhere, you'll only be able to get to it by warping there. It's just not useful for online play. So all we do is add MAPINFO and bam, it works.

How do I use MAPINFO? In Theory
To make use of MAPINFO you'll need two things.
    Map(s)
    SlumpED or Slade3

First off, MAPINFO is simply a .txt file inserted inside a .pk3 or inside the map.wad itself. The purpose of MapInfo as stated above is to make the map Zandronum friendly and to have music on your map.

How to use MAPINFO Practically
This is the method used by MM8BDM, and common to other mapmakers such as myself. To use this method, you will be making use of a master .pk3 file most likely. At the minimum, all this will contain is a few imported maps. For best results, ensure that the file name of the map.wad is the level code. In my I-Packs case, IDM##. That would be it. Inside each map.wad you will have make a blank lump. This lump will be named MAPINFO.

Below is the MAPINFO from IDM01 - Sand Canyon of the IX-Pack with comments explaining each part.
Code: [Select]
map IDM01 "Sand Canyon" //Level Code as you made it in Doom Builder and the "map name".  The map name can be anything, it doesn't matter. The Level Code HAS to match the one you used for your map.
{
   next = "IDM02" //next map in the default rotation.
   sky1 = "BLACK", 0 //in case you don't have a skybox, the sky won't be a glitchy mess and instead be the black texture. This can be changed to other textures, like elecman's sky and so forth. If you intend to have something more complex then a simple texture, you'll want a Skybox.
   cluster = 1 //Leave it alone, don't delete it, don't change the number.
   music = "IDMMUS1" //Music file name. This should match what you named the music (to be explained later).
   aircontrol = 0.5 //Leave it alone.
   forcenoskystretch //Leave it alone.
   clipmidtextures //Leave it alone.
   }

This is just for IDM01 - Sand Canyon. Each entry, IDM02, IDM03, etc. would have it's own map info.
It's pretty simple. For a visual reference, it should look something like this.
(click to show/hide)

Below is a MAPINFO Template for your convenience. Anything in all caps is meant to be changed.
Code: [Select]
map LEVELCODE "MAPNAME"
{
   next = "LEVELCODEFORNEXTMAP"
   sky1 = "BLACK", 0
   cluster = 1
   music = "MUSICLUMPNAME"
   aircontrol = 0.5
   forcenoskystretch
   clipmidtextures
   }

Section 2: Music

How do I add custom music to my map?
This is pretty simple, first we'll start off with the music itself. Assuming you have the song you want, how do you make it work?
First off, you'll need to use a program such as audacity to convert it a .ogg format. MP3's work as well, but .ogg's have excellent quality and the most minimal file size possible. It is important to ensure the lump name is UNDER 8 CHARACTERS.

Once you have your music as a .ogg, you'll need to insert it into .wad or .pk3. Two possible methods include.

Method 1 is to simply make a folder titled music in your root .pk3 and import the songs into it.
(click to show/hide)
Method 2 is to make a separate wad and import the songs into it, then import the music.wad file into the .pk3.
(click to show/hide)

How do I make it work with my maps?
With the above done, remember how in the above section we had the music = MAPLUMPNAME? Well here all we're doing is putting in the lump name.
Code: [Select]
music = "IDMMUS1" Easy huh? That's all there is to it.

Section 3: Other

So to wrap this up, if you follow my tutorial, you'll be getting your custom map packs working, complete with custom music. Now there are other possible methods for using MAPINFO and far more options. I've only detailed what it is needed to make a MM8BDM map work. For more information, check out the ZDoom Wiki article.
http://zdoom.org/wiki/MAPINFO

Good Luck future mappers.

42
Help & Editing / The "What are you working on?" Thread
« on: March 03, 2011, 08:44:48 PM »
Just at the title says, this thread is about what you are currently working on for MEGAMAN 8-BIT DEATHMATCH ONLY.
Advertising is fine here as well.

There are just a few minor rules to keep in mind.
1) Please try to keep comments/questions/discussion to the respective thread. The point of this thread is to let everyone know what you are currently working on and what projects you plan to do in the future.

2) If applicable, link to your thread to help members out.

3) No flaming. This should be obvious for anywhere on the forums.

4) Feel free to bump this thread. So long as the bump is relating to what you are working on.
Rules are subject to change.



So I'll kick off this thread.

I've been rather busy with college this semester, so I've been lacking a lot of my usual free time for doom modding. None the less I am still working on some projects.

Main Priority
    Junk Man's Stage for the official MM7 expansion
     MM4&5 Class Project
    I've done Crystal Man and Star Man.
    For MM4 I am doing Ring Man and Drill Man


Secondary Priority
    The Ebony Expansion
    (full development starts this summer)
     Ground Man's Stage for the MM&B expansion.
     Astro Crush Weapon

43
Projects & Creative / [Map Pack] IX-Pack {v1g released} [Jan 3 2015]
« on: January 19, 2011, 08:00:15 AM »
Welcome to this corner of the Projects Thread, The IX-Pack.

One of Cutstuffs most high quality map packs in terms of quality and quantity. This pack contains a total of 34 maps. 25 I-Deathmatch Maps and 9 X-Deathmatch Maps. What a deal! These maps are constantly being refined and polished based on feedback from the community. If you want to see some improvements, be sure to let me know. Either by PM or a post in this thread.
There are also yashichis in every deathmatch stage! Find them all!

The IX-Pack only contains Deathmatch Maps, for both size and playability reasons. The rest of the maps, CTF(including the previously pulled I-CTF maps), Racing, Duel have been placed in an optional(and standalone) IX-Misc package. This way the massive IX-Pack doesn't have to be hosted (and downloaded) just to play the CTF or Racing maps.

To top this all off, ever miss old versions of I-Pack maps and X-Pack maps? Well good news - They are back!
Introducing the IX-Legacy Pack; This optional mappack(that requires the IX-Pack to be loaded first) contains numerous old versions of old maps with altered level codes to allow them to coexist with the new versions.

Special Thanks goes to Roc's Creation and King Yamato for all the sit down feedback time they spent with me to fix up the IX-Pack's quality!
Please provide suggestions and feedback. These maps won't have any improvements unless I know about bugs or other issues.

Contents: IX-Pack
(click to show/hide)

IX-Misc
(click to show/hide)
IX-Legacy
(click to show/hide)
Screenshots: Spoilers to reduce size
(click to show/hide)

Download IX-Pack Below
Mediafire
IX-Pack v1g
IX-Misc v1b
IX-Legacy V1c

It is also on WadHost for autowad to find.

Important! Do NOT Modify any of the contents without permission
Do not redistribute this file.


Read Me is located inside the .pk3 file. Music credits is now separate and located in the music.wad files

Change Log
(click to show/hide)

44
Anything Goes / Merry Christmas, Happy Hanukkah, or whatever you celebrate!
« on: December 25, 2010, 08:33:35 AM »
Happy Holidays everyone!
Whatever it is you celebrate, I wish each and everyone of you only the best.

45
Cutstuff Discussion and Feedback / Happy Birthday Doom!
« on: December 10, 2010, 02:58:26 PM »
December 10th again, huh?

17 years have passed since Doom was first released on December 10, 1993. Despite its age, it's still better than most FPS' these days. You have my favorite game since I was 5, and you are still my favorite game today.

Having had been alive for all those 17(+) years, and playing since an early age. I am proud to say, "Happy Birthday, DOOM!"

Pages: 1 2 [3] 4