1.6 released.
(http://img121.imageshack.us/img121/9126/megamanvt.png)
Another Medal Please - Map pack
By Terrorsphere and Bluebrawl (with some help from Darkaura)
Current version: V1.6
DOWNLOAD NOW!!!!!!!!!!1111111111111111111111111111 (http://goo.gl/dwGxE)
Mediafire Mirror! (http://www.mediafire.com/?jdjytwe6yeva2px)
Now on WADHOST too! (http://goo.gl/Wdppo)
Included in this map pack:
-Kickass music from Fighter X and other artists
-16 glorious maps
-2 custom weapons for anyone to use (Flamethrower and Flame Rail) LOL NOT ANYMORE
-Lots of FUN!!!!!!
AMP01: Welcome to the AMP show
(http://img199.imageshack.us/img199/984/screenshotdoom201108231.png)
DTD's first map for the map pack, it's a small map that aims at keeping everyone on their toes as they smoothly navigate the battlefield filled with many powerful weapons.
AMP02: Sky Whale
(http://img838.imageshack.us/img838/984/screenshotdoom201108231.png)
The second map in the map pack that shows off creative texture choices and boasts an amazing track by Fighter X.
AMP03: Pseudo-Symmetry
(http://img594.imageshack.us/img594/984/screenshotdoom201108231.png)
An open map with an underwater section that you can jump or teleport into. Just make sure you don't stay too long under the Hard Knuckle spot. Also, OH SHIT I FORGOT ABOUT THE TELEPORTER. Aww, forget it. I'll keep it there until the next version.
AMP04: Flaming Nightlife
(http://img805.imageshack.us/img805/984/screenshotdoom201108231.png)
A gorgeous map made by DTD that shows off his powerful new sniper weapon, the Flame Rail. With a powerful shot and a slow recharge, this weapon can be either helpful or painful.
AMP05: Musique
(http://img811.imageshack.us/img811/984/screenshotdoom201108231.png)
BB's entry into the AMP Map pack, boasting a dark blue color scheme that can catch any player's attention. A large variety of weapons and its simple layout guarantee a great thrill for those who play on it.
AMP06: Adjective Location part 1
(http://img269.imageshack.us/img269/984/screenshotdoom201108231.png)
Dive man textures galore in the map. In all honesty, it was a bitch to get that treble sentry up there with just linedefs. THANK YOU BASED 3D FLOORS.
AMP07: My own little Armageddon
(http://img841.imageshack.us/img841/984/screenshotdoom201108231.png)
Quite possibly the largest map in the whole map pack, with every weapon ever included for maximum variety. NO NEED TO WORRY ABOUT WEAPON BALANCE IF EVERY WEAPON EVER IS INCLUDED.
AMP08: Indiada Jodes
(http://img854.imageshack.us/img854/984/screenshotdoom201108231.png)
BB's temple-themed map, complete with a flame pit, sand, numerous weapons and a crystal eye trap at no cost to you!
AMP09: Cloud Brother
(http://img585.imageshack.us/img585/984/screenshotdoom201108231.png)
BB's first map ever.
AMP10: Lava Lake
(http://img31.imageshack.us/img31/984/screenshotdoom201108231.png)
BB's second map ever. It's much better than his first.
AMP11: Adjective Location part 2
(http://img839.imageshack.us/img839/984/screenshotdoom201108231.png)
BB's final map for the map pack has a balanced layout with plenty of killer weapons and teleporters for the hell of it.
AMP12: Lol Bonus.
(http://img545.imageshack.us/img545/984/screenshotdoom201108231.png)
Lol, DTD01. Items were relocated in this one.
AMP13: Precipitation Sibling.
(http://img713.imageshack.us/img713/8422/screenshotdoom201109041.png)
AMP09 wasn't an individual stage, but a pair of Siamese twins. After a tough operation, and a bit of plastic surgery, both stages were fixed to be presentable. This is the smaller Siamese twin.
AMP14: Kengine.
(http://img155.imageshack.us/img155/8422/screenshotdoom201109041.png)
BB's little map that he made while he was a bit bored and preparing for school. Focused mainly on close encounters and exquisite weapon layout, this map features plenty of ways to navigate around the factory-style stage.
AMP15: Blaze's Ballade.
(http://img841.imageshack.us/img841/8422/screenshotdoom201109041.png)
Blaze's single entry into AMP, which has been revised by BB to look better and have a better weapon layout.
AMP16: An encore from DTD.
(http://img684.imageshack.us/img684/482/screenshotdoom201109242.png)
So one day, I found TERRORsphere in a server. A few days later, this happened.
Remember to read the README to see what exact changes were made and who to give credit to. Otherwise, have fun.[/quote]
Screenshots of AMP04:
(http://img641.imageshack.us/img641/3909/screenshotdoom201101230.png)
(http://img560.imageshack.us/img560/3909/screenshotdoom201101230.png)
(http://img15.imageshack.us/img15/3909/screenshotdoom201101230.png)
(http://img84.imageshack.us/img84/3909/screenshotdoom201101230.png)
Yeah it's symmetrical... so what?
AMP01,
(http://img11.imageshack.us/img11/3030/screenshotdoom201101231.png)
(http://img98.imageshack.us/img98/3030/screenshotdoom201101231.png)
(http://img814.imageshack.us/img814/3030/screenshotdoom201101231.png)
OMGOMGOMGOMGOMGOMG!!!!!
(http://img35.imageshack.us/img35/2672/thankssomuch.png)
make a level about mario (not dat i a mario freak)
and the weapon,s insite (shell fire flower enz)
Already exists http://www.skulltag.com/forum/viewtopic.php?f=12&t=17116.
That's a good point actually, If someone submitted me the Mario tiles I would make a map with them. I already have Metriod tiles but I have no idea how to make them textures. Look at this:
(http://img828.imageshack.us/img828/520/metriod.png)
I can't make sense out of it.
With care and precision?
(http://img13.imageshack.us/img13/1739/screenshotdoom201102160.png)
9000 hours in mspaint
Bump.
SCREENSHOTS PLEASE.
*Sigh*
Fine.
AMP02:
(http://img843.imageshack.us/img843/2343/screenshotdoom201102230.png)
(http://img406.imageshack.us/img406/2343/screenshotdoom201102230.png)
AMP06 (unfinished, expect to change):
(http://img835.imageshack.us/img835/2343/screenshotdoom201102230.png)
AMP09 (unfinished, expect to change):
(http://img844.imageshack.us/img844/2343/screenshotdoom201102230.png)
Korby, does this look familiar?
(http://img195.imageshack.us/img195/109/themap2.png)
How does this make you feel?
(http://img600.imageshack.us/img600/7972/amp10.png)
(Mashes the "Post Reply" button 20 times before the posting screen shows up)
Anyways folks, since this is now my property, I have some things to show you all. As I've already told DTD, I'm currently in the process of dissecting and changing the textures to my liking, looking for different ways I can improve the map. Alas, improving greatness is a difficult task. At the moment, I've added a few slopes to improve the map's flow and changed the textures. Anyways, these are the things I want to show at the moment.
(https://lh5.googleusercontent.com/-l9TfavNgWxc/Td7FreOR6tI/AAAAAAAAAMU/-LYQvqT9tQU/Screenshot_Doom_20110526_141815.png)
First off, this slope right here. It was made by accident, but I'm starting to like it's looks. Originally, it was just another wall I couldn't climb.
(https://lh6.googleusercontent.com/-EJmpveGpmpU/Td7FrQjifOI/AAAAAAAAAMY/-xRiQsNlMpQ/Screenshot_Doom_20110526_142343.png)
This is the part where I wish to implement an idea. In the previous version DTD showed me and OJ once, he displayed "windows" you could shoot through, but not pass through. I wish to implement the same concept into these two large windows. Also, I want to place a bridge between the two for convenient travel. DTD, would you mind telling me how to make these "windows"?
Last but not least....
(https://lh3.googleusercontent.com/-TGsXTfrIfWE/Td7FrCsMQZI/AAAAAAAAAMQ/rZhJ00GjWX0/Screenshot_Doom_20110526_141444.png)
Dat flamethrower.
Any improvements are welcome. You can say what's wrong, but also try and say what could make it right. That way, everyone knows that you're a smart cookie and don't come off as a snobbish dick.
Testers are more than welcome at the moment. This includes Roc's Creation and possibly others. At the moment, I want to see if I can people like Rawk or OJ or Celebi to test the map, since I'm sure they'll find something. Alas, I'll take any help at all.
Thank you for your time. :ugeek:
Folks, I'm back with another update on the maps I have been working on. The main focus today is on Map 6 of this pack, which I will call "BB is Flying the stars". I'm going to show some changes I have made, as well as display some potential ideas for current parts of the map I don't feel certain about. In any case, let's get this show on the road.
(https://lh5.googleusercontent.com/-OwNa4-QVaVo/TeBEmMZQWSI/AAAAAAAAAMk/aZtgTkBs6FI/s800/Fullscreen%252520capture%2525205272011%25252054018%252520PM.jpg)
This is a section of the map that used to be somewhat slow to climb. I felt that would break the flow of the stage, so I decided to add some stairs.
(https://lh3.googleusercontent.com/-SmOr5qFXts0/TeBFLg4gGUI/AAAAAAAAAMo/WUGATcENeJo/s640/Fullscreen%252520capture%2525205272011%25252054307%252520PM.jpg)
This is another part of the map I'm uncertain of. While it is very simple to go down, it may be a tough task just to get up the steps quickly, especially when there are plenty of good weapons that people could use to chase you down. At the moment, I'm thinking of either recreating it as a helipad or creating some sort of spiral stairway right next to it.
(https://lh5.googleusercontent.com/-e4hnXmi5l6E/TeBJi2_FKEI/AAAAAAAAAMs/SKVuwTcey4w/Fullscreen%252520capture%2525205272011%25252060132%252520PM.jpg)
This is just a small decision. Stairs or slopes?
(https://lh3.googleusercontent.com/-T2kyRbt0tQs/TeBJvZlpcjI/AAAAAAAAAMw/QSRrMSe_4oA/Fullscreen%252520capture%2525205272011%25252060228%252520PM.jpg)
Just a fancy little change I made to the map. It used to be just 3 stairs. I changed it to 6 to make it easier to climb.
DTD, I would like to hear your input. Also, should I cut down on the updates I make to this thread? Make the updates bi-weekly? Weekly?
I'm making an 11th map for the pack, based on SwordBase, a map blueprint SmashBroPlusB made. I know, I should work on improving 5,6,8, and 9 (7, the biggest map ever, is most likely getting scrapped lol), but I have a lot thoughts about maps that I have to let out. Mainly with texture combinations and whatnot. Stone man steps mixed with crystal towers with a purple floor and gemini man's ceiling make a pretty decent combo, in my opinion. IF DTD WANTED TO, He could try and make 7 more complete. Right now, I'm occupied with fixing a lot of stages and I honestly don't know when I'll be done making this map, or retouching the other ones. I'm trudging along man, and I don't know how long it will be before I just come to a sudden halt.
To keep everyone company, here's a screenshot from AMP11, which I'll either name "Purple swords" or "Holland, 1945". If only I could make my own version of this topic and add a poll.
(https://lh6.googleusercontent.com/-zb38-G5DiFE/ThvUWcv1HaI/AAAAAAAAAQY/12t_Xlb86zE/Fullscreen%252520capture%2525207112011%25252095729%252520PM.jpg)
Told you.
And now, a cheap advert.
IF YOU FIND A BETTER MAP AT A BETTER PRICE, I'LL KICK A PUPPY (http://www.cutstuff.net/forum/memberlist.php?mode=viewprofile&u=1008) AND PUNCH A KITTEN (http://www.cutstuff.net/forum/memberlist.php?mode=viewprofile&u=1004). JUST FOR YOOOOOOOOOOOOOUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU.
EDIT: Ice-IX, where is that review of those maps I sent you, hmmm? Why haven't you sent me any feedback, hmmmm? Do you feel that nothing is wrong, or do you feel like listing everything wrong? Seriously man, come at me with something interesting, bro.
YES, THANK YOU BASED ROC. I like this review a lot. Short, simple, and straight to the point. You deserve a cookie.
(http://www.babble.com/CS/blogs/strollerderby/2009/06/chocolate_chip_cookie.jpg)
*Slaps the cookie out of Llama's hands... and then cuts his hands off with a chainsaw*
Also, Magnetman is totally right. He totally taught me how to work with Doombuilder. He totally taught me how I should actually make maps. Also, he totally taught me how to make creative layouts, add different textures, and insert awesome music, as well as add in a mapinfo for each map. Yep, he totally taught me all that before handing me the maps without even questioning if I had any prior experience with Doombuilder, or mapping in general.
Btw, new screenshot for AMP11. Figured I would keep you guys hungry for more.
(https://lh5.googleusercontent.com/-eZ1k9UWmbdc/Th0M_K9H9nI/AAAAAAAAAQw/zZYqB9PVats/Screenshot_Doom_20110712_201033.png)
Lol, two-colors.
Progress bump for the night. Floor and Ceiling textures are going to be dark so that the whole map doesn't blind everyone with it's brightness. Some tricky skybox issues, but I can hopefully maneuver past them.In any case, I just wanted to get an update for the night to show that I have some work going into this damn thing. I'll be spending the next few days making a website for a friend, so I won't have any time to work on the pack. Blaze has been given clearance to edit AMP08: Indiada Jodes. AMP07, the giga-stage, is still up in the air. Me and Blaze may have to tackle it together and hope we can make something interesting from it. For now, I bring a small update to AMP11: Holland, 1945.
(https://lh4.googleusercontent.com/-bi8JeM3X4B0/Th5zTKLx91I/AAAAAAAAAQ8/RlJqjQVKyoI/Fullscreen%252520capture%2525207132011%25252093940%252520PM.jpg)
Hey it's green! I LOVE GREEN!!
EDIT: DTD, CAN WE MOVE THIS TOPIC TO W.I.P SECTION? It just seems like it would fit well over there better than over here. If you can't do that, can I make my own version of the topic in the W.I.P section and lock this one?
This isn't a competition. This is just me trying to set high standards for myself so that I don't end up churning out some half-assed map pack. By half-assed, I mean that 1/2 is DTD's amazing work, while the other 1/2 is the crap I've gone and made. Still, competition is always a good incentive for creators to produce more interesting maps. Just look at the recent map competition. Although...
...
...
CHALLENGE ACCEPTED. AMP10 vs YOUR WORST I-PACK MAP.
Just kidding. You'd probably win anyways ):. You've been mapping for a long time, while I didn't even touch DoomBuilder until about a few months ago. I know, it's not really a good excuse for creating a weak map. Still, you know what kind of map to make and what parts to use. Meanwhile, I'm stuck looking at what pretty little textures can actually go together. I don't get any sort of combination unless I work for an hour straight with all 1000 textures. Even then, it's probably something you could surpass in 5 minutes. I don't need pity or encouragement. I'll just get back to working on AMP11. And the beta.
*scurries off into obscurity*
Revision of every AMP map is now in progress. Seeing as how 1-4 are mostly complete, I'll leave those alone until the final stages of revision. For now, I've made it a priority to improve map 05. Here's an example to show how much I can butcher overdo disgrace make a map seem slightly uglier prettier.
(http://img97.imageshack.us/img97/117/screenshotdoom201107181.png)
Before BB
(http://img3.imageshack.us/img3/117/screenshotdoom201107181.png)
After BB
OH boy DTD, I got myself in a little doozy. See, I was working on making pillars for AMP05, when I went and tested the whole thing. It turns out you can shoot through said pillars. Now here's the thing: Should I remove the mid texture and find another way to make the pillar, or is there a way to fix it? Here's the current settings:
(http://img28.imageshack.us/img28/7953/iamchoking.png)
I'll make sure to change that, DTD. Right now, I'm focusing on completing AMP05, which will be the LAST map to be made from near-scratch. I feel like making it into a sort of nightclub perched alongside some volcanoes, but I'm sure that wouldn't look too amazing. Oh well, it's what I'm doing anyways.
Current progress:
(http://img696.imageshack.us/img696/8885/getonthedancefloor.png)
GET ON THE DANCE FLOOR YO.
MAJOR EDIT: I feel like using this for the theme.
DTD, is it okay if I get rid of the Transfer heights action? I feel like making a bridge instead of using of that action. Also, it conflicts with the design of the map, which is about 40% finished. Also, here's some name suggestions for the map. I'm sure none of them are good, but I feel like throwing them out there. I'm currently waiting on a disco ball and some custom floor textures.
Name suggestions:
Tthhee Ppaarrttyy
Discothèque
Holland, 1945
Shaded Essence
Da Funk
Volcanic awesome
Music sounds better with you
Robot Rock
Holy cutlass
Sound Man
Portland, 2011
Hmmm... Starlight Zone's slow pace and catchy rhythm, or Sound Man's fast pace and repetitively hypnotic beat? It's a tough call for me. Do I go for a disco, or a rave? Since most of AMP's maps uses adrenaline-inducing music, I could go with Sound Man to keep it that way. But Starlight Zone sounds like something I could jam to all day....
*tosses a coin* Heads, it's Starlight Zone. Tails, it's Sound Man. I'm still using the MMRBOSS music.
And the coin lands.....
Starlight Zone it is. And now, I have to go through the process of asking another person to use their music.
Screw maps with more than one theme. That's right, I said it.
Gah, if someone made an 8-bit version of Timesplitters 2's Nightclub theme, I'm sure it would fit your map perfectly. No matter, I'll just changemus to the original.
Also, some name ideas for you:
Disco Inferno
Saturday Night Fever
Night at the Roxbury
BeeGee Asylum
I may go with Saturday night fever as the title, although I also have a strong preference for "music sounds better with you". In either case, the whole map layout has been cpmpleted now and you can expect a new version of the beta on monday. You know what this means, right guys?
Bluebrawl no longer has to detail all the fucking maps anymore! It's all item placement at this point, folks. This means the map pack's release date is now dependent on DTD's completion of AMP07, as well as SSW's potential CTF map. Of course, if both incredible mappers are already done, then that means I'm slow as fuck.
The current plan so far;
Sunday: touch up AMP05 and 09. Compile the final version of the beta.
Monday: release the beta and touch up AMP 2, 6, 9, and 11.
Thursday : check with DTD about the maps, discuss AMP08.
Friday: Hand over the maps to DTD for final review.
Someday: AMP map pack is released
???: PROFIT!
WHY THE HELL DID THE MEGAMAN & BASS EXPANSION GET LOCKED.
Now that I'm done screaming, I bring some progress pictures of what you'll be seeing in the next stages of AMP.
(https://lh4.googleusercontent.com/-Korvx4eLxy4/TjHVOegxGbI/AAAAAAAAARg/mbX8fSqq3t4/Screenshot_Doom_20110728_142445.png)
Originally, there was 2 needle cannons there.
(https://lh3.googleusercontent.com/-m01UJNYiCu0/TjHVOo0nnhI/AAAAAAAAARk/LXtrgw6D0yo/Screenshot_Doom_20110728_142511.png)
May have a weapon there. But which one?
(https://lh4.googleusercontent.com/-qwV2RgvSgqY/TjHVOiG0xAI/AAAAAAAAARo/P6eOdVdiyD4/Screenshot_Doom_20110728_142536.png)
Action shot because SSW wanted it.
(https://lh5.googleusercontent.com/-b8ntu1D6D6k/TjHVPNtTAdI/AAAAAAAAARs/_jyOhLbkypM/Screenshot_Doom_20110728_142606.png)
Screenshot because why not.
Currently, the stage's design is complete and I am currently going through the process of fixing up the item locations. This process is a lot more difficult than I thought, so disregard my previous schedule. Also, I have to make a website for my mum.
AMP07
?(????)
Y U NO FINISHED?!
Finally, for my last part of the post, I will show a visual metaphor of the AMP-Map-Pack team.
(http://img585.imageshack.us/img585/5901/bbwhy.jpg)
There's a joke to this somewhere. Otherwise, I was bored.
Moar errors.
(http://img.imgcake.com/Nuy/ScreenshotDoom20110801145723pngev.png)
Air Man textures
(http://img.imgcake.com/Nuy/ScreenshotDoom20110801145709pngaq.png)
That shouldn't loop but it does. Same thing on the other side
Texture glitches, son
(http://oi56.tinypic.com/b3pi6v.jpg)
Been playing shitty in duel today. 3-5 all day erry day olo. Anyways, here's the current update on the progress.
AMP06 seems finished, meaning that all that's left to do is AMP08,09, and 11. For AMP09, towers will be added in the middle to give people a place to plant Treble Sentry. These will also count as weapon spawns, to make the match go a little faster. Most likely, these weapon spawns will have metal blade and thunder bolt on opposing sides, with thunder beam in the middle.
AMP11 will need to have its teleporters fixed, since one of them doesn't seem to want to actually function. I have no idea why. Anyways AMP11 will be the last stage(?) in the map pack, assuming SSW's ctf map isn't completed by then. Review copies of AMP06 have been sent out to gather feedback. AMP09 will be completely revised (again, lol) tonight. And now, because people looooove progress, here's a screenshot of AMP11: Adjective Location. No seriously, that's what I'm calling it. I'm so sick of seeing people name their maps like this. Dust Bowl, Strange Castle, underwater cave or some bs like that. Most people don't get annoyed by that. I do just because.
(http://img200.imageshack.us/img200/6012/screenshotdoom201108031.png)
Items not added yet because lol, incomplete.
>Enter Screw Scramble
>Sean keeps reminding me about my webopoly loss
>ignore him
>semi-llama him twice
>banned
(http://myfacewhen.com/images/367.jpg)
mfw
For AMP, item placement will begin on 11, while 09 will get some final tune-ups. After testing the final version of 09, the rain seems to cause mondo lag with everyone. Gummy never said anything about his PC or any server errors, so I assumed it was just a little too much for gummy's little server to handle. Nu handles it fine, so I'm most likely going to remove rain in some spots that aren't needed. As for AMP10, Lava Lake, I'll switch to a three-color scheme throughout. I'm going to switch the red and blue sections with something different, and most of the stage will stick to a needleman theme. That way, I can tone down the amount of textures without having everything look clustered together. I honestly didn't like Nu's advice too much, but he was right about textures. Then again, it never hurts to experiment with different textures.
AMP08 and 07 are still incomplete as fuck. I don't think we'll finish those for another week. But when we do....
We'll still have to configure the map pack to work with the mm7 expansion. Adding a new weapon is a lot harder than one might think, so DTD will have to do some magic and get the flame rail working again. That's all for now.
Item placement for AMP11 is still in progress, although I feel I will end up widening up a couple of sections. Touring the map, I feel a few sections could be widened up so that players don't end up feeling like the map is linear. Considering the weapons that are actually going into the map, I think players will appreciate the extra space. Review copies of the original amp02 will go out later tonight so that some folks have something to do while I'm gone. I won't make any sort of update tomorrow due to the fact I'm going to a sweet 15 (Quinceañera). While I'm gone, I hope Roc and Savior can give out their reviews of the beta. After their reviews are in, I'll make the necessary changes.
New screenshot for AMP11: Adjective Location.
(http://img641.imageshack.us/img641/6391/screenshotdoom201108051.png)
In small corridors, this weapon could be vital.
That's completely fine DTD. Expect some delays due to us taking some off days with friends or living a life. But rest assured that we'll deliver something worth the wait. We're glad that some of you are satisfied with our product so far and that we can continue to work hard to provide you with something amazing in the future. And now, some good news.
AMP09 AND AMP11 ARE NOW 99% FINISHED, MEANING THEY'RE NEARLY GOOD ENOUGH FOR RELEASE. THAT MEANS I CAN CROSS THEM OFF THE LIST OF MAPS THAT STILL NEED TO BE DONE FOR THE PACK. HUZZAH.
List of maps so far, as well as their progress:
AMP01: 100%
AMP02: 100%
AMP03: 100%
AMP04: 90% (still need to review it's item locations)
AMP05: 99% (One last thing to fix before it's fully done)
AMP06: 95% (Needs a good music theme)
AMP07: 70% (Design seems mostly complete, Items and music remain)
AMP08: 30% (Too busy fixing other maps to bother with this one lol)
AMP09: 99% (brb, music change)
AMP10: 100%
AMP11: 95% (Teleporters and music remain)
Blaze has been anxious to see the final screenshots of each map. I'll try and one up that and make a trailer. We'll see what happens.
(http://img16.imageshack.us/img16/8829/screenshotdoom201108101w.png)
Last screenshot for AMP11.
The weapons have been sent to DTD for fixing. I assume he's mostly done with AMP07 at this point, so I can hopefully cross that off the list. Right now, I'm in the process of rushing through AMP08 and making sure that the product released to the public isn't some half-assed piece of crap. Major texture choices seem complete for the most part. There's still one section to design, and then there is the annoying process of adding more detail and then adding items. I'll look for a good temple theme tonight and then see what I come up with. Anyways, here's a screenshot of AMP08: Indiada Jodes.
(http://img845.imageshack.us/img845/6281/screenshotdoom201108171.png)
LOOK YELLOW DEVIL. A THEME. ARE YOU HAPPY NOW.
AMP progress:
AMP07: 90%(?)
AMP08: 50%
Weapons: 90% (Still need to fix a few tiny mistakes)
Misc.: 70% (credits, mapinfo, and music looping)
With the new skulltag and 3d floor option, I decided to toy around with it and think about the number of things we could make. Right off the bat, I'm thinking about new concepts for maps like AMP09. For now, I'm focused on implementing it in maps like AMP08. Here's a little taste of what I mean.
(http://img840.imageshack.us/img840/2586/screenshotdoom201108191.png)
See that little Pharaoh metal texture? That's a 3d floor.
Of course, I have noticed a little drawback with the whole thing.
(http://img38.imageshack.us/img38/2586/screenshotdoom201108191.png)
GOSH DANGIT. Then again, I didn't apply action 121 to those mid-textures, sooooo..... Brb.
Most of the major design choices for AMP08 have been completed. At this point, it's about adding more detail to the map and making sure my scripts don't get jumbled with each other. Expect an oil pit, a sand pit, and some wobbly floors.Hopefully, these choices don't interfere with Darkaura's current design. Oh right. I forgot to mention that Darkaura, your friendly neighborhood bro (who has a pretty kickass avatar right now), is gonna try to help me with this map. Seeing as how Darkaura is already based enough to tinker around with Doombuilder, I figured I would give him a bigger challenge. I say he's more than up to it, so we'll see what this impressive mapper has up his sleeves. Expect my version of AMP08 to be completed over the weekend. DTD, if you're reading this, can you just send me the finished weapon and AMP07? I don't want to have to send Over 24 MB of looped music and maps to you, since I figure it would be much faster for you to just upload less than 1MB of stuff to me. I'll send you a PM tonight asking for some stuff not related to those two items.
Another last-minute error I can't seem to fix. I can privately host these maps just fine, even switch between them too, but the second I try to join my own server with these maps, I get slapped in the face with an error.
Level Authentication failed
Please make sure you are using the same exact wad(s) as the server, and try again
First, I removed the little improv textures wad I made. Then I edit the maps to make sure they are clear of any of those unwanted custom textures. Still, nothing. The mapinfo is unchanged, and everything was working with the version with two defunct stages. I'm willing to put AMP02 as the main culprit. I'm at a standstill here folks. I honestly don't know what to do.
Dangit Darkaura, don't add custom textures to a map next time. That shit just won't fly so well in the end.
LADIES AND GENTLEMEN.
*Replace the HBO with AMP and you get the idea*
After some delays, so many scripts, so much testing, so much stress, and so much work, I am proud to bring to you...
The one....
The only....
Real quick, I just want to say that these albums helped me while mapping. If you're a mapper, check out these albums too.
The entire Jet Set Radio soundtrack
Blackalicious - Blazing Arrow
DJ Shadow - Endtroducing...
Boards of Canada - Geogaddi
Flying Lotus - Cosmogramma
Ratatat - LP3
Neutral Milk Hotel - In the Aeroplane in the Sea
Where was I. OH right, this is something that we hope gets hosted often, because it sucks seeing so much work being put to waste.... *coughxpackcoughcough*
In any case, here it is. BB's first venture into mapping, and DTD's heart and soul compressed into 24 MB of raw power. Another Medal Please - the map pack. Yeah, I'm not gonna post the whole thing here. I just wanted to announce it's finished and leave people hyped up. I make a post for DTD to copy onto the front page momentarily.
Another Medal Please - Map pack
By Terrorsphere and Bluebrawl (with some help from Darkaura)
Current version: V1
DOWNLOAD NOW!!!!!!!!!!1111111111111111111111111111 (http://dl.dropbox.com/u/11603985/AMP-MP_v1.zip)
Included in this map pack:
-Kickass music from Fighter X and other artists
-12 glorious maps
-2 custom weapons for anyone to use (Flamethrower and Flame Rail)
-Lots of FUN!!!!!!
AMP01: Welcome to the AMP show
(http://img199.imageshack.us/img199/984/screenshotdoom201108231.png)
DTD's first map for the map pack, it's a small map that aims at keeping everyone on their toes as they smoothly navigate the battlefield filled with many powerful weapons.
AMP02: Holland, 1945
(http://img838.imageshack.us/img838/984/screenshotdoom201108231.png)
The second map in the map pack that shows off creative texture choices and boasts an amazing track by Fighter X.
AMP03: Pseudo-Symmetry
(http://img594.imageshack.us/img594/984/screenshotdoom201108231.png)
An open map with an underwater section that you can jump or teleport into. Just make sure you don't stay too long under the Hard Knuckle spot. Also, OH SHIT I FORGOT ABOUT THE TELEPORTER. Aww, forget it. I'll keep it there until the next version.
AMP04: Flaming Nightlife
(http://img805.imageshack.us/img805/984/screenshotdoom201108231.png)
A gorgeous map made by DTD that shows off his powerful new sniper weapon, the Flame Rail. With a powerful shot and a slow recharge, this weapon can be either helpful or painful.
AMP05: Musique
(http://img811.imageshack.us/img811/984/screenshotdoom201108231.png)
BB's entry into the AMP Map pack, boasting a dark blue color scheme that can catch any player's attention. A large variety of weapons and its simple layout guarantee a great thrill for those who play on it.
AMP06: Adjective Location part 1
(http://img269.imageshack.us/img269/984/screenshotdoom201108231.png)
Dive man textures galore in the map. In all honesty, it was a bitch to get that treble sentry up there with just linedefs. THANK YOU BASED 3D FLOORS.
AMP07: My own little Armageddon
(http://img841.imageshack.us/img841/984/screenshotdoom201108231.png)
Quite possibly the largest map in the whole map pack, with every weapon ever included for maximum variety. NO NEED TO WORRY ABOUT WEAPON BALANCE IF EVERY WEAPON EVER IS INCLUDED.
AMP08: Indiada Jodes
(http://img854.imageshack.us/img854/984/screenshotdoom201108231.png)
BB's temple-themed map, complete with a flame pit, sand, numerous weapons and a crystal eye trap at no cost to you!
AMP09: Cloud Brother
(http://img585.imageshack.us/img585/984/screenshotdoom201108231.png)
BB's first map ever.
AMP10: Lava Lake
(http://img31.imageshack.us/img31/984/screenshotdoom201108231.png)
BB's second map ever. It's much better than his first.
AMP11: Adjective Location part 2
(http://img839.imageshack.us/img839/984/screenshotdoom201108231.png)
BB's final map for the map pack has a balanced layout with plenty of killer weapons and teleporters for the hell of it.
AMP12: Lol Bonus.
(http://img545.imageshack.us/img545/984/screenshotdoom201108231.png)
Lol, DTD01. Items were relocated in this one.
Be sure to check out the credits files included in the pk3 to know who to give credit to. Otherwise, have fun.
Nice pack!
Haha goodbye screenshots! Hello new page!!!
AMP01: Welcome to the AMP show
(http://img199.imageshack.us/img199/984/screenshotdoom201108231.png)
DTD's first map for the map pack, it's a small map that aims at keeping everyone on their toes as they smoothly navigate the battlefield filled with many powerful weapons.
AMP02: Holland, 1945
(http://img838.imageshack.us/img838/984/screenshotdoom201108231.png)
The second map in the map pack that shows off creative texture choices and boasts an amazing track by Fighter X.
AMP03: Pseudo-Symmetry
(http://img594.imageshack.us/img594/984/screenshotdoom201108231.png)
An open map with an underwater section that you can jump or teleport into. Just make sure you don't stay too long under the Hard Knuckle spot. Also, OH SHIT I FORGOT ABOUT THE TELEPORTER. Aww, forget it. I'll keep it there until the next version
AMP04: Flaming Nightlife
(http://img805.imageshack.us/img805/984/screenshotdoom201108231.png)
A gorgeous map made by DTD that shows off his powerful new sniper weapon, the Flame Rail. With a powerful shot and a slow recharge, this weapon can be either helpful or painful.
AMP05: Musique
(http://img811.imageshack.us/img811/984/screenshotdoom201108231.png)
BB's entry into the AMP Map pack, boasting a dark blue color scheme that can catch any player's attention. A large variety of weapons and its simple layout guarantee a great thrill for those who play on it.
AMP06: Adjective Location part 1
(http://img269.imageshack.us/img269/984/screenshotdoom201108231.png)
Dive man textures galore in the map. In all honesty, it was a bitch to get that treble sentry up there with just linedefs. THANK YOU BASED 3D FLOORS.
AMP07: My own little Armageddon
(http://img841.imageshack.us/img841/984/screenshotdoom201108231.png)
Quite possibly the largest map in the whole map pack, with every weapon ever included for maximum variety. NO NEED TO WORRY ABOUT WEAPON BALANCE IF EVERY WEAPON EVER IS INCLUDED.
AMP08: Indiada Jodes
(http://img854.imageshack.us/img854/984/screenshotdoom201108231.png)
BB's temple-themed map, complete with a flame pit, sand, numerous weapons and a crystal eye trap at no cost to you!
AMP09: Cloud Brother
(http://img585.imageshack.us/img585/984/screenshotdoom201108231.png)
BB's first map ever.
AMP10: Lava Lake
(http://img31.imageshack.us/img31/984/screenshotdoom201108231.png)
BB's second map ever. It's much better than his first.
AMP11: Adjective Location part 2
(http://img839.imageshack.us/img839/984/screenshotdoom201108231.png)
BB's final map for the map pack has a balanced layout with plenty of killer weapons and teleporters for the hell of it.
AMP12: Lol Bonus.
(http://img545.imageshack.us/img545/984/screenshotdoom201108231.png)
Lol, DTD01. Items were relocated in this one.Be sure to check out the credits files included in the pk3 to know who to give credit to. Otherwise, have fun.
First Post woot :)
Anyway on amp09 in one of the corners of the map where a yamato spear is outside you can jump and land on the sky at the bottom which i think is supposed to be instant death. And on amp12 if you fly around the windows in the outer area you have the weird effect of not having a texture (where you move and it creates multiple images).
(http://desmond.imageshack.us/Himg4/scaled.php?server=4&filename=screenshotdoom201108231.png&res=medium)
(http://desmond.imageshack.us/Himg52/scaled.php?server=52&filename=screenshotdoom201108231a.png&res=medium)
Found a few more things that are little bugged. In amp07 there is a patch of land with no texture in the room next to the lava falls that lead to the fire rail.
(http://desmond.imageshack.us/Himg593/scaled.php?server=593&filename=trippyl.png&res=medium)
There is also in amp11 if you go to the crystal room near the double ladder there is animated crystals on the walls next to the ladder but the entire room in non animated crystals. Not sure if you did on purpose or just overlooked.
(http://desmond.imageshack.us/Himg638/scaled.php?server=638&filename=someanimateothersdont.png&res=medium)
THANK YOU BASED IVORY. For that, you deserve a cookie.
(http://www.softsia.com/screenshots/Advanced-Cookie-Manager_jhq9.jpg)
See what I did there? It's a cookie, but on the internet. Yeah, kinda ruined the joke.
Also, I like how my maps don't get too much hate. It's almost as though you don't want to break my mapping spirit. With this, me and DTD will get straight to work on some of the ideas you've posted.
Also, @ Muashi-COM....
Bro, you shouldn't have done that. Next version of the map pack, you're hearing a different version of STIMUS. And it's not your version either. Prepare for something good.
Dem texture glitches:
(http://imageftw.com/uploads/20110824/Screenshot_Doom_20110823_153451.png)
Ok got a few more things I just found. On amp07 you can use the rush jet in the room with the slash claw and go through the upper wall.
(http://desmond.imageshack.us/Himg703/scaled.php?server=703&filename=icangothroughthisflatwa.png&res=medium)
In amp05 I'm not sure if its just the way the waterfall is made but at a certain distance there it disappears on me. Not sure if it happens to anyone else though.
(http://desmond.imageshack.us/Himg823/scaled.php?server=823&filename=lavafallnotthere.png&res=medium)
And last on amp03 on the window ledges in the room with the air shooter and the plant shield you can walk on the ledges and see very little grass and in this picture there is blue spot as well. The blue spot is right where I'm shooting.
(http://desmond.imageshack.us/Himg849/scaled.php?server=849&filename=wowlotsofgrassoutsideth.png&res=medium)
Ladies and gentlemen.....
From the creators of "AMP-MP-V1".....
BB studios presents....
A DTD production.
ANOTHER MEDAL PLEASE - MAP PACK. VERSION 1.5
Download Now!!!!!!!!!!!!!!!!!!! (http://dl.dropbox.com/u/11603985/AMP-MP-v1.5.zip)
Mediafire Mirror (http://www.mediafire.com/?rgd1qe12a1yt928)
Now on Wadhost too!!!! (http://wadhost.fathax.com/files/AMP-MP-v1.5.zip)
New to 1.5:
-Craploads of fixes and item replacements
-3 new maps
-A compatibility patch for the Powered Up expansion
-20% more fun!
AMP13: Precipitation Sibling.
(http://img713.imageshack.us/img713/8422/screenshotdoom201109041.png)
AMP09 wasn't an individual stage, but a pair of Siamese twins. After a tough operation, and a bit of plastic surgery, both stages were fixed to be presentable. This is the smaller Siamese twin.
AMP14: Kengine.
(http://img155.imageshack.us/img155/8422/screenshotdoom201109041.png)
BB's little map that he made while he was a bit bored and preparing for school. Focused mainly on close encounters and exquisite weapon layout, this map features plenty of ways to navigate around the factory-style stage.
AMP15: Blaze's Ballade.
(http://img841.imageshack.us/img841/8422/screenshotdoom201109041.png)
Blaze's single entry into AMP, which has been revised by BB to look better and have a better weapon layout.
Remember to read the README to see what exact changes were made and who to give credit to. Otherwise, have fun.
This is for DTD to copy/paste onto the first post with relative ease. Also, 1.6 released.
(http://img121.imageshack.us/img121/9126/megamanvt.png)
Another Medal Please - Map pack
By Terrorsphere and Bluebrawl (with some help from Darkaura)
Current version: V1.6
DOWNLOAD NOW!!!!!!!!!!1111111111111111111111111111 (http://goo.gl/dwGxE)
Mediafire Mirror! (http://www.mediafire.com/?jdjytwe6yeva2px)
Now on WADHOST too! (http://goo.gl/Wdppo)
Included in this map pack:
-Kickass music from Fighter X and other artists
-16 glorious maps
-2 custom weapons for anyone to use (Flamethrower and Flame Rail) LOL NOT ANYMORE
-Lots of FUN!!!!!!
AMP01: Welcome to the AMP show
(http://img199.imageshack.us/img199/984/screenshotdoom201108231.png)
DTD's first map for the map pack, it's a small map that aims at keeping everyone on their toes as they smoothly navigate the battlefield filled with many powerful weapons.
AMP02: Sky Whale
(http://img838.imageshack.us/img838/984/screenshotdoom201108231.png)
The second map in the map pack that shows off creative texture choices and boasts an amazing track by Fighter X.
AMP03: Pseudo-Symmetry
(http://img594.imageshack.us/img594/984/screenshotdoom201108231.png)
An open map with an underwater section that you can jump or teleport into. Just make sure you don't stay too long under the Hard Knuckle spot. Also, OH SHIT I FORGOT ABOUT THE TELEPORTER. Aww, forget it. I'll keep it there until the next version.
AMP04: Flaming Nightlife
(http://img805.imageshack.us/img805/984/screenshotdoom201108231.png)
A gorgeous map made by DTD that shows off his powerful new sniper weapon, the Flame Rail. With a powerful shot and a slow recharge, this weapon can be either helpful or painful.
AMP05: Musique
(http://img811.imageshack.us/img811/984/screenshotdoom201108231.png)
BB's entry into the AMP Map pack, boasting a dark blue color scheme that can catch any player's attention. A large variety of weapons and its simple layout guarantee a great thrill for those who play on it.
AMP06: Adjective Location part 1
(http://img269.imageshack.us/img269/984/screenshotdoom201108231.png)
Dive man textures galore in the map. In all honesty, it was a bitch to get that treble sentry up there with just linedefs. THANK YOU BASED 3D FLOORS.
AMP07: My own little Armageddon
(http://img841.imageshack.us/img841/984/screenshotdoom201108231.png)
Quite possibly the largest map in the whole map pack, with every weapon ever included for maximum variety. NO NEED TO WORRY ABOUT WEAPON BALANCE IF EVERY WEAPON EVER IS INCLUDED.
AMP08: Indiada Jodes
(http://img854.imageshack.us/img854/984/screenshotdoom201108231.png)
BB's temple-themed map, complete with a flame pit, sand, numerous weapons and a crystal eye trap at no cost to you!
AMP09: Cloud Brother
(http://img585.imageshack.us/img585/984/screenshotdoom201108231.png)
BB's first map ever.
AMP10: Lava Lake
(http://img31.imageshack.us/img31/984/screenshotdoom201108231.png)
BB's second map ever. It's much better than his first.
AMP11: Adjective Location part 2
(http://img839.imageshack.us/img839/984/screenshotdoom201108231.png)
BB's final map for the map pack has a balanced layout with plenty of killer weapons and teleporters for the hell of it.
AMP12: Lol Bonus.
(http://img545.imageshack.us/img545/984/screenshotdoom201108231.png)
Lol, DTD01. Items were relocated in this one.
AMP13: Precipitation Sibling.
(http://img713.imageshack.us/img713/8422/screenshotdoom201109041.png)
AMP09 wasn't an individual stage, but a pair of Siamese twins. After a tough operation, and a bit of plastic surgery, both stages were fixed to be presentable. This is the smaller Siamese twin.
AMP14: Kengine.
(http://img155.imageshack.us/img155/8422/screenshotdoom201109041.png)
BB's little map that he made while he was a bit bored and preparing for school. Focused mainly on close encounters and exquisite weapon layout, this map features plenty of ways to navigate around the factory-style stage.
AMP15: Blaze's Ballade.
(http://img841.imageshack.us/img841/8422/screenshotdoom201109041.png)
Blaze's single entry into AMP, which has been revised by BB to look better and have a better weapon layout.
AMP16: An encore from DTD.
(http://img684.imageshack.us/img684/482/screenshotdoom201109242.png)
So one day, I found TERRORsphere in a server. A few days later, this happened.
Remember to read the README to see what exact changes were made and who to give credit to. Otherwise, have fun.
Add a "2" to the old one, and it will be glorious. New one looks a bit crooked in some spots, but that's just me. I would like the new one if it were more slick and less crooked.
OMG DID U NO HOW MUCH EFFORT INTO MY WORK? STOP TELLING ME WHAT TO DO!!!!!!!!!!1111
Thanks to your criticism
(http://img522.imageshack.us/img522/2641/newamp3.png)
I think you need more wicks (http://tvtropes.org/pmwiki/pmwiki.php/Main/Wick)
Thank you for telling me to never look at that minimap, Beed.
I think you need more wicks (http://tvtropes.org/pmwiki/pmwiki.php/Main/Wick)
Are you asking for a CHALLENGE?!! (http://tvtropes.org/pmwiki/pmwiki.php/Main/HomestarRunner)
Here it is:
Ugh I really hate to say this but I downloaded this and now I've deleted it. The reason? AMP03 (http://tvtropes.org/pmwiki/pmwiki.php/Main/WhatWereYouThinking). Sure, the map looked alright (although it had a frustratingly hidden trap (http://tvtropes.org/pmwiki/pmwiki.php/Main/TrialAndErrorGameplay) beneath Hard Knuckle (http://tvtropes.org/pmwiki/pmwiki.php/Main/RocketPunch)), and it had a minor gimmick simular to MM2BUBX (http://tvtropes.org/pmwiki/pmwiki.php/Main/UnderTheSea), but then I bothered to look at the minimap (http://tvtropes.org/pmwiki/pmwiki.php/Main/GettingCrapPastTheRadar).
:shock:
UGH. (http://tvtropes.org/pmwiki/pmwiki.php/Main/BrainBleach)
I know some NES games sometimes had things like this (Like Master-D (http://tvtropes.org/pmwiki/pmwiki.php/Main/BigBad) saying "You damn (http://tvtropes.org/pmwiki/pmwiki.php/Main/PrecisionFStrike) fool." in Bionic Commando (http://tvtropes.org/pmwiki/pmwiki.php/Main/BionicCommando) and then watching his head explode (http://tvtropes.org/pmwiki/pmwiki.php/Main/YourHeadAsplode)) but this is going too far (http://tvtropes.org/pmwiki/pmwiki.php/Main/BeyondTheImpossible). This is just so out of place in a Mega Man mod and not the place for it (http://tvtropes.org/pmwiki/pmwiki.php/Main/BigLippedAlligatorMoment).
Okay about AMP03
I like the H. Knuckle trap as well. I just like crushers, Doom features in a Doom Engine Game, Brilliant. The fact that map is shaped similar to a penis, doesn't bother me. Not A Penis LOL. Not sure if that is still in Amp03 but it was in the beta version. Follow mode has its uses.
Now, if the penis thing gets to you, then I don't know how you would feel about Flaming Nightlife...
Caution Spoilers
Look at the name and the Skybox put those together annnnndddd.
Teacher's Eyes Only: It is a homosexual joke.
Nowhere near upsetting as UAC: Military Nightmare. Not explaining that one.So getting warned for mentioning that.
Overall I like AMP just some texture glitches that are hopefully fixed by now, no complaints really. I also love the "Doom features" like the lifts and crushers. Ladders, get old after awhile. Well I don't care for the music but that is just minor. Changemus and Idmus 01 negates that. Shitty review I know, sorry about that.
Damnit, I wanted to be the one to make the necrobump.
LET'S GET THIS NECRO-UPDATE STARTED OFF RIGHT.
(http://img72.imageshack.us/img72/6623/ampmpbluebrawlrequest50.png)
Made by Combotron, a total bro you should be total friends with.
AMP-MP 2.0 is in the works. Not much has been made, let alone tested, but what I can guarantee is that 99% of the gripes people had regarding this map pack will be looked over. The texture soup, the music, the gimmicks, and the horrible fact that some of these maps were so half-assed it wasn't even funny. The dick joke was kinda funny though, so nyeh.
No map will go untouched. No map will go unimproved. This is a promise I can make to you all, as my crack-addicted team of reviewers and comrades will make sure that everything is just right for the players. Of course, I will still have full creative control over what goes into these maps, including the music, so I won't exactly produce a map pack made purely out of spoon-fed suggestions. This is meant to be the version of AMP that I can take full pride in. Thanks to all your feedback, I have a clear idea over what the hell will get chopped and what won't.
First order of business: The following list of maps have been torn down and rebuilt from the ground up;
AMP02*
AMP05
AMP07
AMP08
AMP11*
AMP13
AMP15(?)
*The maps retain the same layout, but have been given a fresh new look that doesn't force mainstream fascist people to declare "texture soup".
Four new maps are planned for this penultimate** installment to the map pack, and E.T.A. can be anywhere from next week to July 25, 2012. As always, updates will be delivered over the new maps, but no early beta like last time. It's not like people played the beta last time, amirite?
**Penultimate, because god knows it'll have small bugs ):
Mods are asleep, MLG NECROBUMPING GOGOGO--
*cough*
Hi. With Mendez's permission, I have patched up this map pack so that we can all relive the old memes times a bit. :ugeek:
Changelog:
All maps - edited the music playing HUD messages so that they're logged into the console.
All maps with teleporters - fixed the crashing bug caused by the new Zandronum version.
All maps (except Cloud Brother and Precipitation Sibling) - added a shiny, new music script.
AMP03 - besides fixing the teleporters, also fixed a bug which caused Actor Hits Floor objects to puke.
AMP08 - gave the map a newer oil lighting script.
AMP16 - sealed the windows that caused players to be stuck outside. RIP memes.
BE Mirror (http://www.best-ever.org/download?file=amp-mp-v1.6-h.pk3)
You're welcome.
All maps (except Cloud Brother and Precipitation Sibling) - added a shiny, new music script.
I was curious so I went to check out why you omitted AMP09 and AMP13 and uhh
the logic of this script is crazy easy to implement into the current boss music script, so you could try the following instead, in addition to removing the setmusic scripts in those maps:
// [AMP09]
str BOSSSONG = "BATMAN";
str VICSONG = "MM7VIC";
int bossMusic = 0;
script 25 DEATH
{
int musiccheck = ACS_ExecuteWithResult(972);
Delay(1);
if(bossmusic!=musiccheck)
{
bossmusic=musiccheck;
if(bossmusic==1)
{
ACS_ExecuteAlways(2, 0); // Only line added
SetMusic(BOSSSONG);
}
if(bossmusic==2)
{
SetMusic(VICSONG);
}
}
}
script 26 (int who) DISCONNECT
{
ACS_Execute(25, 0);
}
// [AMP13]
str BOSSSONG = "MMRBOSS";
str VICSONG = "MM7VIC";
int bossMusic = 0;
script 25 DEATH
{
int musiccheck = ACS_ExecuteWithResult(972);
Delay(1);
if(bossmusic!=musiccheck)
{
bossmusic=musiccheck;
if(bossmusic==1)
{
ACS_ExecuteAlways(2, 0); // Same here
SetMusic(BOSSSONG);
}
if(bossmusic==2)
{
SetMusic(VICSONG);
}
}
}
script 26 (int who) DISCONNECT
{
ACS_Execute(25, 0);
}
The primary issue of disjointing scripts like this is that the scripts currently in these maps are only compatible with Deathmatch and take nothing into account for other modes.
As an aside, since the music messages are logged to the console now, it's recommended to only have them on OPEN.