Name says it all.
-=Destroyable Walls=- Edit within
Those are just the textures for all of them.
For R&F2 I made 4 different size ones for different applications. (namely room height) They are an 8 x 32, 8 x 64, 8 x 96 and an 8 x 128.
-=Here is the code to get them to only be destroyed by weapons able to in games=-
Below factors in weapons not in vanilla, add/remove/move as you see fit to match the one you wish to make. As such you may want to remove all weapons not in vanilla to save space or add weapons from PU or Classes.
Warning: Custom weapons will do damage to these due to undefined by the actor.
actor <ObjectName> ####
{
//$Category MM8BDM-DESTROYABLE WALLS
+SOLID
+SHOOTABLE
+FORCEYBILLBOARD
+NOBLOOD
+DONTBLAST
scale 2.5
height 80
Radius 16
Health 100
Reactiontime 35
mass 99999
painchance 256
Damagefactor "ThunderBeam", 100.0
Damagefactor "CrashBomb", 100.0
Damagefactor "AtomicFire3", 100.0
Damagefactor "HardKnuckle", 100.0
Damagefactor "DrillBomb", 100.0
Damagefactor "ChargeKick", 100.0
Damagefactor "FlameBlast", 100.0
Damagefactor "AstroCrush", 100.0
Damagefactor "LaserTrident", 100.0
Damagefactor "CommandoBomb", 100.0
Damagefactor "SpreadDrill", 100.0
Damagefactor "SpreadDrill2", 50.0
Damagefactor "SpreadDrill3", 30.0
Damagefactor "BarrierWind", 100.0
Damagefactor "ForteCyclone", 100.0
Damagefactor "NuclearDetonator", 100.0
Damagefactor "RecycleInhaler", 100.0
Damagefactor "HellWheel", 100.0
Damagefactor "BreakDash", 100.0
Damagefactor "Normal", 0.0
Damagefactor "ProtoBuster", 0.0
Damagefactor "Proto3", 0.0
Damagefactor "Buster", 0.0
Damagefactor "BassBuster", 0.0
Damagefactor "LaserBuster", 0.0
Damagefactor "ArrowBuster", 0.0
Damagefactor "TrebleBoost", 0.0
Damagefactor "Duofist1", 0.0
Damagefactor "Duofist2", 0.0
Damagefactor "Duofist3", 0.0
Damagefactor "Tango", 0.0
Damagefactor "Treble", 0.0
Damagefactor "Beat", 0.0
Damagefactor "RollingCutter", 0.0
Damagefactor "SuperArm", 0.0
Damagefactor "IceSlasher", 0.0
Damagefactor "HyperBomb", 0.0
Damagefactor "FireStorm", 0.0
Damagefactor "FireSpin", 0.0
Damagefactor "OilSlider", 0.0
Damagefactor "TimeSlow", 0.0
Damagefactor "MetalBlade", 0.0
Damagefactor "AirShooter", 0.0
Damagefactor "AtomicFire1", 0.0
Damagefactor "AtomicFire2", 0.0
Damagefactor "BubbleLead", 0.0
Damagefactor "QuickBoomerang", 0.0
Damagefactor "LeafShield", 0.0
Damagefactor "NeedleCannon", 0.0
Damagefactor "MagnetMissile", 0.0
Damagefactor "GeminiLaser", 0.0
Damagefactor "TopSpin", 0.0
Damagefactor "SearchSnake", 0.0
Damagefactor "SparkShock", 0.0
Damagefactor "ShadowBlade", 0.0
Damagefactor "FlashStopper", 0.0
Damagefactor "RainFlush", 0.0
Damagefactor "PharaohShot1", 0.0
Damagefactor "PharaohShot2", 0.0
Damagefactor "PharaohShot3", 0.0
Damagefactor "PharaohHold", 0.0
Damagefactor "RingBoomerang", 0.0
Damagefactor "DustCrusher", 0.0
Damagefactor "Dust", 0.0
Damagefactor "DiveMissile", 0.0
Damagefactor "GravityHold", 0.0
Damagefactor "WaterWave", 0.0
Damagefactor "PowerStone", 0.0
Damagefactor "GyroAttack", 0.0
Damagefactor "StarCrash", 0.0
Damagefactor "NapalmBomb", 0.0
Damagefactor "CrystalEye", 0.0
Damagefactor "CrystalEyeBit", 0.0
Damagefactor "BlizzardAttack", 0.0
Damagefactor "CentaurFlash", 0.0
Damagefactor "KnightCrush", 0.0
Damagefactor "PlantBarrier", 0.0
Damagefactor "SilverTomahawk", 0.0
Damagefactor "Windstorm", 0.0
Damagefactor "YamatoSpear", 0.0
Damagefactor "FreezeCracker", 0.0
Damagefactor "FreezeCrackerBit", 0.0
Damagefactor "JunkShield", 0.0
Damagefactor "DangerWrap", 0.0
Damagefactor "ThunderBolt", 0.0
Damagefactor "WildCoil", 0.0
Damagefactor "WildCoil2", 0.0
Damagefactor "SlashClaw", 0.0
Damagefactor "NoiseCrush1", 0.0
Damagefactor "NoiseCrush2", 0.0
Damagefactor "ScorchWheel", 0.0
Damagefactor "Megaball", 0.0
Damagefactor "FlameSword", 0.0
Damagefactor "FlameSwordSpark", 0.0
Damagefactor "FlashBomb", 0.0
Damagefactor "HomingSniper", 0.0
Damagefactor "IceWave", 0.0
Damagefactor "ThunderClaw", 0.0
Damagefactor "TornadoHold", 0.0
Damagefactor "WaterBalloon", 0.0
Damagefactor "MirrorBuster", 0.0
Damagefactor "MirrorBuster1", 0.0
Damagefactor "MirrorBuster2", 0.0
Damagefactor "ScrewCrusher", 0.0
Damagefactor "BalladeCracker", 0.0
Damagefactor "Sakugarne", 0.0
Damagefactor "CentaurArrow", 0.0
Damagefactor "PharaohWave", 0.0
Damagefactor "WaveBurner", 0.0
Damagefactor "MagicCard", 0.0
Damagefactor "RemoteMine", 0.0
Damagefactor "TenguBlade", 0.0
Damagefactor "CopyVision", 0.0
Damagefactor "IceWall", 0.0
Damagefactor "LightningBolt", 0.0
Damagefactor "GrabBuster", 0.0
Damagefactor "BubbleBomb", 0.0
Damagefactor "PhotonTorpedo", 0.0
Damagefactor "SaltWater", 0.0
Damagefactor "DeepDigger", 0.0
Damagefactor "ElectricSpark", 0.0
Damagefactor "BlackHole", 0.0
Damagefactor "SparkChaser", 0.0
Damagefactor "ConcreteShot", 0.0
Damagefactor "BlackHoleBomb", 0.0
Damagefactor "JewelSatillite", 0.0
Damagefactor "PlugBall", 0.0
Damagefactor "TornadoBlow", 0.0
Damagefactor "MagmaBazooka1", 0.0
Damagefactor "MagmaBazooka2", 0.0
Damagefactor "HornetChaser", 0.0
Damagefactor "TripleBlade", 0.0
Damagefactor "ReboundStriker", 0.0
Damagefactor "ThunderWool", 0.0
Damagefactor "WaterShield", 0.0
Damagefactor "SolarBlazer", 0.0
Damagefactor "ChillSpike", 0.0
Damagefactor "ChillShot", 0.0
Damagefactor "WheelCutter", 0.0
Damagefactor "WheelCutterHold", 0.0
Damagefactor "SonicWave", 0.0
Damagefactor "ForceField", 0.0
Damagefactor "BitCannon", 0.0
Damagefactor "SharkBoomerang", 0.0
Damagefactor "WaterShooter", 0.0
Damagefactor "OilStream", 0.0
Damagefactor "BladeLauncher", 0.0
Damagefactor "TorchArm", 0.0
Damagefactor "RockVulcan", 0.0
Damagefactor "ForteVulcan", 0.0
Damagefactor "DopplerCrash", 0.0
Damagefactor "DoppleAttack", 0.0
Damagefactor "FlameMixer", 0.0
Damagefactor "FlameShower", 0.0
Damagefactor "ElecBeam", 0.0
Damagefactor "SparkManBow", 0.0
Damagefactor "DrillTorpedo", 0.0
Damagefactor "HCRBoomerang", 0.0
Damagefactor "StarToad", 0.0
Damagefactor "WaterCutter", 0.0
Damagefactor "RushCannon", 0.0
States
{
Spawn:
<code> A 1
loop
Pain.Breakablewall:
Pain.DrillBomb:
Pain.CrashBomb:
Pain.HardKnuckle:
pain.ThunderBeam:
pain.AstroCrush:
pain.LaserTrident:
pain.CommandoMissile:
pain.SpreadDrill:
<code> A 0 DamageThing(100)
Pain:
<code> A 0 A_SpawnItem("PainFX",0,3)
Goto Spawn
Death:
<code> A 0
<code> A 0 A_Stop
<code> A 0 A_SpawnItemEx("<actorname>Respawner")
<code> A 0 A_ChangeFlag("SHOOTABLE", 0)
<code> A 0 A_ChangeFlag("SOLID", 0)
stop
}
}
actor <actorname>Respawner
{
+NOCLIP
scale 2.5
States
{
Spawn:
TNT1 A 175
TFOG A 3
TFOG BC 2
TNT1 A 1 A_SpawnItemEx("<actorname>")
stop
}
}
This should work with all vanilla weapons. Also will see about making versions that are just compatible with their game's weapon too.
This code is set up for use with the 16x32 walls. Edit the height and radius to 32x32 for use with rocks. Change height and radius to match other walls as well.
-=Also textured step versions=-

Add +NOGRAVITY to both the wall and the respawner so they don't fall to the ground. For use like bridges and stairs.
-=I scripted Mothraya from Megaman 4 into an actor that can fly around the map to be used as decor=-
http://www.mediafire.com/download.php?0x4j8numoxm281c
Actual size may vary, he is in the skybox but at a far enough distance he seems like he is close. So thats a good idea of how big he is.
How to use:
Open your map in slade, open his wad in slade, copy all the stuff from his wad into your map and vioala, he is in your decorate section.
He will automaticly start moving East on your map until he bumps into a impassible wall, so use those to keep him in place. He functions like a gutslift so use the same command and put the same script into your map but add a spawn3 and a spawn4.
script 2 (int which)
{
if(which==0){
SetActorState(ActivatorTID(), "Spawn2");
}
if(which==1){
SetActorState(ActivatorTID(), "Spawn");
}
if(which==2){
SetActorState(ActivatorTID(), "Spawn3");
}
if(which==3){
SetActorState(ActivatorTID(), "Spawn4");
}
}
Make a linedef that uses action 226 set to script 2 that activates when a monster walks over and is repeatable.
Argument 0 will make him go west, 1 will go east, 2 will go north and 3 will go south.
Feel free to edit him in any way.
-=Working Rune Replacements based on the Megaman and Bass and Megaman 8 power ups=-
http://www.mediafire.com/download/ibgcru74d3sk0bo/FGGRunes.pk3Note that some of them are different then Best Maps ever did.
Left to right are
Rapid Part/Spread Rune (same as BME) > Guard Power Up/Resistance Rune (lower damage taken) > Shooting Part/Rage Rune > Spare Body/Prosperity Rune (max health up) > Damage Absorber/Drain Rune > High Speed Dash/Haste Rune > Jump Booster (actually the spike guard)/High Jump Rune > Super Armor/Reflection Rune > Auto Recover/Regeneration Rune > Cost Attack/Strength Rune (increase damage you do).
I did my own versions as apposed to BME, though I think those may look better still.
I also tried 8biting (color, not limit) the MM&B shop items, as well as the MM8 ones (poorly), and ripped the MM9/10 ones with M&B style versions.

I skipped Bass' Spare Body, Rush, Eddie and Beat.