Cutstuff Forum
Mega Man 8-bit Deathmatch => Projects & Creative => Maps => Topic started by: 305 Man on April 25, 2011, 02:05:17 PM
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Well, about the map, you does some interessing thing, like the Music Block, who allow you to jump high. But see, we don't really think we play Mario. We think we play Doom. And, quick question : why do you place a Doom Weapons ? I don't see the point >.>
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Well, about the map, you does some interessing thing, like the Music Block, who allow you to jump high. But see, we don't really think we play Mario. We think we play Doom. And, quick question : why do you place a Doom Weapons ? I don't see the point >.>
Who is "you"? He didn't make this. A doom modder made this, and thats why it has doom weapons in it. This isn't made for MM8BDM.
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This isn't made for MM8BDM.
*Points to Shells, Starman, and Fire Flower weapons*
We could make it for MM8BDM.
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This isn't made for MM8BDM.
*Points to Shells, Starman, and Fire Flower weapons*
We could make it for MM8BDM.
No, that's not what I meant. I used to LOVE these maps in doom, and would love it more in MM8BDm. 305 asked why there were doom weapons, and I said that this wasn't designed for MM8BDM, it was designed for doom.
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This isn't made for MM8BDM.
*Points to Shells, Starman, and Fire Flower weapons*
We could make it for MM8BDM.
No, that's not what I meant. I used to LOVE these maps in doom, and would love it more in MM8BDm. 305 asked why there were doom weapons, and I said that this wasn't designed for MM8BDM, it was designed for doom.
... That's the propose of this forum. Read the first post.
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*Points to Shells, Starman, and Fire Flower weapons*
We could make it for MM8BDM.
No, that's not what I meant. I used to LOVE these maps in doom, and would love it more in MM8BDm. 305 asked why there were doom weapons, and I said that this wasn't designed for MM8BDM, it was designed for doom.
... That's the propose of this forum. Read the first post.
Can anyone read my post? I was explaining to 305man. I understood what this was perfectly.
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I apologise for bumping but, any progress?
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I apologise for bumping but, any progress?
Other than permission, this should be very easy. Just convert weapons, and replace a few of the doom graphics.
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I apologise for bumping but, any progress?
Other than permission, this should be very easy. Just convert weapons, and replace a few of the doom graphics.
Yep super easy from a technical standpoint. You'd also need to replace its default player class since it affects the scale of the Megaman sprites and some other properties (like the red screen tint on death).
No response yet re: permission.
At this moment, your choices are:
Make an unauthorized version and host/ play it privately (you probably should not post about this on cutstuff if you choose this)
Do nothing and forget about this
I pick the second one. I'd rather make my own maps than to worry about porting other people's work that they may not even want ported in the first place.
If you did decide to move forward with this, there's a couple problems. The jumping sections seem to be designed for aircontrol = 0.0 and the lighting is more dynamic than MM8BDM's typical static value of 255. A "good" port of these maps would involve addressing both of these issues in a way appropriate for MM8BDM.
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I apologise for bumping but, any progress?
Other than permission, this should be very easy. Just convert weapons, and replace a few of the doom graphics.
Yep super easy from a technical standpoint. You'd also need to replace its default player class since it affects the scale of the Megaman sprites and some other properties (like the red screen tint on death).
No response yet re: permission.
At this moment, your choices are:
Make an unauthorized version and host/ play it privately (you probably should not post about this on cutstuff if you choose this)
Do nothing and forget about this
I pick the second one. I'd rather make my own maps than to worry about porting other people's work that they may not even want ported in the first place.
If you did decide to move forward with this, there's a couple problems. The jumping sections seem to be designed for aircontrol = 0.0 and the lighting is more dynamic than MM8BDM's typical static value of 255. A "good" port of these maps would involve addressing both of these issues in a way appropriate for MM8BDM.
Oh well. I can still play it with doom though! :mrgreen:
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The maps are good, just very glitchy.
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[xColdxFusionx casts Turn Undead!]
[The topic reeled in pain!]