Cutstuff Forum

Mega Man 8-bit Deathmatch => Projects & Creative => Maps => Topic started by: 305 Man on April 25, 2011, 02:05:17 PM

Title: Re: Super Mario Deathmatch - MM8BDM
Post by: 305 Man on April 25, 2011, 02:05:17 PM
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 >.>
Title: Re: Super Mario Deathmatch - MM8BDM
Post by: ficarra1002 on April 25, 2011, 05:16:41 PM
Quote from: "305 Man"
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.
Title: Re: Super Mario Deathmatch - MM8BDM
Post by: CHAOS_FANTAZY on April 29, 2011, 04:03:11 AM
Quote from: "ficarra1002"
This isn't made for MM8BDM.

*Points to Shells, Starman, and Fire Flower weapons*
We could make it for MM8BDM.
Title: Re: Super Mario Deathmatch - MM8BDM
Post by: ficarra1002 on April 29, 2011, 01:07:45 PM
Quote from: "CHAOS_FANTAZY"
Quote from: "ficarra1002"
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.
Title: Re: Super Mario Deathmatch - MM8BDM
Post by: Galaxy Sisbro on April 30, 2011, 02:18:32 PM
Quote from: "ficarra1002"
Quote from: "CHAOS_FANTAZY"
Quote from: "ficarra1002"
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.
Title: Re: Super Mario Deathmatch - MM8BDM
Post by: ficarra1002 on April 30, 2011, 04:40:58 PM
Quote from: "Galaxy"
Quote from: "ficarra1002"
Quote from: "CHAOS_FANTAZY"
*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.
Title: Re: Super Mario Deathmatch - MM8BDM
Post by: ice on June 17, 2011, 08:34:41 AM
I apologise for bumping but, any progress?
Title: Re: Super Mario Deathmatch - MM8BDM
Post by: ficarra1002 on June 17, 2011, 10:50:15 PM
Quote from: "ice"
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.
Title: Re: Super Mario Deathmatch - MM8BDM
Post by: SickSadWorld on June 18, 2011, 10:16:53 AM
Quote from: "ficarra1002"
Quote from: "ice"
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:

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.
Title: Re: Super Mario Deathmatch - MM8BDM
Post by: ficarra1002 on June 18, 2011, 04:44:04 PM
Quote from: "SickSadWorld"
Quote from: "ficarra1002"
Quote from: "ice"
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:
Title: Re: Super Mario Deathmatch - MM8BDM
Post by: Nickaly on February 04, 2012, 10:57:45 PM
The maps are good, just very glitchy.
Title: Re: Super Mario Deathmatch - MM8BDM
Post by: xColdxFusionx on February 05, 2012, 12:49:50 AM
[xColdxFusionx casts Turn Undead!]
[The topic reeled in pain!]