Cutstuff Forum
Mega Man 8-bit Deathmatch => Projects & Creative => Maps => Topic started by: TheDoc on April 21, 2012, 04:37:02 PM
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First things first, these are all the original stages made by the MM8BDM community for vanilla MM8BDM. I just tweaked them ever so slightly.
Have you ever been really bored? These maps are pretty much the result of that. When I saw ice had come out with that RM pack for his original stage mode, I decided to do something with it. So what I've done here is take the original maps and make a hidden entrance to the skybox of the map, where the RM is. The goal is to find that hidden entrance (which could be hidden door, hidden ladder, certain floor panel that will teleport you there, etc.) and fight the RM. Usually after you find the entrance, there will be a small passageway leading to the RM that you must trek through first. Occasionally, in these passageways, you can find the RM's weakness if you look hard enough...Once you beat the RM, there will be a way back to the stage. Sometimes there are clues to the hidden entrance, sometimes it's just completely hidden. The code will be the original one plus a "B" added to the end for "Boss". I really don't know why I made these, but I guess the only thing I CAN do with these is post them here...
NOTE: Go to your gameplay options in "Offline Skirmish" and make sure that "no monsters" is "no".
http://www.mediafire.com/?4xkrd0wcwk4lvmz
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Concept is good. Execution was not. There are undefined things in the map, so big <!>s where things should be, like the bosses.
Though I did figure out which doom map Skull was based off, good job hiding that whoever originally made Skull's map.
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The first time I posted the download link, I found that when I double-checked it as well. I've changed in since then. Could you try again? If it still doesn't work, then I'm stumped, because it works fine for me.
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Works fine for me.
Good job.
(Someone should host this on survival to see who can find and defeat them.)
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This mod doesn't work for me, mostly because every time I change a map my options automatically sets no monsters to "yes". What do?
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There should be "gameplay options" when you hit "offline skirmish". Turn it off there, not in the "OPTION" menu.
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Bump for some fixes and Geminiman's stage (I somehow left it out of the last one.)
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/me reaches down into the pit of dead topics and pulls this one out.
Not that anyone cares, but bump for new door textures, new hidden weaknesses, and two new maps: Metalman and MM1DW1 (you're probably wondering what the boss is for Wily's Fortress. Well, you'll have to find out on your own! :mrgreen: )
EDIT: Someone told my MM1DW1B was broken. Should be fixed now.
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2 things
1.this is awesome! how did you make this??
2. are you going to add more bosses to this wad?
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1. I was looking up into the night sky(box) and this idea popped into my head. I'm glad you like it!
2. I take absolutely no credit for enemies, RMs, etc in this map pack. All those are done by ice. Accordingly, if ice decides to make more, I'll most likely incorporate them into future maps if I ever get off my lazy ass and do more.
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Sorry for the double post, but since v3a came out, this mappack has worked....differently. I tried it out and there are some things that v3a does to this mappack. For instance, the side textures of the boss doors are just white now, the mini-maze in Centaurman's stage isn't much of a maze because now you can see through walls, Bombman's entrance is impossible to find, etc. Plus, this uses the stage of v2c, so the map layouts are obviously different. Sad to say, I highly doubt I'm gonna work on this anymore. Not only would making more maps be pointless (this doesn't really looked at anymore), but I'd also have to remake these maps from v3a's core, not v2c, so just wanted to be that I'm probably not going to continue this.