People are claiming maps for this mod left and right, and it's bound to get ugly if we don't do something about it. Thus, I'm creating this handy chart to keep track of all fanmade Co-Op maps, simply to avoid duplicate maps and perhaps to help people find others willing to help with anything they might need for a Co-Op map. Feel free to claim maps here and show progress of work. You could also release maps here, if wanted, but it's up to your own discretion.
MASTER LIST:
MM1:
Cut Man: OFFICIAL
Elec Man:
Ice Man:
Fire Man: Dood/GBT
Bomb Man:
Guts Man:
Time Man:
Oil Man: YD & Friends
MM2:
Heat Man: OFFICIAL
Wood Man: YD & Friends
Air Man: Dood/GBT
Crash Man: Blaze McP
Quick Man:
Metal Man:
Flash Man: Hilman
Bubble Man:
MM3:
Needle Man: OFFICIAL
Snake Man: YD & Friends
Gemini Man:
Top Man: Dood/GBT
Shadow Man:
Spark Man: TheDoc
Magnet Man:
Hard Man: Epic Kirby/Copy Robot
MM4:
Toad Man: OFFICIAL
Bright Man:
Pharaoh Man:
Ring Man:
Dust Man: Dood/GBT/OrangeMario
Skull Man:
Dive Man:
Drill Man: YD & Friends
MM5:
Napalm Man: OFFICIAL
Stone Man:
Charge Man:
Wave Man:
Star Man: Dood/GBT
Gravity Man:
Gyro Man:
Crystal Man:
Will update with MM6-8 when announced/released.
if this gets big enough then maybe we could get it stickied or summthin
Was not sure weither to post this in here or the Maps fourm but whatever.
Mission Mode Boss Rush: http://www.sendspace.com/file/oxuhqt (http://www.sendspace.com/file/oxuhqt)
In single player, type "changemap mmsprush" to get to the gauntlet. Some things to note:
Only one boss can be active in co-op. If a boss battle has started, then all the active teleporters will just take anyone to the current boss until he is defeated.
Also, the door leaving the starting room will also teleport people to the current boss while one is being fought.
Note: Both above points were tested in single player by noclipping to the main teleporter room and starting room retrospectively.
Defeated bosses will leave behind a large health capsule, although Toad Man's will not be visible if he floods his room.
All the players will start with all their weapons relating to their class, since this is a Wily Castle map (which would be towards the end of the game) and the players would have all the weapons by this point anyway.
There is no ammo. Use your weapons wisely!
There is no Wily Machine yet. Once all the Robot Masters are defeated, the final teleporter will restart the map.
The ACS coding and Line/Thing tags is in a bit of a mess (Sorry!).
And finally, some screenshots just in case you missed it in the screenshots thread:
(http://imageshack.us/a/img194/4458/screenshotdoom201304212.png)
(http://imageshack.us/a/img194/2394/screenshotdoom201304212m.png)
(http://imageshack.us/a/img199/4458/screenshotdoom201304212.png)
(http://imageshack.us/a/img703/4458/screenshotdoom201304212.png)
(http://imageshack.us/a/img211/4458/screenshotdoom201304212.png)
Have fun, I guess. See how long it takes you to defeat them all!
Me and GBT have made some switches to our roster! Please take note of which maps are now open/taken!
Also I realize I haven't shown much progress on Wood Man lately. I am still working on it- have some teasers!
(http://i42.tinypic.com/2d7vqcz.png)
(http://i44.tinypic.com/5k349j.png)
Now that you mention it, the Electric Gabyoall rotations WERE kinda unnecessary I feel like a complete ass., but since they've been made, I'll use them. Thanks!
EDIT: How should I make the Elec'n behave? Because right now, I'm planning to make it similar to the flying shell.
EDIT2: I finished the normal sprites for the elec'n, but this being my first ever spriting ANYTHING on MM8BDM, I wanted to hear your guys's opinions
(https://imageshack.us/scaled/medium/42/96329625.png)
Voila!