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Messages - marioluigi001

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1
Skins & Bots etc / Re: Marioluigi001's music packs *Update*
« on: July 07, 2015, 07:53:43 AM »
Done, and Done! Hope you enjoy!

2
Maps / Marioluigi001's New Map Pack
« on: April 03, 2015, 12:22:36 AM »
After learning much about how to use Doom Builder over the past year, I've decided to remake my map pack. I've deleted my previous maps and have made 3 new ones as a mini release.

v1a

http://www.mediafire.com/download/n3d6d1timremrnh/Marioluigi001%27s+New+Mappack+v1a.wad

Screenshots
(click to show/hide)

Thank you!

Please comment on the pack.

3
Help & Editing / Re: How do "I" do THAT in Doom Builder?
« on: August 09, 2014, 03:37:38 AM »
This has probably been asked before but, how do I make buttons and when pressed, have them raise or lower specific floors/sectors?

4
Maps / Re: Marioluigi001's Strength In Numbers Custom Maps V1G Rele
« on: August 07, 2014, 09:30:27 PM »
Quote
you should use buttons over teleporters to lower that one door.

I actually don't know how to make buttons, which is why I went with teleporters. If you could tell me, I would greatly appreciate it.

Quote
The textures are really bland, but it's Hardman so you can't expect Picasso's work. Still, one thing you might want to consider is to take a hand at spriting and demake the Wily Wars textures for Hardman. NemZ has MM1 and MM2 Wily Wars tiles made, but not MM3. All the maps from the standard MMSP mod use custom textures to fleshen out the level; it's should be strongly considered in your maps to make use of them to improve your maps' aesthetics.

I don't know how to sprite, so I can't help there,

Quote
You want more inward areas, more underground-feeling locations.

I got some ideas for some inward areas. but I don't know how to make buttons, and have them lower or raise platforms. Again if you could help me out here, I would greatly appreciate it.

Quote
Hardman's stage is this mineshaft-like cave with a lot of support beams.

I'll try to make it feel more cave-like and add some support beams.

Quote
The main issue I feel the stage has is that it's a giant hallway, and a rather large one. There's a split path, but each path is just a long, trek with enemies, and due to the size of the rooms, you can run right past them.............. I recommend heavy map reworking to try to make it less hallway-ish

I'll see what I can do.

5
Maps / Re: Marioluigi001's Strength In Numbers Custom Maps V1F Rele
« on: July 21, 2014, 02:22:56 AM »
I will Remove the three boss rush stages in the new update, and the file size will plummet. I will replace the boss rush stages with an actual Robot Master stage.

6
Maps / Re: Marioluigi001's Strength In Numbers Custom Maps V1D Rele
« on: July 16, 2014, 09:45:06 PM »
It worked. Thank You so much.

Edit: I might have the new version fixing these issues out by today.

7
Maps / Re: Marioluigi001's Strength In Numbers Custom Maps V1D Rele
« on: July 16, 2014, 09:35:11 PM »
Quote
On the linedef you want the fence, give it action 121, Line Identification. After you do that, go to "Flags" and check the box titled "3D Midtexture." Then you just add the midtextures and you have your fence.

I've done the action and checked the flags but then I go to add the two middle textures, when I do, the fence is actually on the ceiling. the Floor is left the way it is. Is there a reason why its doing that?

8
Maps / Re: Marioluigi001's Strength In Numbers Custom Maps V1C Rele
« on: July 16, 2014, 03:44:15 AM »
Thank you so much for your help. I will try to fix the issues right away.

9
Maps / Re: Marioluigi001's Strength In Numbers Custom Maps V1C Rele
« on: July 15, 2014, 10:43:18 PM »
Thank you for telling me what I can fix in the maps. I'm actually trying to fix the issues now. But there are a few things I actually don't know how to do.

1. I tried placing fire pillars in the level, yet they don't come up to hurt you. Is there something I'm missing in making them come up?

2. I actually don't know how to make the lift stop at a certain height both going up and coming down.

If anybody knows how to make these things happen, do you think you can help me out?


Edit: I've actually tried switching the maps to Zdoom (Doom in UDMF format) and it screwed the maps up big time, to the point of being unplayable. So I don't think I'll be able to make the fences the way Tails said to. I don't know what actually caused the maps to become screwed up like this. Thankfully I had a copy of the maps so I didn't lose any progress.

10
Maps / Re: Marioluigi001's Strength In Numbers Custom Maps V1B Rele
« on: July 13, 2014, 11:56:09 PM »
Thank you so much for giving me the advice for improvement. I really appreciate it.

11
Maps / Re: Marioluigi001's Strength In Numbers Custom Maps
« on: July 12, 2014, 07:06:54 AM »
Quote
You may want to make it a little more obvious that the hallway right after the first Sniper Joes has a part that you can fall to your death. The problem is, it does not look like a pit. Extend the outside bit of that section a little more so it doesn't look like it cuts off the next room, and place the Blader Spawners a little further away from the hallway over the previously mentioned pit. On the next room, the Cannons are positioned badly. They cannot hurt you as long as you're not in their line of fire. Their shots literally do not land on any of the platforms. The hallways in general are VERY narrow. You need to have hallways at least twice the current width, three times is preferred imo. As Linnie mentioned, model your maps after the ones that CutmanMike made, as his maps are very good quality maps. The mets in the next room literally have one chance to attack you, then they fall in the spike pit and can no longer attack you. Maybe place an obstacle there instead of enemies. The long room with the Two Crazy Razies REALLY needs monster blocks, as they can fall on the lava and no longer be a problem. That room produces a TON of hall of mirrors effect, btw. DO NOT release maps without making sure every linedef has needed textures. You're missing some in that room. Try using the Map Analysis feature in Mode menu.

The Two Hotheads in the map are placed in VERY evil spots. You will NOT survive if you didn't grab the very easy to reach E Tank in the room. Seriously, make players earn the right to get access to the E Tank. It's very easy to find and get, and place some other enemies on the top floor there instead, maybe a Sniper Joe Grenader and a couple of Beaks. What's with the Cannons in the outside area? The enemy placement here can be placed better since it's very easy to just run among the columns and never get hit. Speaking of enemy placement, the lone Escaroo is placed WAY too close to where the player enters the little area. When it does the bomb attack, the bombs explode as they start coming down, making avoiding the area-of-effect damage impossible. Consider how far the first Escaroo is placed in Toad Man's stage from the wall players jump down from. Even THAT is a little too close, but the bomb attacks are survivable. The various doors through the level, btw, are far too large. Also, you don't need to have the player press "Use" to open doors. Try studying how Gumballtoid did the doors in his hotel map. They're composed of a linedef that opens and closes a door, and said door is actually a sector that rises up and down.

One last thing, consider redoing your maps in Zdoom (Doom in UDMF format), as you will get more choices on how monsters interact with your map, and it's almost a simple copy and paste from the example map to begin mapping. All of MM8BDM's maps are being or have been switched over to UDMF if I recall correctly.




The Giga Roll map has some potential in it. If I am provided the necessary graphics needed for attacks and such, I actually can code a Giga Roll boss for you if you want. I'd really focus on increasing the quality of your maps first before you start asking for additional things. I'll let you use some of the enemies I made once I feel your maps are good enough quality that people will be interested in playing through them. I thank you for attempting to do some Coop maps, and hope you'll take our advice seriously to improve your maps. I'd really consider studying the MMSP maps, though, as people will definitely play and replay maps with quality near to that level. Good luck with your maps!

Thank you very much for telling me what I need to fix. I've actually already started fixing most of the flaws in both maps.

Edit: Fixed some of the issues in both maps.

12
Maps / Re: Marioluigi001's Strength In Numbers Custom Maps
« on: July 12, 2014, 05:25:54 AM »
Thank You for taking the time to review my maps. I will try my best to fix at least a few of those problems that you have mentioned. But you are correct, I am actually not good at coding things at all.

13
Maps / Marioluigi001's Strength In Numbers Custom Maps V1H Released
« on: July 11, 2014, 12:58:22 AM »
Sorry this update took so long, I've been extremely busy lately because of school.


I really like Mission Mode / Strength In Numbers ( If you don't know, it is a mod where you choose a robot master and play a stage just like the normal 2D series, but in 3D, playing as Megaman, Protoman, Roll, or Bass) So I took a shot at making my own Strength in Numbers Maps.

I'll put a link to each thing you need to play these maps.

MM8BDM-V4a

https://mega.co.nz/#!KURhwRjJ!Tc_LsjEQSAH9kIhdeEbgLBT0kb5Ckyz6oqvX_DLoaQM

Find The RM Map pack

http://www.mediafire.com/download/p37f1nof05n7ceq/Find+The+RM+Mappack.pk3

Megaman Mission Mode / Strength in Numbers

http://www.mediafire.com/download/7dre42y6qqe5fiy/MMSP-PublicDemo1d.pk3

Marioluigi001's Mission Mode Map Pack V1H

http://www.mediafire.com/download/nekxwwhh652zj72/Marioluigi001%27s+Mission+Mode+Maps+V1H.wad

This map pack includes a stage for

Giga Roll
Bomb Man
Fire Man
Hard Man


(click to show/hide)

Change Log:
(click to show/hide)

Special Thanks
(click to show/hide)

Note: For these maps to work, the "No Monsters" setting in gameplay options must be turned off.

Note #2: Boss Doors are activated by pressing the "Use" button.

Note #3: There is a weird glitch with the buttons where when you press Use it wont activate it, this is usually fixed by walking around the button while pressing Use, and eventually, it will activate. If anyone can tell me how to fix this issue, I would greatly appreciate it.


All Resources used in this map pack belong to their respective owners. I take no credit in making any of the resources used.

And if you have any suggestions for a stage you want me to make,  post, or message me. But please note I can only make stages from Megaman 1-6 and there are some bosses from those games I do not have.

Enjoy! And feel free to tell me what you think of the stages.

14
Skins & Bots etc / Marioluigi001's music packs *Update*
« on: May 29, 2014, 01:53:49 AM »
Music Packs that I've made

1. Mega Man Rock Force
*Updated With New Songs*

http://www.mediafire.com/download/t8r2nln9b28fad3/Megaman+Rock+Force+Music+Pack.wad

(click to show/hide)

Hope you guys like the music pack!
If you happen to find any issues or problems in the music pack, please let me know. THANK YOU!

15
i thought of another few.

 *exception*

defense: mia fey (AA, JFA. TaT)
     
   vs

prosecution: dahila hawthorne (trails and tribulations)

things just got personal.

 *exception*

defense: apollo justice (apollo justice)

              vs
prosecution: trucy wright (apollo justice)

brother vs sister.


defense: dick gumshoe (AA, JFA, TaT)


         vs

prosecution: wendy oldbag (AA, JFA, brief cameo in TaT credits)

yeeeeah bring earplugs gumshoe.


wierd one.....

defense: pearl fey (JFA, TaT)

           vs

prosecution: cody hackins (AA)

battle of the kids


defense: pearl fey (JFA, TaT)

           vs

prosecution: maya fey (AA, JFA, TaT)

1: (should that be the other way around?)

2:cousin vs cousin.


*exception*

defense: mia fey (AA,JFA, TaT)


           vs


prosecution: diego armando (TaT) (i think....havent finished JFA yet...)

no comment.


*exception*

defense: phoenix wright (all games)

             vs

prosecution: mia fey (or maya fey) (AA, JFA, TaT)

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