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Messages - Linnie

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331
MM8BDM Discussion / Re: SBWT Mapping Competition: Burst Man
« on: July 21, 2013, 11:25:39 PM »
I liked Fyone's the best. The spikes in Mendez's map just take away all the fun for me. I enjoyed the way Fyone incorporated the core map's style while simultaneously improving it.

332
MM8BDM Discussion / Re: SBWT Mapping Competition: Top Man
« on: July 21, 2013, 10:31:10 PM »
It's a real toss-up between Rozark and Copy Robot. I loved the layouts of both of them. I'm going to give my vote to Rozark just because I liked the feel a little better, but I think both of them are about equally great.

333
MM8BDM Discussion / Re: SBWT Mapping Competition: Wave Man
« on: July 21, 2013, 10:27:03 PM »
I have to give my vote to Beed. His course is really the only course where wavebikes are really needed; in YD's one could just stay in the fortress the entire game due to its size and in WAVX, as has been said, its small and there isn't much down there. Beed's has enough room to fight like YD's, and there are interesting power-ups. If he were to revamp the map, I would recommend maybe putting platforms on the boundaries by the fences -- it might make the wavebike area slightly less navigable, but it would offer more variety in the wave area.

334
MM8BDM Discussion / Re: Show some love for SBWT Mapping Competition!
« on: July 21, 2013, 06:00:12 PM »
I can't find a link to the map pack. What do I do?

335
Not necessarily. Turbo Man's stage is awful in MM7, but his map is just fine, having none of the instakill deathbeams and keeping the annoying tires to an easily avoidable area. I imagine one could make the rainbow beams out of the way in the MM8BDM map, even if in MMU they're everywhere.

336
Looks good so far.

I wonder if anyone's ever gonna try to start an entire MMU expansion.

337
Help & Editing / Re: How do "I" do THAT in Doom Builder?
« on: July 20, 2013, 08:52:41 PM »
I'm trying to adjust midtextures, but they don't align the right way in-game.

I know that using negative offsets messes up the alignment, but, I tried positive offsets, and no amount of positive offset will cause it to wrap around. Is there a way to cause it to wrap around?

338
MM8BDM Discussion / Re: Show some love for SBWT Mapping Competition!
« on: July 20, 2013, 04:49:32 AM »
Quote from: "Magnet Dood"
Yeah, I've got a question.

How will servers work if no MM8BDM servers are able to appear due to Doomseeker switching over to the new version of Zandronum?
I thought newly hosted servers can be seen, like that Hotel server that bans you for using Flash Stopper.

339
Skins & Bots etc / Re: CutTunes - Released!
« on: July 20, 2013, 01:32:52 AM »
I'd love to try my hand at something new. I've never made 8-bit music, but I know enough about the structure of music that I could probably take existing tracks and transfer them into 8-bit. I'm not sure what I'd specifically convert, but I'm sure I can do something.

340
Maps / Re: SMB2 Map: World 1
« on: July 20, 2013, 12:17:07 AM »
Heh, sorry Kapus. I swear I am not doing it on purpose. Can you tell me what your next goal is so I won't accidentally do it?

I'll get to working on fixing those errors. I had originally had the teleporters on the ground, but I changed it to falling from a height because of that telefragging scenario. I'll try Line Teleport and see if that works better.


Now, what should I do with the Shy Guys if I were to make that top area accessible? Should I have them damage players like the vehicles in Turbo Man's stage, or should they just be solid and able to be walked on?


As to the vines, I was already told by someone that they looked weird, but I kept them as is anyway because I personally liked it. Since there's more than one opinion that they should be adjusted, I'll do such.



Thank you all for your feedback. It seems like there's an interest, so after I modify this map a little I think I'll get to starting a map for World 2. Maybe I'll end up having a map pack by the end of it.

341
Maps / SMB2 Map: World 1
« on: July 19, 2013, 09:32:03 PM »
I wanted to learn how to create textures, so a couple weeks ago I made an SMB2 World 1 texture set. After I did such, I decided I might as well make a map out of it.

Screenshots:


(click to show/hide)


Link to the current draft (v1b):

http://www.sendspace.com/file/uk9w03


If there's an interest, I may make maps based off World 2 and beyond. I'd appreciate whatever feedback anyone feels to give me on this map.

342
Help & Editing / Re: How do "I" do THAT in Doom Builder?
« on: July 19, 2013, 02:55:54 PM »
Ah, thank you. Sorry about that; I had only seen the one on page 14, I hadn't looked any further.

343
Help & Editing / Re: How do "I" do THAT in Doom Builder?
« on: July 19, 2013, 02:39:23 PM »
I looked through the thread trying to find an answer, but when I found someone asking the question it was incomplete.

You know how in core maps, when in Deathmatch one hits a certain number of flags, the music changes? How would I go about putting that in a map, but with custom music (as in, both the normal music and the "boss" music are custom music)?

344
Help & Editing / Re: How do "I" do THAT in Doom Builder?
« on: July 18, 2013, 10:34:45 PM »
This is probably a simple question, but, how do you get an actor to turn? I looked through the actor flags and found how to get an actor to stay on the ground and move, but, I couldn't find how to get an actor to turn. For specifics, I need it to turn 180 degrees after moving a certain distance, then turning again when it travels an equal distance; essentially just walking back and forth on a path.

EDIT: Okay, that was incorrect entirely. I figured out what's needed to make it turn (I was looking in the wrong place in the ZDoom wiki), but I don't know how to get it to start moving.

Here's my prop's coding:

(click to show/hide)

345
Mega Man Discussion / Re: Megaman Unlimited
« on: July 18, 2013, 06:35:45 PM »
Quote from: "ThePlayer"
Quote from: "? Manibogi ?"
Hurr Roahm said the game is fine, despite the fact that every stage takes him 15 minutes and 4 retries.
Watch how half the people shut up.
People don't have the time of 2+ hours to finish a fan game. The worlds busy, that has to be considered.
I'd say it'd take more than 2 hours. It took me six hours to beat the eight RMs, and I haven't even gotten to Yoku Man/the Wily stages.

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