Advanced Search

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Mr. X

Pages: 1 ... 210 211 [212] 213 214 ... 218
3166
Projects & Creative / Re: Mr. X's First Custom Stage - Blade Man
« on: August 13, 2010, 03:20:49 PM »
I'm confused at what you're saying for 1 and 2.

3167
Projects & Creative / Re: Mr. X's First Custom Stage - Blade Man
« on: August 13, 2010, 05:08:03 AM »
Ok, so I'm making a few adjustments to the level.  Here's what I did quickly tonight.



I've got a skybox up (although adjustment will be needed) and three of the four exterior areas connected.  The connectivity will probably be used in the final version of MM8BDM with the Rush Jet being used to escape via the windows on the sides of the castle, but for now it's just for spectator mode.

3168
MM8BDM Discussion / Re: Mr. X's 8-bit Server (skulltag 0.98c required)
« on: August 12, 2010, 04:51:53 AM »
Ok, so not only did my port 10666 close itself overnight before, it has now decided to open up itself overnight, too.  I'll periodically be hosting a server to test my Blade Man stage.

3169
Projects & Creative / Re: Mr. X's First Custom Stage - Blade Man
« on: August 12, 2010, 04:46:01 AM »
Well after Bluebrawl and I did some testing on a server tonight, I have concluded that it was a freak incident.  We didn't have problems transfering from the new level to any other one and vice-versa.

3170
Projects & Creative / Re: Mr. X's First Custom Stage - Blade Man
« on: August 11, 2010, 09:14:26 PM »
There is a map info, it's set to Metal Man's stage.  I think the problem was that my playlist had only 1 stage on it:  Blade Man's stage.

3171
Projects & Creative / Re: Mr. X's First Custom Stage - Blade Man
« on: August 11, 2010, 08:54:43 PM »
Ok, so I just hosted a server and at the end of the match, the game froze.   I'll have to look into that.

3172
Projects & Creative / Re: Mr. X's First Custom Stage - Blade Man
« on: August 11, 2010, 05:48:01 PM »
Quote from: "Yellow Devil"
Around the end Commando Man said "Boring" and Roll said she was having fun.

I could tell who was winning  :ugeek:

Great stage, it's funny seeing Wily taking an active role for once :D

My favorite part is about halfway through.

Megaman:  Here's my Mega Plan, you die!
Roll died.
Sniper Joe died.

(I can't remember who exactly died, but I think that was it)

3173
Projects & Creative / Re: Mr. X's First Custom Stage - Blade Man
« on: August 11, 2010, 03:01:24 PM »
Ah, I'll have to do that to the castle wall section in the back.  Thanks.

3174
Good news, everyone!  I'm releasing it very very soon.  I beg for your patience.   :)




Oh, there is one major flaw with the stage that I can't address:  stupid AI.  If they spawn on the castle wall section seen in the previous post, they will jump to their death.  In a match with 9 people with a fraglimit of 10, one of the bots had -25 as their score.  It's horrible.

3175
MM8BDM Discussion / Re: Hello :D
« on: August 11, 2010, 03:43:30 AM »
Quote from: "LightHolder"
i see people playing on map 1 -45

The game's internal internet browser shows all people playing any mod of Doom on Skulltag.  Those maps/servers don't work with MM8BDM and you will get an error if you try to join them.

3176
I need a few honest opinions.  I wanted to add an exterior section in the back of the castle where you fight on the castle walls.  Here is the end result.



I'm a bit torn on whether to keep it or not.  What do you guys say?

3177
Good news, everyone!

I finally found some help on another forum (one on which CutmanMike was actually posting a while back) and somebody had a simple solution for instant death.  The somewhat bad news is that it says "so and so died" instead of "fell too far", but it works so I'm not complaining.  Now, I'll add the extra room I wanted to add.  I won't finish it today most likely because I've been called into work, but tomorrow will probably work.

P.S. - I got the music to work.  Yay!

3178
Okay, here are all of my settings for the sector and the thing. (they're huge images, so in the interest of space, I'm just putting the thumbnail)

3179
Quote from: "CutmanMike"
Because it's a sector action you shouldn't have to have any tids involved. Just the damage amount.

No, I mean the Identification tag, not the thing ID.  The tag that ties it to the sector.

3180
That's what I've done, and I have the identification tag for the sector and the thing both set to 1,  but it doesn't do anything.  I just can walk on the floor with no damage.

Pages: 1 ... 210 211 [212] 213 214 ... 218