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Messages - SickSadWorld

Pages: 1 ... 17 18 [19]
271
Help & Editing / Re: Need help playtesting (Roboenza)
« on: December 23, 2010, 09:17:03 PM »
Awesome! Thanks for taking the time to go through that.

The invisible ladder thing is intentional, consistent with other roboenza shenanigans on other levels. :mrgreen:  The idea is that if there is some camper up there, it is still possible for a zombie to climb up and avoid fire by skillfully moving laterally.

The tree top thing is very minor because it's just visual, but fixed now.

The tube death was a good catch. It was a sector raised out of the water and retained the death properties of the water. That's fixed now. Are there enough "campy" spots?

272
Help & Editing / Re: Need help playtesting (Roboenza)
« on: December 23, 2010, 03:12:29 PM »
Quote from: "Disco"
Neat, I'll add this to the wiki if you have no objections

Don't do it yet. This is still in development

I'd like to fix the trees and possibly make some windows jump through in addition to releasing this as part of a larger map pack (which is why this is in help and not editing). Although I have no objection, if you do put it up now, just make a note that it's in development and not a final version.

Thanks for being willing to do that though.

273
Help & Editing / Need help playtesting (Roboenza)
« on: December 23, 2010, 09:55:38 AM »
Ok so I made this map and I need help playtesting it at this point. I think the structure is there but there are some minor issues like sidedef offsets for the tree leaves. This is very minor and I'd rather look into gameplay issues than appearance. This map is designed specifically with roboenza/ LMS/ TLMS in mind

There are 32 player starts but no deathmatch item placements at this point

(click to show/hide)

(click to show/hide)

(click to show/hide)

(click to show/hide)

http://wadhost.fathax.com/files/ssw01.wad.zip

Feedback/ playtesting is appreciated!

(click to show/hide)

274
Maps / Re: Draw a layout, I'll make a map.
« on: December 22, 2010, 11:28:07 AM »

275
MM8BDM Discussion / Re: MM8BDM Wiki
« on: December 22, 2010, 09:30:28 AM »
Quote from: "Ivory"
Well to add to this. One point I often seen missed is that MM8BDM isn't even taking away too many players from Doom. 99% of mm8bdm's community came from outside of the Doom/ST Community. There is no "loss of players". Sure some players may be playing it now, but it hasn't killed anything. If anything MM8BDM would bring new faces to the community.

I think this is really true. I got banned from some MMO and found MM8BDM to fill the void it left. I have been nothing but delighted by the work of Cutmanmike and everyone else who has contributed to this amazing project. Because of MM8BDM I've gotten into other mods like Ghouls vs. Humans that I would have otherwise not known about. I knew about DOOM from back in the day (DOOM was a big deal in 1994) but never imagined it would have survived this far into Y2K.


What a wonderful thing you guys are doing by keeping DOOM alive and kicking.

276
Help & Editing / Re: Mapping Questions
« on: December 20, 2010, 05:28:25 AM »
Awesome! Thanks fellas   :ugeek:

277
Help & Editing / Re: Mapping Questions
« on: December 20, 2010, 05:04:02 AM »
Ah I see it now

Where are the functions SectorDamage() and Sector_SetDamage() documented?

278
Help & Editing / Mapping Questions
« on: December 20, 2010, 02:41:28 AM »
I have a dumb and likely trivial question about mapping but instead of wasting a topic I figured we could consolidate other potential topics into this one about mapping!

How does the technique work for making a sector that says you "fell too far"?

I noticed that in Napalm Man, Snake Man, etc the sectors all have a sector tag but I cannot for the life of me find a corresponding Thing Damage or similar that would actually make the damage. Naturally it is quite simple to do a sector action Instant Death but unfortunately this just broadcasts the message "_____ died." instead of "_____ fell too far."

I'm not new to DOOM mapping, I paid for/ registered/ used to use Ben Morris' DCK v2.0 and 2.2 in DOS for the original DOOM and DOOM 2 many years ago but I am relatively new to the world of editing Megaman 8-bit deathmatch and all the new features Skulltag affords.

Any help is appreciated!

279
MM8BDM Discussion / Re: Screenshots
« on: December 18, 2010, 11:17:17 AM »
I seem to have landed somewhere strange after the recent update


280
MM8BDM Discussion / Re: Camping
« on: December 14, 2010, 01:24:16 PM »
It's funny because most people use the camp spots immediately on level start

I think the worst stages are Mr. X, Air Man, and Centaur Man

In Air Man you can straight up be invincible as a survivor. Centaur Man the survivors can use jump techniques to out jump zombies.

It's a fine strategy to camp though, if people want to do it. It just means the alpha zombie needs more careful planning on who to give up no-knockback to and how to most effectively infiltrate the campiest spots.

281
Cutstuff Discussion and Feedback / Re: Happy Birthday Doom!
« on: December 10, 2010, 08:10:33 PM »
Ever since buying this book in April 1995 I haven't looked back!



The only thing better than DOOM is the engine which it is based on... so many possibilities and it's so great to see it alive and well in 2010. Still no sector above sector though; otherwise it wouldn't be DOOM!  :mrgreen:

282
MM8BDM Discussion / Re: Screenshots
« on: December 05, 2010, 08:02:32 AM »


Shagg on bottom
Kittah in middle
Rose on top


Kittah looking mad cause I was peeping their secret tower party

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