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Author Topic: SmashBro's Wall of Blueprints (TOP SECRET - HUSHITY HUSH)  (Read 23060 times)

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July 23, 2011, 10:09:18 PM
Reply #45

Offline LlamaHombre

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Re: SmashBro's No-Longer-Useless Wall of Blueprints
« Reply #45 on: July 23, 2011, 10:09:18 PM »
I'm almost done with it, okay!?

August 16, 2011, 11:34:32 AM
Reply #46

Offline Hallan Parva

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Re: SmashBro's Wall of Blueprints (Poll and stuff)
« Reply #46 on: August 16, 2011, 11:34:32 AM »
So... LlamaHombre, how's that map coming along? Also Bluebrawl if you could give me some hints of progress for "Holland, 1945" that would be great.

Also added a poll. I was wondering, would you be fine with maps for custom robot masters, like Brotoad's or Donutyoshi's or my own?

August 16, 2011, 02:12:42 PM
Reply #47

Offline LlamaHombre

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Re: SmashBro's Wall of Blueprints (Poll and stuff)
« Reply #47 on: August 16, 2011, 02:12:42 PM »
I've been working on other stuff like Schoolwork, Burner Man, and Personal Shit.

I'll work on it when I can, but do you mind waiting a bit more?

August 16, 2011, 08:33:25 PM
Reply #48

Offline Mendez

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Re: SmashBro's Wall of Blueprints (Poll and stuff)
« Reply #48 on: August 16, 2011, 08:33:25 PM »
AMP11 was renamed "Adjective Location" and there are plenty of screenshots of it for you to see. It's basically complete, minus a tiny teleporter problem that's been nagging me a bit. Either way, if you want the actual map, I'll send it to ASAP.

August 16, 2011, 08:55:02 PM
Reply #49

Offline Hallan Parva

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Re: SmashBro's Wall of Blueprints (Poll and stuff)
« Reply #49 on: August 16, 2011, 08:55:02 PM »
Llama, that's perfectly fine. I understand the feeling of having a complex real life. :p

As for you BB, I was just referring to progress "in general" but if I could have the map I'd love it!

August 22, 2011, 05:58:55 PM
Reply #50

Offline LlamaHombre

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Re: SmashBro's Wall of Blueprints (Here come the Roahm maps)
« Reply #50 on: August 22, 2011, 05:58:55 PM »


Personal shit leave me alone

Textures probably will get a change eventually.

August 27, 2011, 04:09:09 PM
Reply #51

Offline mike858

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Re: SmashBro's Wall of Blueprints (Here come the Roahm maps)
« Reply #51 on: August 27, 2011, 04:09:09 PM »
:) what do u mean by roahm maps?

October 04, 2011, 03:50:27 AM
Reply #52

Offline Hallan Parva

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Re: SmashBro's Wall of Blueprints (Here come the Roahm maps)
« Reply #52 on: October 04, 2011, 03:50:27 AM »
BUUUUUUUUUUUUMP

Due to a massive influx of new toys to play with (domination mode, Nemz and his PU tilesets, MM.EXE class nearing first release) I've been working on a few new blueprints. Geyser Man, Angel Woman, and Wicked Pumpworks are going to be scanned and posted soon.

It's been three months LlamaHombre, how's that Guts Man Inc. map coming along? :ugeek:

October 04, 2011, 10:46:38 AM
Reply #53

Offline LlamaHombre

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Re: SmashBro's Wall of Blueprints (Here come the Roahm maps)
« Reply #53 on: October 04, 2011, 10:46:38 AM »
I quit.

October 04, 2011, 11:48:34 AM
Reply #54

Offline Korby

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Re: SmashBro's Wall of Blueprints (Here come the Roahm maps)
« Reply #54 on: October 04, 2011, 11:48:34 AM »
Generally, if something has been worked on for three months with little progress and it is not Megaman and Bass, it's safe to assume it'll never be finished.

October 05, 2011, 10:53:53 AM
Reply #55

Offline CHAOS_FANTAZY

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Re: SmashBro's Wall of Blueprints (Here come the Roahm maps)
« Reply #55 on: October 05, 2011, 10:53:53 AM »
Quote from: "LlamaHombre"
I'm almost done with it, okay!?
Quote from: "LlamaHombre"
I quit.
I...um...
Did I miss something here?   :?

October 05, 2011, 11:05:32 AM
Reply #56

Offline Shade Guy

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Re: SmashBro's Wall of Blueprints (Here come the Roahm maps)
« Reply #56 on: October 05, 2011, 11:05:32 AM »
Well, to be fair, people can give up on maps near their completion.

For example, I was working on a MM1DW2-esque map...And the layout I had in mind was nearly finished, then I realised it didn't have much going for it and gave up.

February 01, 2012, 03:03:21 AM
Reply #57

Offline Hallan Parva

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Re: SmashBro's Wall of Blueprints (making BB a happy person)
« Reply #57 on: February 01, 2012, 03:03:21 AM »
GIGANTIC BUMP OF JUSTICE






Today I'm uploading a blueprint titled "Chemic Plant". It's a medium-sized venue suited towards 4-8 players. The main gimmick is that every 45 seconds part of the level's path will sink down into damaging biosludge and cut off certain areas of the stage from access. However, a different set of paths will rise out of the biosludge in place, forming new ways to traverse the map. The green circles (marked "A" and "B") represent the paths. A platforms will be raised when the level starts, then sink down after 45 seconds -- at which point the B platforms will rise up. After another 45 seconds the B platforms will sink down to be replaced by the A platforms, and the cycle continues.

(click to show/hide)
Orange bracket squares and purple bracket squares represent different types of elevators. Orange elevators take players from 1 Elevation to 3 Elevation, and a player must stand on it to activate it. Purple elevators are located at the bottom of biosludge vats and are activated when a player is "generally" over top of it (they don't have to actually go further down and touch it). The purple elevators will generally raise to Elevation 1, though the elevator towards the center-left of the map that isn't next to any "safe" terrain will raise to Elevation 1.5 to allow players to easily jump to land.

Numbers signify height levels. Each stage of elevation is too high to jump up; in other words you can't jump up from Elevation 1 to Elevation 2, or from Elevation 2 to Elevation 3. Elevation 3 is meant to be a "true" second floor while Elevation 2 just serves as a sort of partial cover from attacks. "S" marks areas filled with biosludge and "W" denotes impassable wall areas. The two sets of changing platforms are all located at Elevation 1 when raised to the top.

If you have any questions be sure to ask!

Within the week I'll try uploading another blueprint, based off of a certain game series I have recently been found playing often.

February 17, 2012, 07:12:21 AM
Reply #58

Offline Knux

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Re: SmashBro's Wall of Blueprints (making BB a happy person)
« Reply #58 on: February 17, 2012, 07:12:21 AM »
That map idea looks very interesting. I'm tired right now, so my brain can't take all of it. I will look into into it though, and see what I can do. I can tell you this however: the A platforms are better left raised at the start. Otherwise, a more complicated script will be needed for something too simple.

Yeah, I might give this one a shot... could be a break from my CTF maps. It's how Starlit Playground (upcoming CSCM map) came to be.

February 17, 2012, 04:26:02 PM
Reply #59

Offline NemZ

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Re: SmashBro's Wall of Blueprints (making BB a happy person)
« Reply #59 on: February 17, 2012, 04:26:02 PM »
Hmm... nifty stuff there.  What would make this one complete would be to skin it with Gyromite tiles and add an animated image of ROB somewhere so his spinning disk madness can be blamed.