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January 26, 2011, 07:13:36 PM
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Offline Ashley

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MMINV Public Map Pack - Fixed MMINV4 W/Screenshots
« on: January 26, 2011, 07:13:36 PM »
Most Recent Update: MMINV4's "no spawning of enemies" bug is fixed. It is now officially playable.

Hnnnnnnnnnnngh-worthy work...

After about a month of doing work on Invasion, it's near-completion, and there's hope of Mike forming an Invasion Team (a team for creating invasion maps, and/or redoing the current official maps for compatibility with Inv).

So, without much detail into this, here's the MMINV public mappack.

It's just the ALMOST FINISHED work on these maps, that's before we fix up the bugs noticed by the people who've helped me, and add in default mets, thanks to Mike. (Only Helimets exist in here)

Download  UPDATED VERSION here.

NOTE: You must set these wavelimits per map, if they don't automatically do so.

MMINV1 - Wavelimit 10
MMINV2 - Wavelimit 15
MMINV3 - Wavelimit 5
MMINV4 - Wavelimit 0
MMINV5 - Wavelimit 10

Screenshots:
(click to show/hide)

Credits to those who've helped me:
(click to show/hide)

January 26, 2011, 08:40:20 PM
Reply #1

Offline ice

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Re: MMINV Public Map Pack
« Reply #1 on: January 26, 2011, 08:40:20 PM »
Whats with invasion battlefeild?
I went in there, it was filled with random stuff and it said ready, you win. I can barely even glimps the room

January 26, 2011, 10:02:41 PM
Reply #2

Offline Ashley

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Re: MMINV Public Map Pack
« Reply #2 on: January 26, 2011, 10:02:41 PM »
That's the special Boss Fight created solely at the start of the project.. And we couldn't throw it away. (Or turn it into a monster..)

I'm aware of this bug, and am attempting to fix it. It's a problem with the map loading the ACTOR for the boss. :

..Oh look, I fixed it. MAGICAL

January 27, 2011, 02:02:44 AM
Reply #3

Offline ambrose

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Re: MMINV Public Map Pack - Fixed MMINV4 W/Screenshots
« Reply #3 on: January 27, 2011, 02:02:44 AM »
Ashley, this map pack sucks because you took Top Spin out of the maps.

January 27, 2011, 02:26:05 AM
Reply #4

Offline Ashley

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Re: MMINV Public Map Pack - Fixed MMINV4 W/Screenshots
« Reply #4 on: January 27, 2011, 02:26:05 AM »
I'll add it back in the final release, then, Amb! Lol.

January 27, 2011, 04:18:56 AM
Reply #5

Offline Disco

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Re: MMINV Public Map Pack - Fixed MMINV4 W/Screenshots
« Reply #5 on: January 27, 2011, 04:18:56 AM »
Holy crap it released!

January 27, 2011, 04:50:20 AM
Reply #6

Offline Korby

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Re: MMINV Public Map Pack - Fixed MMINV4 W/Screenshots
« Reply #6 on: January 27, 2011, 04:50:20 AM »
OP Mobs = No.

January 27, 2011, 04:57:47 AM
Reply #7

Offline ice

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Re: MMINV Public Map Pack - Fixed MMINV4 W/Screenshots
« Reply #7 on: January 27, 2011, 04:57:47 AM »
Quote from: "Korby"
OP Mobs = No.
not to mention
10 or more people + rolling cutter + super bigeye/ mini mobys = rape/EXTREAM lagg

January 27, 2011, 05:09:09 AM
Reply #8

Offline ambrose

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Re: MMINV Public Map Pack - Fixed MMINV4 W/Screenshots
« Reply #8 on: January 27, 2011, 05:09:09 AM »
They aren't overpowered, you just have to know how to fight them.

January 27, 2011, 05:55:01 PM
Reply #9

Offline Korby

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Re: MMINV Public Map Pack - Fixed MMINV4 W/Screenshots
« Reply #9 on: January 27, 2011, 05:55:01 PM »
Oh? Going near a big-eye = death
Some idiot shooting a big-eye = death
Supermoby/Minimoby = death
Colton = death

I am sensing a pattern here.

January 27, 2011, 06:30:24 PM
Reply #10

Offline Max

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Re: MMINV Public Map Pack - Fixed MMINV4 W/Screenshots
« Reply #10 on: January 27, 2011, 06:30:24 PM »
Also, some of the stages look realllllllly bad.

January 27, 2011, 08:48:53 PM
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Offline Ashley

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Re: MMINV Public Map Pack - Fixed MMINV4 W/Screenshots
« Reply #11 on: January 27, 2011, 08:48:53 PM »
Quote from: "Korby"
OP Mobs = No.

Not OP. Also, not final release. Nerfs will commence when enough enemies come out.

Quote from: "ice"
Quote from: "Korby"
OP Mobs = No.
not to mention
10 or more people + rolling cutter + super bigeye/ mini mobys = rape/EXTREAM lagg

MiniMobies don't kill you if its target is behind a wall!.. Or if you can strafe left or right. Super Bigeyes are a problem, notably, but you CAN camp them if you know how to stand right next to them.
(If they're shooting a wall because someone's behind it, and you're directly next to the bigeye, the crystalbits will never hit you because of its hitbox taking them from the air!)

Quote from: "ambrose"
They aren't overpowered, you just have to know how to fight them.

But of course.

Quote from: "Korby"
Oh? Going near a big-eye = death
Some idiot shooting a big-eye = death
Supermoby/Minimoby = death
Colton = death

I am sensing a pattern here.

I'm a coder. Your argument is invalid.
--Bigeyes are hardly a problem.
--Some idiot shooting a bigeye is your problem. This is why slow, but powerful weapons exist!
--SuperMoby is death because lightning attacks are strong. Minimobies are easy to derp on with their small 250 health.
--Colton can be straferan.

L2Find patterns in fighting, not patterns in hard coding work.
It may be my fault that things aren't perfect, but then, you cannot expect perfection from a WIP!

Inb4 rage comments or arrogance arrives.. This is not easy work to pull off. We're also lacking some enemies due to laziness, and the community's bugging me to hell about this.

Final 3 Words: GO IN GROUPS

Quote from: "Yellow Devil"
Also, some of the stages look realllllllly bad.

Oilman.

January 27, 2011, 09:09:02 PM
Reply #12

Offline Max

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Re: MMINV Public Map Pack - Fixed MMINV4 W/Screenshots
« Reply #12 on: January 27, 2011, 09:09:02 PM »
Oilman doesn't look bad, apparently the only reason they don't like it is the symmetry

But look at some of your maps, the Metdaddy one is just the same floor, same walls, same ceiling, no height and looks terrible what with the lava walls. The Supermoby one is the same ceiling and floor, there's random shit all over the place and most of the maps aren't 255 lighting.

You could at least try ;/

January 27, 2011, 09:12:38 PM
Reply #13

Offline Ashley

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Re: MMINV Public Map Pack - Fixed MMINV4 W/Screenshots
« Reply #13 on: January 27, 2011, 09:12:38 PM »
Quote from: "Yellow Devil"
Oilman doesn't look bad, apparently the only reason they don't like it is the symmetry

But look at some of your maps, the Metdaddy one is just the same floor, same walls, same ceiling, no height and looks terrible what with the lava walls. The Supermoby one is the same ceiling and floor, there's random shit all over the place and most of the maps aren't 255 lighting.

You could at least try ;/

There's more reasons than THAT to oilman. Trust me. We had a whole two hour conversation about it.

And, I didn't make the maps, you derp! Lol. Criticize my maps when I make invasion maps for the official Inv-Expansion.

Supermoby's area I did because it lacked open space elsewhere. It's underwater, so why would you have walls? (Also the only place without 255 lighting is the SuperMoby area)

Metdaddy's map is flat and heightless for a REASON. Fighting it with walls made it far too easy. Lava walls prevent glitching through Line Horizon problems we experienced, and frankly kind sir, it's a thing.

As for random stuff all over.. Deal with it. :3

January 27, 2011, 09:15:10 PM
Reply #14

Offline Max

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Re: MMINV Public Map Pack - Fixed MMINV4 W/Screenshots
« Reply #14 on: January 27, 2011, 09:15:10 PM »
You could add some walls around the edge, so the whole thing isn't just lava. Add some barriers in Moby's as it just sorta ends.

Nobody's told me anything about Oilman so

Quote from: "Ashley"
Deal with it. :3