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Author Topic: MM1 original stage mode  (Read 43885 times)

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July 20, 2012, 09:41:47 PM
Reply #195

Offline ice

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Re: MM1 original stage mode
« Reply #195 on: July 20, 2012, 09:41:47 PM »
Horray for painfully slow progress

Tweaked all of the RMs from mm1 and 2 to act like in game (damage you if you get too close, they're non solid, they have attach patterns, jump when you fire, etc.)

Made a turbo switch (for those that are too lazy to click like a man)

tried to make rush marine but failed (frankensteining bubbleman's code didnt work)

Perfected the wire and balloon weapons from mm4

July 27, 2012, 01:41:29 PM
Reply #196

Offline TheDoc

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Re: MM1 original stage mode
« Reply #196 on: July 27, 2012, 01:41:29 PM »
Quote from: "fortegigasgospel"
Screen changes should be handled with teleports like I did for Guts.  The drops down are teleports.

Well, how would you transtion when going up? Cutman's stage is more going up than down, at least the beginning is, anyway.

July 27, 2012, 03:02:01 PM
Reply #197

Offline Beed28

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Re: MM1 original stage mode
« Reply #197 on: July 27, 2012, 03:02:01 PM »
Don't forget Elecman's stage, where you would be going upwards throughout the entire level.

July 27, 2012, 06:54:54 PM
Reply #198

Offline fortegigasgospel

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Re: MM1 original stage mode
« Reply #198 on: July 27, 2012, 06:54:54 PM »
I had something similar in Torch for a bit, ladder, and the sector has "Actor hits ceiling" set to teleport silent (should be action 71, it must be silent or you will have the delay) and the teleport location at the bottom aimed at another ladder.

Doing that you will be able to transition upward with ladders

July 28, 2012, 12:27:38 AM
Reply #199

Offline TheDoc

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Re: MM1 original stage mode
« Reply #199 on: July 28, 2012, 12:27:38 AM »
Quote from: "Beed28"
Don't forget Elecman's stage.

I know, but I'm doing Cutman's stage.

August 01, 2012, 02:42:53 AM
Reply #200

Offline ice

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Re: MM1 original stage mode
« Reply #200 on: August 01, 2012, 02:42:53 AM »
Got started on gimicks and compatability with 3d floors

starting with
(click to show/hide)

August 01, 2012, 03:13:55 AM
Reply #201

Offline Hallan Parva

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Re: MM1 original stage mode
« Reply #201 on: August 01, 2012, 03:13:55 AM »
Whoa... that's pretty groovy!

You don't have to exactly duplicate the level (I know that'd be a pain to do) but as long as you capture the general vibe of the stage I don't think anyone will mind.

Keep up the good work!

August 01, 2012, 03:16:48 AM
Reply #202

Offline ice

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Re: MM1 original stage mode
« Reply #202 on: August 01, 2012, 03:16:48 AM »
Quote from: "SmashBroPlusB"
You don't have to exactly duplicate the level
Yes I do! My OCD Demands it! (except in the case of gutsman's stage)

Heck I gotten it duplicated down to the high area where you could fall infinitely by moving back and forth through gravity

August 01, 2012, 06:24:39 AM
Reply #203

Offline fortegigasgospel

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Re: MM1 original stage mode
« Reply #203 on: August 01, 2012, 06:24:39 AM »
Quote from: "ice"
Quote from: "SmashBroPlusB"
You don't have to exactly duplicate the level
(except in the case of gutsman's stage)
Cause I beat you to it.  :cool: Even though I use 2 gutlifts instead of 3 though cause of size of the lifts.

August 02, 2012, 02:09:36 AM
Reply #204

Offline ice

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Re: MM1 original stage mode
« Reply #204 on: August 02, 2012, 02:09:36 AM »
Quote from: "fortegigasgospel"
Quote from: "ice"
Quote from: "SmashBroPlusB"
You don't have to exactly duplicate the level
(except in the case of gutsman's stage)
Cause I beat you to it.  :cool: Even though I use 2 gutlifts instead of 3 though cause of size of the lifts.
Yes but I made my full stage 1st  :geek:  (Removed the screenshots from the 1st page cause I was cleaning my photobucket)
I only just added the 1 for playability due to the way skulltag handles moving objects, it's impossible to make them work like in the original, besides, those things are hard to travel on to begin with

August 04, 2012, 03:49:00 AM
Reply #205

Offline OrangeMario

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Re: MM1 original stage mode
« Reply #205 on: August 04, 2012, 03:49:00 AM »
Quote from: "ice"
Got started on gimicks and compatability with 3d floors

starting with
(click to show/hide)

Is it possible to get your character upside down like that in vanilla MM8BDM, or atleast by normal means through doom builder?

August 04, 2012, 10:46:42 AM
Reply #206

Offline HD_

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Re: MM1 original stage mode
« Reply #206 on: August 04, 2012, 10:46:42 AM »
My guess is yes, I think it has something to do with putting Gravityman's ACS for gravity flipping on a linedef so anyone can use it or something like that.

August 04, 2012, 04:04:02 PM
Reply #207

Offline fortegigasgospel

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Re: MM1 original stage mode
« Reply #207 on: August 04, 2012, 04:04:02 PM »
Quote from: "Human Destroyer"
My guess is yes, I think it has something to do with putting Gravityman's ACS for gravity flipping on a linedef so anyone can use it or something like that.
Thats good to know then, I had an idea of using that for a gimmick in a certain map for a certain expansion. Looks at Dood

August 04, 2012, 09:49:10 PM
Reply #208

Offline ashura9699

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Re: MM1 original stage mode
« Reply #208 on: August 04, 2012, 09:49:10 PM »
DL link is broken, cuz Megaupload got shut dwn...........

August 04, 2012, 11:49:29 PM
Reply #209

Offline TheDoc

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Re: MM1 original stage mode
« Reply #209 on: August 04, 2012, 11:49:29 PM »
Quote from: "ashura9699"
DL link is broken, cuz Megaupload got shut dwn...........

http://www.mediafire.com/?jmeg3ioqemz2d6i