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Author Topic: The Maps of FiniteZero (NEW: Theatre alpha!)  (Read 55017 times)

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January 17, 2013, 04:03:52 AM
Reply #75

Offline -FiniteZero-

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Re: The Maps of FiniteZero (NEW: Hotel Rockman V2!)
« Reply #75 on: January 17, 2013, 04:03:52 AM »
And now, Hotel Rockman V2 with a new floor!

http://www.mediafire.com/?em8dyaiw9cwd69q

January 17, 2013, 04:33:13 AM
Reply #76

Offline MasterXman

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Just realized that the second I played on this in software
« Reply #76 on: January 17, 2013, 04:33:13 AM »
I only have a 2 words to say about the halls. Tutti Frutti. You might want to get that fixed though.

Edit: There's also this problem where when you enter either the doors that's colored pink or blue, you're trapped in there until someone can get you out.

Edit2: Pool's messed up. Look.
(click to show/hide)

January 17, 2013, 05:11:50 AM
Reply #77

Offline -FiniteZero-

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Re: The Maps of FiniteZero (NEW: Hotel Rockman V2!)
« Reply #77 on: January 17, 2013, 05:11:50 AM »
That's issues with Software mode. For it to work right, you have to use Open GL with this map.

January 17, 2013, 05:31:09 AM
Reply #78

Offline tsukiyomaru0

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Re: The Maps of FiniteZero (NEW: Hotel Rockman V2!)
« Reply #78 on: January 17, 2013, 05:31:09 AM »
Actually, Finite, the problem is that the Software Mode of Zandronum lacks the "non-power-of-two textures" support. An easy fix for it is to make the texture's height a power of two (2, 4, 8, 16, 32, 64, 128, 256, etc.) but keep the lower, unused portion transparent or extend the texture to fill that portion. An example of it can be seen in MM6YAM. A brief test made by me using a texture modified to fit the power of two. Result? No Tutti-Frutti! Before a "non-power-of-two" support was implemented, the Tutti-Frutti effect was regarded as a sort of bad mapping (when, actually, it would be bad texture design). So, thing is, it IS possible to fix.

In case you wonder, I use OGL.

January 17, 2013, 06:24:56 AM
Reply #79

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Re: The Maps of FiniteZero (NEW: Hotel Rockman V2!)
« Reply #79 on: January 17, 2013, 06:24:56 AM »
Okay, will keep that in mind for v2b.

EDIT: Actually, I'm not sure it matters, since the pool area will be broken in Software anyways.

January 27, 2013, 11:29:43 PM
Reply #80

Offline ServantofCygnus

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Re: The Maps of FiniteZero (NEW: Hotel Rockman V2!)
« Reply #80 on: January 27, 2013, 11:29:43 PM »
what are the names for each map
specifically the town and hotel rockman
so i can use changemap

January 28, 2013, 01:31:23 AM
Reply #81

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Re: The Maps of FiniteZero (NEW: Hotel Rockman V2!)
« Reply #81 on: January 28, 2013, 01:31:23 AM »
If you want to find out, I suggest using the offline skirmish multiplayer thing to browse maps, as that does show the code for the map.

February 05, 2013, 08:30:14 PM
Reply #82

Offline ServantofCygnus

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Re: The Maps of FiniteZero (NEW: Hotel Rockman V2!)
« Reply #82 on: February 05, 2013, 08:30:14 PM »
That didn't work out.
I'll just forget that for now

February 06, 2013, 03:21:29 PM
Reply #83

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Re: The Maps of FiniteZero (NEW: Hotel Rockman V2!)
« Reply #83 on: February 06, 2013, 03:21:29 PM »
The code is "HTMM2".

February 09, 2013, 03:33:09 PM
Reply #84

Offline Gumballtoid

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Re: The Maps of FiniteZero (NEW: Hotel Rockman V2!)
« Reply #84 on: February 09, 2013, 03:33:09 PM »
I like Hotel RM more than Hotel MM simply because of the fact that it has things that Hotel MM doesn't. It still feels pretty unfinished, though, and the diving boards are glitched horribly. Also I miss the Roll receptionist.

Do you mind if I pilfer the music used here for my own sinister purposes?

February 09, 2013, 05:34:35 PM
Reply #85

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Re: The Maps of FiniteZero (NEW: Hotel Rockman V2!)
« Reply #85 on: February 09, 2013, 05:34:35 PM »
Sure, as long as you credit me.

Also, the diving boards are only glitched on software mode. This map is pretty much OpenGL only. Don't worry, though. The map doesn't lag on OpenGL, unlike other maps *cough*Iceman*cough*.

January 28, 2014, 01:14:45 AM
Reply #86

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Re: The Maps of FiniteZero (NEW: Theatre alpha!)
« Reply #86 on: January 28, 2014, 01:14:45 AM »
Well, I guess I'm getting back into this for a quick minute or so.

https://www.mediafire.com/?1afxu5wgh6bpu56

This is a prototype, a sort of proof-of-concept. The idea: Make a movie theatre in Mega Man 8 Bit Deathmatch, using screenshots of movie-based NES games as the movies. In an actual theatre map, the place would probably be much larger.

Oh, and the game I'm using to demonstrate this idea is the prototype of a game based off of Star Trek V. The game was never actually released, though.

I'd post screenshots, but it won't really give you anything I didn't already say.

May 03, 2014, 01:18:29 AM
Reply #87

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Re: The Maps of FiniteZero (NEW: Movie Night!)
« Reply #87 on: May 03, 2014, 01:18:29 AM »
And now: Movie Night version 1!

It's a small movie theatre. There are two movies playing.

Consider this the "Beta" version. I'll add to this map as time goes on.

So yeah. Watch some movies.

https://www.mediafire.com/?tcjk23m1l1ae8m3

July 01, 2014, 10:03:32 PM
Reply #88

Offline Master of Time

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Re: The Maps of FiniteZero (NEW: Theatre alpha!)
« Reply #88 on: July 01, 2014, 10:03:32 PM »
I'm not very good with hosting servers, so what's the map code for the movie night map?

July 02, 2014, 07:06:17 PM
Reply #89

Offline Magnet Dood

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Re: The Maps of FiniteZero (NEW: Theatre alpha!)
« Reply #89 on: July 02, 2014, 07:06:17 PM »
Just scroll to the map in offline skirmish- it should be after all the CTF maps.