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Airman: I was disappointed by the fact that there were 2 RNC weapons here and no air gimmicks (minus the one yoku block u stepped on to reach RCutter). It felt small.Heatman: The map (as I'm sure you've heard) was bland; the fake floor was a great idea, but not implemented as much as i'd like to see, so more gimmickyness would be good. The map needs to be bigger with much more differintiation, differition.....variety there we go in terrain. It was all kinda flat and there was 1 RNC weapon...Flashman: Like Musashi said, I liked the layout. In fact, I like the stage over all, but the bridge was the only implementation of the jumpmaze of blocks you have to go through in the actual game. I was expecting a weapon you had to go out of your way to get in this map by jumping on said blocks. Za WarudoClashman: I actually liked this map. What confused me is why so much of this map is inside when this map clearly takes place...well........outside. I'd have like to see maybe one more W-TankQuickman: Like I said before, the crystal deflecting the beams was really cool. Good stage, but I was expecting bigger...Metalman: "These stages are kinda cool I gue-"WHAM METALMAN'S STAGE! This was a good, good stage. I only remember 2 RNC weapons, so I'd prefer one more RNC weapon. If there are more, then this stage is great. I saw the E-Tank (which took you long enough to add) and it reminded me of the E-Tank that was hard to get out with in the romhack's Metalman stage. Good job!Woodman: Like I've said, you didn't have alot of color variety, but I couldnt see my Rising Sun shots and every thing was a big mess of white. The layout was just outright unappealing. The layout was small and repetitive, and not alot of weapon variety either (especially RNC weapons)Bubbleman: I expected more spikes and hazards in Bubblemans stage than any other. I remember Bubbleman's stage being the bitchiest RNC stage out of all of the RMs stages in the romhack. Why this "watch-your-step" concept wasnt implemented at least a little bit here, I dont know. The current gimmick was nice, but it's not a very good standalone gimmick for just hindering people when they have 50 other ways to get to the same place. If there's a go-out-of-your-way-to-get-it item/weapon at the end of a corridor with that gimmick, thats good.Wily 1: Can't say I didn't like it, but considering how small the underwater bit was, I was expecting a bigger factory part (although the Mecha Dragon was genius).Wily 2: This stage is pretty good. I would've liked more items; the only one I could find was a W-Tank. Besides that, it looks good.Wily 3: I liked the gravity gimmick (minus the, you know, standing on your head part), and the variety of weapons was good, too.Wily 4: Stage was VERY small with Boom-Boom weapons galore. Plus there was ONE RNC weapon, and that was Za Warudo...why? There should be more RNC weapons here out of all of them. It's the last stage!Final Boss: I loved the final boss besides its difficulty. Watching the boss door slowly open and walking into that vortex of stars raised the before-battle intensity a ton. The boss had a very stale pattern (and when it shot those weird lightning balls, they didn't do anything), but I understand you didn't have much to work with. After all, that's what the final boss did in the romhack.Honestly, this expansion isn't a bad expansion, but has much more potential. I can't wait to see where this goes.
#include "zcommon.acs"script 47 ENTER{if(GetCvar("instagib")!=1){TakeInventory("MegaBuster",1);GiveInventory("HardBuster",1);}}script 48 RESPAWN{if(GetCvar("instagib")!=1){TakeInventory("MegaBuster",1);GiveInventory("HardBuster",1);}}int Maxfrags;Bool BossMusic;script 203 (void) //Blatantly stolen from CSCM. Credits goes to whoever coded it. Probably Mess.{int modeofplay = ACS_ExecuteWithResult(975);int IsTeamGame = ACS_ExecuteWithResult(975,1);Switch(modeofplay) { Case 0: // DM / TDM Case 5: //Terminator too! if(GetCVar("fraglimit") <= 5){terminate;} If(IsTeamGame==0) { if(PlayerFrags() <= maxfrags){terminate;} maxfrags = PlayerFrags(); } If(IsTeamGame==1) { If(BlueScore() <=maxfrags && RedScore()<=maxfrags){Terminate;} If(BlueScore() > maxfrags){maxfrags=BlueScore();} If(RedScore() > maxfrags){maxfrags=RedScore();} } if(MaxFrags >= GetCVar("fraglimit") - 5 && BossMusic==False) { SetMusic("RNCBOSS"); BossMusic=True; } if(MaxFrags >= GetCVar("fraglimit")) { SetMusic("RNCVIC"); } break; Case 1: //possession break; Case 2: //LMS / TLMS break; Case 3: //Duel if(GetCVar("fraglimit") <= 1 || PlayerFrags() <= maxfrags){terminate;} maxfrags = PlayerFrags(); if(MaxFrags == GetCVar("fraglimit") - 1 && BossMusic==False) { SetMusic("RNCBOSS"); BossMusic=True; } if(MaxFrags >= GetCVar("fraglimit")) { SetMusic("RNCVIC"); Delay(35*6); SetMusic("*"); } break; Case 4: // CTF break; }}Script 3 ENTER{Delay(1);if(PlayerIsBot(PlayerNumber())) {terminate;}if(GetCvar("dmflags")!=2375812 && GetCvar("dmflags2")!=1024){terminate;}if(GetLevelInfo(LEVELINFO_LEVELNUM)!=666){terminate;} // 666 is the Level number for RNCDW4if(GetLevelInfo(LEVELINFO_LEVELNUM)==666){ if(PlayerFrags() == GetCVar("fraglimit")-5){SetMusic("RNCBOSS");} if(PlayerFrags() == GetCVar("fraglimit")-1) { SetHudSize(200,150,0); SetMusic("RNCVIC2"); SetFont("BIGFONT"); HudmessageBold(s:"YOU WIN!"; HUDMSG_PLAIN,43,CR_RED,100.0,30.0,6.0); AnnouncerSound("youwin",1); SetPlayerProperty(1,2,4); SetPlayerProperty(1,1,5); Delay(35*6); ConsoleCommand("set Secret_SuperUnlock 1"); // Secret_SuperUnlock unlocks the final boss in RNCFIN Delay(1); Teleport_NewMap(667,0); } }