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Author Topic: [Expansion] Mission Mode V1D Released! (v4 working)  (Read 112861 times)

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April 26, 2013, 08:20:16 PM
Reply #360

Offline Knux

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Re: [Expansion] Mission Mode V1C Released!
« Reply #360 on: April 26, 2013, 08:20:16 PM »
Quote from: "ServantofCygnus"
Charging proton cannon, stand still a sec.
I don't dislike MM2 because it might be considered overrated. It's pretty much what Llama stated. Great ideas, poor execution. I still like Wood Man's stage, though. Wood Man himself is full of incredible why without Atomic Fire though.

Still, we really got off-topic here. I wonder how that Napalm Man stage is coming along.

April 28, 2013, 10:46:26 PM
Reply #361

Offline TheDoc

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Re: [Expansion] Mission Mode V1C Released!
« Reply #361 on: April 28, 2013, 10:46:26 PM »
I can't open up the maps from this particular mod in Doom Builder 2. When I try, this is what I get.

(click to show/hide)

which is normal except for the fact that it says there is no map to open. When I check it in Slade, there is a map. I would've posted this in the mapping tutorial, but it's only the maps from this mod, so I thought what the heck?

April 28, 2013, 11:41:04 PM
Reply #362

Offline Beed28

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Re: [Expansion] Mission Mode V1C Released!
« Reply #362 on: April 28, 2013, 11:41:04 PM »
The maps are in UDMF format for Zandronum, but Doom Builder II only ships with the configuration files allowing it to read and write UDMF map formats for ZDoom and Legacy, not Zandronum. I had to hack together my own configuration file for UDMF format for Zandronum.

April 29, 2013, 12:49:23 AM
Reply #363

Offline TheDoc

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Re: [Expansion] Mission Mode V1C Released!
« Reply #363 on: April 29, 2013, 12:49:23 AM »
Quote from: "Beed28"
I had to hack together my own configuration file for UDMF format for Zandronum.

Could-could I see that? :)

April 29, 2013, 12:24:49 PM
Reply #364

Offline Beed28

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Re: [Expansion] Mission Mode V1C Released!
« Reply #364 on: April 29, 2013, 12:24:49 PM »
Quote from: "TheDoc"
Quote from: "Beed28"
I had to hack together my own configuration file for UDMF format for Zandronum.

Could-could I see that? :)
Alright. Save everything in this spoiler as Skulltag_DoomUDMF.cfg and put it into your Configurations folder inside the base Doom Builder 2 folder. You'll need to set it up for MM8BDM editing again, but only for this new format.
(click to show/hide)

April 29, 2013, 06:02:23 PM
Reply #365

Offline Hallan Parva

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Re: [Expansion] Mission Mode V1C Released!
« Reply #365 on: April 29, 2013, 06:02:23 PM »
why don't you just use GZDoom Builder


I can look at the maps fine using that :I

May 03, 2013, 02:32:54 AM
Reply #366

Offline TheDoc

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Re: [Expansion] Mission Mode V1C Released!
« Reply #366 on: May 03, 2013, 02:32:54 AM »
Will you change the weaknesses of the current 4 bosses to fit the last 4 or will you pull an MM3 and make 2 separate boss weakness chains? I'm hoping you do the first.

May 03, 2013, 03:35:22 AM
Reply #367

Offline fortegigasgospel

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Re: [Expansion] Mission Mode V1C Released!
« Reply #367 on: May 03, 2013, 03:35:22 AM »
MM3 wasn't the only game to do that. The first 4 game boy games all did as well. In some a weapon from the first set may help against a boss in the second.

May 03, 2013, 05:36:19 PM
Reply #368

Offline ServantofCygnus

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Re: [Expansion] Mission Mode V1C Released!
« Reply #368 on: May 03, 2013, 05:36:19 PM »
CMM, you're doing MM5-8 bosses for the other four slots, correct?
Well, I have a suggestion:
Either MM9-10 bosses in the fortress stages (if there are any)
Or a Weapons Archive with only 9-10 bosses
If there's a final boss, I highly suggest Wily Machine 10- damn that was hard.

May 03, 2013, 05:57:46 PM
Reply #369

Offline Beed28

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Re: [Expansion] Mission Mode V1C Released!
« Reply #369 on: May 03, 2013, 05:57:46 PM »
I would also like to see Wily Machine 10, if only for the pirate ship motif. It would be cool to see, and its music theme is already in the MM8BDM core.

May 03, 2013, 06:12:24 PM
Reply #370

Offline FTX6004

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Re: [Expansion] Mission Mode V1C Released!
« Reply #370 on: May 03, 2013, 06:12:24 PM »
Quote from: "ServantofCygnus"
Either MM9-10 bosses in the fortress stages

I agreed with you i really want to see MM9-10 robot masters in the fortress stages and i would like if one of the Megaman Killers is the 3rd fortress boss.

May 03, 2013, 08:15:44 PM
Reply #371

Offline ServantofCygnus

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Re: [Expansion] Mission Mode V1C Released!
« Reply #371 on: May 03, 2013, 08:15:44 PM »
My votes:
Splash woman (most special MM9 RM)
Commando man (because BOOM)
Then probably Enker from Flashman (campaign) buffed with new attacks.
Robot master rematch.
Wily Machine 10
Then probably some boss CMM is going to make because taking everything from canon games is boring

May 03, 2013, 08:20:30 PM
Reply #372

Offline Beed28

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Re: [Expansion] Mission Mode V1C Released!
« Reply #372 on: May 03, 2013, 08:20:30 PM »
I'm excited to see what CutmanMike does with the Wily Castle bosses without wasting potential by including MM9 and MM10 Robot Masters. The Mecha Dragon would be good to see, for example.

May 03, 2013, 08:42:30 PM
Reply #373

Offline TheDoc

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Re: [Expansion] Mission Mode V1C Released!
« Reply #373 on: May 03, 2013, 08:42:30 PM »
Quote from: "TheDoc"
Will you change the weaknesses of the current 4 bosses to fit the last 4 or will you pull an MM3 and make 2 separate boss weakness chains? I'm hoping you do the first.

Sooooooo yea

May 03, 2013, 09:33:01 PM
Reply #374

Offline ChaoticChao

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Re: [Expansion] Mission Mode V1C Released!
« Reply #374 on: May 03, 2013, 09:33:01 PM »
If there is going to be Napalm, why add commando?
Anyways, for MM10 I would like to see strike or nitro. They are fairly unique.