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Author Topic: [Map Pack] Mr. X's X Pack and stuff  (Read 129749 times)

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October 14, 2010, 01:22:07 AM
Reply #120

Offline TERRORsphere

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Re: Mr. X's Stages - Important Map Pack Update Inside!
« Reply #120 on: October 14, 2010, 01:22:07 AM »
These are all awesome. Make more.

October 14, 2010, 03:16:59 AM
Reply #121

Offline Mr. X

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Re: Mr. X's Stages - Important Map Pack Update Inside!
« Reply #121 on: October 14, 2010, 03:16:59 AM »
Thanks.  Well, my college's internet is crap as always, but I did manage to get one image to upload to imageshack properly.



Despite having every tile set in MM8BDM, creating something that doesn't make your eyes bleed is really hard.  I refuse to use custom tiles on this map since the rest of the CTF maps don't.

October 14, 2010, 04:53:45 AM
Reply #122

Offline mugenstation360

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Re: Mr. X's Stages - Important Map Pack Update Inside!
« Reply #122 on: October 14, 2010, 04:53:45 AM »
kick ass sir. :mrgreen:

October 14, 2010, 08:21:22 AM
Reply #123

Offline CutmanMike

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Re: Mr. X's Stages - Important Map Pack Update Inside!
« Reply #123 on: October 14, 2010, 08:21:22 AM »
I think it's those yellows that are making things tough in that screenshot.

October 14, 2010, 11:22:12 AM
Reply #124

Offline KillerChair

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Re: Mr. X's Stages - Important Map Pack Update Inside!
« Reply #124 on: October 14, 2010, 11:22:12 AM »
Hey mr.X maybe its an idea to post all your download links in the first page of this thread. Just to make sure people wont forget your old links.
(and with people i mean me... i forget alot of stuff)

October 14, 2010, 02:24:03 PM
Reply #125

Offline Mr. X

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Re: Mr. X's Stages - Important Map Pack Update Inside!
« Reply #125 on: October 14, 2010, 02:24:03 PM »
Uh, the link on the front page is the most current form of both of my stages. They're together in a zip file.

And Mike, I originally was using Spark Man's walls until I realized CTF 3 was full of them.

October 14, 2010, 02:35:34 PM
Reply #126

Offline Blueiscooltoo

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Re: Mr. X's Stages - Important Map Pack Update Inside!
« Reply #126 on: October 14, 2010, 02:35:34 PM »
I install the stages like the skins, right? just make a stages folder and put the stages in there?

October 14, 2010, 04:16:05 PM
Reply #127

Offline Mr. X

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Re: Mr. X's Stages - Important Map Pack Update Inside!
« Reply #127 on: October 14, 2010, 04:16:05 PM »
No, just put them in the skins folder.  I may need to rename Blade Man's .wad file if Blade Man's skin ever gets made.

October 14, 2010, 09:09:37 PM
Reply #128

Offline Mr. X

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Re: Mr. X's Stages - Important Map Pack Update Inside!
« Reply #128 on: October 14, 2010, 09:09:37 PM »
More screenshots!

(click to show/hide)

October 14, 2010, 09:23:42 PM
Reply #129

Offline TERRORsphere

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Re: Mr. X's Stages - Important Map Pack Update Inside!
« Reply #129 on: October 14, 2010, 09:23:42 PM »
http://www.sendspace.com/file/tqu5e4
2 Pretty solid CTF maps by me. (For Doom at the moment, so test them with Doom2.wad)

Here. I'm sure you could drag a few vertices around to make it smaller to fit Megaman's slow speed compared to the Doom guy.

You'd also need to change the textures and heights to fit them.

The layouts are pretty solid though.

October 14, 2010, 10:41:12 PM
Reply #130

Offline Mr. X

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Re: Mr. X's Stages - Important Map Pack Update Inside!
« Reply #130 on: October 14, 2010, 10:41:12 PM »
Say, would anybody happen to know the EXACT amount of time between gravity switches?  I've got a crazy idea.

October 14, 2010, 11:25:31 PM
Reply #131

Offline mugenstation360

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Re: Mr. X's Stages - Important Map Pack Update Inside!
« Reply #131 on: October 14, 2010, 11:25:31 PM »


October 14, 2010, 11:44:30 PM
Reply #132

Offline TERRORsphere

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Re: Mr. X's Stages - Important Map Pack Update Inside!
« Reply #132 on: October 14, 2010, 11:44:30 PM »
Quote from: "Mr. X"
Say, would anybody happen to know the EXACT amount of time between gravity switches?  I've got a crazy idea.
Here's the ACS Script for it... See if you find anything.
Oh and 35 tics = 1 second.
Code: [Select]
Script 1 OPEN
{
ReplaceTextures("ARROWD","ARROWU");
Sector_SetGravity(0,0,20);
Sector_SetGravity(3,0,20);
ThrustThingZ(1,5,0,1);
Delay(35*2);
Delay(10*35);
AmbientSound("misc/gravitywarn",127);
Delay(16);
AmbientSound("misc/gravitywarn",127);
Delay(16);
AmbientSound("misc/gravitywarn",127);
Delay(16);
AmbientSound("misc/gravitywarn",127);
Delay(16);
AmbientSound("misc/gravitywarn",127);
Delay(16);
AmbientSound("misc/gravitydown",127);
ReplaceTextures("ARROWU","ARROWD");
Sector_SetGravity(0,4,0);
Sector_SetGravity(3,4,0);
ThrustThingZ(1,80,1,1);
Delay(12*35);
AmbientSound("misc/gravitywarn",127);
Delay(16);
AmbientSound("misc/gravitywarn",127);
Delay(16);
AmbientSound("misc/gravitywarn",127);
Delay(16);
AmbientSound("misc/gravitywarn",127);
Delay(16);
AmbientSound("misc/gravitywarn",127);
Delay(16);
AmbientSound("misc/gravityup",127);
restart;
}

October 15, 2010, 12:00:31 AM
Reply #133

Offline Mr. X

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Re: Mr. X's Stages - Important Map Pack Update Inside!
« Reply #133 on: October 15, 2010, 12:00:31 AM »
Ok, knowing how much a tic is worth is good enough.

So 12 seconds, it looks like.  That's 5 changes per minute.  A good number divisible by both 12 and 5 is 180.  That will work nicely.

October 15, 2010, 12:01:59 AM
Reply #134

Offline CopShowGuy

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Re: Mr. X's Stages - Important Map Pack Update Inside!
« Reply #134 on: October 15, 2010, 12:01:59 AM »
Quote from: "mugenstation360"

Is that the Wily space station from MM10?  Needs a variety colors.