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Author Topic: [Map Pack] Mr. X's X Pack and stuff  (Read 129753 times)

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March 29, 2011, 02:51:04 PM
Reply #510

Offline Max

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Re: X Pack V1A RELEASED (see 1st post)
« Reply #510 on: March 29, 2011, 02:51:04 PM »
I suggest one of theeeese

MRXDM01 (so it's not only one letter difference from IDMs)
MRXWHO (like the original, MMX(threeletters))

Also MM10BLD and MM10WIL5 should stay as they are probably.

March 29, 2011, 02:54:02 PM
Reply #511

Offline Mr. X

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Re: X Pack V1A RELEASED (see 1st post)
« Reply #511 on: March 29, 2011, 02:54:02 PM »
Yeah, but I figured the one letter difference thing would make it easier.  Any more opinions on this (or anything else for that matter)?

Oh, I should mention something before somebody points it out:  Yes, I realize the Napalm Bombs in Whomp's Fortress do not work in the water part.  While I did not expect this when I put it in, I kind of like it since it acts like a safer zone against Napalm spam.

I also realize using Time Stopper in Under the Sea makes you invulnerable to the spikes while time is stopped.  While I knew this ahead of time, when I encountered the strange lag during testing, I didn't want to add yet another script until I knew for sure the stage would be ok lagwise (which from what Korby has told me, it was relatively lag free online).  It's not too big of a bug though since it really doesn't gain you a tactical advantage and you'd die once the time stopper effects were over if you were standing in it.

March 29, 2011, 04:33:22 PM
Reply #512

Offline tsukiyomaru0

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Re: X Pack V1A RELEASED (see 1st post)
« Reply #512 on: March 29, 2011, 04:33:22 PM »
I was in the tubes and found this:

Think that can assist you in creating "sliding floors"?

March 29, 2011, 04:43:20 PM
Reply #513

Offline sipfried

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Re: X Pack V1A RELEASED (see 1st post)
« Reply #513 on: March 29, 2011, 04:43:20 PM »
NICE MAKING OMG

March 29, 2011, 05:32:00 PM
Reply #514

Offline Ivory

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Re: X Pack V1A RELEASED (see 1st post)
« Reply #514 on: March 29, 2011, 05:32:00 PM »
So for all you hosts out there, I've just confirmed that the X Pack and the I Pack are both compatible with each other and you can host both of them at the same time. Since they both only added Triple Blade as a new weapon. So yeah.

Great pack Mr X.

March 29, 2011, 05:42:09 PM
Reply #515

Offline CutmanMike

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Re: X Pack V1A RELEASED (see 1st post)
« Reply #515 on: March 29, 2011, 05:42:09 PM »
Quote from: "tsukiyomaru0"
I was in the tubes and found this:

Think that can assist you in creating "sliding floors"?

I can tell you know that you can't do this and probably never will be able to. Sliding doors (also known as polyobjects) can only be infinitely tall, and have some huge limitations.

March 29, 2011, 05:43:06 PM
Reply #516

Offline tsukiyomaru0

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Re: X Pack V1A RELEASED (see 1st post)
« Reply #516 on: March 29, 2011, 05:43:06 PM »
Quote from: "CutmanMike"
Quote from: "tsukiyomaru0"
I was in the tubes and found this:

Think that can assist you in creating "sliding floors"?

I can tell you know that you can't do this and probably never will be able to. Sliding doors (also known as polyobjects) can only be infinitely tall, and have some huge limitations.
I know nothing. Doom Builder isn't my field.

March 29, 2011, 07:10:08 PM
Reply #517

Offline Mr. X

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Re: X Pack V1A RELEASED (see 1st post)
« Reply #517 on: March 29, 2011, 07:10:08 PM »
CutmanMike proves what I already suspected for the sliding...things in Whomp's Fortress:  They aren't doable.

Also, I was hoping the I Pack would be compatible.  Thanks, Ivory!

As for the Easter Egg music in Whomp's Fortress:  I think I can say without clicking the link absolutely no chance in Hell I would ever put that in any map ever.

March 29, 2011, 07:23:19 PM
Reply #518

Offline tsukiyomaru0

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Re: X Pack V1A RELEASED (see 1st post)
« Reply #518 on: March 29, 2011, 07:23:19 PM »
Quote from: "Mr. X"
CutmanMike proves what I already suspected for the sliding...things in Whomp's Fortress:  They aren't doable.

Also, I was hoping the I Pack would be compatible.  Thanks, Ivory!

As for the Easter Egg music in Whomp's Fortress:  I think I can say without clicking the link absolutely no chance in Hell I would ever put that in any map ever.
I've thought an alternative that IS doable, but will take forever. Make the "sliding" blocks by spliting that single sector into many thinner sectors, which will lower and raise so fast that will gve the impression the floor is sliding in and out the wall. As for the tiles around the tower... That would take a different approach, as they are Yoku Blocks.

March 29, 2011, 07:30:14 PM
Reply #519

Offline Mr. X

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Re: X Pack V1A RELEASED (see 1st post)
« Reply #519 on: March 29, 2011, 07:30:14 PM »
It might give the impression it's popping out of the wall, but if you're standing there you'd just go up with the blocks.

March 29, 2011, 07:40:11 PM
Reply #520

Offline tsukiyomaru0

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Re: X Pack V1A RELEASED (see 1st post)
« Reply #520 on: March 29, 2011, 07:40:11 PM »
Quote from: "Mr. X"
It might give the impression it's popping out of the wall, but if you're standing there you'd just go up with the blocks.
No, I'm not talking about the tower. I'm talking about the moving floors in the beginning, the ones you made go up and down.

March 29, 2011, 07:43:57 PM
Reply #521

Offline Mr. X

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Re: X Pack V1A RELEASED (see 1st post)
« Reply #521 on: March 29, 2011, 07:43:57 PM »
Actually, I thought you were talking about the walls with faces that pop out.  I see, I'd have to switch textures and change death settings while doing it.  That's a maybe, although I don't mind how it is now since that's a more user friendly stage.

March 29, 2011, 08:17:43 PM
Reply #522

Offline CopShowGuy

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Re: X Pack V1A RELEASED (see 1st post)
« Reply #522 on: March 29, 2011, 08:17:43 PM »
Now this, the I-Pack, and the CS-CMP packs need to merge!

March 29, 2011, 08:25:29 PM
Reply #523

Offline Mr. X

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Re: X Pack V1A RELEASED (see 1st post)
« Reply #523 on: March 29, 2011, 08:25:29 PM »
But I like being in charge of my own pack!  The problem with merging is as soon as I get enough error reports, I can fix it and upload a new version on my own time as it is now.  With them all put together, I've got to fix it, send it to somebody else (probably Mess) who would probably have to wait until Ivory is done updating maps and then wait for other people to update their maps and it all becomes one big mess (not to say everybody but me is slow, this is hypothetical).  Plus, with the fighting mess that classes has become, I want total control over my projects right now.

That's not to rule out the possibility altogether, though.

March 29, 2011, 08:54:00 PM
Reply #524

Offline Ivory

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Re: X Pack V1A RELEASED (see 1st post)
« Reply #524 on: March 29, 2011, 08:54:00 PM »
I have similar feels as Mr X. I want to be in control of my map pack. Merging is a consideration, but I wouldn't want to merge. The I and X Packs are compatible, so I don't really see a problem with them being separate. Especially since I intend to update the I-pack to v3 to fix a lot of map related issues.