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Author Topic: [Game Mode] LMSGames Version 1e  (Read 58655 times)

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December 01, 2013, 03:28:58 AM
Reply #105

Offline Gummywormz

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Re: [Game Mode] (UPDATE) LMSGames Public Beta 6
« Reply #105 on: December 01, 2013, 03:28:58 AM »
Right then...

This mod is nearing completion. One map and a hub is left. There are still some suggestions I will take:
Protip / ragequit messages are always welcome.
I have added "wildcards". This is basically a mini chaos generator that does things like jelly world, infinite gold etanks etc. I will accept suggestions for this as long as it doesn't interfere / unbalance gameplay.
I have also added "skin classes" from StupidLMS. These are basically just fun classes that are only different by their skin. Examples of classes in so far is sue, eddie, and soup bowl wave man. Feel free to suggest / make some as long as they are fitting.

December 01, 2013, 04:53:52 AM
Reply #106

Offline Linnie

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Re: [Game Mode] (UPDATE) LMSGames Public Beta 6
« Reply #106 on: December 01, 2013, 04:53:52 AM »
GutsmanG? The Eddiekart skin?

And for wildcards, how about GutsmanG rampage on every map?

December 01, 2013, 05:15:52 AM
Reply #107

Offline Gummywormz

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Re: [Game Mode] (UPDATE) LMSGames Public Beta 6
« Reply #107 on: December 01, 2013, 05:15:52 AM »
Eddie kart doesn't really fit. Added Guts Man G class. Guts Man G rampage isn't a good idea as it would severely cripple any game.

December 01, 2013, 07:53:56 AM
Reply #108

Offline Hallan Parva

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Re: [Game Mode] (UPDATE) LMSGames Public Beta 6
« Reply #108 on: December 01, 2013, 07:53:56 AM »
Ugh, why Jelly World of all things...


Also I hope you're including an option to disable said "wildcards", I can see that breaking some potentially fun rounds to pieces. Also also while I'm here I can go ahead and be stupid by asking for a second map layout for a random weapon survival, in the vein of "1-2-3-Death". Except that probably won't happen since you're apparently nearly finished and all.

December 01, 2013, 03:04:16 PM
Reply #109

Offline Gummywormz

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Re: [Game Mode] (UPDATE) LMSGames Public Beta 6
« Reply #109 on: December 01, 2013, 03:04:16 PM »
Yeah, I'm looking to replace jelly world with something as it does tend to break maps. Wild cards can be disabled entirely via a cvar, or the current one can be cancelled via an rcon command. I could do another layout for 123Death as there are a few more maps that could use replacing, but only if someone does it / lets me use one / I get some crazy idea.

December 01, 2013, 04:46:05 PM
Reply #110

Offline Beed28

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Re: [Game Mode] (UPDATE) LMSGames Public Beta 6
« Reply #110 on: December 01, 2013, 04:46:05 PM »
Quote from: "Gummywormz"
Yeah, I'm looking to replace jelly world with something as it does tend to break maps.
The truth is, the only thing Jelly World breaks are floors and ceilings that are supposed to move (such as elevators and doors). For example, if Jelly World is enabled on Victory Isle (one of the CTF maps), the doors in the bases stop working. This isn't really major in that case, since there are other pathways around. Another example is in Wave Man's map. If Jelly World happens, then Octoper OA doesn't pop up outside the map boundaries since he pops up on a hidden moving floor. There's also the wobbly bridge in Shade Man's map that doesn't bounce along with the rest of the map.

I'd say, allow Jelly World on some maps, but not all of them (I haven't played LMSGames, at least not until someone makes it compatible with single player or with bots, but I do hear that one of the maps has moving elevators).

December 01, 2013, 04:50:25 PM
Reply #111

Offline Gummywormz

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Re: [Game Mode] (UPDATE) LMSGames Public Beta 6
« Reply #111 on: December 01, 2013, 04:50:25 PM »
It also completely breaks "projectile flies over" lines which is the entire point of one of the (new) maps. I also fear it will mess with platforming a little too much.

December 01, 2013, 05:07:39 PM
Reply #112

Offline Lagman

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Re: [Game Mode] (UPDATE) LMSGames Public Beta 6
« Reply #112 on: December 01, 2013, 05:07:39 PM »
Quote from: "Gummywormz"
Bugs
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What about the telefragging in the Grenademan minigame?

December 01, 2013, 05:11:43 PM
Reply #113

Offline Gummywormz

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Re: [Game Mode] (UPDATE) LMSGames Public Beta 6
« Reply #113 on: December 01, 2013, 05:11:43 PM »
All major bugs have been fixed already.

December 01, 2013, 06:59:57 PM
Reply #114

Offline Superjustinbros

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Re: [Game Mode] (UPDATE) LMSGames Public Beta 6
« Reply #114 on: December 01, 2013, 06:59:57 PM »
I have a feeling the Nightmare battle could be given an extreme makeover just so it looks better and more polished.

Phase 1: The Nightmare Ball could have the top row of pixels on one of it's frames restored, including less jittery movements. Since the area is entirely transparent like the Evil Robot battle, some form of way to distinguish where the boundaries of the (quite small) arena. Also, I find the skybox could be a cylinder-shape, as the box-shape just doesn't look right for the map IMO.

Phase 2: Perhaps Nightmare could have some additional facing directions (I remember in Kirby's Adventure he had three in total) and with the ability to actually teleport to another part of the arena you battle him in. The same jittery movement that Nightmare Phase 1 has is present here, as well as the not-so-appeling area you fight him in, mostly since like before it's hard to tell what part of the level the players are allowed to stand on.

December 09, 2013, 11:47:28 PM
Reply #115

Offline Gummywormz

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Re: [Game Mode] (FINISHED) LMSGames Version 1a
« Reply #115 on: December 09, 2013, 11:47:28 PM »
And it's done.

The server will be updated once everyone is off. More mirrors are coming soon.

December 12, 2013, 04:31:51 AM
Reply #116

Offline Superjustinbros

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Re: [Game Mode] LMSGames Version 1a
« Reply #116 on: December 12, 2013, 04:31:51 AM »
Magical Flight: Weather effects should occur less often.

Anti-Social Projectile Dodging: If the Wild Card is played and makes the platform slippery, it should only change the texture of the platform the players stand on, as opposed to changing everything including the death-pit.

Special Stages: The rings are missing one frame of animation, unlike the ones in "Ring Robbery".

City Escape: I'd recommend adding in an 8-bit version of CIty Escape from Sonic Adventure 2.

Death Run: My new least favorite map. Needs a more professionally-designed layout (so it doesn't look like something out of 2nd Coop) and it's also very buggy (if the activator dies, the level doesn't end).

Checkerboard Chase: I suggest there should be some kind of texturing/shading on the blocks so they're easier to distinguish from one another, compared to having one solid color for each block.

Rock Harden & Quick Feet: If possible, try to have the camera positioned exactly on where the player stands so his/her character is directly in the center of the screen. Not that necessary with Rock Harden (but it did confuse me at first) but especially in the later since players put anywhere but the center of the level where the lasers join together will have a more likely chance of getting killed.

A bit more of a P.S. thing, but is there by any chance you could post a soundtrack listing on the OP so if I wanted to know the source or NSF file of a song used in LMS Games I'd know where to look?

December 14, 2013, 02:15:21 AM
Reply #117

Offline Goomba98

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Re: [Game Mode] LMSGames Version 1a
« Reply #117 on: December 14, 2013, 02:15:21 AM »
Fun fact: Air Man tile's boss room is from 2nd Coop.

March 03, 2014, 07:56:43 AM
Reply #118

Offline HeelNavi

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Annoying question...
« Reply #118 on: March 03, 2014, 07:56:43 AM »
Are you still planning to make a new version ?

Or someone here ?

May 10, 2014, 12:36:30 AM
Reply #119

Offline Gummywormz

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Re: [Game Mode] LMSGames Version 1a
« Reply #119 on: May 10, 2014, 12:36:30 AM »
I'm going to update this for v4. Let me know any last minute suggestions or bugs I've probably missed.

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