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Map of the Month Competition - August 2k7
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Which 3 of the 12 maps did you like best??
1 - Facing Hell - Thomas
13%
 13%  [ 6 ]
2 - Death Han's Way - BrotherTank
4%
 4%  [ 2 ]
3 - Blutbahnen - Serpens
0%
 0%  [ 0 ]
4 - Cleavered Up - Haasboy
15%
 15%  [ 7 ]
5 - Siege - Lozer_42
2%
 2%  [ 1 ]
6 - BwaHaHaHa - Ack
6%
 6%  [ 3 ]
7 - See Not Touch - Tricob
2%
 2%  [ 1 ]
8 - Hot August Nite - AReyeP
20%
 20%  [ 9 ]
9 - Fun With Adolf - Adhesive Boy
4%
 4%  [ 2 ]
10 - Pas Fantastique - Arielus
18%
 18%  [ 8 ]
11 - One Big Secret - Ronwolf
4%
 4%  [ 2 ]
12 - Inner Sanctum - Dean
6%
 6%  [ 3 ]
Voted : 17
Total Votes : 44

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Tricob
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PostPosted: Sat Sep 22, 2007 5:39 pm
   Subject: Re: Map of the Month Competition - August 2k7
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Well, my map is only about 20% done, and I've already put over 450 Static Objects in the map, and two types of locked doors, but no room in the map to move through when the second locked door opens up, nor any room on the map for the second key to be placed, let alone have anyone guard it. I think I can take this as a sign of trouble for the level. LOL
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PostPosted: Sun Sep 23, 2007 10:46 am
   Subject: Map of the Month Competition - August 2k7
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!!!! Mappers Block is cured !!!!


Well I've finally come up with an idea for September's competition, I'm about 75% complete (all that needs to be done is enemy placement and decorations)

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PostPosted: Sun Sep 23, 2007 4:21 pm
   Subject: Re: Map of the Month Competition - August 2k7
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I've been so busy this month that I haven't even thought about what I could map for September's competition. Things have finally cleared up a bit so I'll have a go over the next few days and see if I can come up with something.

If I don't make it this month, and it seems a lot of others are in the same boat, please Greg or Steve don't get concerned and think that this is a bad sign, I just think people will contribute when they can, it may not be every month. With what Greg has put into October's exe I'm really looking forward to using all those features and creating something special for release for that month's competition.

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PostPosted: Sun Sep 23, 2007 5:25 pm
   Subject: Re: Map of the Month Competition - August 2k7
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Andy_Nonymous wrote:
@Lozer_42: I voted for your map. I found it to be challenging and somewhat unconventional, which I found refreshing. I completed it in both Death Incarnate, and "baby" modes.


Thank you... Though, What do you mean exactly when you say 'unconventional'. And thanks for the vote. I'm happy that someone found it enjoyable.

@Adhesive_Boy: I'll amitt that after playing it through with all of the other maps this month mine was 'different' from the rest. I can't really explain it. But 'different', in my opinion, is how I would best want to describe it.

As for ammo. Well, seeing how I desinged the level I've never had any problems. Though out of all of the times that I've played it. I've gotten 100% on kills and never ran out of anny ammo in the end. I guess playing styles make up alot of it too.

@All: Just about anything you might not have liked about my map I am 90% sure that it was done that way intentionally. Why? Because of the exact reason that such things are 'unpopular' to have in maps. The open(ish) area with really no place to hide when battleing. Ehe smallness or incompleteness that may have seemed to be there. What ever it was that you might not have liked (or did) was probably there on purpose.

My comments are nearly done so the should be up sometime this week, hopefully.


[edit]
I just read this... all of those bug you've mentioned.. such as the changing of spreites randomly.. this never happened to me in the origional creation of the level. When I actually played it in the release I never thought much of it honestly...

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Tricob
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PostPosted: Sun Sep 23, 2007 6:39 pm
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I only experienced it when Warping, not when load/saving games.
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PostPosted: Sun Sep 23, 2007 8:48 pm
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Haasboy wrote:
!!!! Mappers Block is cured !!!!


Well I've finally come up with an idea for September's competition, I'm about 75% complete (all that needs to be done is enemy placement and decorations)


Wait till you get to play the next version of the game... lol.. Smile
It's has some new features that when mapping will give you the most immaginative creativity that you have ever had. You have as much control as has never been seen before in such a simple game with maps like this...

To that I say:


"Mappers Block Be Gone!"


Greg
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PostPosted: Mon Sep 24, 2007 2:23 am
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Great to hear the mapper's block is cured Ryan. Seems everyone suffers it from time to time, I suffer it quite a bit, only saving grace is that I'm generally a month or so ahead in my mapping and so I'm not too worried when it hits as there's still a bit of time up my sleeve. But from what you say Greg these new features will add so much depth that there are seemingly endless possibilities Smile

And thinking of ideas, it's funny, but I have a concept idea for a level that could work well, and I have Ariel, Ryan and Serpens to thank for all the ideas in it!!! Basically I've been impressed by certain things they've done in recent maps and a combination of these things led to the idea. As to whether it'll work or not, well, I'll have to put cursor to screen to see I guess lol!

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PostPosted: Mon Sep 24, 2007 2:20 pm
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Wow, I have to start mapping soon. It's just that I've been so busy with school, and I'm also moving to another house. I'm glad that internet is working again so I can start mapping! But are we using the package of September? I got kinda confused. Smile
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PostPosted: Mon Sep 24, 2007 6:31 pm
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For Maps Submitted in September - To be released and Played in October - We are using the August Package. For maps made in October - For the November package - See the other MMC thread. I think Steve is moving to the new package.

Greg
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PostPosted: Mon Sep 24, 2007 9:46 pm
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AReyeP wrote:
Great to hear the mapper's block is cured Ryan.
It's cured alright, but the bad news is that I have to redesign my level cos I ran out of sprites. I used the full limit for 500 sprites and I still had 5 other rooms that were completely empty, I liked the layout - I guess it was just too big!?

I'm just wondering what's the door limit is it still 64 doors?

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PostPosted: Mon Sep 24, 2007 9:56 pm
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Yep... That is something hard coded into the ASM file wl_drw_a.asm... unforunately, I haven't figured out how to change it to pass the proper values and trigger on new bits. I'll see if I can't add the Raycastor Tutorial and try and see if that will let me alter the number of doors because it's all in C+...

64 Doors Max... For now...

Greg
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PS... I uploaded the Award Graphics and Steve will hand them out when he next visits... And I will be looking forward to next months set - 1 handed... but I've started practicing.. lol...

BT
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PostPosted: Tue Sep 25, 2007 5:05 am
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Hi All,

The awards for August are below:

AReyeP:
Arielus:
Haasboy:

Next month I think I'll add some new ones as per Greg's suggestion Smile Oh and I have a funny feeling number 1 spot may go to someone else next month!

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