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Take 8: CS+ Community Project Discussion Thread


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#21 25 October 2011 - 01:56 AM

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Can we start calling maps?


Just wait until DT makes the Dev thread tomorrow.

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Seriously. Your Spoiler in your Sig is fricken stupid. Take it off for it is a waste of fricken time.

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#22 25 October 2011 - 02:06 AM

Cave story site Offline
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You don't have to click the "show" button
Chinfish=win
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[QUOTEQuote:
Originally Posted by Cave story site
Can we start calling maps?
Just wait until DT makes the Dev thread tomorrow.
[/QUOTE]
EDiT
Seriously. Your Spoiler in your Sig is fricken stupid. Take it off for it is a waste of fricken time.
[/QUOTE]

#23 25 October 2011 - 02:12 AM

Shimmyzmizz Offline
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You realize your signature doesn't even show up like it should.

Here's how it should be done.
Spoiler
BTW, Noxid killed a puppy because of you.

Mixer Captain Fabulous did this in his sig
So I am clearly copying him
Because he was the first second person to do it
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#24 25 October 2011 - 02:28 AM

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I typed my sig on my ipod and it cannot scrool downward and the screen is failing(is that a good excuse for a bad sig?)

#25 25 October 2011 - 02:31 AM

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Sadly no, it isn't.

Mixer Captain Fabulous did this in his sig
So I am clearly copying him
Because he was the first second person to do it
=Shimmyzmizz=


#26 25 October 2011 - 02:42 AM

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I feel sorry for the puppy but mostly for me alter-ego's (edit)ing excuse
Hahahaha....

#27 25 October 2011 - 03:40 AM

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Okay, DT, just tell me what you want and I'll make it.
I'm flexible, since all this takes is map design knowledge and TSC knowledge, both of which I have.

#28 25 October 2011 - 10:54 AM

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Oh, I would LOVE to participate in that project.

Since I'm the kind of modder who tends to exploit glitches, or to not use NPCs the way they should be used, my works are mainly hardcore mods.
If you don't allow any hardcore thing in this project, then I will try to make something simpler.

BUT. What if we created a labyrinth? I mean, this giga-mod doesn't have to be linear. We can create different paths: easy / advanced / hardcore...
This way players could play the mod several times without it being redundant. And that would allow us to make hardcore maps.

I don't know if this idea haven't been already submitted, but whatever. I'm sorry if that's the case.

#29 25 October 2011 - 11:46 AM

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I was going to suggest everyone aim for a difficulty around hard-but-not-really-hard, on the basis that that would be the right level to hold the interest of people who have completed the original, but not be so hard that they get turned off. I'm not really sure there will be enough participation to warrant separate paths, or that trying to juggle them all in the same mod at once wouldn't become cumbersome. It also depends a bit on what you mean by "hardcore" - personally I don't find things like pixel-perfect boosts very interesting.

As for glitches, we probably shouldn't be expecting Steam players to know the game inside out, or be showing off what are technically weaknesses in the game's physics engine (if that's the way they're presented - I'm okay with doing stuff that looks cool and plan to do something like that myself). However, Lace came with the idea of having optional areas within areas, which can be accessed if so desired but aren't mandatory to complete the playthrough. If you feel like sparing a couple of your maps for the hardcore stuff or even making your whole section optional we may be able to dodge the issue.

Speaking of which, I don't remember you ever actually posting any of your work, so if you could give me an example of the type of thing you want to make it should help things run along more smoothly :p
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#30 25 October 2011 - 01:52 PM

Hiino Offline
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It's true that I didn't post any of my work on the CS forums. I planned to release the first demo of my mod here when the debug is finished, but if you really want to see what I did, then there it is: http://www.rpg-maker...y-red-lies-v011.
Beware though, it's french and quite glitched. Also you might have to register on the forum to see the topic.

But!! I don't plan to do the same on my maps as in my mod. Because, you know, it's just a beginning. I didn't put any glitch-exploiting in Red Lies. Also, every "pixel-perfect jump" is only optional and you can finish the mod without having to do them.
Also, the map called "Le Broyeur" is REALLY, REALLY TOO FRIGGIN HARD. Don't bother trying if you don't want to lose time. You'd rather edit the game so you can try the boss, whose map is "Salle inondée", just after "Le Broyeur".

As for glitches², I plan to make sure every player can discover them easily while playing, so they can use them to achieve further maps. It's the basis of Level-design: introducing the player to a new technique before making him use it.

I think I'll do one/two "hard-but-not-really-hard" maps, then make one/two more as optional-hardcore maps hidden in the first one/two. That means I'll probably only use two or three maps.

Edit: since the link I gave you is in french, you'll probably not find the DL link easily. That's why the DL link is here: http://www.mediafire...64yspzo6rk8id5g
The first one is only for presentation.



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