[On Indefinite Hiatus] The CSTSF Mod Collab

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Feb 24, 2014 at 7:58 PM
leader of the meme team feat. tom, snaf and polad
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This idea sorta fell out. I'm not suprised. I dunno when I'll pick it up again.
What is this?
Why, it's a mod collab! A mod in which we'll all
take turns adding new levels to it until it turns
into a completed mod!

WHY is this?
Because I was bored one day and spent the whole day
setting up the ground work for a mod collaboration.
Everything necessary to allow people to easily edit it is in place.

Why should I help with this?
I dunno. Do you want to be part of a community event?

Okay, I'll start editing-
No. I'm gonna stop you right there. Editing the mod is turn based...
Meaning, now would be a good time to call dibs. Everyone will have their turn to
add a room to the mod, but in the order that they called dibs.

Actually, yeah, get straight to editing. Instructions on posting your room is below.

Wait, add a room to the mod?
Yes. It's intended to be a linear-ish set of rooms designed by the
forumgoers, with only a very minor set of rules to allow for unique creations.

Oh no...rules?
Yes. The rules are not finalized, but they're included in the game itself,
readable on signs. Here are the "rules and guidelines" removed from it.
They're, again, not final.

Room Dimensions can only be,
at most, 100 Width/60 Height.

(Extremely not final, may change)

After much thought, Rooms can be any size, aslong as it's not "ridiculous".

Make sure to follow the naming
conventions of the rooms. So
"#1 -Someone's Room" for example.


You can give the player any items you like, but make sure to
remove them at the end of a level.
Same for Life Capsules.
Make sure to remove all flags set during the level at the end of the level.

No placing Save Points in levels.


Any challenge or room you can come up with is allowed, provided it uses default content.
Puzzles, Booster 2.0 challenges, Boss Battles, all of it aslong as you connect it to the next room!


Supply a <TRA command to be used in the previous map, to be linked to yours.


A link to the mod without player additions.

Disregard the sign mentioning Save Points in-game, I'm adding those manually after
everyone posts their levels and I combine them into one mod.


hOW DO I POST LEVEL
Post the .pxa, .pxe, .pxm and .tsc of your levels in a zip file.
I'll then put them together in the proper order myself.



You must provide a screenshot (or write out) the information in your maps MapData
when submitting it, otherwise it won't work at all.

WHEN WILL THIS BE DONE?
WHENEVER. Maybe never.

 
Feb 24, 2014 at 8:10 PM
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PolarStarGames said:
USAGE OF "SUE'S LAB" IS STRICTLY FORBIDDEN.
I myself have a hard time using this program, because it doesn't actually exist (you might want to change that to "Sue's Workshop").
 
Feb 24, 2014 at 8:10 PM
Professional Whatever
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Dibs I guess

Also take 8

Also we don't need to take turns, just compile stage files once everyone's finished and fix map data
 
Feb 24, 2014 at 8:16 PM
leader of the meme team feat. tom, snaf and polad
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Coffee said:
Dibs I guess

Also take 8

Also we don't need to take turns, just compile stage files once everyone's finished and fix map data
Oh woops I guess that's true actually. Shiet.

I guess that makes the dibs list useless?
GIRakaCHEEZER said:
I myself have a hard time using this program, because it doesn't actually exist (you might want to change that to "Sue's Workshop").
Fixed but damnit you knew what I meant
 
Feb 24, 2014 at 10:13 PM
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Okay so first off we already did this (Take 8) and it uh
well
I guess /technically/ we finished
Second, there is no reason to ban SW for this mod, because you'll just be taking the map files and fixing the mapdata anyway. My submission to Take 8 was made entirely in SW and it wasn't a problem.

Finally, this is obviously going to be called Take 9
 
Feb 24, 2014 at 10:16 PM
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Take Cirno
 
Feb 24, 2014 at 10:26 PM
leader of the meme team feat. tom, snaf and polad
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Huh. I didn't realize Take 8 was a thing.

And I guess you're right about Sues Workshop, that's only there because of my original (bad) idea of tossing around an .exe and editing it.
 
Feb 24, 2014 at 11:37 PM
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Dibs
 
Feb 24, 2014 at 11:41 PM
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hate9 said:
Dibs are unnecessary, post the .pxa, .pxe, .pxm and .tsc of your level in a zip file.
 
Feb 25, 2014 at 1:13 AM
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Place me in the bottom of the list, wanna be the last one.
 
Feb 25, 2014 at 1:17 AM
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Fatih120 said:
Place me in the bottom of the list, wanna be the last one.
I didn't even notice that the OP wasn't correct, but dibs aren't a thing. Just edit any level within the guidelines and post the .pxa, .pxe, .pxm and .tsc of your levels in a zip file.
 
Feb 25, 2014 at 3:03 AM
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Bombchu Link said:
Can I do NPC hacks for my room?
I'm...not sure, since that'll effect all of the rooms (I think). Maybe I'm wrong. If I'm wrong, by all means, go ahead.
 
Feb 25, 2014 at 3:07 AM
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It will affect all the rooms.

But with my handy dandy optimizing I can do it without consuming an existing NPC/ using a dud one.
 
Feb 25, 2014 at 3:13 AM
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Seems like a bad plan tbh
Why is it so hard to use vanilla assets anyway
 
Feb 25, 2014 at 3:27 AM
The TideWalker
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Coffee said:
Seems like a bad plan tbh
Why is it so hard to use vanilla assets anyway
because I suck at anything outside of the doukustu assembler. :/
 
Feb 25, 2014 at 3:31 AM
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Feb 25, 2014 at 3:34 AM
The TideWalker
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I read that right.

I should have worded that differently..

I CANNOT DO ANYTHING OTHER THEN WRITE CODE FOR CAVE STORY NPC'S.

there.
 
Feb 25, 2014 at 3:36 AM
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So your mask for bad modding is making a crapload of hacks for the game
 
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