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 Post subject: Re: [STM] Map: Pacman V5.50
PostPosted: Tue 04 Feb 2014, 12:18 
Walking Encyclopedia
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Version 5.50 Update.
* Fixed Versus Outbreak bomb zones. I forgot to remove placeholders that were outside the map. Oops.
* Added additional zombie spawns in Outbreak. It should be much less boring with this new change.
* Added decals and particle effects for the newly added zombie spawns. They resemble spinning green portals.
* Olaroll said the cherry could look more red. So I used coloured the Pacman extra lives and Cherry.
* Still no waka-waka because I can't make it out of the default sounds. I would've simply ripped the sound out, but there are some issues with using custom sounds.

Download in 1st post.

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 Post subject: Re: [STM] Map: Pacman V5.60
PostPosted: Wed 05 Feb 2014, 06:15 
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Version 5.60 PvP Update.
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* All high ground (except the merc spawn itself) has been filled with hurt tiles and made non-teleport.
* I've already checked: the hurt tiles don't affect Outbreak gameplay. The zombies will leave their spawns fast enough to avoid dying on the spot.
* Merc spawn has been expanded. This makes it easier to buy ammo.
* Addition of new small merc spawns in the power pellets to increase diversity. Added collision + glass decals like in team spawns around the area to prevent car spawning onto roof.
Attachment:
File comment: Version 5.60
Pacman.sub [53.66 KiB]
Downloaded 166 times

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 Post subject: Re: [STM] Map: Pacman V6.00
PostPosted: Wed 05 Feb 2014, 16:44 
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Pacman (Version 6.00).
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Expanded all pathways by 2m, at the expense of certain walls.

Download in 1st post.

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 Post subject: Re: [STM] Map: Pacman V7.00
PostPosted: Tue 07 Jul 2015, 13:52 
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Version 7 is out, made for the future MF version 1.09.

Can't be bothered to take a new screenshot because the map editor makes the map look like its full of lines.

Changes:
* Fixed the lighting for version 1.09. Previously, I took advantage of the fact that placing no lighting = map has 1.00 ambience 1.00 intensity lighting by default.
* Walls back to collision again, but you should be able to lob grenades over them.
* Floor except the Power Pills is no longer healing since Bencelot announced he'd make the healing tiles heal 10hp/s, which is kinda too fast.
* Added Chemical Warfare. Outbreak now consists of 2 global bombs instead of 1 and spawns altered a bit.
* Vehicles are disabled. This map was never good with cars to begin with, and Radar would be quite overpowered here. Use Sonars instead!
* Extraction flag location moved to the opposite corners.

Image
Also, this is honestly creepy. (this is why I had to make lighting updates)

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 Post subject: Re: [STM] Map: Pacman V7.00
PostPosted: Wed 08 Jul 2015, 00:45 
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Creepy indeed! Looks cool though. Fantabulousious work!

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 Post subject: Re: [STM] Map: Pacman V7.01
PostPosted: Thu 13 Aug 2015, 10:34 
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Fixed a really dumb mistake on Coop not being able to reach an unintentional 3rd bomb.

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 Post subject: Re: [STM] Map: Pacman V7.01
PostPosted: Wed 19 Aug 2015, 19:08 
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Nice, shall update. Thanks :)

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 Post subject: Re: [STM] Map: Pacman V7.50
PostPosted: Tue 05 Jan 2016, 02:17 
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Version 7.50 with a Stealth game mode.

Its kinda crappy and incomplete when I think about it, but give it a go if you like. Download in first post.

Warning: the pickup cash sound (missionComplete.wav) is LOUD.

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 Post subject: Re: [STM] Map: Pacman V7.50
PostPosted: Tue 05 Jan 2016, 03:08 
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Shweeet, shall check it out :)

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 Post subject: Re: [STM] Map: Pacman V7.60
PostPosted: Tue 05 Jan 2016, 08:06 
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Stealth updated.
* Added some final optional guards that block your way to the exit.
* Zombie soul count drastically reduced, and difficulty reduced, plus some powerups.
* Swapped yellow & purple guard with other adjustments such as making yellow upgrade to silver in Hardcore.
* Tweaked the Warp Field powerups. Two of them won't appear at the same time.
* Some tweaks to cash rewards.
* Added a secret pathway. Theoretically it should work.

Thanks Aster(host), Lucas & Bencelot for testing!

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 Post subject: Re: [STM] Map: Pacman V7.60
PostPosted: Tue 05 Jan 2016, 17:40 
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Nice man, updated. Was great fun playing this yesterday. Looking forward to seeing more custom maps!

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 Post subject: Re: [STM] Map: Pacman V7.70
PostPosted: Sat 09 Jan 2016, 11:47 
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Updated to version 7.70.
Music to accompany this
Changelog:
* You must now stand within 1m of the Power Pill itself to benefit from healing tiles (4x4 instead of 6x6 area).
* Zombie spawns adjusted for both Outbreak & Stealth. Collision properties for the high walls and some of the non-playable areas changed.
* Tiles that used to show extraction zones are now removed. They have instead been replaced by decals.

Stealth Changes:
* Hardcore & Insane difficulty has been scaled up since it turns out Hardcore is too similar to Standard.
* Photon Beam guard's firepower now scales more meaningfully between difficulties. Assuming you use Barrier and you're very near him, 4-shot in Playful, 3-shot in Standard, 2-shot in Hardcore, 1-hit kill in Insane.
* Photon Beam(7->5) & Nailgun ammo from guard reduced. Blast Cannon ammo increased by 1.
* Some tweaks to red guard's spawn location. I noticed a bug where having a "New Item" prompt would cause the red guard to stop chasing after the player even after he has exited the prompt.
* There is now a 100mp orb at the beginning of the stage. I recommend saving it for later use.
* Walking over the Power Pills will now trigger hidden scientist guards to give hints via a mini-biography/backstory.
* Some changes to item pickups in the center bomb. Added 4 new secret items (2 of them are troll items) - you'll only be able to get one of them, so choose wisely. Added a Sonar Cell.
* Health pickups from Power Pills will now heal 100hp instantly instead of 75hp, and will respawn for the next section.
* Zombie difficulty has been decreased all around, including spawn rate.
* Instead of whole rows of knives, the a row of the exit guards are now armed with instant kill flamethrowers and will never stop shooting even when flashbanged and another row with knives for good measure. They can be killed.
* The 4 endgame ghost guards have been changed - they now have their own individual behaviours and a largely different set of weapons - yellow goes back to his original house corner with Nailgun, purple lies in wait, blue now has tasers. No more bullshit flashbang guard.
* Good luck killing the bonus boss Cruise Elroy. If you thought Insane Blinky was tough with 1000hp, his bonus form has 1 million HP. His stats shouldn't scale with increased number of players, but he will be a difficult foe to take down regardless. You manage to kill him, you earn $100k.

edit - spelling error

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Last edited by STM1993 on Sat 09 Jan 2016, 19:04, edited 3 times in total.

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 Post subject: Re: [STM] Map: Pacman V7.70
PostPosted: Sat 09 Jan 2016, 18:49 
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Looks good man, looking forward to playing it again. Added to release :)

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 Post subject: Re: [STM] Map: Pacman V8.00
PostPosted: Wed 01 Jun 2016, 16:55 
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Pacman 8 is out for the current playtest version! It makes use of new tech not available in the previous version.

Changes:
1) Text zones are used to trigger the $10 reward & cover the dot with a black decal instead of a bunch of coin pickups.
    * You may now continue to pickup dots even when holding ALT.
    * When one picks up the dot, everyone gets $10 and the dot is removed for everyone; i.e. collection is now a team effort.
    * Be warned that you will no longer be able to collect the dots after clearing bomb 1 (i.e. after zombies)
2) Flamethrower guard should now use "WP Patrol" property.
3) The guards in general should be a bit smarter about not standing still when they see you. Ninja Nailgun guard should be a bit easier to deal with.
4) Added text collision to the bottom entrance of the Pacman ghost home. This collision should be removed when Blinky is killed.
5) The 4 central guards are replaced with a single invisible invulnerable anti-teleport guard who automatically dies when Blinky is killed. The text for Blinky's hint is changed accordingly, but you still get 6 shots of Blast Cannon ammo.
6) Changed the exit flamethrower guards; replaced them with a pair of unseeming Blade Fury guards and gave them less HP overall.
7) The Warp Fields no longer need to be manually placed; they are pre-placed for you. That doesn't mean you can use it to bypass those Blade Fury guards or warp straight to center.
8) Additional Sonar Cell.
9) Zombies should be a bit easier and some tweaks to the types of zombies that spawn. You can be assured there will be no spitters but almost 100% chance of winged zombies.

Potential bugs (but I think they're ironed out): Check if the guards don't take damage at any point in time and let me know where exactly you encountered the guard. These guards have so many waypoints its tedious to check (and tedious to change). This only happened because for some reason the new playtest versinos assumes the default WP for "No Player Damage" should be "yes".

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 Post subject: Re: [STM] Map: Pacman V8.00
PostPosted: Wed 01 Jun 2016, 19:48 
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Added :D :D Nice stuff, curious to see how it goes.

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 Post subject: Re: [STM] Map: Pacman V8.01
PostPosted: Tue 20 Sep 2016, 16:13 
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Minor update where I fixed a trigger not removing the decals properly.

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 Post subject: Re: [STM] Map: Pacman V8.01
PostPosted: Tue 20 Sep 2016, 17:17 
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Added, cheers :)

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