Obsidian Posted January 18, 2015 My one's a MIDI of the Snow Go theme from Crash Bandicoot retooled by Fuzzballfox. Just for the textfile. :) 0 Share this post Link to post
Shadow Hog Posted January 18, 2015 Likewise, the MIDI of "Walking in a Winter Wonderland" appears to have been made by the Roland Corporation in 1991, for what that's worth. Also it's not used in MAP21, my map's MAP23. 0 Share this post Link to post
lupinx-Kassman Posted January 18, 2015 Map 19's music is Shade Man's stage from Megaman 7, sequenced by Jarel Jones. Map 28's music is Ending Music from Bomberman Hero, sequenced by Jace Bang, boom, whizzam. 0 Share this post Link to post
TMD Posted January 18, 2015 Map12 is 9:00 AM from Animal Crossing: City Folk, arranged by Andrew Shand 0 Share this post Link to post
Xaser Posted January 23, 2015 Apologies for the wonk, but there's a few issues (missing MAP30 esselcredit and a bridge-raising bug in MAP08 that sometimes rendered the map impossible without jumping/cheating) that have been fixified: http://static.angryscience.net/doom/32in2414.zip This is hopefully the last RC, but if folks could give it a test or two to confirm, that'd be swell. 0 Share this post Link to post
NuMetalManiak Posted January 24, 2015 I found a small error in the textfile regarding the music in my map: MAP37: MAP15 from Vile Flesh my map has sangy2.mid from NOVA: The Birth as the music track, and it is in there as D_MAP37, yet the textfile is wrong. is it too late to fix this? 0 Share this post Link to post
lupinx-Kassman Posted January 25, 2015 EffinghamHuffnagel PM'd me with some shots of slime trails in map 28. Here is a version with them fixed (at least as many as I am sane enough to do). Also changed the mapslot and music name to fit that of the compiled wad's, to make integration a little less painful. http://www.speedyshare.com/Q9hnp/32in24-14KassV9.wad 0 Share this post Link to post
IMX Posted January 25, 2015 Obsidian said:Hoo-ah! *eagerly waits for demos* 0 Share this post Link to post
NoneeLlama Posted January 25, 2015 Bloody hell, I just got told that my map has coop issues (many things got the "Not Cooperative" and "Not deathmatch" settings ticked for some mysterious reason). Here's a quick fix: https://www.mediafire.com/?a0251a82wgmohtt 0 Share this post Link to post
dew Posted January 25, 2015 Since we're making yet another round of final-now-for-real-guys-srsly changes... Breezeep, I think it would be better to flip the baron and the PE, so that the baron teleports in front and the PE goes behind the player. It will make the trap actually dangerous. 0 Share this post Link to post
dew Posted January 26, 2015 Thanks, the reasoning is simple: the baron can't realistically walk downstairs and continue to pester you, so he gets relegated to a lazy sniper. PE can just float over the edge while there's a more dangerous "door with hitpoints" in front of you. It didn't help that you could just run into the PE's face and completely remove its ability to spam skulls, heh. 0 Share this post Link to post