LegoPack
This map pack originated in 2014 or so when I wanted to get into mapping.
I was known as "Lego" back then. Hence, LegoPack.
Some of these maps are pretty old, but they were made around the time of the game beginning a "mapping renaissance" of sorts. Jam started soon after.
In general, these maps are better for small-scale play. Usually between 2 and 6 players are ideal for pretty much all of these.
LEG01 - Shining Skyline Overlooking the bustling city of New Metropolis, this colorful highrise houses aggressive close quarters confrontation.
LEG02 - Timeless Glade A large tree accents this edge of a miraculous forest. This adaptable wood changes color in response to the local regions fickle weather. The treetops within the area lead to a high amount of vertical combat.
LEG03 - Celestial Bastion Levitating above the clouds lay a ruin of a past people. Once a chapel of ancients seeking the power of gods, they were extinguished by unforeseen disaster. The inner sanctum lays wide open while the outer gardens are tightly packed.
LEG04 - Somewhere In Time These compact halls once served lords and ladies of a blessed land, sanctioned from their world by a massive rift in the space between worlds. This castle's highest tower, along with a very confused dragon, now call the space above our skies home.
LEG05 - Cold Fusion Nestled in the frigid north is a nuclear power complex abandoned only a few moons ago. Its internal coolant pools, exposed to the elements, have frozen over. These conditions have resulted in the open hallways becoming exceedingly slick.
LEG06 - Contamination Buried deep below a bustling city lay a sewer maintained only on a functional level. Refuse pours down from pipes to flow through drains to inevitably reach a treatment facility. Rats and bugs and other gross things call these caverns home.
LEG07 - Arrival In ancient times, a landing of beings beyond the skies brought water and nourishment to a land of desolation. Humans flourished around the land. Inspired, they took to erecting a golden city in honor of their saviors.
LEG08 - Off The Grid NEO-Reality, the next-gen simulation program built to create and capture experiences unmatched through any other form. Disconnected from all forms of communication, the world within hungers for knowledge to complete its own form.
LEG09 - Precipice of the King A horizon of magma provides the perfect view for a villain awaiting a challenge from a pesky plumber. These brick corridors and an interconnected courtyard provides the backdrop for the climax of adventures to come.
LEG10 - Countdown Geothermal energy is an uncommon power source, but this underground lab has found a use for the limitless power the planet itself seems to provide. Magma and metal come together to provide infinite power to a planet destroying doomsday device.
LEG11 - Creatures The base of operations for an insideous organization creating strange beasts in this freaky facility. Cramped and dangerous confrontations await here.
LEG12 - Believe A luxuriously tall shrine dedicated to a guardian spirit. Use the spectral doorways to access the upper level in this chaotic single-room stage!
Latest Changelog
-v2b -> v2c-
Outline
This version is mostly just a brush-up to modernize the tech used, and add two maps that've been on the shelf for a while. All the maps are compatible with v6b now. Important: Please run this pack on v6b servers only. This map pack version doesn't add anything new aside from two maps that already existed in SweatPack, and ThePits.pk3 does not retroactively add things like v6b's elemental interaction triggers or teleport spawn hooks. Those rely on v6b infrastructure and mod-side implementation. The two new maps added are ports of LEGX01 and LEGX02 from SweatPack, so you can just run that pack to see those (highly experimental) maps.
Tl;dr you can run my pack in v6a with ThePits.pk3, but you will miss out on some things. Those will be listed in the detailed changes.
General: Things every map had done.
Map cards now use a centralized script as opposed to individual calls. This makes them easier to maintain.
Updated creator name on the map cards.
All maps with pits now use the Damage Pit thing, introduced in v6b. (Compatible with ThePits.pk3.)
Location callouts added to all maps in the pack.
Map Vote previews added to all maps in the pack.
All bounce pads now use vanilla's bounce pad thrusters and graphic effect handlers.
Added a new boss theme and victory theme. Shuffled around which maps get which boss and victory themes, as it tradition in Jam.
Custom teleport graphics used on LEG02, LEG03, LEG04, and LEG08 has a unique sound effect. (v6b only)
LEG02 - Timeless Glade Really just tech tweaks.
Map season choice algorithm changed:
If this is the first time the map is loaded on this server, choose a random season.
When the map is unloaded, choose the next season.
This is so you don't end up with one season in the countdown of LMS, and then the next season when the actual round plays.
Map now uses the "map_teleportfog" script for the teleport effects. (v6b only)
Team Spawns moved: Light spawns in the corner and Wily spawns in the cliffs north of the bridge.
LEG03 - Celestial Bastion
Map now uses the "map_teleportfog" script for the teleport effects. (v6b only)
LEG04 - Somewhere In Time
Map now uses the "map_teleportfog" script for the teleport effects. (v6b only)
LEG06 - Contamination
Waterfalls now use v6b MM10PUM's waterfall effect for fast falling. (Compatible with ThePits.pk3.)
LEG08 - Off the Grid
Map now uses the "map_teleportfog" script for the teleport effects. (v6b only)
LEG09 - Precipice of the King
Torches now utilize "PropBlower", "Soakify", and "Ignition" damagetypes instead of specific weapon damagetypes. This bars the map's easter egg to v6b, but futureproofs it.
Added a throne to the center room to support its callout.
LEG11 - Creatures A map experimenting with tight spaces and fall-through floors. This biotech research facility is home to a legion of freakish monsters, living, dead, and something in-between. With its tight corridors, difficult jumps, litany of shortcuts, and lack of breathing room, this facility is an ideal space for deft one-on-one encounters. For larger matches, well... three's a crowd, after all.
New map (A port of SweatPack's LEGX01)
Added some details to the walls of some rooms for better callouts.
Redone weapon set to better fit the intended experiment.
LEG12 - Believe A map experimenting with open space, teleporters, and a very large room. This shrine was created prior to v6a, but it never got a proper spotlight. Hopefully this will be its opportunity.
New map (A port of SweatPack's LEGX02)
Super Adapter -> Break Dash
How to Host
MM8BDM-v6b
This map set works out of the box with MM8BDM-v6b. MM8BDM-v6a
While not recommended, you can host with MM8BDM-v6a. Make sure to include the latest version of ThePits pk3. Map Codes
Hey. I made a weapon for the judge pool in Inspired BURST! You can check the release post for that here.
Anyway, I figured people might wanna use the sword sprites I made. Here ya go!
Blur sprites not included. Feel free to edit these however you wish, or use them directly in your projects! Credit appreciated.
I figured I would also demystify my process a little bit while I'm here.
I collect prop toys for purposes of making sprites like this, take photos of them, and then trace over them using Aseprite's reference layer option.
Then I do some cleanup and adjustments to make the thing look more like it's supposed to.
After that, I put the sprites into this handy template I made that shows where the boundaries of the screen are, and use Aseprite to position them.
Note these templates are built for the .25x scale that most vanilla weapons use. If you sprite at a different scale for huds, you'll need to scale the template accordingly. A "full size" version is also included below, though.
(buster version)
("full size" version for doom or other scaled stuff)
Then I just animate them. Smear frames are a pretty easy way to give your weapons good feel, just don't hold them too long or it'll look uncanny.
I can't really give tips on the principles of animation LOL, if you're doing this as a hobby you kinda gotta learn what feels good as you go.
Anyway, check back here for more ifever I release more (non-commercial) projects.
"Soft Crash" related to hazard credits: Under some specific circumstances, the hazard credit system would cause an actor overload on the server, kicking everyone out. There are ways around it by disabling specific Cvars, but this patch should just fix it.
Rush Marine Appear In Rando: Rush Marine was in the normal pool of items. Now it's only there if water also is.
Several options were missing from latest Zandronum alphas: Can't be helped with a major release, unfortunately. But we can patch it in.
Voice chat icons used Zandronum's defaults: We got icons now.
Bots would sometimes become ghosts when using grab buster: Fixed the root cause of this issue as well.
Screenshots
Idk how to screenshot the lack of bugs, so here's the VC icons.
Modding Notes
We had to change some files to get these fixes in. The spoiler has a detailed report of everything replaced and why.
Preface
The following files have been replaced by this wad.
If your mod replaces them too, it will break.
Feel free to implement the fixes yourself. Unless otherwise noted, all changes are noted with a " // $MISC" comment within the file itself.
Fix for the "soft crash" related to ACS Damagers.
Root cause: Edge cases in the Hazard frag credit system caused infinite recursion.
Fix: Don't process hazard credit under circumstances where it can happen infinitely.
Files changed:
actors/basicactors.txt - Reason: Reduce response time from BasicACSDamager.
acs/ACTRUTIL - Reason: Reduce response time from BasicACSDamager.
acs/HZRDCRED - Reason: Prevent Hazard credits from calling recursively.
Fix by Jax.
Fix for Rush Marine appearing in maps without water when randomizer enabled.
Root cause: Rush Marine's map validity flag was always true with core defs enabled.
Fix: Check for "MM8BDM_Water" actors before marking the item as map valid.
Files changed:
acs/COREITEM - Reason: Prevent Rush Marine from being mapvalid when water is not present.
Fix by Russel.
Fix for missing MENUDEF options from MM8BDM-v6b.
Root cause: Zandronum testing version updated.
Fix: Integrated the MENUDEF changes from v6b_menudef_3.2-240405-2229a.pk3
Modules changed - Please note MENUDEF is replaced on a module basis.
Root cause: core_healscript was not checking if the recipient was dead before giving health.
Fix: Make sure the recipient's health is >0 before giving them health.
Files changed:
acs/HPCHEC - Reason: Prevent dead players from healing.
Fix by Russel
How to Host
Just run the file after MM8BDM-v6b and before any mods. If your mod replaces any of the files in the above section, you may want to update those ones first.
What happened to v1?
I'm sure he's fine.
v6b WeapFixes (v1)
Patch for MM8BDM v6b
Presently this just fixes vanilla weapons use of the "core_player" property stacker scripts to use ACS_NamedExecuteWithResult instead of ACS_NamedExecuteAlways. This helps clean up some interactions with other items.
This would be rolled into miscfixes wad, but I figure weapon files are ripe for replacement by some mods that would want to add special functionality to CopyWeps.
The Pits is a lightweight mod built to sort of "bridge the gap" between v6a and v6b. By running this wad before v6b-compatible map packs, you can run them in v6a.
Wow! Talk about convenient.
Now you can play all your v6a mods with the latest map packs!
Fixed a bug where if water and a hazard pit were using the same sector tag, water would stop working in that zone.
Added ability to change "Map Created By" text. Used by Encore and IX-Pack.
Added centralized elec beams. Used by IX-Pack.
v1b -> v1c
Added MM10PUM's waterfalls (used in LegoPack-v2c.pk3)
Added a very cut down BasicProjectile
Added empty actors for pickup respawn timers
v1a -> v1b
Added music support for the v6b victory jingle change. Just maps the new codes to the old tracks.
Added invisible graphics to keep Skulltag (mode) from console spam. Even though ThePits doesn't support it, it's good to have this middleground.
Added a blank actor to replace the white flag in v6b-compat CTF maps. If you want OFCTF in the modern maps, play v6b.
Features:
Slimmed down pit framework. Pits made for v6b will properly damage players as if you were playing v6b.
Backport of language tag support for mapcards.
Backport of necessary actors for basic implementation of hazards.
Filled in Skulltag doomed numbers to prevent runtime warnings and missing actors.
Backport of scripts "core_definepit", "core_changepit", "core_checkmode", and "core_bossmusicstate".
CVar wrapper script "core_checkservercvar" always returns `false` for SVCVAR_HAZARD. check the wiki if you don't know.
Backported all the v6b textures.
Cannot be run alongside v6b.
Music mappings for the victory themes added in v6b.
Ability to replace "Map Created By" text on map cards, from v6b.
Centralized Elec Beam script from v6b.
Non-Features:
if you want these features, update your mod to v6b.
or, implement them yourself... technically nothing stopping you at this point.
None of v6b's data structures are implemented.
Hazard crediting.
v6b's modding framework.
most of v6b-exclusive actors.
MAPTOOLS scripts, as those would require replacing sensitive ACS files.
Full Skulltag support
FAQs
Q: How do I use this when hosting CBM/UEC/Gondola/etc?
A: Run your mods first, then add this wad, then all your mappacks. This wad will not break your v6a mappacks.
Q: Does this replace any code files my mod might run?
A: The only file replaced is MAPCARDS.acs. The use cases of fully replacing the core version of this file are very limited.
Q: Mapper here, how do I...
A: Just map as if you're building for v6b. The wiki walks you through toolkit setup. This wad will fix most general cases that would prevent a v6b mappack from running in v6a.
Q: Help! My mappack won't run without v6b even with ThePits!
A: You're most likely inheriting or using some v6b-exclusive actor. Try implementing that actor yourself, preferably under a different name and doomed number.
Weapon Remover
Mod by Russel for MM8BDM v6b
Proofread by Trill
DON'T LIKE THE BALANCE DECISIONS BY THE VANILLA DEVS??
neither do i and i made, like, 90% of it
Gravity Hold got you down?
Mirror Buster killing you and your family while also serving as its own defense attourney?
Metal Blade eating your entire supply of cheese? Time Stopper?
Note: Just like with banwep, you'll need to know the actor names for both things you're switching.
Also note: You can use any actor name for this replacewep functionality. Put a prop there if you want. I won't stop you.
Replacements do not work for LMS distribution! If you don't like something, ban it!
To remove the replacement, just do "replacewep_weaponname """. Back to normal!
If you don't like any of the replacements and want them undone, use the "resetwepreplaces" command.
Items too!! Replace shit you don't like with other stuff with "replaceitem_item replacement"!
Example: "replaceitem_etank bighealth"
Keep in mind, you need to know the actual actor names of the swaps!
Command to revert item replacements is "resetitemreplaces"
All this works with CUSTOM STUFF TOO!
Custom weapons and items can be banned or replaced with the same commands! Just make sure you have a "set" before them!
Examples:
"set banwep_crystalhunterwep true"
"set replacewep_pulsestopperwep frostylaserwepcm"
"set banitem_item1nc true"
"set replaceitem_crunchransnareitem rushbikeitem"
Custom weapons and items DO NOT get reset by the built-in reset commands, as scripts only have write access to CVars defined in CVARINFO.
None of this info saves to the ini, so you'll need to make sure they're set on every server run!
(They're set under TSPG's "Additional Parameters")
Known Issues
Some pickups, specifically those that give a passive upgrade like Energy Balancer, cannot be easily tied back to their pickup, which makes it difficult or impossible to fully remove if a player spawns on top of them before the system can remove them. This happens at tic 0, where no script can possibly intervene. I'll look into options another time. - It's possible this could be fixed by disabling the player's ability to pick up items on spawn and then re-add that after all the bans and replacements are run, but I still need to look into the risks involved in doing so.
Roboenza Frenzy!
Mod by Russel for MM8BDM version 6b
It's been a few weeks since Channel 7 News broadcasted the crashed carrier drone in New Metropolis, the news itself carrying with it an emergency order to shut down all robots, warning of infection from an unknown virus.
And yet, you still remain.
Can you protect your community from infection? Or, will it tear itself apart in a frenzy?
Roboenza Frenzy is a zombie infection mode akin to those present in other shooter games. Every round, someone is infected with Roboenza! Once infected, you lose the ability to use standard weapons, are forced to use your bear hands to fight. Your goal as a survivor is to defeat all the infected players. Your goal as an infected is to spread the infection to all survivors. But hurry! Infected players decay quickly!
Survivors are given a set of weapons like a standard match of Last Man Standing, but they are also given several useable items:
A Gift-type Assist (ex Eddie) OR An Attack-type Assist (ex Treble, Tango)
Up to 3 Reload-type Assists (Usually W-Tanks)
A Mobility-type Assist (ex. Item-1-2-3, Wire, Rush Coil)
A Passive-type Assist (Usually Energy Balancer)
(These item gives all use v6b's item tables, so if you add any items to these categories, they can also be given with no extra setup required)
Acts of valor in defense of the community increases your morale. Fragging infected players as a survivor grants you Frenzy bonuses based on the number of frags:
2 Frags allows you to become Enraged. Your firing speed is doubled.
5 Frags allows you to go Berserk. Your projectiles fire in a spread pattern.
Last-ditch survivors also gain a Frenzy bonus, as well as an Exit Unit, and up to 5 Reload-type Assists.
Frenzy Bonuses automatically apply by default, but can be made into a usable item by toggling it to manual in the menu. (Frenzy bonuses do not stack. Berserk replaces Enraged.)
Survivors who have certain items can bind a shortcut button to use them, called the Panic Button. This defaults to Reload, but can be bound to several buttons, including Use/Interact, Crouch, or an entirely custom bind.
The Panic Button appears in the top-right corner when it can be used. You can press it to activate the item it is highlighting. By default, only Exit Unit can be used with it, but if you enable the Frenzy Bonus to be manually applied, the Panic Button can be used to activate that as well.
Infected players play similarly to old versions of the Rage Roboenza Mode. They have increased HP, a melee attack that's a one-touch infection, a high jump, a climb, and take big knockback when they get hit. Build your horde and use your slippery movement to break into survivor nests!
Patient Zero is the first infected player in a given round. They're given a massive HP pool, and an image of the virus's progenitor follows the Patient Zero until its first infection, guaranteeing its spread through reduced knockback and ripper immunity.
If an infected player strikes a particularly weak survivor, the survivor perishes, torn apart by the infected robot. This invigorates the robot, giving them +20 Health and +20 seconds added to their lifetime.
Settings (Client)
Survivor Settings
Show Rage buff on Assist Bar (CVar: rroboenz_ragebuffast - Default: true, On)
Show Berserk buff on Assist Bar (CVar: rroboenz_spreadbuffast - Default: true, On)
rroboenz_sv_maxalphas (Default: 2) - Controls how many patients zero the game may conjure.
rroboenz_sv_alphathreshold (Default: 10) - Controls how many players are needed to conjure additional patients zero. (Patients zero count = max players divided by rroboenz_sv_alphathreshold, max rroboenz_sv_maxalphas)
rroboenz_sv_alphacontingency (Default: 10) - If the patient zero dies or spectates within this many seconds, pick a new one.
rroboenz_sv_infectlifetime (Default: 90) - Controls how many seconds infected players are alive.
How to Host
Create a server in MM8BDM v6b running in TeamLMS, get some friends or strangers together and have fun!
For additional balance tweaks, I recommend checking the MM8BDM Wiki's server settings page and the v6b weapon remover to fine-tune your experience. Using the v6b weapon remover, I like to run the following commands:
This mod makes use of the possession script system to remove buffs and debuffs from the player upon infection. If your weapon mod has special buffs or debuffs that are exclusive to your mod, make sure you have a possession pickup script to properly remove those so infected players do not permanently get that change.
NO
Classes is not (currently) compatible.
MAYBE
Basically any weapon pack.
Credits
Graphic credits:
Infection claw sprites, weapon animation hands, cure sprites by Russel.
Assist Bar infection icon by Molly (from 8BDM Chapter 10 credits stinger).
Evil Robot alpha infection icon edited by Russel, originally by Pegg.
Duo rage rune icon edited by Russel, originally sprited by Molly, based on Battle & Chase.
Original Duo spread rune icon edited by Russel, originally by Pegg.
Infection animation recolored by Russel, from 8BDM by Copy Robot.
Cure animation edited & expanded by Russel, originally from MMBN6.
Sound credits:
Roboenza Infected slash and leap sounds from Shovel Knight.
Roboenza Infected landing sound from Ninja Gaiden.
Roboenza Cure spawn and effect sounds from The Adventures of Bayou Billy.
Based on:
Roboenza-2.wad by Cutman Mike
Rageroboenza by Deathwind/Messatsu
Known Issues
These are being tracked in the GitHub (linked at the top) but I'll copy the more severe issues here for convenience, and give them snappy names so they're easy to remember.
"Weapon Lock": Sometimes Survivors are no longer able to switch their weapons. I've seen this issue reported a number of times intermittently, occasionally including details like also being unable to refill their weapon.
"Un-Undeath": Sometimes survivors get a copy of the RoboenzaWep.
"Perma-freeze": If infected while using certain weapons, the properties applied by those weapons are not properly removed. (eg, cannot move if infected while dashing with Tengu Blade)
IX Pack
An old map set by Ivory and Squadaloo (the artist formerly known as Mr. X), remastered for MM8BDM v6b!
Experience the star of the early 2010s mapping scene, now fully compatible with the latest version of Mega Man 8-Bit Deathmatch! Download Here! (TSPG)
Changelog
This version came with a host of changes to bring the pack up to the modern core standard, as well as a few map updates previously exclusive to SweatPack, giving it some new content in addition to bringing full compatibility with with MM8BDM v6b, and with ThePits v1d.
IX-Pack v1H: A brush-up by Russel
In General - Thanks to Ivory, Korby, Mendez, Thunderono, Tlp, Trillster, and Pegg for their feedback and assistance.
Updated file structure to fit modern ZDoom file structure.
Added global map card script for IX Maps.
IDM Map Card made by Russel, inspired by the Kirby GBA games.
Icons for IDM02, IDM03, IDM08, IDM09, IDM13, IDM14, IDM15, IDM16, IDM17, IDM18, IDM22, and IDM24 recolored from Kirby: Nightmare in Dreamland.
Icons for IDM10 and IDM25 originally from Kirby & the Amazing Mirror, recolored, upscaled by Russel.
Icons for IDM05, IDM06, IDM12, and IDM20 originally from Game-Icons.net, downscaled and adapted by Russel.
Icon for IDM11 originally from emojis, adapted by Russel.
Original icons for IDM01, IDM04, IDM21, and IDM23 by Korby.
Original icons for IDM07 and IDM19 by Russel.
XDM Map Card by Russel.
Icon for XDM05 by Pegg.
Icons for XDM04, XDM06, and XDM09 by Russel.
Icons for XDM01, XDM02, XDM03, XDM07, XDM08, and XDM10 edited by Russel, from various sources.
Removed the old hudmessage method of music credit.
New intense theme added: Decisive Battle! N by IsabelleChiming
Updated credits names.
Removed Clusters, Pars, and Sucktimes from all mapinfo.
Partime/Sucktime previously drove boss music, but this was rolled into mapcard scripts.
Clusters did nothing but slow load times in our case.
Removed use of DoomEd Numbers for the props for ease of compatibility.
Fixed some textures overriding vanilla textures.
Teleporters now all use the Teleport Entrance actor. (Except XDM10)
Bounce pads now all use the Bounce Pad actors.
Water now all uses Water Sector actor.
Death pits now use v6b's Hazard Pit actor.
Ladders standardized to all use 15 speed and front side only. (Prevent sticky ladders.)
Team spawns and Player 1-8 Co-op Spawns added to all maps.
Team spawns for IDM11, XDM01, and XDM02 by Sir An0n. From ix-packv1g-hotfix-teamfixv2.pk3.
Team/Coop spawns for IDM01, IDM07, IDM08, IDM10, IDM19, IDM20, IDM24, XDM07, and XDM10 by Mendez and Ivory. From SweatPack.
All other team and coop spawns added by Russel, reviewed by Mendez.
All maps now have location callouts.
All maps now have map voting screenshots.
All graphical assets were optimized using pngcrush and deflopt.
Blocked off several areas where players with small hitboxes (eg, chickens, creepers) could get into and be unseen.
Linedef bridges are now encased in invisible 3D floors, allowing consistent collision logic.
IDM01 - SAND CANYON
Updated map by Ivory (previously exclusive to SweatPack).
IDM02 - ELECTRICAL PLANT
Electric beams now use v6b's elecbeam code.
Electric beams in the middle outdoor area no longer hits twice when passing through.
Electric beams in the junk pit area now play sounds from the correct location.
Removed an actorhitsfloor kill plane due to redundancy and incorrect behavior.
IDM03 - SKY WAY
Wind script tweaked to now use for loops and dynamic player counts to better account for player counts above 32.
Rain drops in the middle are no longer affected by the wind and drop straight down.
M-Tank platform made easier to access due to Treble Boost no longer granting flight.
Minor visual adjustments made to the gyro towers so the sprites don't overlap.
Playable space outside the map narrowed to make flying (eg, from custom class mods or game modes) less annoying.
Fixed a dropdown ladder in the eastern tower.
IDM04 - OCEAN LAB
Outdoor water fog restored.
Outdoor pit damagetype obituary changed to "Drowned" from "Mutated."
Replaced purple fluid with a custom movement script that affects only players.
Textures in the doorway no longer scroll with the door's movement.
IDM05 - PHARAOH'S TOMB
Dark room now has some floor textures highlighting the playable area.
Tweaks were made to the hidden tunnel to make it less conspicuous in the rooms it passes beneath.
Pillars in the outdoor room with Beat Support no longer have quicksand friction.
IDM06 - DECOMMISSIONING PLANT
Conveyer Belts now properly show their thrust direction.
M-Tank platform no longer scrolls its texture.
Fixed some visual texture offset issues on the metal man screws.
Magfly props now loop around the complex as opposed to flying off into the distance.
IDM07 - OCEANIC RUINS
Updated map by Ivory (previously exclusive to SweatPack).
Unblocked the jumpover wall by Knight Crush. Any kinda mobility can now just get over this part of the wall.
IDM08 - GLEAMING OVERWORLD
Updated map by Ivory (previously exclusive to SweatPack).
Fixed an out of bounds line near Pharaoh Shot.
Fixed an out of bounds line in front of a penguin.
IDM09 - GLACIER VALLEY
Cossack and Kalinka now use core's props.
Cossack's message to the player now prints when they bump the ceiling door, as opposed to touching the floor below.
IDM10 - JUNGLE BASE
Updated map by Ivory (previously exclusive to SweatPack).
mystery pit added.
IDM13 - RUGGED MOUNTAIN
Music reverted to Spriter Gors's version of SR388 Surface theme, at the request of LlamaHombre.
Fixed a mystery pit.
IDM14 - COSMIC STATION
Relooped music.
IDM16 - MOLTEN LAIR
The outdoor cliffs are now out of bounds.
Renamed the custom gutsman texture, and its patch, to stop conflicting in MM1GUT.
Replaced lava with a custom movement script that affects only players.
Fire traps in the background of the outer areas now match the direction of the fire traps in the bridge.
IDM18 - QUICK-BOMB ALLEY
Blocked an out of bounds line near the teleporter pair.
Moved the lasers back so you can no longer stand where they spawn.
Added the v6b alarm sound to the quick beam.
IDM20 - CLIFFSIDE FEAR
Removed the actor bridge from the well. M-Tank now floats mid-air unassisted.
Hitbox for the chain in the well adjusted to make it easier to get the M-Tank.
Blocked some weird hiding spots.
Unblocked the birds.
Relooped music.
IDM22 - KNEE DEEP IN OIL
Blocked an out of bounds line in the outdoors area.
Oil pits now credit the person who lit them with frags, when applicable.
IDM24 - JURASSIC RACETRACK
Minor texture tweaks to account for the change to MM7SLA's palette.
Great Jaggi's stomp radius decreased to better telegraph his presence.
Skybox is a copy-paste of core's, since the old texture scale was different
Map renamed to "Blade Man's Treasury"
XDM02 - WILY STATION FIRMAMENT
Fake M-Tank now uses modern v6b tech, including W-Tank colors for non-colored pickups mode.
When running with v6a (and the transition wad thepits.pk3), the M-Tank does not spawn.
Now uses mostly core textures.
Unique textures changed to use more standard texture and patch naming schemes.
Map renamed to "Wily Station Firmament"
XDM03 - CHRISTMAS CAPE
Custom textures changed to use more standard texture and patch naming schemes.
XDM04 - SKY DECK
Upper and lower parts now use stacked sectors and teleport zones to allow new ways to traverse the level. (Open GL Only)
Several fixes applied to stage mechanics and geometry (overlapping sectors, faulty guts lift, etc.)
Added a Break Dash token.
XDM05 - WHOMP'S FORTRESS REMIX
Relooped music.
XDM06 - SAND SEA
Patched a mystery hole
XDM07 - ALPHA SECTOR
Fixed an error linedef that you could get stuck on.
XDM08 - UNDER THE SEA
That corner with all the spikes is now also a pit.
XDM10 - UNDERGROUND
?-Box animation changed to better match the animations in Super Mario Bros.
Blocked off the ledges surrounding the background pipes.
Relooped music.
Included Maps
IDM01 - SAND CANYON
IDM02 - ELECTRICAL PLANT
IDM03 - SKY WAY
IDM04 - OCEAN LAB
IDM05 - PHARAOH'S TOMB
IDM06 - DECOMMISSIONING PLANT
IDM07 - OCEANIC RUINS
IDM08 - GLEAMING OVERWORLD
IDM09 - GLACIER VALLEY
IDM10 - JUNGLE BASE
IDM11 - CRYSTAL MINE
IDM12 - SILENT BOG
IDM13 - RUGGED MOUNTAIN
IDM14 - COSMIC STATION
IDM15 - MAPLE CASTLE
IDM16 - MOLTEN LAIR
IDM17 - CASTLE CUTENSTEIN
IDM18 - QUICK-BOMB ALLEY
IDM19 - BENEATH THE WELL
IDM20 - CLIFFSIDE FEAR
IDM21 - NATURE'S PARK
IDM22 - KNEE DEEP IN OIL
IDM23 - SKULL ARENA
IDM24 - JURASSIC RACETRACK
IDM25 - MISSILE BASE
XDM01 - BLADE MAN'S TREASURY
XDM02 - WILY STATION FIRMAMENT
XDM03 - CHRISTMAS CAPE
XDM04 - SKY DECK
XDM05 - WHOMP'S FORTRESS REMIX
XDM06 - SAND SEA
XDM07 - ALPHA SECTOR
XDM08 - UNDER THE SEA
XDM09 - WATERFALL GROTTO
XDM10 - UNDERGROUND
Modding Considerations
IX-Pack messes with a few things that you should be aware of if you plan to make a mod that does any of the following
Music Replacements
If you have a mod that replaces any music from this pack, you need to make sure the credits are shifted to the correct people and use the correct formatting. Here's an excerpt from the LANGUAGE file in IX-Pack:
Note that this map card text adds a space to the beginning of the actual text. This pushes the text of the map card slightly to the right so it fits in with the IDM map card design.
It also has a custom color code, "IDMCARD".
XDM's map card formatting is similar, but different in a way. Instead of slotting in a space before the music credits, it inserts a full line break:
XDM map cards similarly have "XDMCARD" as their color code.
Finally, XDM01 and XDM02 maintain their own copies of the songs used in the vanilla maps. This means replacing the vanilla tracks for MM10BLA and MM10DW4 will not replace the songs for these maps. This way, you can replace the two songs separately and allow them to have separate music credits.
If you're replacing music in your addon wad, please make sure to follow these standards so the map cards don't look out of place.
W-Tank functionality
XDM02 - Wily Station Firmament has a fake M-Tank. It's a custom pickup that gives you a normal W-Tank on pickup. The only difference is the way it appears when spawning, and its pickup message.
This item is unavailable in v6a due to the difficulty of backporting v6b's W-Tank functionality to ThePits.
If your mod has special functionality with W-Tanks, it will need to handle this in its own way.
The file is located under
decorate/ixprops/XDM02.dec
You can replace this file in your mod.
How to Host
MM8BDM-v6b
This map set works out of the box with MM8BDM-v6b. MM8BDM-v6a
When hosting with MM8BDM-v6a (for mods that have not yet updated), make sure to include the latest version of ThePits pk3. Map Codes