Cave Story Tribute Site Forums Forum Cave Story Hell Mod Contest

best mod

  • PolarStarGames - Story Off The Rails

    Votes: 19 90.5%
  • ColdCallerLoppy - CS2 Hell's Nightmare

    Votes: 2 9.5%

  • Total voters
    21
Mar 15, 2014 at 3:09 AM
lol
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I'm surprised how quickly you added your own brown tile set into the game.
 
Mar 15, 2014 at 3:31 AM
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ColdCallerloppy said:
I'm surprised how quickly you added your own brown tile set into the game.
Fortunately recoloring existing tiles is quite easy. :debug:

Also, with a bit of fancy scripting, I have room-to-room movement that I quite like, that'll be used in most of the mod.

p181220-0-yil0mqe.gif
 
Mar 15, 2014 at 3:37 AM
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excuse me that is really cool
 
Mar 15, 2014 at 6:02 AM
lol
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So far this looks like a amazing mod! What's it called?
 
Mar 16, 2014 at 12:59 AM
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Well I haven't come up with a name quite yet, working on making sure the mod is done before the 31st.
Just to clarify, since it's a Hell Mod Challenge, are very, very challenging mods allowed?
 
Mar 16, 2014 at 1:39 AM
lol
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I bet my mod (Hell Challenge) will be kicked out of the contest for it being to hard.
 
Mar 17, 2014 at 10:43 PM
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6ytFKbP.gif


WHAT'S THIS?

AUTOSAVING?!
 
Mar 17, 2014 at 11:25 PM
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PolarStarGames said:
6ytFKbP.gif


WHAT'S THIS?

AUTOSAVING?!
That's simply brilliant.
 
Mar 19, 2014 at 4:08 AM
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Mar 19, 2014 at 4:14 AM
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PolarStarGames said:
Oh great, I have a room in Cave Story X Mega Man that looks very similar to this! But yeah it's pretty neat how you've modified the tileset so that the moving blocks work out that way. It looks like you have the Booster, and I don't really see that room being too much of a pain with it.
 
Mar 20, 2014 at 12:05 AM
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Tpcool said:
Oh great, I have a room in Cave Story X Mega Man that looks very similar to this! But yeah it's pretty neat how you've modified the tileset so that the moving blocks work out that way. It looks like you have the Booster, and I don't really see that room being too much of a pain with it.
Unfortunately the Booster was only in the pic because I backtracked to that room to record.
You don't have it the first time.

Edit:

wOAOAOAOAOAOAOAOAOA REALLY NEAT THING HERE

I spent way too long working on that sequence.
 
Mar 20, 2014 at 2:18 AM
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PolarStarGames said:
wOAOAOAOAOAOAOAOAOA REALLY NEAT THING HERE
Entity 102 (PowerWave) should probably have it's sprite pushed up a bit in NpcSym.pbm (since it normally is off-centered ingame.)

But aside from that it looks pretty great, using the camera movements to hide the massive tile change in the previous room was intuitive to say the least.

PolarStarGames said:
I spent way too long working on that sequence.
It probably didn't take two and a half weeks, which is the longest generation-assembling sequence I've ever wrote in TSC for two screen-size maps, but it's nice to see someone who actually puts effort into the creations they make.

I eagerly anticipate its release.
 
Mar 20, 2014 at 2:48 AM
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But aside from that it looks pretty great, using the camera movements to hide the massive tile change in the previous room was intuitive to say the least.

Hidden text highlight (or click) to view:

Actually, the when the player begins to leave after the initial sequence and walks under the big block, he'd <MOV'd to an entirely seperate part of the map that's identical, but has the modifications of the hell tilset. If I didn't do this it'd be sUCH a pain in the ass to redo every single tile that it wouldn't be worth it.



It probably didn't take two and a half weeks, which is the longest generation-assembling sequence I've ever wrote in TSC for two screen-size maps, but it's nice to see someone who actually puts effort into the creations they make.

I eagerly anticipate its release.
Yeah...you got me there. It didn't take nearly THAT long. As mentioned above, I did sorta cheat for changing the majority of the blocks, so it was alot simpler then it'd have been otherwise. Still, it was a bit of an undertaking.

I've been working on the mod as a whole for most of my free time since the mod collab was introduced, however, so I'm hoping it'll be fun enough to play. MyNameIsMatt has offered to playtest it for me, so I'm getting necessary feedback to make sure it's balanced properly (but even if he struggles, I'm not gonna tone it back too much...it's a Hell-Challenge mod after-all.)
 
Mar 20, 2014 at 3:11 AM
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Hidden text highlight (or click) to view:

Actually, the when the player begins to leave after the initial sequence and walks under the big block, he'd <MOV'd to an entirely seperate part of the map that's identical, but has the modifications of the hell tilset. If I didn't do this it'd be sUCH a pain in the ass to redo every single tile that it wouldn't be worth it.


Hidden text highlight (or click) to view:

(Psst, no one likes the hide tool).






And even more smarter of you to take the easy route, while hiding it all into what appeared to be a fluid transition.
 
Apr 1, 2014 at 1:51 AM
lol
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Just asking but is Hell Challenge (CS2HN) allowed?
 
Apr 1, 2014 at 2:12 AM
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ColdCallerloppy said:
Just asking but is Hell Challenge (CS2HN) allowed?
sure idc

it's not like anyone else bothered to actually do this
 
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