Oct 25, 2011 at 3:51 PM
Join Date: Aug 20, 2006
Location:
Posts: 2856
Age: 34
Pronouns: he/him
Community Project Dev Thread [COMPLETION CHECKLIST POSTED]
Old OP:
Get the completed mod here: Take 8 v1.2.2
Old OP:
If you didn't catch the discussion thread, this is to be a creative community collaboration to offer Nicalis for the scheduled CS+ update December, because we currently have little to offer them in terms of what they want (which basically amounts to "new maps only"). This thread is where you will submit your ideas, maps and mod feedback; please keep all discussion regarding the specifics of the project over here. I'll put the sections in spoilers this time because I expect them to start large and only get larger. Also note that the deadline for submission is currently set to November 21st midnight American WST.
AMENDMANT TO THE ABOVE: The 21st is now the submission deadline for the Take 8 beta; a hesitant deadline for final submission is now one week later, or November 28th, same time.
SECOND AMENDMANT: It's now November 30th, and I expect it to be extended at least once more
NO SOLDIERS IN HOUSES: A static deadline has been nixed in favour of a list detailing who needs to do what in order to get this puppy wrapped up. Things that are not put on the list are not going to be waited for, as we are running out of time here. ALL OF YOU CHECK THIS.
Because strikethrough doesn't work anymore:
ALL CLEAR!
How to contribute
Project modding rules
Submission form
Submission and area lists (also flag numbers)
I have almost certainly missed something, but I'd like to keep this thread purely for discussion of mod ideas and content. You can send me VMs for small things or questions you have only of me, while things that haven't been covered yet should go in the discussion thread. All questions regarding how to mod should take place in the already-available threads in the General Discussion subforum, unless you think it's something everyone needs to see. And remember, keeping up with the project is you're responsibility, so I want to see no "oh I didn't read and/or know that" excuses.
I'll try to get my own part done ASAP, as well as the 'starting room', to hopefully provide some idea of the type of final product for you all to work with in mind. So, ummm, have at it I guess
AMENDMANT TO THE ABOVE: The 21st is now the submission deadline for the Take 8 beta; a hesitant deadline for final submission is now one week later, or November 28th, same time.
SECOND AMENDMANT: It's now November 30th, and I expect it to be extended at least once more
NO SOLDIERS IN HOUSES: A static deadline has been nixed in favour of a list detailing who needs to do what in order to get this puppy wrapped up. Things that are not put on the list are not going to be waited for, as we are running out of time here. ALL OF YOU CHECK THIS.
Because strikethrough doesn't work anymore:
Code:
[s]Dunc2403:[/s] [s]Post fixed version of area[/s]
[s]Tpcool:[/s] [s]Post updated version of area[/s]
[s]Noxid and Lace:[/s] [s]Post completed area[/s] [s]Post updated version of area[/s]
[s]DoubleThink:[/s] [s]Post completed area[/s]
[s]MagicDoors:[/s] [s]Post fixed version of area[/s]
[s]CommanderJersey:[/s] [s]Post completed area/Update area to use the flags he was actually assigned[/s] [s]Post updated version of area[/s]
[s]Hiino:[/s] [s]Post completed area[/s] [s]along with a guide detailing how to get through it properly >_> (serious)[/s]
[s]ShInInG PhAnToM Batrider:[/s] [s]Post completed area[/s]
[s]Safusaka:[/s] [s]Post something or decide that there isn't enough time to complete it[/s]
How to contribute
If you want to submit an area, then please fill out the submission form below so I can coordinate them and assign you your flag numbers etc. You will need these before you start, so please wait until I add you before you do too much work. If you are uncertain of your modding ability, you are free to wait until you're confident you know what to do; If I am uncertain of your modding ability, I will request that you provide a sample before I add you.
Note on difficulty: Things should be hard enough to retain some challenge after completion, but not to the degree that they're a roadblock to later areas. If you want to try something experimental or really difficult, you can make that part optional (and therefore fully leave-able via some mechanism).
If you don't want to do any modding, you can help out by signing up to test maps as they are posted, but please only do one or the other if you aren't finished with your part yet. I want to keep everyone's workload as low as possible (although if you think looking at someone else's work will help that's fine).
Note on difficulty: Things should be hard enough to retain some challenge after completion, but not to the degree that they're a roadblock to later areas. If you want to try something experimental or really difficult, you can make that part optional (and therefore fully leave-able via some mechanism).
If you don't want to do any modding, you can help out by signing up to test maps as they are posted, but please only do one or the other if you aren't finished with your part yet. I want to keep everyone's workload as low as possible (although if you think looking at someone else's work will help that's fine).
Project modding rules
Or, quality control. The use of things like music and tilesets can only really be first come first served, so try not to hog all the predictable ideas at once. I'm willing to do some fixing/cleaning up for the main project, but do try to do the most professional job that you can. You are free to work together to help your areas 'match up' better, provided you do it properly. Some type of connectivity or theme may have to be thought up before the end; this will warrant further discussion, as will what to do with item descriptions. The individual areas and a speedrun mode will likely be made available in some manner too.
In terms of writing: it's okay to use NPCs, but go light on the dialogue. It may get difficult to explain why they're all turning up in random places so it's probably a good idea to have some fun with it. Some type of interactivity is encouraged, otherwise the project might end up feeling a bit empty and listless.
Mapping rules and tips:
Scripting rules and tips:
EXAMPLES OF WHAT YOU COULD DO:
In terms of writing: it's okay to use NPCs, but go light on the dialogue. It may get difficult to explain why they're all turning up in random places so it's probably a good idea to have some fun with it. Some type of interactivity is encouraged, otherwise the project might end up feeling a bit empty and listless.
Mapping rules and tips:
-Everything must be (at least visually) 'clean'. No messy mapping that jarrs the players' movements or makes them constantly get stuck in the ground.
-Don't overuse spikes/enemies of any kind/etc unless you know exactly what you're doing.
-Don't put in enemies that make a ton of noise when you can't see them, or things like moving blocks and Presses that activate before they actually should.
-Try to avoid using tilesets/enemy sets that have already been used multiple times. Also don't remake Hell, it's been overdone to limbo and back.
-You can change a map's tileset, but only to another already-existing tileset (i.e. you can't make your own). You can also change the tile properties if you so wish.
-Don't overuse spikes/enemies of any kind/etc unless you know exactly what you're doing.
-Don't put in enemies that make a ton of noise when you can't see them, or things like moving blocks and Presses that activate before they actually should.
-Try to avoid using tilesets/enemy sets that have already been used multiple times. Also don't remake Hell, it's been overdone to limbo and back.
-You can change a map's tileset, but only to another already-existing tileset (i.e. you can't make your own). You can also change the tile properties if you so wish.
Scripting rules and tips:
-If something doesn't work properly, it gets fixed or removed. Simple as that.
-Only use the flags that are allocated to you, and try not to design things that will need skipflags.
-Make sure to animate things like doors and chests properly.
-Your maps are limited, but with <MOV it's a simple matter to have multiple 'maps' in one.
-Your area cannot being from a 'start' point - you must <TRA from somewhere else to begin the first area. You should provide this <TRA function when you submit your area for ease of connecting them up.
-All items you give over the course of your area must be completely removed at the end, so that each area is fully self-contained. It follows logically that you must add in anything you want the player to start with, and do things like provide your own exp crystals if you want weapons levelled up. If you want to, for example, level up other weapons but not the Nemesis, then only give it to the player after they can't access the exp anymore. Creative modding!
-Please understand the difference between <KEY and <PRI, and use the latter if in doubt.
-Try to avoid using the same idea(s) as someone else, and don't all rush to use the Booster 2.0/Spur/other predictable things.
-If you're going to put a boss fight in, do something interesting with it.
-Scripting fanciness is always appreciated
-If in doubt, the easiest advice I can give is "check how Pixel did it".
-Only use the flags that are allocated to you, and try not to design things that will need skipflags.
-Make sure to animate things like doors and chests properly.
-Your maps are limited, but with <MOV it's a simple matter to have multiple 'maps' in one.
-Your area cannot being from a 'start' point - you must <TRA from somewhere else to begin the first area. You should provide this <TRA function when you submit your area for ease of connecting them up.
-All items you give over the course of your area must be completely removed at the end, so that each area is fully self-contained. It follows logically that you must add in anything you want the player to start with, and do things like provide your own exp crystals if you want weapons levelled up. If you want to, for example, level up other weapons but not the Nemesis, then only give it to the player after they can't access the exp anymore. Creative modding!
-Please understand the difference between <KEY and <PRI, and use the latter if in doubt.
-Try to avoid using the same idea(s) as someone else, and don't all rush to use the Booster 2.0/Spur/other predictable things.
-If you're going to put a boss fight in, do something interesting with it.
-Scripting fanciness is always appreciated
-If in doubt, the easiest advice I can give is "check how Pixel did it".
EXAMPLES OF WHAT YOU COULD DO:
-PUZZLE TYPE AREAS THAT DON'T REQUIRE ANY SHOOTING
-PUZZLE TYPE AREAS THAT DO REQUIRE SHOOTING
-MOVING BLOCK AREAS
-WIND OR WATER BASED AREAS
-A TON OF THINGS INVOLVING H AND V TRIGGERS
-A DARK AREA/OTHER STYLES OF THINGS THAT NEED THE MAP SYSTEM
-LARGE <CMP USE LIKE IN JENKA'S NIGHTMARE, OR REALLY ANYTHING YOU CAN DO WITH ANY OF THE COMMANDS
-AREAS THAT REQUIRE THE SPECIFIC PROPERTIES OF WEAPONS OR ENEMIES, OR GIVING ENEMIES SPECIFIC PROPERTIES
-THE IDEAS THAT TYRONE POSTED IN THE THREAD
-NOT GLITCHY PHYSICS ABUSE
-INVINCIBILITY ABUSE
-CAPSLOCK ABUSE
In can understand people wanting to make 'general challenge' style areas, but the idea is to show off as much fancy modding and scripting as we can. This includes things that may have been done in other mods before but not this one, so don't feel like you can't borrow from the past. You should probably all be familiar with at least a few such ideas.
VISUAL EXAMPLE
-PUZZLE TYPE AREAS THAT DO REQUIRE SHOOTING
-MOVING BLOCK AREAS
-WIND OR WATER BASED AREAS
-A TON OF THINGS INVOLVING H AND V TRIGGERS
-A DARK AREA/OTHER STYLES OF THINGS THAT NEED THE MAP SYSTEM
-LARGE <CMP USE LIKE IN JENKA'S NIGHTMARE, OR REALLY ANYTHING YOU CAN DO WITH ANY OF THE COMMANDS
-AREAS THAT REQUIRE THE SPECIFIC PROPERTIES OF WEAPONS OR ENEMIES, OR GIVING ENEMIES SPECIFIC PROPERTIES
-THE IDEAS THAT TYRONE POSTED IN THE THREAD
THANK YOU TYRONEtyrone said:- NEMESIS CHALLENGE: ENEMIES DROP CRYSTALS AND THERE ARE LOTS OF CRYSTALS CONTAINERS, BUT YOU HAVE TO AVOID THEM SO YOU DON'T END UP WITH DUCKS
- CONTRA/METAL SLUG-INSPIRED LEVELS: WE HAVE NEW ENEMIES IN THE FORM OF THE CURLY CLONES AND THEY'RE PRETTY MEAN
- CLIMB THE TOWER: IMAGINE A TOWER WITH TONS OF FALLING BLOCKS, SPIKES AND ENEMIES PREVENTING YOU FROM GETTING TO THE TOP
- PLATFORMER-LIKE LEVEL(S): YOU'RE MOSTLY JUMPING/BOOSTING TO GET TO THE END OF THE LEVEL. EITHER YOU HAVE A WEAK WEAPON OR NO WEAPON AT ALL
-NOT GLITCHY PHYSICS ABUSE
-INVINCIBILITY ABUSE
-CAPSLOCK ABUSE
In can understand people wanting to make 'general challenge' style areas, but the idea is to show off as much fancy modding and scripting as we can. This includes things that may have been done in other mods before but not this one, so don't feel like you can't borrow from the past. You should probably all be familiar with at least a few such ideas.
VISUAL EXAMPLE
Submission form
Things that you don't have to add in right at the start are marked with a *. Explanation text is in black. My reasoning for most of these is explained in the discussion thread, so I don't feel like repeating them.
Username: Should be obvious.
Area Name*: Personal touch.
General Description: This is pretty much to show people what's already been done, so they can try to do something different.
No. of maps: Up to 4.
Desired Health: Ranges from 3 to whatever, but be reasonable AND SPECIFIC about it.
Desired Tileset(s)/Background(s)*: See
Desired Enemy Set(s)*: General
Desired Music(s)*: Description
Upon approval, you will be issued your flags and be allowed to start making submissions. The simplest way to do this will be to upload them as a mod for people to try. Uploading an unfinished version for feedback is okay, but try to only do it once, otherwise the thread will become too cluttered. andwhyisit will be putting the maps together, so after a few are available I'll ask him to put together a beta version. Don't forget the deadline!
Username: Should be obvious.
Area Name*: Personal touch.
General Description: This is pretty much to show people what's already been done, so they can try to do something different.
No. of maps: Up to 4.
Desired Health: Ranges from 3 to whatever, but be reasonable AND SPECIFIC about it.
Desired Tileset(s)/Background(s)*: See
Desired Enemy Set(s)*: General
Desired Music(s)*: Description
Upon approval, you will be issued your flags and be allowed to start making submissions. The simplest way to do this will be to upload them as a mod for people to try. Uploading an unfinished version for feedback is okay, but try to only do it once, otherwise the thread will become too cluttered. andwhyisit will be putting the maps together, so after a few are available I'll ask him to put together a beta version. Don't forget the deadline!
Submission and area lists (also flag numbers)
Submission list:
Area list (flag numbers go here):
Username: Pigaro
Area Name: Outer Wall type area
General Description: Probably a jumping puzzle
No. of maps: 1-2
Desired Health: 9-ish
Desired Tileset(s)/Background(s): Oside / Moon?
Desired Enemy Set(s): None
Desired Music(s): Moonsong
Username: Shimmyzmizz
Area Name: Yes-No
General Description: Series of battle rooms using <YNJ
No. of maps: 3
Desired Health: Doesn't matter (?)
Desired Tileset(s): River, Jail
Desired Enemy Set(s): Maze, Cent
Desired Music(s): Labyrinth Fight
Username: CommanderJersey
Area Name: Grit Zone
General Description: Machine Gun manipulation
No. of maps: 3
Desired Health: 21
Desired Tileset(s): Sand Zone
Desired Enemy Set(s): Sand Zone/Omega
Desired Music(s): Meltdown 2, Eyes of Flame
Username: Lacexid
Area Name: Indiana Quote and the Temple of Ill Fate
General Description: Treasure hunt
No. of maps: 5
Desired Health: 10
Desired Tileset(s): White, Hell, Cent
Desired Enemy Set(s): Eggs2, Maze, Miza, Cent, Weed
Desired Music(s): Scorching Back, Run!, Tyrant, Last Cave, Seal Chamber (?)
Username: 404notfound
Area Name: Inner Network
General Description: Core battle w/no weapons + Booster 0.8
No. of maps: 2
Desired Health: 40
Desired Tileset(s): Almond, Pens, Store
Desired Enemy Set(s): Core
Desired Music(s): Oppression, Jenka 1
Username: Hiino
Area Name: Glitchy area
General Description: Glitch-based puzzles
No. of maps: 3
Desired Health: 30
Desired Tileset(s): Maze, River
Desired Enemy Set(s): Weed, Eggs1
Desired Music(s): Quiet, Run!, Balrog's Theme (?)
Username: Tpcool
Area Name: The Fall
General Description: Falling/dodging area
No. of maps: 2
Desired Health: 5
Desired Tileset(s): Cave
Desired Enemy Set(s): Red
Desired Music(s): Last Cave
Username: S. P. Gardebiter
Area Name: Tower of Tempest
General Description: Script-activated enemies + platforming
No. of maps: 4
Desired Health: 40+
Desired Tileset(s)/Background(s): Gard, Jail, Sand / Null, Moon
Desired Enemy Set(s): Cent, Hell, Ravil, Red, Toro
Desired Music(s): Gestation, Jenka 2, Labyrinth Fight, Pulse
Username: MagicDoors
Area Name: Zangetsu
General Description: Platforming
No. of maps: 3
Desired Health: 20
Desired Tileset(s)/Background(s): Oside / Fog
Desired Enemy Set(s)*: Moon, Stream (?)
Desired Music(s): Safety, Pulse, Moonsong
Username: DoubleThink
Area Name: Access
General Description: Forced movement (wind-type) tiles, Snake use, general everything
No. of maps: 4
Desired Health: 17
Desired Tileset(s)/Background(s): Eggs, River, White / Gard, Green, Maze, Blue
Desired Enemy Set(s): Eggs1, Eggs2, Cent? / ???
Desired Music(s): Mischievous Robot, Scorching Back, Geothermal
Username: Wedge of Cheese
Area Name: Danger in the Tunnels
General Description: Moving blocks + Booster 2.0
No. of maps: 2-3
Desired Health: 10-ish
Desired Tileset(s)/Background(s): Mimi, Maze / Fog, Maze
Desired Enemy Set(s): Maze
Desired Music(s): Plant, Jenka 2, Seal Chamber, Gravity
Username: Dunc2403
Area Name: Void
Description: Black area navigated with Map System
No. of maps: 1
Desired Health: 3
Desired Tileset(s)/Background(s): Store / bk0
Desired Enemy Set(s): None
Desired Music(s): None
Username: Safusaka
Area Name: Fognatura Fossa
General Description: Water and jump puzzles
No. of maps: 3
Desired Health: 15
Desired Tileset/Background: Cent, Maze, Almond / Maze, Green, Water
Desired Enemy Set: Undecided
Desired Music: Quiet, Gestation
Username: HyMyNameIsMatt
Area Name: Think About It
General Description: "Puzzle area"
No. of maps: 1
Desired Health: 3
Desired Tileset(s)/Background(s): PrtAlmond and Bk0
Desired Enemy Set(s): None
Desired Music(s): Balcony
Area Name: Outer Wall type area
General Description: Probably a jumping puzzle
No. of maps: 1-2
Desired Health: 9-ish
Desired Tileset(s)/Background(s): Oside / Moon?
Desired Enemy Set(s): None
Desired Music(s): Moonsong
Username: Shimmyzmizz
Area Name: Yes-No
General Description: Series of battle rooms using <YNJ
No. of maps: 3
Desired Health: Doesn't matter (?)
Desired Tileset(s): River, Jail
Desired Enemy Set(s): Maze, Cent
Desired Music(s): Labyrinth Fight
Username: CommanderJersey
Area Name: Grit Zone
General Description: Machine Gun manipulation
No. of maps: 3
Desired Health: 21
Desired Tileset(s): Sand Zone
Desired Enemy Set(s): Sand Zone/Omega
Desired Music(s): Meltdown 2, Eyes of Flame
Username: Lacexid
Area Name: Indiana Quote and the Temple of Ill Fate
General Description: Treasure hunt
No. of maps: 5
Desired Health: 10
Desired Tileset(s): White, Hell, Cent
Desired Enemy Set(s): Eggs2, Maze, Miza, Cent, Weed
Desired Music(s): Scorching Back, Run!, Tyrant, Last Cave, Seal Chamber (?)
Username: 404notfound
Area Name: Inner Network
General Description: Core battle w/no weapons + Booster 0.8
No. of maps: 2
Desired Health: 40
Desired Tileset(s): Almond, Pens, Store
Desired Enemy Set(s): Core
Desired Music(s): Oppression, Jenka 1
Username: Hiino
Area Name: Glitchy area
General Description: Glitch-based puzzles
No. of maps: 3
Desired Health: 30
Desired Tileset(s): Maze, River
Desired Enemy Set(s): Weed, Eggs1
Desired Music(s): Quiet, Run!, Balrog's Theme (?)
Username: Tpcool
Area Name: The Fall
General Description: Falling/dodging area
No. of maps: 2
Desired Health: 5
Desired Tileset(s): Cave
Desired Enemy Set(s): Red
Desired Music(s): Last Cave
Username: S. P. Gardebiter
Area Name: Tower of Tempest
General Description: Script-activated enemies + platforming
No. of maps: 4
Desired Health: 40+
Desired Tileset(s)/Background(s): Gard, Jail, Sand / Null, Moon
Desired Enemy Set(s): Cent, Hell, Ravil, Red, Toro
Desired Music(s): Gestation, Jenka 2, Labyrinth Fight, Pulse
Username: MagicDoors
Area Name: Zangetsu
General Description: Platforming
No. of maps: 3
Desired Health: 20
Desired Tileset(s)/Background(s): Oside / Fog
Desired Enemy Set(s)*: Moon, Stream (?)
Desired Music(s): Safety, Pulse, Moonsong
Username: DoubleThink
Area Name: Access
General Description: Forced movement (wind-type) tiles, Snake use, general everything
No. of maps: 4
Desired Health: 17
Desired Tileset(s)/Background(s): Eggs, River, White / Gard, Green, Maze, Blue
Desired Enemy Set(s): Eggs1, Eggs2, Cent? / ???
Desired Music(s): Mischievous Robot, Scorching Back, Geothermal
Username: Wedge of Cheese
Area Name: Danger in the Tunnels
General Description: Moving blocks + Booster 2.0
No. of maps: 2-3
Desired Health: 10-ish
Desired Tileset(s)/Background(s): Mimi, Maze / Fog, Maze
Desired Enemy Set(s): Maze
Desired Music(s): Plant, Jenka 2, Seal Chamber, Gravity
Username: Dunc2403
Area Name: Void
Description: Black area navigated with Map System
No. of maps: 1
Desired Health: 3
Desired Tileset(s)/Background(s): Store / bk0
Desired Enemy Set(s): None
Desired Music(s): None
Username: Safusaka
Area Name: Fognatura Fossa
General Description: Water and jump puzzles
No. of maps: 3
Desired Health: 15
Desired Tileset/Background: Cent, Maze, Almond / Maze, Green, Water
Desired Enemy Set: Undecided
Desired Music: Quiet, Gestation
Username: HyMyNameIsMatt
Area Name: Think About It
General Description: "Puzzle area"
No. of maps: 1
Desired Health: 3
Desired Tileset(s)/Background(s): PrtAlmond and Bk0
Desired Enemy Set(s): None
Desired Music(s): Balcony
Area list (flag numbers go here):
Current ordering:
<03> Void [Dunc2403]: Flags 2550 to 2599 {Completed; page 23} ; edits PrtStore
<03> The Fall [Tpcool]: Flags 1750 to 1849 {Completed; page 26}
<11> Temple of Etcetera [Noxid + Lace]: Flags 1400 to 1499 {Completed; page 26}; edits PrtWhite
<17> Access [DoubleThink]: Flags 2200 to 2399 {Completed; page 27}; edits PrtEggs, PrtWhite
<20> Zangetsu [MagicDoors]: Flags 2050 to 2199 {Completed; page 23}
<21> Grit Zone [CommanderJersey]: Flags 1250 to 1399 {Completed; page 24} ; edits PrtSand
<60> Tower of Tempest [S. P. Gardebiter]: Flags 1850 to 2049 {Completed; page 27}
<30> Buy Me More Jewelery [Hiino]: Flags 1600 to 1749 {Completed; page 27} ; edits PrtMaze
Note that "Completed" is not the same as "Finalised". "Completed" means that the area is technically finished in its current form but still needs some work.
Fognatura Fossa [Safusaka]: Flags 2600 to 2749 {Abandoned}
Think About It [HyMyNameIsMatt]: Flags 2750 to 2799 {Abandoned}
Danger in the Tunnels [Wedge of Cheese]: Flags 2400 to 2549 {Abandoned; page 19}
Lunar Ruins [Pigaro]: Flags 1000 to 1099 {Abandoned}
Inner Network [404notfound]: Flags 1500 to 1599 {Abandoned}
Yes-No [Shimmyzmizz]: Flags 1100 to 1249 {Abandoned}
<03> Void [Dunc2403]: Flags 2550 to 2599 {Completed; page 23} ; edits PrtStore
<03> The Fall [Tpcool]: Flags 1750 to 1849 {Completed; page 26}
<11> Temple of Etcetera [Noxid + Lace]: Flags 1400 to 1499 {Completed; page 26}; edits PrtWhite
<17> Access [DoubleThink]: Flags 2200 to 2399 {Completed; page 27}; edits PrtEggs, PrtWhite
<20> Zangetsu [MagicDoors]: Flags 2050 to 2199 {Completed; page 23}
<21> Grit Zone [CommanderJersey]: Flags 1250 to 1399 {Completed; page 24} ; edits PrtSand
<60> Tower of Tempest [S. P. Gardebiter]: Flags 1850 to 2049 {Completed; page 27}
<30> Buy Me More Jewelery [Hiino]: Flags 1600 to 1749 {Completed; page 27} ; edits PrtMaze
Note that "Completed" is not the same as "Finalised". "Completed" means that the area is technically finished in its current form but still needs some work.
Fognatura Fossa [Safusaka]: Flags 2600 to 2749 {Abandoned}
Think About It [HyMyNameIsMatt]: Flags 2750 to 2799 {Abandoned}
Danger in the Tunnels [Wedge of Cheese]: Flags 2400 to 2549 {Abandoned; page 19}
Lunar Ruins [Pigaro]: Flags 1000 to 1099 {Abandoned}
Inner Network [404notfound]: Flags 1500 to 1599 {Abandoned}
Yes-No [Shimmyzmizz]: Flags 1100 to 1249 {Abandoned}
I have almost certainly missed something, but I'd like to keep this thread purely for discussion of mod ideas and content. You can send me VMs for small things or questions you have only of me, while things that haven't been covered yet should go in the discussion thread. All questions regarding how to mod should take place in the already-available threads in the General Discussion subforum, unless you think it's something everyone needs to see. And remember, keeping up with the project is you're responsibility, so I want to see no "oh I didn't read and/or know that" excuses.
I'll try to get my own part done ASAP, as well as the 'starting room', to hopefully provide some idea of the type of final product for you all to work with in mind. So, ummm, have at it I guess
Get the completed mod here: Take 8 v1.2.2
Last edited by a moderator: