Reelism Gold! Expansion Pack 3 (X3.1 Patch p.101)

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Captain J
 
 
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Re: Reelism Gold! Expansion Pack 3 (RELEASED!)

Post by Captain J »

well, i've found some gripes about the fort firestorm. it's not about omg why this map is unfair thing but visual or hearing things. listen to me if you want, gothic and fireseraphim;

- when i jump onto water flats, there's no splashing just like the other floors. i guess contra can be outdated like doom map mods.

- about the red falcon's symbol, i think it's belongs to colonel bahamut's army from contra: the hard corps; maybe he wields the power of an alien cell, otherwise, red falcon yet he has some remains from it, but i'm not sure he has joined or worshiping it but using it for his own power. and i think the original red falcon's symbol was...well, a golden falcon opens it's wings.

- i think the enemies does survives from falling from the bridge, at the inside of a big beige building.

- i hear some contra force musics, i hope you don't mind, but do you know that contra force was not actually an official sequel or prequel but named as contra?


so, that's it. otherwise this map was fun yet retrospective. nice one, guys!

EDIT: and hoo to the ray for 100th posts, also added an another author's name, fireseraphim.
Last edited by Captain J on Sat Sep 12, 2015 11:10 am, edited 1 time in total.
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Gothic
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Re: Reelism Gold! Expansion Pack 3 (RELEASED!)

Post by Gothic »

I only made the Alien area of the game, FireSeraphim made the outside area and the bases. Also I don't have any problem with Contra Force music, it sounds good and still has that Contra feeling, even if it isn't from a Contra game.
Last edited by Gothic on Sat Sep 12, 2015 12:44 pm, edited 1 time in total.
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Captain J
 
 
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Re: Reelism Gold! Expansion Pack 3 (RELEASED!)

Post by Captain J »

whoops, just edited again. so yeah, i have no big deal about the contra force music too. i'm just sad that it's cannot be in the contra series bandwagon, maybe it had no aliens at all yet the original japanese version had a completely different name, i guess.
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Beed28
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Re: Reelism Gold! Expansion Pack 3 (RELEASED!)

Post by Beed28 »

Forgot to mention! The waterfall near the boss room in JRPGVille doesn't animate; it's just static. Is that fixable?

EDIT: Superweapon spoiler:
Spoiler:
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Tech-Mech
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Re: Reelism Gold! Expansion Pack 3 (RELEASED!)

Post by Tech-Mech »

does anyone have a copy of the manual? the Ed's download link is dead and i forget how to rig the reels in console
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sotenga
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Re: Reelism Gold! Expansion Pack 3 (RELEASED!)

Post by sotenga »

Sorry to willy wave, but this happened:

Image

It was especially climactic since the damn Shapeshifter was the final boss and a nigh-direct Imp Tank shell from him nearly ended the whole deal, but it somehow didn't kill me and my strategy of "running around like a wuss collecting health and armor while occasionally turning to fire" won the day. It was a time!
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scalliano
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Re: Reelism Gold! Expansion Pack 3 (RELEASED!)

Post by scalliano »

Okay, so I'm working on a custom monster Reel. As easy to understand as the handy-dandy examples on Ed's download page are, I can't work out how to implement more than one monster type. I'm resisting the urge to use RandomSpawners in case they screw something up. Is this possible?
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Ed the Bat
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Re: Reelism Gold! Expansion Pack 3 (RELEASED!)

Post by Ed the Bat »

In the script where they actually get spawned, you could just use an if/else statement dictated by a random() call. This is more or less how the actual spawner script in Reelism works for multi-monster reels.
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TheBadHustlex
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Re: Reelism Gold! Expansion Pack 3 (RELEASED!)

Post by TheBadHustlex »

Why does The Jerk and Ms Jerk almost always spawn a millimeter in front of me?
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scalliano
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Re: Reelism Gold! Expansion Pack 3 (RELEASED!)

Post by scalliano »

Ed the Bat wrote:In the script where they actually get spawned, you could just use an if/else statement dictated by a random() call. This is more or less how the actual spawner script in Reelism works for multi-monster reels.
That explains why I couldn't find them. Never would have thought of that. Thanks.

EDIT: Well, here it is, "Unknown Renderstyle". Nightmare-class monsters abound!
https://www.mediafire.com/?1h7bawm779rmjt1
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Captain J
 
 
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Re: Reelism Gold! Expansion Pack 3 (RELEASED!)

Post by Captain J »

TheBadHustlex wrote:Why does The Jerk and Ms Jerk almost always spawn a millimeter in front of me?
you might stay away from the map or hide if you are afraid of their famiky.
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Re: Reelism Gold! Expansion Pack 3 (RELEASED!)

Post by Ed the Bat »

scalliano, a small bug: Your script is calling for "splotshp" to be your icon, when I believe you want to call "splotnm".
Aside from that, I like your style. This reel is particularly brutal on Grid-Based Combat.
Is it alright if I add a link to this on the custom content page? My hope is to catalog all addons that I'm made aware of, not just my own.
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scalliano
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Re: Reelism Gold! Expansion Pack 3 (RELEASED!)

Post by scalliano »

I've just updated the download with the fixed script call. Other than that, feel free to add it!
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Re: Reelism Gold! Expansion Pack 3 (RELEASED!)

Post by comet1337_old »

trying out boss rush
i find an explosive shotgun just as hitler spawns
i run at him and use my pogo stick and start bombing from the sky

the single rocket he shoots managed to airshot me and i promptly quit the game
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Captain J
 
 
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Re: Reelism Gold! Expansion Pack 3 (RELEASED!)

Post by Captain J »

bombarding while using the pogo stick is pretty neat idea, but it's useless sometimes. and hey, at least it makes me manage to dodge the MS. the JERK.

oh, and about the deadly simple, could you at least put some musics from doom 2 as well? because you know, it's based on the part of it after all.
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