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Author Topic: Mimiga_Village  (Read 838 times)

BasedUser

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Mimiga_Village
« on: February 13, 2019, 04:53:25 pm »

Because GB has scaleable foregrounds and GG2 is so easily moddable, I created this to flex on AKVARI.

Enjoy.
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Kevin Kuntz

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Re: Mimiga_Village
« Reply #1 on: February 13, 2019, 05:27:46 pm »

you created this because i couldn't create it properly
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I PEAKED
I PEAKED

Spazz

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Re: Mimiga_Village
« Reply #2 on: February 13, 2019, 09:20:48 pm »

Guess flexing does not include playable version?
Pretty sure this needs to be scaled down by two..
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BasedUser

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Re: Mimiga_Village
« Reply #3 on: February 14, 2019, 01:38:34 am »

The PNG I posted contains a playable version
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Spazz

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Re: Mimiga_Village
« Reply #4 on: February 14, 2019, 08:56:16 pm »

1. No other class can benefit from this map more than Scout, hell every other class is just a sitting duck
The only optimal route requires spinjumping, something the public just doesn't grasp, don't host publicly.

2. The one spawn only QC can get in/out is nothing but a death trap for every other class.


Good art though
« Last Edit: February 16, 2019, 12:48:30 pm by Spazz »
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BasedUser

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Re: Mimiga_Village
« Reply #5 on: February 14, 2019, 09:03:20 pm »

I forgot to mention that every player needs a jumpStrength of 10 to be able to navigate the map

That can be easily done with a plugin, but I don't see why you would have to install one for *one* map
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Derpduck

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Re: Mimiga_Village
« Reply #6 on: February 15, 2019, 07:36:53 am »

Instead of changing the jump height of ever player around the map have you tried slightly changing the map to fit the existing physics the game has used for 10 years?
Just a thought :)

BasedUser

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Re: Mimiga_Village
« Reply #7 on: February 15, 2019, 10:20:52 am »

Easier solution: make a mod that adjusts GG2 physics to Cave Story ones :z5:

Edit 2020: WHY. Yeah, dropdowns and pushables should probably be the main way to navigate this.
« Last Edit: June 29, 2020, 12:23:47 pm by BasedUser »
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Overconfident? That's me.

Quote from: discord
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