Well, as long as we're waiting on ConeLight for Area 9, I might as well post the first part of the Project Multi Sketch Total Conversion. You can download it here (download link removed- see this post for new link). This project has been brought to you by MapText, SketchMapMerge, Custom Asset Enabler, and the fine map-makers of Team Multi Sketch.
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Silverlight, if you would like to write a brief summary of Project Multi Sketch for the welcome screen, I've included the .SketchMap for it (also feel free to improve the design- I only spent a couple of minutes making it). Also, you may want to write up a new ReadMe. Everyone else, feel free to continue to update your areas- I've come up with a workflow that allows me to split up and recombine levels very easily, so it takes maybe fifteen minutes to go from "PMS Part X" to "X.LMScene". Even renaming all the Save Rings so that they will work with the solo mission takes almost no effort.
What I could use people to test, along with the usual searching for bugs, is whether all the save rings work. I think I got all of them, but I might have made a typo, or the game might have a cap on how many can be in a single level (the most in any PMS map is 14, in Area 8. I'm not sure how many are in the largest SF4ka level).
Notes:
- Some maps are a bit slow to load (particularly Areas 1 and 2)- don't worry if the level transitions aren't as fast as you're used to, the game hasn't frozen.
- I am not using the latest version of Area 1, as I forgot to download it before starting on the conversion.
- I removed the save ring at the beginning of Area 8, as I couldn't see any good way to merge it in with the solo mission-style map transition.
- Having played through the Area 4-5 transition properly now, I think I will add a save ring to the very end of Area 4.
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Bug reports for other areas:
Area 2: The right-most light on the elevator to the Area exit explodes as soon as it comes on-screen.
Area 5: In the SketchFighter-with-two-Fighters turret boss just before the radio waves switch, something blocks the central SketchFighter's shots before they can hit the player. Check the solid types in that area- something isn't Enemy-type.
Area 5: The wall blocking off the path to the radio is not save/reload-friendly, at least in Total Conversion mode- it re-solidifies if you die. Use Extra2s instead of names.
(Further testing was stopped by this last bug.)
Edwards
This post has been edited by Edwards : 26 August 2007 - 11:02 PM