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Author Topic: IWBTG! Full Map V.1.0  (Read 145575 times)

Tenebrais

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Re: IWBTG! Full Map V.1.0
« Reply #45 on: March 05, 2008, 05:35:14 pm »

From the start:
Go down to the lower level, hang right to dodge the spike wall. Do the same on the next level, hanging left. At the bottom of the screen, dash left rather than stick to the 'safe' zone and the wall won't trigger. If you're on Medium, you can save.
Drop down, there's a spike wobbling on the left. Shoot it and double-jump, you'll land on the flat side as a platform. A bunch of platforms will appear and disappear in a sequence, just follow them. Eventually they'll take you to the exit and the Megaman screen.
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Rad

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Re: IWBTG! Full Map V.1.0
« Reply #46 on: March 05, 2008, 05:47:24 pm »

ok thanks...
and gutsman is a bitch.
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Kitty

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Re: IWBTG! Full Map V.1.0
« Reply #47 on: March 06, 2008, 07:23:34 pm »

Okay, going from the
Upper path:
1st save remains
Save in room before Tyson remains
Save next to pool remains
Save in screen above spike corridor remains
Save after Birdo's orb remains
Save at start of Castlevania area remains
Save at Warp where bosses appear in background remains
Path through RoDT:
Save after tetris room remains
Save in first cave room remains
Save before Kraidgief remains
Save at start of factory remains
Save directly before BWW remains
First save in Metroid area remains
both saves remain at bottom of Guy Industries
Save before appearing/disappearing blocks remains
Save after appearing/disappearing blocks remains
Save in room where 6 turrets fall in groups of 3 down left side of screen remains

That SHOULD be right. I need to check x_X
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Tenebrais

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Re: IWBTG! Full Map V.1.0
« Reply #48 on: March 07, 2008, 11:36:45 am »

Alright then, Version 2 has been made, which is exactly the same as version 1 but has the Very Hard saves in (thanks, Cat). I've got it hosted in JPG and PNG, the latter being much bigger but clearer.
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podizzle

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Re: IWBTG! Full Map V.1.0
« Reply #49 on: March 12, 2008, 09:59:54 am »

theres no save in very hard next to the pool. and in the map you have the WUSS save before birdo marked as green when there is no save there either.
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Tenebrais

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Re: IWBTG! Full Map V.1.0
« Reply #50 on: March 12, 2008, 02:41:20 pm »

Okay, fixed those saves. I've also cleaned up the area before Mecha Birdo to remove spoilers. Anyone spot any other errors before I release the next version?

As a side-note, I'm debating with myself whether to map the cart ride. I think it's possible, but it'll be damn tedious.
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Kitty

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Re: IWBTG! Full Map V.1.0
« Reply #51 on: March 12, 2008, 06:14:16 pm »

I messed up.
Guy Industries Tower has no save on screen 1 coming from BWW.
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podizzle

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Re: IWBTG! Full Map V.1.0
« Reply #52 on: March 14, 2008, 01:03:43 pm »

Tenebrais, no very hard save immediately before kraidgief and no very hard save after the clown car boss
« Last Edit: March 14, 2008, 01:47:27 pm by podizzle »
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BJ Blazkowicz

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Re: IWBTG! Full Map V.1.0
« Reply #53 on: March 28, 2008, 10:17:30 pm »

Tenebrais, no very hard save immediately before kraidgief and no very hard save after the clown car boss
Noooooo!
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Yule

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Re: IWBTG! Full Map V.1.0
« Reply #54 on: April 02, 2008, 10:53:09 am »

If only there was a save before the spike corridor and all that. I would be able to beat it then.
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unreal

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Re: IWBTG! Full Map V.1.0
« Reply #55 on: April 02, 2008, 08:24:51 pm »

The first map isn't showing up for me for some reason.  :-\ It's just an X. >__>
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Rad

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Re: IWBTG! Full Map V.1.0
« Reply #56 on: April 02, 2008, 10:01:16 pm »

same.
the 2nd one worked fine though.
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vertigoelectric

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Re: IWBTG! Full Map V.1.0
« Reply #57 on: April 03, 2008, 11:05:25 am »

The first map isn't showing up for me for some reason.  :-\ It's just an X. >__>

You're not the first to tell me that.  Hmmm... I think it's because it's such a huge picture.  Try right-clicking and saving/downloading it that way to view it on your computer.

I did have one that was a smaller file size, but I really wanted to offer a map that showed every detail, y'know?  If you'd like to request a smaller one for convenience, don't hesitate to ask.  i can upload another one for you :)

Please let me know if I missed any screens.

Also, these maps are not designed to show you all the traps.  They're simply for navigation.  I did my best to show the screens as they would appear when you first see them (with a few exceptions).  They did take quite a bit of work, so I really hope you all appreciate them :)

One more thing.  I was also considering creating a grid/coordinate system for my maps.  Y'know, with letters and numbers, so that one could easily point out a particular screen by saying something like "i am really having trouble getting past the spikes on E7", or "YES!  I finally got through G12!!"  What do you think?  Probably overkill... heh
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Dagnarok

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Re: IWBTG! Full Map V.1.0
« Reply #58 on: April 03, 2008, 11:08:40 am »

Each room practically has a name.  And since the game is sectioned off and easily identifiable (unless you've never played those types of games :P), co-ordinate mapping really isn't necessary.

Not saying its a bad idea or anything. :)
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vertigoelectric

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Re: IWBTG! Full Map V.1.0
« Reply #59 on: April 03, 2008, 06:17:50 pm »

Each room practically has a name.  And since the game is sectioned off and easily identifiable (unless you've never played those types of games :P), co-ordinate mapping really isn't necessary.

Not saying its a bad idea or anything. :)

True.  For those of us who are familiar enough with the game and have communicated a bit with others who are familiar with it, we can easily tell what parts we might be talking about... I guess I was just thinking about people who are very new to the game.  In fact, when I read about people talking about the "Spike corridor" after the zelda screen, I wasn't sure what they were talking about for a while... Then when I remembered that the Ghosts n Goblins part was after zelda, I knew EXACTLY what ridiculous spike corridor they were referring to!  Damn that thing!  I hate it!   :spikes:
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