Two CTF Bases on the same tile wouldn't work, let alone these two events adjacent to one another.
And about ammo in One Ways:
It's not what Dx did, but it works better and it's a lot easier to control. You're probably wondering what all those events are for (and I'm wondering why I'm posting something so complicated in the first place). Anyway, if you don't already have a basic understanding of MCE's, you're going to have a hard time understanding what I have to say next. (Read up on MCE events
here. I'd like to thank outdated articles for the inspiration behind this extra long post.)
First things first, the "MCE Event" is actual just event 255 modified in JCS.ini. I decided to start using this because I heard Violet say Pyro used this himself. What makes it so great is that it doesn't leave any events behind like what Pulze Light and ButtStomp Scenery do. Add the following to your JCS.ini if you want to use this event:
Code:
255=MCE Event |+|Area |MCE |Event |Event:8|Delay (secs):5
This event will show up in
Gameplay->Area near where you find the warp events (in case you didn't figure that out already). It's virtually the same thing as what the Generator shows you, and it works the same way. You can always use Pulze Light instead if you don't want to do the extra work, but you wouldn't have as much freedom.
The next thing I want to point out is that I used the Moth event as opposed to the Lizard and Blue Spring events. The Moth event in this MCE allows events to work exactly 128 pixels (or 4 tiles) in the opposite direction of the belt. Also note that the Moth is event #128. That's right, there's a pattern although I won't get into it just yet. As usual, Belt Left, and Belt Right, and the generated event don't need any additional parameters for the MCE to work.
Just so you know, I used Belt Right to move all the events into the One Way. This whole sequence of events comes in handy when you want to move a regenerating event as quickly as possible. Anyway, if you wanted RF's in One Ways (like in Dx's example) just use the event number for RF's (36) in the MCE Event and use whatever delay. If you use the arrangement I have in that screenshot, you should have 4 pieces of RF ammo in one tile of One Way. Yeah, I went overboard.
PS: I might not be able to say I found all of this first, but I am at least the first one to document it on this site. Also, I could've made a level, but it should be easy enough for some others to duplicate.