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SUPPORT TOPIC File Information
- Submitted: Jul 25 2021 08:58 AM
- Last Updated: Jul 25 2021 08:58 AM
- File Size: 15.99MB
- Views: 4424
- Downloads: 302
- Author(s): Anthias
- Permission to MOD?: Yes, with approval
Download Angels and Demons 1.0
4 Votes
BAM Original Anthias Custom physics SS
Angels and Demons,
Battle for the souls of Humanity
by Anthias
drop four "good" targets to light the angel drain for fifteen seconds.
drop the four "evil" targets to light the demon drain for fifteen seconds.
drain while lit to recruit a soul for that side. (ball is lost while drain not lit. Fast balls may fly through to the main drain, a skillfull player will ease their passing.)
Once you total ten recruited for both sides combined, the battle for humanity begins! All ten are launched for a massive multiball event.
Early release is possible for a smaller event
hit the looping channel behind the left bumper to light the trapped ball, hit that and have the trapped ball strike the kicker behind it to release all angels recruited.
Drop the three red demon targets to reveal the kicker behind them and hit that to release all demon recruits.
shoot the ramps to light all four lights on them, then a fifth time to double scoring on some items for that side, eg the target banks.
light the four looping channels, two left and two right of table, to set the lights on the tight loop flashing, shoot it while flashing for an additional 25k.
Shoot that same loop in turn to light one, then the other light, then a third time to launch a single head to head battle between one angel one demon multiball event for 25k (launched in addition to the ball in play)
Shoot the scattered targets to light spinners for five times scoring. (150 normally, now 750)
in out lanes all lit for ball saver.
top lanes all lit for bonus multiplier.
flippers cycle lane lights.
Music: Xenon Sentry by Shane Ivers - https://www.silverma...st Free Music!)
Music: The Gatekeepers by Shane Ivers - https://www.silverma...st Free Music!)
This looks cool, Anthias! I'm not too familiar with FP tables, and I'm having a hard time narrowing out the playfield so that I can see everything on my cab. Changing the width only moves it. Any idea? Thanks!
As it's a wide body table, you will likely need to adjust the scaling, rather than the position.
Nice one Anthias, I vaguely remember a couple of other 2 player future pinball tables from 10-15 years back, maybe red and the blue or spy vs spy or something similar? Do you recall?
This looks cool, Anthias! I'm not too familiar with FP tables, and I'm having a hard time narrowing out the playfield so that I can see everything on my cab. Changing the width only moves it. Any idea? Thanks!
As it's a wide body table, you will likely need to adjust the scaling, rather than the position.
I wish I knew how to do that. When I open the table by double-clicking the Tables file directly, all I see that could work is the Width and Length under Physics. Neither does what I need, which is FP's equivalent of VPX's Y scale adjustment. It's been hard to find FP sizing guides.
It's been a long time since Ive used Future Pinball but I do recall adjustments to arcade render mode used to be made by pressing numlock on keypad and then using the keypad keys to adjust. See http://forum.arcadec...adjust settings.
There is likely a thread on VPF about it but this was the first I found. Info above may be outdated by more recent BAM addon.
Gravy, that got me to a screen similar to the Interactive Edit Mode, but I don't see any changes to the playfield when I work the numberpad and I can't save. I'll keep looking. Thanks for your help!
Ah, got it. I press Q after the table loads. Okay, now that's nice.
awesome concept @anthias. And thanks for using GeorgeH's BAM physics, i find those are the best across a wide range of FP tables, old and new. BAM physics have rejuvenated my whole collection!
...EXCEPT i think GeorgeH's bumpers are a bit too weak usually. In the script (top, BAM section) I change my bumper impulse from 90 up to about 130. try it out!
for those of you looking to adjust the view, use bam menu (play the game, hit Q character, bam menu pops up, then use keyboard down arrows to Table & Lighting, <enter> i adjust the
Table Translation (y = move the whole table up/down x = left/right)
Table Scale (y = stretch up/down x=wider/thinner
Table Rotation (i typically move this down to the 9-10 range from the 17.40 most are at on default. This looks more like pinball cab for me.)
Enjoyed playing this game and the music!
oh, and the bam view you picked autosaves to Future Pinball/bam/cfg/<same-filename-as-game> when you hit Q again to exit bam menu and back into play mode.
I like this one. Feels like an Atari machine but actually fun and more modernized.
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This looks cool, Anthias! I'm not too familiar with FP tables, and I'm having a hard time narrowing out the playfield so that I can see everything on my cab. Changing the width only moves it. Any idea? Thanks!