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Messages - Caprice

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1
I have not played 8BDM in a good long while, but had to emerge from my hermit hole to say that these maps are spectacular; Sabe A Naranjas in particular does things I've never seen in this game before, and holds a special kind of magic. You continue to astound me with your attention to detail and creative mapflow!

2
Forum Games / Re: [Results] Cutstuff 2020's Best Robot Master EVER
« on: March 14, 2021, 04:10:13 PM »
I'm very happy for Galaxy Man, but also immensely proud of Hard and Snake for getting to finals+; they're wonderful, and deserve their good spots!

3
Galaxy Man

4
Forum Games / Re: Cutstuff 2020's Best Robot Master EVER
« on: December 23, 2020, 03:13:02 AM »
Ring Man
Cloud Man (edit: turns out you can make me choose. jokes on me for not reading the first post)
Mega Water S
Junk Man
Search Man

Neptune
Blizzard Man
Jewel Man
Gyro Man
Shadow Man

5
Resources / Source Engine-style Development Textures
« on: December 01, 2018, 11:33:51 PM »
(click to show/hide)

I wanted to make a set of textures that I could use while developing maps that would be useful for marking specific areas of the map as pillars, walls and whatnot, while also making sure the design of those textures wouldn't influence the overall aesthetic of my maps. I figured that I would go with what already works, and basically steal the style of Valve's Source engine development textures.

I've been hanging on to these for an absurdly long time (I missed its second anniversary...), and decided that I should probably release them to the public if I continue working on group projects while using these myself.

Download: https://www.dropbox.com/s/3demhjnl1w43ap0/devtextures.wad?dl=0

HOW TO INSTALL
(click to show/hide)

I believe that you should be able to use this file and any file in it for whatever you want ever. That's my policy.
I know I can't stop you, but I would advise against using these textures for any tf2-style orange maps, except for one specific person who I give my personal blessing. You know who you are!

don't use DEVSKY it sucks

6
Forum Games / Re: MM8BDM: Time Plus One
« on: October 25, 2018, 01:54:17 AM »
This is a horrible idea. I love it
(click to show/hide)

7
Projects & Creative / Re: The Robots are Revolting! (DOS Reborn)
« on: October 11, 2018, 06:13:19 PM »
I'd just like to say that technically I didn't have any input on the map's layout, except modifying a couple structures slightly to make texturing them easier, and texturing the map in general... I've brought this up before, but only once or twice while more important things were going on. I just want to make sure people know that I am a fraud didn't actually do as much as implied with MMDBUO!

8
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: November 20, 2016, 06:53:07 PM »
Oh shoot, that looks ten times better already! :shock: I'm especially in love with the wooden paneling in the first screenshot.
The stage looks very well-polished already, keep it up!

9
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: November 20, 2016, 02:20:48 AM »
The white's a bit too bright for things like the main building, and the tables if not used sparingly; that makes it harder to discern the building's form and things like that; also the white roof tiles blend in a lot with the side textures. I'd recommend dropping it down a couple shades, or messing with the shading to find what works well. I'm excited to see the map in action, though!

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Projects & Creative / Re: The Robots are Revolting! (DOS Reborn)
« on: October 22, 2016, 10:08:14 PM »
Don't forget that Gumballtoid handled the majority of the indoor textures!  :-*

11
Anything Goes / Re: What is your avatar from/of?
« on: August 08, 2016, 07:16:24 PM »
Metroid's anniversary is gone, so I can't feel bad about joining the DOS squad now  :-*

12
Anything Goes / Re: What is your avatar from/of?
« on: August 06, 2016, 07:31:14 PM »
Weavel, from Metroid Prime Hunters. Happy birthday, Metroid!

13
Forum Games Archive / Re: [IMAGE GAME] Making A Masterpiece
« on: July 28, 2016, 05:44:36 PM »
bad hair day, huh

(click to show/hide)

14
MM8BDM Discussion / Re: MM8BDM v5 - Weapon Tuning (Pharaoh Shot)
« on: May 07, 2016, 10:19:04 PM »
If I were to go about changing Pharaoh Shot, I'd make its hitbox smaller, make it do most of its damage based on direct hits like most projectiles, and severely tone down the explosion damage (where you'd take 15-20 damage tops if you were in the middle of the radius, as an example). There's really not that much needed to be said, it's just too big and reliable compared to its damage output.

15
Anything Goes / mendez please no
« on: April 09, 2016, 01:54:58 AM »
Well, so long. I hope you have a better time wherever you're going, though!

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