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Messages - Jc494

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16
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: May 19, 2014, 02:25:48 PM »
My take at using the new textures:

(Image is huge)
(click to show/hide)

17
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: May 04, 2014, 01:01:25 AM »
Decided to touch up another map of mine. Note that because of these changes, the health/pickups were removed from side paths, and they have remained the same in certain areas. Also, certain props aren't implemented yet (torches, wily flag) and some textures are placeholders.

Before:
(click to show/hide)

After:
(click to show/hide)

18
Events / Re: [CLASSES] "Back to Basics" (ALL SLOTS FILLED)
« on: April 28, 2014, 07:00:29 PM »
I am going to switch Darkman3 out for Quickman.

19
Events / Re: [CLASSES] "Back to Basics" (SIGNUPS AVAILABLE NOW)
« on: April 21, 2014, 11:53:54 PM »
I'm probably going to lose on my first game because I suck

Cutstuff Username: Jc494
In-Game Alias(es): Volt, Jc494
Classes: Gyroman, Punk, Ballade, Quickman
Time Zone: CEST
Location: Malta
Times available: Generally, everyday from around 5PM-12AM (CEST times)
Contact: Cutmail, Steam (Jc494), Skype (jack_corvus494)

20
Events / Re: Finish that Map! Mapping Competition.
« on: March 14, 2014, 08:00:20 PM »
Signing up to take last place (again).

21
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: March 10, 2014, 09:54:26 PM »

god damn it why did I put so much detail in this map

22
Well, if you will be making Wily Stages (doubt it due to mass amounts of coding for the bosses), I could be able to contribute a map, as I have started making a Wily Stage which uses textures from MM3 Wily and the first MM7 Wily map. I plan to make it very long with small amounts of backtracking (no need to go back to activate a switch you missed) and multiple checkpoints. I already had a basic idea of what enemies to use mainly Tellies, Hotheads, Springers and Sniper Joes. I'm sad. It won't have 100 3d floors

Edit: Screenshot below of the starting area of the stage.

(click to show/hide)

23
W.I.P Forum / Re: [Mod/Game Mode] Under Siege (Working Title)
« on: March 06, 2013, 07:37:16 PM »
Personally, I think that this is one of the worse questions to start off with because it depends on how the game mode will be played.

If it would be very action packed like your average game of MM8BDM DM then I would say that building characters like a normal 8BDM class would be ok-ish but this is a MOBA mod and unlike DM, MOBAs actually have an objective apart from just "kill enemies, get frags, win game." So then the other option would be like LoL/DotA/SMITE/WHATEVER in which you gain EXP from creeps and gold from last hits or kills to purchase items.

If it would be more like DotA, in which the game is very dependent on the laning phase, and players have a hard time making comebacks, a 8BDM class feel would be kind of pointless. An Awesomenauts or LoL system would be more effective.

But then there comes another issue. Will there be items in the mod? If the game is 8BDM-style in which your character has built-in abilities then what would be the point of items? Increased Health or Armor? You would just go down a lane and push it till the game's over. If items in the mod are like they are in Awesomenauts, (purchase skills, and then purchase upgrades for skills or just for the character) then items would not be that important. If the mod will be LoL-style, (get exp from creeps, gold from last hits/kills) then an item system of sorts would be needed.

My opinion? Make it an FPS version of SMITE. Preferably a tad more action based than DotA since this is a FPS for freaking sake.

As for characters, I'm not going to make any suggestions since they would either be stupid/pointless/broken. Only thing I would like to see is a stable 3-5 characters from each MOBA (DotA 2, LoL, Hon and SMITE). Due to the small hero pool of Awesomenauts I'd say 1 or 2 characters from that game.

24
Quote from: "Gizmo The Cat"
Someone should make a map that's actually a giant hill. I have a nagging feeling that it would play horribly, but still.

Gee, you'd think something like that wouldn't be already made?

Anyway, I think most of my maps would be good for this kind of game mode, expect maybe one or two. Only problem is that no one would actually play my maps because they are so "bad".

And another thing, let's not start a discussion here on whether they are or not.

25
Events / Re: CAPCHELLA 2012 (DAY 3 STARTED)
« on: November 05, 2012, 08:29:36 AM »
Quote from: "Knux"
I think most people don't like CTF unless it has classes.

This. I will upload the demos I took of both days later. Fair warning, they are very long and the max players ,IIRC, was a 6v6 or 5v5.

26
Events / Re: CAPCHELLA 2012 (DAY 1 STARTED)
« on: November 03, 2012, 11:02:54 AM »
Quote from: "Mendez"
MAP CODES FOR TOMORROW:
(click to show/hide)

Love it how there's the my original CTF Compo map and the fixed version there. You sure about that? (CTF Compo is CTFC01, fixed is A8S1)

27
Events / Re: CAPCHELLA 2012 (NOW WITH 100% MORE CTF)
« on: November 01, 2012, 08:31:35 PM »
I seem to have forgotten something...again. I was experimenting on one of my maps and it was still unfinished before I made the pk3, and the hotfix, but completly forgot about it. The problem being that the Dr. Light Base is slightly different from the Dr. Wily base. Nothing game breaking, but it is something noticeable. I don't know whether I should even attempt to fix it or not.

This is the second time I've forgotten something. You can see how much I prepared for this event, and how much I care for it.

EDIT: The map with said problem is A5S2.

29
MM8BDM Discussion / Re: Gameplay videos
« on: October 06, 2012, 04:55:33 PM »
(click to show/hide)
Anyone remember this? No? Well here's a pointless video of it:



Oh, and I only did this because I was very bored and since making that screenshot it hasn't been updated since. Also it's still not going to be released.

30
Events / Re: MM8BDM Duel Ladder
« on: September 08, 2012, 04:52:24 PM »
Welp, I'm gonna drop out of the Tri Daily Duel, because I want to.

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