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Topics - Myroc

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1
W.I.P Forum / SpeedShot (Alpha 1) - Kill people twice as fast
« on: August 13, 2016, 10:50:00 PM »
"I made Search Snake super viable, but it's fine because I also made all other weapons super viable."

DOWNLOAD SPEEDSHOT ALPHA 1

What is this?
Something that was briefly brought up in the core devteam a while back was that projectiles in this game are relatively slow. Although 6 years of MM8BDM has proved that it certainly isn't impossible to aim the weapons in their current state, someone suggested a general speedup of all projectiles might improve the flow of deathmatch. This idea was ultimately shot down however, and understandably so, as this would be a huge change that would play haywire with balance that is mostly fine as it is. I rather liked the idea however so I decided to make a simple mod as a proof of concept thing.

That's great and all, but what does the mod DO?
SpeedShot doubles the projectile speed of almost every single projectile in the game. It does not change any other properties of those projectiles, except for ripper weapons which have had their damage doubled to offset the fact that they now spend roughly half as much time inside the enemy. A specific few weapons have received slight adjusments in light of the previous, but otherwise everything should function mostly the same apart from the increased speed. Do not expect this to be balanced in any shape or form. Also Hornet Chaser has not been sped up because that would be too much fun.

Is this mod compatible with X?
Mod compability has not been tested with anything so far, but this mod should be compatible with most mappacks. It will not be compatible with anything that modifies the projectiles of the vanilla weapons (the weapons themselves have not been touched, so mods that modify those should work assuming their vanilla functioning is intact). It should technically work with mods that add extra weapons (like classes mods, as long as they don't do the above), but those weapons will not have their speed increased so there's not much point to it.

When are you updating RocPack, you lazy bastard?
When It's Done.

Oh yeah and thanks to Lego for saving me from dealing with fucking Ice Wall I swear to god that thing ain't right.

2


"Losing is Fun."
-Unofficial Motto

"I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness."
-Andreus, Failcannon Succession Game

Greetings, I am Myroc. If you aren't completely new to this community, you most likely know who I am by this point (or at least know of my existence): An angry swede who frequently procrastrinates, likes videogames, and spends most of his free time on the internet ranting on and on about things of utmost insignificance. What you may or may not know, is that I am also a huge fan of Dwarf Fortress, which is why I've decided to host a succession game of it for the Cutstuff community.

What is Dwarf Fortress?
Slaves to Armok: God of Blood - Chapter II: Dwarf Fortress, or plain simply Dwarf Fortress is a "roguelike" simulation game in development by Tarn Adams (aka ToadyOne), and co-developed by his brother, Zach Adams (aka ThreeToe) that aims to be a fantasy world generator, simulating entire procedurally generated stock fantasy worlds, from nations and history right down to individual characters and creatures. The game is known for being notoriously complex in simulation, keeping track of hundreds of thousands of characters with stunning detail, not only names, skills, profession, and the like but also things like layers of skin, nervous systems, and individual teeth. If a person has had his third tooth from the lower left knocked out, the game knows when it happened, who caused it, WHY he caused it and where the tooth ended up.

Did I mention this game is in alpha?

This game is ridiculously realistic in that aspect (as far as fantasy can be, at least). Combat isn't about hit points or damage rolls. Not only does where you hit someone matter, it matters what weapon you're using, how you're using it, what the weapon is made of, what armor he's wearing, what that armor is made of, how thick his skin is, what material the skin consists of, and so on and so forth. There are no healing potions. If someone attacks you with a sword and chops your arm off, that's it. You're not getting it back. In fact, your opponent might even pick it up and beat you to death with it. And, if you somehow manage to survive that, you're likely to just bleed to death. Or die to an infection. Should you at all odds survive all that, you're still spending the rest of your life without an arm.

Did I mention it does all this while rendered in ASCII?

Okay, we get it, it's very very detailed. What's the game about?
The game currently features two modes of play: Adventurer Mode, where you delve into a generated world as a random adventurer, and go exploring. Far more popular, however, is the titular Fortress Mode, in which you guide a band of seven short, bearded fellows as they found a new settlement in the middle of fucking nowhere. The mode plays like some sort of unholy hybrid between Dungeon Keeper and The Sims, if all of your sims were mano-depressive alcoholics: You manage everything from food, building layouts, shelter, workshops and production, military defense, and more. The goal is simply to stay alive; the game cannot be "won", and will only end when your last dwarf alive finally submits to the inevitable and perishes, or if you decide to purposefully abandon your fortress.

The game is known for being very challenging and unforgiving. You have only one savefile, and there is no reloading (you can of course, in grand roguelike tradition, savescum by making backup saves, but you're obviously above that sort of thing. Aren't you?), if anything happens, you will have to deal with the consequences. Did your favorite dwarf die? Too bad, he's not coming back, much like the arm you lost earlier. Mourn him and move on. Dwarf Fortress' learning curve can be more accurately described as a learning cliff, covered in barbed wire, decorated with skulls, spikes and magma falls, and thousands of corpses strewn all across the plain in front of its imposing and dreadful stature, all whilst taunting you and calling your mother rude things.

That sounds incredibly masochistic.
It is. But it's also Fun! (Hence the motto.)

Fair enough. So what is a succession game then?
Dwarf Fortress is usually a single player game. Succession games, however, consist of several players that take turn guiding a single fortress through its many hardships. One player starts a fortress, plays for a pre-determined length of time (usually a single in-game year each), before passing the save to the person next in line, who then plays his year before passing it on, and so and and so forth, all the while detailing the various events and interesting things going on in the fortress. These tend to be come more and more hilarious as the fortress grows older, as things devolve into madness and overseers struggling to remember which lever irrigates the farms and which engages the lava flooding device.

Wow. That sounds pretty awesome, but I don't really know how to play.
Don't worry, I'll be playing the first year, which will set up the more basic things needed to survive, and hopefully serve as a small tutorial of sorts for fledgling overseers.

I'm liking this more and more. Where do I sign up?
Just post in this very thread that you'd like to have a turn: You will be put on the end of the waiting list. There are a few rules that you should keep in mind, though:

    When playing your turn, make sure that you detail the fortress' current events and your actions in this thread, screenshots are very, very much preferred. You don't have to notify us of every room created, every mineral deposit discovered, or every -chalk bracelet- made, but at least a brief description of important things are in order. Remember, this is a community game, if we don't know what's going on, then that's not really much fun.
    Your turn will consists of an entire in-game year. Your turn should be completed, logs posted, and save passed on to the next player within a period of two weeks.
    Only sign up if you feel you can play through an entire year.
    If during your turn, something unexpected occurs that would prevent you from playing through your year in the alloted time, we can give you extra time if you really need it. If something would prevent you from finishing the year in a reasonable timeframe, play as far as you can and hand it to the next overseer in line. That player will play through the rest of your year (unless nothing of note was accomplished, in which case he simply starts from the previous save), followed by his own year.
    If you want to use 3rd party tools that help you keep track of things (such as Dwarf Therapist), please clear the program you want to use with me first. Wanting to keep track of all your cheesemakers is fine. Wanting to cheat isn't.
    Don't intentionally destroy the fort, unless you think it would be really hilarious.

I don't think I have the skill/time/patience to play through an entire year. Is there another way I could participate?
Sure! If you'd like, you can always be dwarfed: Just post your preferred nickname, as well as other details like preferred profession, and a dwarf will be renamed in your honor. (Note that in the case of things like profession, I will not guarantee anything. If you want to be a carpenter I'll try to make you a carpenter if I can, but if I need other roles filled then I will likely have to ignore your request.)

Current Turnlist
Myroc - Update #0, #1, #2
King Dumb
Swordkirby
Korby

People waiting to be dwarfed
Magnet Dood Dwarf Dood
Zwergballtoid
Thunderono

That's all I have to say for now. Now, it is time to strike the earth!

3
Tutorial Collection / How to Write a Forum Post
« on: December 05, 2012, 11:24:21 PM »
Greetings. I am Myroc. If you frequent this community, chances are that you are aware of my existence and, by extent, my verbosity and expansive vocabulary. I am here to utilize both in order to provide a small tutorial on something that I feel most users take for granted: How to write a forum post that people would not actually mind to fucking read. So here are four small steps to follow that should enhance everyone's cutstuff experience.



1. You are not in a hurry.

Forums are not chatrooms. Where-as conversations in online chat clients are generally fairly quick and to the point, forums are for extended discussion, and a reasonable amount of effort should be put behind posts. Take your time writing these things. I'm not saying you should spend half an hour for every post you write, but at the very fucking least you should spend a minute or two to ensure that the post is of decent quality. Unless your loved ones are dying horribly at the hands of eldritch abominations from beyond time or space (or similarly urgent situtations), you don't really have an excuse to half-ass it, even for shorter posts. (In which case, you likely have more urgent things to do than posting on forums.)

This is not an online game where you have only a few seconds to warn your teammate about the vast number of people with pointy implements around the corner. This is an internet forum. Our posts aren't going anywhere. This is a basic rule that permeates all the others.



2. Capitalization and punctuation.

Right. I know that a lot of people here aren't native english speakers. Not everyone has a perfect grasp of the language, especially concerning the grammar. Nine Hells, even I fuck up from time to time. There are, however, a few basic rules when it comes to writing that are more or less universal, and among those things are capitalization and punctuation (of which, to my knowledge, only those dastardly spaniards defy, and even then they have similar conventions). Taking your time and ensuring that sentences use correct capitalization and punctuation makes them much more clean, easier to read, and doesn't make you look like you have an IQ outnumbered by the amount of limbs you possess. Take, for instance, part of the first paragraph from part 1, and remove everything discussed in this part:

Quote
forums are not chatrooms whereas conversations in online chat clients are generally fairly quick and to the point forums are for extended discussion and a reasonable amount of effort should be put behind posts take your time writing these things im not saying you should spend half an hour for every post you write but at the very fucking least you should spend a minute or two to ensure that the post is of decent quality
No one wants to read these kinds of posts. If you frequently write like this, no one is going to take you seriously.



3. Spelling and common words.

Even if you aren't that fluent in the english language, there are three words that everyone with an even remote comprehension of the language knows how to spell. Every single one. The words in question are 'why', 'you' and 'are'. And they are not spelled 'y', 'u', or 'r'.

Seriously. Is typing out two extra fucking letters too much of an effort for you? This is where part 1 comes in again; Not bothering to type a common three-letter word correctly just gives everyone who reads your post the image that you're a lazy idiot who doesn't care about doing a proper fucking job. I'm not asking you to be a master of the english language, it's perfectly fine if you don't know the correct spelling for a lot of words, but you can easily tell the difference between someone who's poor at the language, but puts in an effort anyway, and someone who doesn't have the fucking decency to bother in the first place. In fact, let's take the previously butchered paragraph and butcher it some more for emphasis.

Quote
forums r not chatrooms whereas conversations in online chat clients r generally fairly quick and to the point forums r for extended discussion and a reasonable amount of effort should be put behind posts take ur time writing these things im not saying u should spend half an hour for every post u write but at the very fucking least u should spend a minute or two to ensure that the post is of decent quality
If you write posts like these, I will end you.



4.Unneccessary clutter and post content.

A common habit that most new forum users display is the annoying tendency to include a lot of unneccessary garbage in the posts they make, such as a needless overuse of emoticons, pointless formatting of text (colors, size), or other content that doesn't add anything of value to the post. Post formatting is a tool, but not one that is for every situation. Making your entire post a bright eye-searing pink will just make people ignore it and, again, consider you an idiot. Adding a smiley to the end of a post is fine. Add ten of them after every sentence and I will have you tried in the fucking Hague.

Tying into this is also post content that has nothing to do with the topic at hand. "Yeah that's a really really nifty thing you posted about oh and by the way you should go look at your skype." The latter part is something that could easily be reserved to private messaging, as it doesn't add anything to the post you're trying to make, nor the topic at hand.



5. Have a purpose behind your post.

Do not post just for the sake of posting. Really. I'm fucking serious. So serious, in fact, that I'm going to repeat it again, bolded, completely in capitals (briefly breaking part #2, don't try this at home, kids), for emphasis.

DO NOT POST JUST FOR THE SAKE OF POSTING.

No one is forcing you to post. It is not your job to provide a comment on every single topic out there. Now, the reason doesn't have to be grand. Providing your own insight (as long as it hasn't been repeated before, or if it bears repeating again) is a perfectly valid reason. Just don't feel like you're obligated to post in every single topic out there. (And really, if you have enough time to post in every single topic out there, you will also likely have the time to put some effort into every single one of them.)



That is all. Thank you for reading this guide. Hopefully it will have caused some of you to rethink your posting methods, and that is all that I seek to do.

4
General Gaming Discussion / Awesomenauts - 3v3 Sidescroller MOBA
« on: November 16, 2012, 07:58:04 PM »


Quote
The year: 3587. Conflict spans the stars. Huge armies are locked into an enduring stalemate. Only one force can help them now: The Awesomenauts.

Awesomenauts is a MOBA (Mobile Online Battle Arena, for the acronymically challenged) by Ronimo Games, released for Xbox 360 and PS3, and later ported to PC via Steam. It combines the gameplay aspects of typical MOBA games such as League of Legends, DotA, and Heroes of Newerth, with the platformer aspects of typical sidescrollers, all presented with a glorious 80s Saturday Morning Cartoon artstyle. And don't even get me started on the music. Good god, the music.

Seeing as a lot of people in this community are fond of both Mega Man (obviously) and League of Legends, I figured this game should be right up your alley. Hell, there are already several people around here who have the game, hence why I'm trying to rope more people into it.

The game is currently 50% off on Steam for a measly five dollars. That's less than a meal on a typical fast food joint, meaning that the only viable reason for not picking up this game is because you are broke or really, really cheap.

Anyway, we really should try to get some games organized or something along those lines. I'm tired playing with random people and bots all the time.

Edit: On request, a (slightly antiquated, but mostly correct) gameplay video:
(click to show/hide)

5
General Gaming Discussion / Magic: The Gathering
« on: May 30, 2012, 07:42:47 AM »
Yes, it appears that I may not be the only one around here who plays Magic: The Gathering regurlarly. Might as well start up a discussion, and get some games together.

Woah, slow down there, what the flying fuck is Magic: The Gathering?

Magic: The Gathering is one of the oldest and most successful Trading Card Games in existence, existing all the way back since 1993. Forget your pansy-ass Pokémon, this is the TCG King, played by about twelve million people around the world. The game represents a battle between two "planeswalkers", mighty wizards that can traverse the different planes of the multiverse, duking it out with various spells, magical artifacts, and powerful creatures, represented by the cards themselves.

Alright, that sounds positively awesome. So how do I play?

Each game starts you off with your personal deck of 60 cards, as well as 20 life. The goal of the game is to reduce the opponent down to 0 life, and prevent him from doing the same. There are other ways of winning/losing the game as well, such as if the opponent do not have any cards left in his library to draw.

Each player begins the game with a hand of 7 cards (you can redraw this hand if you do not like the cards you have got, but you'll get less cards each time you do). At the beginning of your turn, you untap all of your cards in play (explained later), and you also draw a card (unless it's the first turn of the game). Spells (non-land cards) are cast with mana, which are generated by tapping lands. Up to one land can be played per turn, and generates one mana of its respective color.

Colors? Mana isn't supposed to have color!

Well too bad, because it has now. There are five colors of mana in the game, which are generated by a certain type of basic land, White (Plains), Blue (Island), Black (Swamp), Red (Mountain), and Green(Forest). Each color have certain specializations:

White focuses mostly on small, mana-efficient creatures in vast numbers, protecting your things, and gaining life. Has some of the most efficient removal in the game.
Blue focuses mostly on control, returning creatures and other cards to the hands of their owners, or taking them over completely, as well as featuring a large amount of flying creatures.
Black is the epitome of "power at any cost". Black has a lot of creature destruction, and a good deal of cards above the general curve with some sort of minor drawback.
Red focuses on the art of nuking the opponent and his creatures off the face of the earth. Has tons of direct damage spells, as well as temporarily taking control of enemy creatures and destroying artifacts.
Green focuses on very large creatures, and has several cards to generate more mana faster than the other colors can. Also has some of whites focus on tons of small creatures.

Alright, I get the point. So what kinds of cool spells can I cast with this?

There are several types of spells. Every card has a mana cost in the upper, right corner. For example, Assault Griffin, with a cost of 3W, costs a total of four mana, one of it which has to be white, while the other can be mana of any color, whereas Geralf's Messenger costs three black mana to play (and as such can be rather difficult to play in a multicolored deck).

Lands
Example: Plains, Drowned Catacomb, Academy Ruins
Alright, I've talked about lands in brief before, but here's a more thorough explanation. Lands are not spells, but are instead used to generate the mana you need to cast spells. The most common type of land you'll encounter is the Basic Land, of five different types (Plains, Island, Swamp, Mountain, Forest), and is the only card in your deck you are allowed to have four of. Non-basic lands are usually used to generate more than one color of mana, or to grant a variety of different effects.

Creatures
Examples:  Runeclaw Bear, Serra Angel
The #1 way of causing terminal life-loss to opponents is summoning minions to punch them in the face. Each creature has a Power and Toughness, noted as P/T. (For example, a 3 Power, 2 Toughness creature would be a 3/2, for example.) Power is the damage they deal to opponents and other creatures, and toughness is the damage they can withstand before dying themselves. There are several creature "keyword" abilities as well, like Flying, which means that creature can only be blocked by other creatures with flying, and First Strike, which means that creature deals damage to opposing creatures or players before others, rather than simultaneously. A lot of creatures also have activated abilities, such as Goblin Fireslinger, which can be tapped once per turn to deal one damage directly to your opponent.

Enchantments
Examples: Call to the Grave, Goblin War Paint.
Enchantments are a type of lasting magic that usually grant some sort of passive effect. There are also a certain type of enchantments called auras, which "enchant" an object, becoming attached to that object as you play the aura, granting it a particular bonus (Divine Favor, for example, gives a creature +1/+3, boosting its power by one and its toughness by 3).

Artifacts
Examples: Manalith, Ornithopter, Trusty Machete
Artifacts are magical items with a myriad of different uses, usually granting some sort of active effect. Most artifacts are colorless, and as such can be used in any color, though later sets have started including colored artifacts as well. Manalith, for example, can be tapped once per turn to generate one mana of any color. In addition to normal artifacts, there are also Artifact Creatures, which behave like creatures, and are treated as both artifacts and creatures as far cards are concerned, and also Equipment, artifacts that can be attached to creatures like auras to grant extra effects (carrying an extra cost at the expense of them not disappearing completely when the creature it equips dies).

Instants and Sorceries
Examples: Lightning Bolt, Mind Rot

Instants and sorceries differ from most other cards as they do not linger on the battlefield the same way other cards are. (Cards that stay on the field are called permaments, by the way.) Instead, these spells are paid for, cast, and after they have had their effect they go to the graveyard (discard pile), unless an effect states otherwise. Sorceries can only be cast during your turn, whereas instants can be cast at any time, and even in response to other spells, in which case they will resolve before the first spell.

Planeswalkers
Examples: Gideon Jura, Sorin Markov
One of the rarest cards in Magic: The Gathering, these cards represent other powerful planeswalkers that you call for help in in battle. (You're a planeswalker yourself, remember?) Planeswalkers come into play with a certain number of Loyalty Counters, noted in the lower right corner. They all have a small set of abilities, which can be used once per turn, and costs a certain number of loyalty counters to use (though most walkers have one ability that will add counters instead of removing them). Players can attack or cast spells to damage your allied planeswalkers in the same fashion they attack you, in which case they will lose counters equal to the damage dealt them. A planeswalker without loyalty counters retreats, going into the graveyard as a result.

That was more than half of the topic. How do I attack players?

After you've started your turn, having untapped and drawn a card, you have a main phase, in which you can cast all your non-instant spells, followed by a combat phase, where you attack with creatures, followed by an additional main phase, before your turn ends. At the beginning of your attack phase, you choose and tap which creatures you want to attack with (tapped creatures can't attack, neither can creatures with summoning sickness). After you have declared your attackers, the defending player chooses which creatures will block your creatures. (Tapped creatures can't block either, but blocking doesn't cause them to tap.) A creature can only block one other creature unless specifically noted, and flying creatures can only be blocked by other flying creatures. Several creatures can block a single creature, but rarely vice versa. You do not have to attack with creatures you do not want to, and subsequently, you are (usually) not forced to block with a creature.

Once attackers and blockers have been declared, each creature simultaneously deals damage to the creatures it blocked/was blocked by equal to their power (except for creatures with first strike, which deal damage before creatures without first strike). Each creature dealt damage equal to their toughness or more dies and goes to the graveyard. Damage is removed from creatures by the end of your turn, restoring them to full health, so your opponents cannot just block your huge 12/12 with a single 1/1 over 12 turns in order to kill it.

Alright, I think I got the hang of it now, but what are these terms you keep using? Battlefield? Graveyard?

There's a hefty glossary available, but here's a bit more bite-sized one for newer players:

(click to show/hide)

Alright so how about that discussion?

So, what kind of decks do everyone play? Any favorite cards/colors/combos? Any preferred format? Let the grand discussion begin.

6
Anything Goes / General Absence Thread
« on: October 03, 2011, 09:04:32 PM »
Going away somewhere? Family vacation coming up? Going out camping for a few weeks? Embarking on an epic quest to save the entirety of mankind? Post here if you are disillusioned enough to believe you're important enough for people to care about your absence.

7
Maps / Myroc's Obsidian Tower of Maps - RocPack v1b (Finally)
« on: May 06, 2011, 02:23:04 PM »
Greetings Mortal, this here is where I upload all the maps that I make. (Or at least some of them.) Stay tuned, as additional maps (and mayhaps the earlier mentioned miscellany) may appear at any time I choose.

This topic is home to the RocPack, a pack where I put all the maps I make. These maps are (with one exception) all designed for deathmatch, and deathmatch only. Do not pester me about faults in these maps for modes other than DM, unless they are really trivial changes that does not change basic DM play. In addition, you are not allowed to redistribute this pack in any shape or form, without my personal approval.

You can download the RocPack here:

RocPack - v1b
RocPack - v1a



These are the maps that are currently in the RocPack:

ROC01 - Azure Courtyard

This is the map I created for the Duel Map competition, and as such is the only map in the pack which isn't explicitly designed for Deathmatch. Based on the infamous Wily Logo, and previously named as the lame "Wily Arena", I have completely overhauled it's textures, using the Wily Stage 1 textures from Mega Man 7, but has barely changed at all layout-wise. Featuring semi-low tier weapons, they still all have varied uses in this tiny map. Perfect for small 2-4 person skirmishes, but can also provide a fun and completely chaotic game at large player numbers.

(click to show/hide)

ROC02 - Bubble Man No Constancy

This map is based off Bubble Man's map for the famous MM2 hack Rockman No Constancy. Being a submerged temple of sorts, it's a dual-tiered underwater/above water map, with semi-open areas above the water and cramped spaces below the surface. Use the Screw Crusher, which is a temporary replacement for the Spin Wheel, to not only barrage unsuspecting swimmers below, but it's also easily used to toss up onto the higher platforms from beneath.

(click to show/hide)

ROC03 - Obsidian Castle

A dark and sinister fortress, perfect residence for any villain worth his salt. Features both a good deal of cramped spaces and corridors, but at the same time a moderate amount of room.

(click to show/hide)

ROC04 - Devil's Lab

A forgotten weapons factory, this map was supposed to have a central gimmick which had ?boxes with variable contents travel through the map on it's central conveyor belt, but it was never implemented, as the map works alright for deathmatch without it. Powerful items hide underneath the crushers, which provide large rewards, should you want to brave the inherent risks.

(click to show/hide)

ROC05 - Smash Plant

An advanced wind-powered electrical plant situated in the mountains, with large amounts of open space. Special thanks goes to SmashBroPlusB, who made the basic layout for this map, which I implemented (Bluebrawl also has his own version of the map). Magnet Missile can be a powerful ally in this map, as long as your opponents don't decide to hide behind the ample cover this map also provides!

(click to show/hide)

ROC06 - Hilltop Mausoleum

Tread softly. Evil awaits beyond these gates. The master meets with the demon of the mausoleum! Hatching plots of purest evil! Forgotten nobodies would be wise to make themselves scarce.

(This map is based on a level from a game I grew up with, with some artistic liberties taken to make it a fun map. Kudos to Kackebango for providing the awesome music.)
(click to show/hide)

ROC07 - Border Gate Gulch

A map with a basic Spaghetti Western-type theme. Item-1 can as always be used to access items on ledges that are useful or powerful.
(click to show/hide)

8
MM8BDM Discussion / Myroc Rants on the Cutstuff Community
« on: March 26, 2011, 11:43:49 PM »
Okay, while I do approve of MM8BDM as a game, there are quite a number of things about the community itself that bothers me, as you all should know by now. A lot of people have a tendency to see me as a "hater" for this reason, so I decided to cook up this rant about exactly what is bothering me.

This rant becomes at least slightly amuzing if you read it using Yahtzee's voice.

Issue 1: Roboenza

When Roboenza was released, I found it really fun. After a week it was still fun. After a month, it was becoming rather mediocre, but I had a tendency to play it because there weren't people on the other servers.

Roboenza has been out for almost five months now and is overplayed as hell. I still can't see why people find it so enormously fun that it completely overshadows all other gamemodes. Granted, as of recently there's been a lot more activity on the other servers, but most of the time it's CTF, Duel, or TLMS, or Classes. I don't mind playing these occasionally as well, but I've been really hankering for a perfectly normal game of Deathmatch, and it saddens me to open up Doomseeker one evening to find the Roboenza server to be nearly full while there's one "Player" on the DM server.

There's not only that, but almost all maps that are being made right now are being criticized for it's flaws in Roboenza, if they aren't already maps specifically designed for that gamemode itself (and sometimes not even that). It saddened me when I playtested the Powered Up maps with an anonymous person King Yamato (He asked me to reveal this) on Skype. That person did enlighten me of one flaw I changed that I changed to balance DM, but apart from that, every single thing he criticized were issues for Roboenza. I'd like to stress this well enough. I design maps for Deathmatch, not Roboenza. I will not be a dick and leave in a Roboenza-related flaw that could easily be fixed with little effect to the rest of the map, but I won't majorly redesign an area for Roboenza. And when I ask you to give your opinions on a map, I want to hear Deathmatch related opinions. Is this too much to ask?



Issue 2: Custom Skins

The following sentences are my opinions of skins in chronological order from when I first started playing MM8BDM to present day:

Hm, I could probably try getting some custom skins, I see other people using one or two of them from time to time. Oh hey, look, Splash Woman and Commando Man? Don't mind if I do! Uranus, Jupiter? Sure, Stardroids kick as much ass as Robot Masters do! Oh, neat, some extra Joe skins. Oh, it's that enemy I can't remember the name of, eh.. Heh, a Black Mage, neat, not Mega Man I suppose but I like it enough. Okay, Cat Planet, sure, go ahead, I don't really want to include that many non-megaman skins, though. Wait, what's this skin? A simple mega-man edit? A fan-character? MORE Cat Planets? GAMMA!? AAAARUIHGJFSDGRJSFEHGIUSFBI

Seriously. I currently use two skins that aren't Mega Man related, Black Mage being one of them. Excluding that, most of the skins I use are canonical robot masters anyway, and the only enemy skins I have are those of iconic type, Joe skins, Metool, etc. I don't want to get 52 million different cat planets. Don't take me wrong, I don't have that much against custom skins in general, it's the specific SKINS that I dislike. When I play MM8BDM, I want to fight against Bass, Metal Man, Dark Man, Time Man, Apache Joe, so on and so forth. Not Cat Planet version 927432, a sonic fan-character, or that one obscure enemy you see twice in entire series.


Issue 3: Drama

You're taking too seriously the fact that Person X who was a bit of a douche anyhow left us because he hates the community (which I can understand, hence I wouldn't be making this very rant). Then there's clans. Oh are there ever clans. And no one cares that your RP E-Marriage was ruined by an impostor. Good riddance, I say. Which brings me onto the next point.


Issue 4: Roleplay

Luckily I've managed to escape the brunt of this issue by avoiding the Roboenza server like the plague, which is allegedly where most of the roleplay takes place, but I still find it annoying as hell when you're trying to have a normal conversation with someone else when the 4-line chatbox keeps getting filled with insignificant roleplay. Yes, I am perfectly aware that I can mute people, but since roleplay is often something several people engage in at once this means I'd have to take a break from the battle to mute all the people involved, leaving me standing me in the middle of the battlefield drooling like a retarded seal while some goon can come up to me and poke me to death. And then I would have to go through the console to find what I've missed in the earlier conversation, trying to discern the relevant lines between the insane number of roleplay lines that were uttered as I was muting the players, which takes even longer.

And what annoys me more? They aren't RPing about Mega Man! Half of the time it's freaking Touhou, and other times it's their fan-character-wank often in corellation to Issue 2 above and this has no place in the servers whatsoever. When I join a server I expect to go in to kick ass and discover my lack of bubble gum and not this bullshit.




So yeah. That took out a good chunk of an hour, and it let me be able to blow of some steam. If you ever think that I hate too many things around here then be assured I really do have some freaking reasons for it.

9
Projects & Creative / [EXPANSION] Mega Man Powered Up [Release v1f]
« on: December 19, 2010, 08:31:18 PM »
Powered Up v1f - MediaFire

Powered Up Skin Pack - MediaFire

v1f changelog
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v1e changelog
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v1d changelog
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Pointlessly concise changelog of v1d map edits courtesy of Bunny Must Die, Yo. He put so much thought into it that I didn't have the heart to omit it.
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v1c changelog
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v1b Changelog
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Old Versions
Powered Up v1e
Powered Up v1d
Powered Up v1a
Powered Up v1b
Powered Up v1c

Credits

(click to show/hide)

10
Maps / Turbo Man Stage Draft
« on: November 12, 2010, 09:20:19 PM »
So I have literally no idea about what stage the MM7 expansion for MM8BDM is in, but I came up with a rough draft of a possible Turbo Man stage which I drew in MSPaint in 5-10 minutes. It's a racetrack!

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This is just a rough draft and can use some major tweaking , but the basic principle is that the open racetrack area is optimal for long range weapons such as magnet missile and gyro attack, whereas the smaller side areas or the middle are are closed in and where more short-ranged attacks like metal blade and air shooter are effective.

Thoughts?

11
MM8BDM Discussion / Myroc's Totally Awesome and Evil Server
« on: October 17, 2010, 05:48:09 PM »
I've decided to give this server another try, and figure out what is wrong.

The server IP is
Edit: Removed

And the server is in Europe for those who care about latency.

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