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Messages - CHAOS_FANTAZY

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31
MM8BDM Discussion / Re: MM8BDM V4A - RELEASED!
« on: May 17, 2014, 02:50:01 PM »
IT'S TIME.

Now to go through the campaign in like an hour and question if this is what I've been waiting for all this time  :ugeek:

32
MM8BDM Discussion / Re: MM8BDM v4 Public Thread - TRAILER!
« on: May 16, 2014, 03:11:21 AM »
Honestly, I think the Tournament Robot is best left with their name and face ambiguous, the big reason for that being that they have no reason to be defined as a character.  The content of their character, if indeed there is any, does not factor into their actions at all; they are merely some Robot, like the rest of them, who wanted to participate in the tournament and got sucked into something far more important than just themselves.  Plus I think it's more fun for the player to put on a persona instead of being told "you're this person."

Another minor reason is that they're hella overpowered.  Mega Man nearly died against the Evil Energy that Doc Wily harnessed in MM8, whereas the Tournament Robot took on the Evil Energy Robot and won.  Right now that's still kind of acceptable because they're The Player, not a character in any regard; making them a character, though, would call a lot more attention to that.

33
Events / Re: [CLASSES] "Back to Basics" (19/24 SLOTS FILLED)
« on: April 26, 2014, 02:16:20 AM »
Oh sure I'll hop in and get my face destroyed why not

Cutstuff Username:  CHAOS_FANTAZY
In-Game Alias(es):  CHAOS_FANTAZY, all day every day
Classes:  Bubble-Man, Bright-Man, Shade-Man, Sword-Man
Time Zone:  Eastern Standard Time
Location:  Midwest US
Times available:  3 PM - 10 PM on weekdays, all day on weekends (May refuse to play if homework takes priority)
Contact:  CHAOS_FANTAZY on Skype; CHAOS_FANTAZY on Steam

34
Alright, I've only got one more Hale idea for now, and ultimately, I'm not sure how many people are really interested in her.  But I'll go ahead and post her for public review anyway.

(click to show/hide)

35
Skins & Bots etc / Re: CF's Small Skin Shop - Proto-Spring Release
« on: April 18, 2014, 08:35:38 PM »
While I'm touched you decided to bump my thread...please read the fine print next time.  Those skins are the property of Yellow Devil (I made the bots, which is why they're on my download page).  YD himself despises those TF2 skins now, and, to be quite frank, I don't quite see the appeal in them either.

I have no interest in making the rest of the TF2 cast (Nor skinning in general these days, it seems), even less so in making them lazy edits like the rest of the cast was.

36
While I wait for the skins I need to magically fall from the sky to post the remaining sketches I have, I decided to take a request from the community.

A Perfect Pair of Plumbers
(click to show/hide)

I'm rather proud of this one; unlike Dark Bowser, it well represents the Mario series as a whole, and in general seems to be fairly sound.  I particularly like the item-pickup mechanic, though that needs playtesting to prove whether or not it's fun.

37
Forum Games Archive / Re: SUPER HAPPY FUN CUT-IN-LINE MAFIA 2 - Day 3
« on: March 30, 2014, 02:55:31 AM »
Ghost of Chaos here, coming in to tell you that this whole thing has quickly become very stupid.

38
Forum Games Archive / Re: SUPER HAPPY FUN CUT-IN-LINE MAFIA 2 - Day 2
« on: March 25, 2014, 06:29:07 AM »
> Vote for BiscuitSlash because I'm too cool for bandwagons and purposefully pointing out how you vote for no one is an excellent way to draw attention to yourself.

39
Quote from: "TailsMK4"
Horseless Headless Horsemann
In this system it's kind of counter-intuitive to have this guy when we have been focusing on making sure bosses can deal partial damage if their attack is not direct. However the idea in general is pretty good, though if we were to follow the format of Versus Saxton Hale, this would have to be Horseman Jr. since the other version only appears during Halloween time. Btw, custom obituaries are fine as well, though I personally would just remove the part just after the name of the one controlling him. Also, I personally feel his health is too high.
I see.  That was not a convention back in the Balrog days when that sketch (And, indeed, all following it) were written.  The delay before swinging might be enough to counterbalance what would otherwise be a need for delay, but if it turns out not to be, I'd be fine with it being replaced with the graze system.
Personally, I never understood why they never didn't just opt to call the TF2 edition the actual HHH; they don't exhibit any unique qualities that make them different from the original.  But that's a personal qualm.
200 HP per player was made without balance in mind, to be honest; it was intended to be a reference to the actual HHH's health formula, which is 3,000 + 200(p) where "p" is the number of players on the server.  If it needs to be tweaked, that's fine.

Quote from: "TailsMK4"
Copy Robot
I see an issue with this concept, actually. What if he ends up getting a weapon like Flash Stopper or some other weapon that is generally situational? He should have the ability to grab another weapon. I can see some people switching weapons real quick to one that would handicap Copy Robot just so they can finish the boss off quickly. Based on what this boss can do, I see his health being a bit too high, maybe around 150 per player or something since he sometimes can get weapons that make it hard to approach him (imagine infinite Napalm Bomb or Thunder Beam). The clones also sound quite a bit overpowered if they are able to do the exact same things he can do. I'd probably do maybe 75 health per player for the clones, because remember that in a large server he can rage more than once. This honestly needs a little more work if I can find quite a few things wrong right away.
Perhaps he could have a list of copyweps that he can't get (Which, upon defeating someone equipped with it, he would just keep the weapon he has instead).  Such a list would include situational weapons like Flash Stopper and the ones that are broken with infinite ammo (Skull Barrier, Time Stopper, so on and so forth).  Admittedly, it is an idea I've neglected to polish, mostly because this is the first real feedback I've ever got instead of just "I like this" or "I hate this" or "Chaos your hale ideas are bad and you should feel bad".

Quote from: "TailsMK4"
Hidden Shadowman
For one thing, his item may very well have been his rage instead. Some people like Celebi and myself may be able to use this boss effectively, but I doubt many of the others would understand this boss's concept. Also, the Super Jump is too underpowered and thus fails the Crash Man test, since some of the holes in the stage will be beyond his reach unless we make it more powerful, and to balance that out would require nerfing something else in his behavior. This doesn't stand much of a chance. I understand the need for more Mega Man bosses, but they need to be of good quality, and this isn't that kind of quality that I am looking for.
I suppose it is very true that The Hidden is a very different beast from your typical VSH fare.  I would like to see someone try to port it, but it would be very out-of-place in a VSH mod.

Quote from: "TailsMK4"
Airman James
We already have a MM8BDM meme in Scrooge, so we don't need another. Way too much health for someone with his mobility, and his main attack would make him too reliant on getting enough Rage.
The idea behind his main attack was so that James could do some TF2 Pyro-esque airblast-into-pit action, while still being able to kill in the case that the map didn't have any pits.  The reason he has a kind-of-ridiculous health bar is for that reason—if the level has no pits, he's going to be at a disadvantage by default, so I felt the need to counterbalance that.  Of course, this probably needs tweaking.  Maybe he could have a charged edition of it that does better damage?  I dunno.

40
...
It is here.
This day was spoken of in the prophecies.
But now it is here.
Luckily, I have come prepared.
...
What?
What do you mean the submission format has changed?
And custom skins are required coming in now?
...
That significantly limits my options coming in.
Well, let's see what I've got...


Okay, like always, I'm helplessly clueless on balance, so if something wouldn't be balanced, feel free to fix it up.

The Horseless Headless Horsemann
(click to show/hide)

Spiked Wall Man
(click to show/hide)

Copy Robot
(click to show/hide)

Invincible Airman
(click to show/hide)

Epic Pharaohman
(click to show/hide)

Hidden Shadowman
(click to show/hide)

Orange Juice/MusashiAA (SaviorSword HERO)
(click to show/hide)

Dark Bowser
(click to show/hide)

Airman James
(click to show/hide)

...Okay, I had more to start than I originally thought.

Coming Soon Maybe Possibly I Don't Know???  The only reason they're not here is because there are no custom skins for them...
- Gideon Graves
- Fluttershy
- Rubberfruit
- The Players

41
Events / Re: Cutstuff Community Classes Contest #2
« on: March 07, 2014, 02:23:10 AM »
It's a shame I can't make classes; I read this prompt and I formulated an idea that might actually be somewhat clever.  Oh, well.

42
Forum Games Archive / Re: SUPER HAPPY FUN CUT-IN-LINE MAFIA 2
« on: March 07, 2014, 01:08:45 AM »
I hate my life role but I'll play it anyway

43
Anything Goes / Re: Cutstuff MMRP (Construction / Signup)
« on: March 02, 2014, 03:48:39 AM »
Quote from: "Metallix"
Quote from: "I'm pretty sure I"
We don't need a Bass/Evil Robot/Sunstar/rediculousGaryStuOC running around killing everything in sight right at the beginning.
"Restricted", not banned. Also, this prevents these characters from being picked up by someone who can't handle them properly or will use them to completely take over the plot.
With your plan, we would have to wait two months of active playing before we could even introduce them.  A lot can happen in two months.  That's too long to wait before bringing in a main character.  There would already be an established plotline going on—one that was built upon the fact that they're not there—and make them seem more overpowered than they actually are, because they weren't planned for.

But let's pretend for a second that that's not a problem, or you just ban them outright.  ...You realize that's not going to stop people from being overpowered, right?  Having a certain character isn't what makes you God-Mod; being bad at Role-Playing is what makes you God-Mod.  I could grab Snake-Man, say his Search Snakes has been upgraded with deadly venom which kills Robots in minutes, and go ballistic.  I'm not Mega Man, but I'm still God-Mod.  It's not stopping anyone.  Barring these characters is like DRM.  It's not going to stop people who want to be overpowered from being overpowered; and it keeps the actually-reasonable players from playing their favorite/the most important character.

And furthermore, you shouldn't be letting bad Role-Players into your RP to begin with.

Quote from: "Metallix"
I never for certain stated that 8BDM would actually be used, but I'm certain that it can be done if there's an interest and people are willing to try. Other than that, Skype is a much less confusing way.
I reiterate that having Role-Playing in a live-action/chatroom setting encourages a lesser amount of detail, action without careful thought, and the potential to be left behind, all of which detract from the quality of the story being told.
Using MM8BDM to Role-Play it out would be even worse, as it would have the same chatroom limitation, but also artificially restrict the characters you could be in the first place, as well as determine fights by who has more skill in the game rather than the better writer/who needs to win the fight for storyline reasons.

Quote from: "Metallix"
I'm getting to that. As I said, I have a few ideas, but I decided to wait for a bit of input first.
Alright, then, here's my input for you.

Role-Plays on CutStuff don't end well.  They never have.  There are only a handful of people here who can actually Role-Play worth a stack of beans, and even fewer actually fit to be a Game Master.  Of those few, people begin to drop off, until eventually there are enough people to fit counting on one hand.  By then, normally even the GM gives up hope and bails, and the Role-Play dies.
Moving offsite has extended results, but ultimately ends the same way.
Non-Role-Players don't like Role-Players when they get too intrusive.  Making a subforum has been requested and denied, and there used to be a big fiasco about Role-Playing servers.
Your policies are a big turn-off, and you paradoxically seem to want to discourage bad players while letting them in anyway.  I, personally, would not want to play under your rules, even if you were a good GM.
If you want to Role-Play, that's fine.  Just don't do it with the Cutopians.

44
Anything Goes / Re: Cutstuff MMRP (Construction / Signup)
« on: March 01, 2014, 12:53:07 AM »
Quote from: "Ceridran"
Quote from: "CHAOS_FANTAZY"
> Live-action playing

Chances are, as usual, I'm getting this wrong, but:

Are you implying that this roleplay should be turn based?
Turn based roleplays, man, those are just dumb.

I hate post orders, but I hate chatroom/live-action RPing even more.  I dunno about you guys, but I need a minute, multiple minutes, even, to think of the best way to respond to a situation.  You do that on a forum, everything goes fine, post order or no.  You do that on a chatroom, you get left behind.

45
Anything Goes / Re: Cutstuff MMRP (Construction / Signup)
« on: March 01, 2014, 12:20:52 AM »
> Not allowed to bleed oil
> Banned characters for being "overpowered"
> Live-action playing
> Not even any idea of what to do for a plot

2/10, abysmal, would not willingly play as a role-player.

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