Advanced Search

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - TailsMK4

Pages: [1] 2
1
Help & Editing / Displaying Fragcount on LMS Intermissions?
« on: May 06, 2015, 11:33:34 PM »
So a while back I was forced to use Software rendering on my computer, but I recently have been able to use OpenGL again. I make this statement because I was able to see how many frags people got in Last Man Standing matches while I was using OpenGL. I still cannot see this now, though. Is there any option to enable seeing the fragcount by other players in the game outside of Deathmatch?

2
Lately I've been noticing some server errors that sometimes just repeat themselves when people rejoin a server. This has happened with both Roboenza and Saxton Hale...though so far I haven't noticed the issue with regular vanilla. I don't know much about what causes the errors, but this is the error I got as RCON for my servers:

*** ERROR: 'THINGS' not found in mm5

I have no idea what this error means, but this is the only error message popping up whenever a server crashes. I almost wanted to say it was something in the core, but I can't exactly back that up without more information, so this is why it is here and not in Bugs/Suggestions.

Any reason why this may be happening?

3
Help & Editing / Changing the skin of a class?
« on: June 03, 2013, 10:03:36 PM »
I actually have one more obstacle to get around before I can update my Hide and Seek wad, but I am still stick with an issue that I cannot solve since the very beginning. I want to change the skin of a class I made for Hide and Seek to be that of Sniper Joe, but no matter what I do, the player's skin is still Mega Man when the player becomes the Seeker class. I even put the Sniper Joe graphics in a sprites folder, and that still did not work. How can I get around this issue? I have posted the class itself, which is just an edit of Mega Man's class.

(click to show/hide)

4
MM8BDM Discussion / TMK4's MM8BDM Server Thread
« on: May 19, 2013, 04:00:24 AM »
This was originally a thread I had for rules, but usually people are respectful of rules, so I will not repost the old rules I have. Because a lot of mods (and vanilla modes) are rarely seen lately, this thread will serve as a place where those mods could be temporarily revived. These servers will be hosted by BE, but you will know what server is mine because I place my name on them.

The current servers I am hosting are:

Mega Man Mafia


So, here are the games that are up for voting for Sunday:

Vanilla:

Last Man Standing
Team Last Man Standing
Capture The Flag


Custom Mods:

Rage Roboenza
Battle and Chase
Screw Scramble


Read on to find out how you can vote for any one of these.


Server Requests:

1. I will accept most mods, but I will not accept mods that are already being hosted by other people: including Classes, Saxton Hale, Operation Battleground, Bot Apocalypse, etc. This also goes for any vanilla mode that is constantly hosted: Deathmatch and Duel. Terminator also will not appear on the list, but all other modes are fair game.

2. As far as map packs (only for Custom Mods), these are the packs I will accept at this time:

AMP-MP
CSCM Remix
DRSG (though not with Roboenza or Saxton Hale, the maps are too big for them)
IXPack (and Legacy)
KCTF
RocPack
Sharp

There are also maps in mods such as SP Mission Mode, Battle and Chase, Rockman No Constancy, Powered-Up, and others. These mods are accepted, so these maps will be fine as well.

Kapak is not being accepted at this time. Although I cannot prove the statement myself, I remember Kapus saying he did not want the mappack to be used until it gets updated. Best Maps Ever is also not accepted because it is not really a serious map pack. Some of the maps in there are very confusing and/or frustrating to navigate.

Also regarding map packs, if there is a map pack you feel should be included in the list, show me a link to the thread and I will check it out.

3. I will host two servers per week, one Vanilla and one Custom. These will get rotated every Sunday, and a new batch of options will appear every Sunday as well. Just simply make a post in this thread for the two servers you want, and supply any map packs you want for the Custom Mod option. The mods with the most votes will be the ones hosted, and a new option for each category will replace the winners for next Sunday. You may also request a Vanilla mode or Custom Mod to appear on the lists in the future if you so desire. I just do not want to try to create competition for the popular games.


If you have any questions/comments/concerns, PM me or talk about it here. See you on the servers!

5
Hello guys, and welcome to my "workshop." Here I will basically introduce any projects I am working on or post my own fixes to other game modes made by other people. I am always willing to help people in any way I can, so don't be afraid to ask me. The worst that could happen is that I just do not know the answer to your question, but I would do what I can to get you to the right person, though.


Mega Man World

This originally was my Coop Enemy and Boss Resource Pack, but since Coop interest is increasing a bit again, I figure now is the time to act to really get the interest going. This is a full fledged MMSP-like project. The mod itself is fairly similar in gameplay to the original MMSP project but there's quite a bit more to do, as you also have the option of doing additional bonus missions that can be done along the way of the original mission, that is beating the RM of that stage. More details will be placed here as development of this mod continues.

Because of my ambitious goals of covering more than one Mega Man game in a single mod, I will need quite a bit of help to make this a reality. This post will keep track of various parts of the mod that has work done to it and what still needs to be done. I hope to have an official release every time a game gets completed. If you want to help out, post in this thread or contact me by PM or Skype about the kind of work you want to do. Any help that I can get would be greatly appreciated, as this mod actually serves two purposes: to get people playing Coop again and also the work done to this mod can be used by other map and mod makers in their own projects. All of the work in this mod is free to be used in other projects.

My highest priority at this point is finishing Mega Man 1, but work for future games will also be accepted. Anything marked by NOT OPEN means the feature is planned, but the actual details are not fully thought out yet.

EDIT: Haven't updated this in quite some time. Weapon and Enemy/Boss work at this time is closed off for anyone outside the dev team (unless they do not mind the extra help or people wanted to help code a future boss/weapon).


Progress:


Mega Man 1:


Enemies: Done!


Bosses: Done, aside from some little details like graphics and testing.


Maps:

"Remodeled" Light's Lab: ??% (still trying to add some features to it and maybe change the overall area a little bit) [Claimed by myself, remodeling being done by Blaze]
Cut Man: 90% (bonus missions yet to be added) [Claimed by myself, imported from CMM's MMSP]
Guts Man: 5% Taken [myself]
Ice Man: Roughly 40% Taken [Knux]
Bomb Man: 0% OPEN
Fire Man: 0% Taken [someone outside the team]
Elec Man: Roughly 80% Taken [someone outside the team]
Time Man: 0% Might be taken, not 100% sure
Oil Man: Roughly 90% Taken [myself]
Bonus Stage: 0% NOT OPEN
Bonus Stage 2: 0% NOT OPEN


Weapons: Pretty much done, my team just needs to sort everything out.


(Any games below this point are not high priority, but will still accept work)


Mega Man 2:


Maps:

Metal Man: 0% OPEN
Air Man: 0% OPEN
Bubble Man: 0% OPEN
Quick Man: 0% OPEN
Crash Man: 0% OPEN
Flash Man: 0% OPEN
Heat Man: 90% (bonus missions yet to be added) [Claimed by myself, imported from CMM's MMSP]
Wood Man: 0% OPEN
Bonus Stage: 0% NOT OPEN
Bonus Stage 2: 0% NOT OPEN


Mega Man 3:


Maps:

Needle Man: 90% (bonus missions yet to be added) [Claimed by myself, imported from CMM's MMSP]
Magnet Man: 0% OPEN
Gemini Man: 0% OPEN
Hard Man: 0% OPEN
Top Man: 0% OPEN
Snake Man: 0% OPEN
Spark Man: 0% OPEN
Shadow Man: 0% OPEN
Bonus Stage: 0% NOT OPEN


Mega Man 4:


Maps:

Bright Man: 0% OPEN
Toad Man: 90% (Need to fix a small bug with my revision of Toad Man's super that relies on the map, and need to add bonus missions) [Claimed by myself, imported from CMM's MMSP]
Drill Man: 0% OPEN
Pharaoh Man: 0% OPEN
Ring Man: 0% OPEN
Dust Man: 0% OPEN
Dive Man: 0% OPEN
Skull Man: 0% OPEN
Bonus Stage: 0% NOT OPEN
Bonus Stage 2: 0% NOT OPEN


(More games will be added later, I know content exists now for Napalm by CMM, and Stone and Blizzard by Max)


Credits (VERY outdated):

CutmanMike for various enemy coding
Cutstuff team for various enemy sprites
Magnet Dood for various enemy sprites
Blaze for Crazy Cannon sprites and other yet-to-be-revealed enemy sprites
Freakgamer for various boss jumping frames (I'll probably just credit the entire Justified devteam at some point)
Kapus for Shield Attacker sprites
Knux for Foot Holder sprites


Archives

These are mods/fixes that are no longer being worked on at this time. I probably will not pick these back up, but I will certainly answer any questions about them.


Roboenza Epidemic [Based off of CutmanMike's Roboenza wad]

(click to show/hide)


Endless Attack [original, but based off the mode from MM9 and MM10]

(click to show/hide)

Saxton Hale Rebirth [Community Project] [Implemented partly in Rebirth ++]

(click to show/hide)

Mega Man Mafia [By Darkseed] [Discontinued since Darkseed had returned with an update to his own mod]

(click to show/hide)

Saxton Hale Overhaul [Revision of Balrog's Saxton Hale, implemented partly in R6-R7, but will be fully implemented in Rebirth]

(click to show/hide)


Hide and Seek [original]

(click to show/hide)


Mega Man Race [original]

(click to show/hide)


Other Works

This section is for current projects that are not my own, but instead I am assisting with the projects. As such I may not be allowed to answer some questions even if I wanted to, sorry!


None at this time.


Need Help?

I can offer help to people that wish to make their own mods. I mainly can provide beta testing, but I can also help with ACS and some Decorate. I don't have a set template for what information I need to help out, but you can simply PM me and tell me in detail what you are trying to accomplish and what help you need. If I like your idea, I will do what I can to help make it successful. I also am willing to provide test servers if you need one.

6
Help & Editing / Interested in making wads...
« on: March 30, 2013, 05:59:01 AM »
So I started messing around with flags (like changing gravity) on my CTF server, and although I had some fun doing them, when I was actually putting them in during a match, it was slow to change the flags for the match, then change them back when the match was over. I know Mess had this done probably with a script...how can I make one? I assume I would use something like SlumpEd, but I'm confused on how this works. I was also hoping to go beyond changing the flags, such as for example giving a player an extra wep. I'd like to get some scripting experience in, so can anyone help me get off to a good start on actually making my own wads?

7
Events / CTF with a twist (NOT similar to dayman's CTF)
« on: October 22, 2012, 02:20:56 PM »
My thoughts right now at this time (not related to the topic, so you can ignore it if you want):
(click to show/hide)

This is something that has been on my mind for a while. CTF really is not played all that much as it was in the past. So, to help dayman get some CTF matches going, I am doing my own competition, only this time, I'm going to introduce a twist to the games for the fun of it.

What's the twist, you say? Read on:
(click to show/hide)

The rules for this competition:

1. You have to join if you want to play, of course. You can either choose to start a team or else sign up to be drafted by a team later (or you can also decide to make your own team if you change your mind). When you join a team, you will stay there unless the team feels you need to go, or you quit the team yourself. A team can agree to either be competitive (listed in the leaderboard), or casual (not listed in the leaderboard, but still in the teams list), and this status can be changed at any time. Here's an example template for joining:

Code: [Select]
Ingame Name: (include clan tags and alts/alias if you use any)
Status: (either you are forming a team, in which you state your team's name here, or you will simply say that you are looking for a team to join) [also mention whether you or your team will be doing competitive matches or friendly matches at first, this can be changed later, or you can agree to do both]
Preferred Roles: (list the two you feel you would be the best at doing)
Availability: (list the days and times you are available)
Contact: (list your preferred methods of being contacted for a match)

2. For a team to be able to be registered for a match, there must be at least two members. For any match, the number of players for each team must be equal (i.e., 2 VS 2 is fine, but NOT 2 VS 3). Teams may draft other players as long as they are not already in a team. Also, it can be agreed for multiple teams to be involved in the same match. There could, for example, be a Dr. Light team that consists of two members of Team A and three members of Team B, and the same for Dr. Wily team. Every team participating must have at least two members involved, so Dr. Wily team would be ok if Team A has three members and Team B has two.

3. Matches are one game at a time, unless agreed otherwise by both teams to do three games, for example. You may choose to do a Ranked Match (for the competitive people) or a Friendly Match. For Ranked Matches, your team's win/loss record will be updated, but it will not count in a Friendly Match. The options are the same for a multi-team match. At the end of each match (optional for Friendly), at least one player must take a screenshot of the results for the match to count (although more than one may feel free to do so).

4. Before a match begins, each player must choose two roles to perform during the entire game, and these CANNOT be changed (with the exception of the sniper in certain maps). If a player is found to be doing a role that was not agreed by the team, punishment is up to the team itself, but one form could be the person has to spectatate for a minute before they can come back in. Aside from the roles, everything else about CTF remains the same, score 5 points (typically, although the team can agree to the point and time amount and let the host know), to win. All weapons and items found in CTF are permitted to be used.

5. There may occasionally be tournaments for the competitive people, in which eight teams will be randomly arranged on a grid. Each match will be three games a piece, otherwise all rules in any Ranked Matches apply. The reward will be a tournament win listed in the leaderboard, and will be used to break any ties regarding win/loss records.


Any teams apparently breaking any of the rules on purpose will first be warned, then removed from the competition entirely if the problem persists. That's all for the rules. The rest of the topic is for team information and leaderboard/tournament information. Either send a PM or make a reply here to join/leave/update/challenge a team. I will make posts here to reply to comments/suggestions or to announce tournaments.

Lastly, I will fill out the template for myself to give you guys an idea of how to use it:

Ingame Name: TailsMK4, WarioMK4
Status: Draftee, will do either Competitive or Friendly.
Preferred Roles: Flag Carrier/Bodyguard
Availability: (Times in CST/CDT) Varies, but usually I'm available at night, starting around 5 PM on Monday and Wednesday until 9 PM, 2 PM on any other day until around 12 AM.
Contact: Cutstuff PM or Skype


Team Information:
(click to show/hide)

Draftee Information:
(click to show/hide)

Leaderboard:
(click to show/hide)

Match Information (From the Past Week):
(click to show/hide)

EDIT: I forgot to mention that this is for vanilla CTF only, though the use of CTF maps in other mappacks are acceptable. No Classes or other mods, however (I would say Powered Up would be fine, but no maps exist that use Time Slow or Oil Slider). Also, a team may have as many members as desired, but that may be changed later. A team needs to have at least two members to begin, though.

EDIT2: Roles will need to be revised before matches can begin. I'll come up with some later, but any ideas are welcomed.

8
Mega Man Discussion / Buster-Only Runs
« on: October 09, 2012, 04:31:47 AM »
(If this topic already exists, mind directing me to said topic? I searched a few pages of this forum and didn't see any, at least by the title.)

I'm sure a lot of people here have attempted using only the Mega Buster to beat the Robot Masters and such, which I did successfully on many of the main series games. What IS a challenge is beating the Wily levels like this, though. Basically the challenge I'm doing is to use the Mega Buster throughout the entire game, even when I'm swarmed with enemies, and only using things like Rush Coil or special weapons when it is otherwise impossible to do Mega Buster-only. Anyone here managed to beat those levels as well only using special weapons when it is absolutely necessary to move on (such as using Guts in MM1 to remove blocks, or some bosses where Mega Buster doesn't work on them)?

I almost beat Mega Man 1 using only the Mega Buster, but the Robot Master guantlet at the end of the final level keeps pwning me. I managed to make it to Gutsman once before I got smashed into jelly by his Super Arm. My main issue is Fireman. No matter what I do, I always get hit by his numerous attacks, though I usually win with a fraction of my health remaining. I also haven't figured out the timing of avoiding being shaken up by Gutsman's earthquakes, though I have sometimes done it. Bombman usually isn't too much trouble for me and Iceman I think I have figured out how to beat him without getting hit.

As for Mega Man 2, I'm at Heat Man right now, dealing with the infamous disappearing blocks. I have not defeated Air Man at this point, so I do not have Item 2 (nor am I trying to use it, since it is possible to do without it). I do have Item 3, and have defeated Flash, Quick, Metal, and Bubble. Except for one of the Wily stage bosses and anywhere else where I need to use my items (such as Item 2 in level 2), I'm only going to use the Mega Buster. The problem with Heat Man is the blocks appear and disappear so quickly, but I'm sure I'll get it down with enough attempts at it (Heat Man himself is easy to beat, just need to worry about the Joe before him).

9
Tutorial Collection / [TUTORIAL] File downloads as a .zip and not a .pk3?
« on: September 20, 2012, 04:02:06 AM »
Ok, so this isn't directly related to MM8BDM itself, but it's a question I had myself (that I eventually resolved after help from others here), and I've seen it asked more than once from others.


When I try to download [wad name here], it is supposed to be a .pk3 file, but I get a .zip instead. What am I supposed to do?

For this example, I will use the RockmanNoConstancy pk3. Once you know how to do it, it is easy. When you click on the download link to download any of the pk3s here, you should end up with something like this (I'm using IE):




Notice how the file you are about to download is a .zip file? Click on Save to be brought to a screen like this one (here I am using XP, but should look similar in newer computers):




Here is where the problem lies. To fix this issue, click on the dropdown box next to Save as type: and choose All Files. This should definitely look a bit better:




The last step is to add .pk3 to the end of the filename so it looks just like the filename I typed out. When you click Save, it should be downloaded as a .pk3 extension, and you are now able to join any servers hosting that particular .pk3 file. That's it. That was pretty easy to do all of this time, was it? You should be good now, but refer back to this guide if you ever forget.

By the way, I am sure you were curious what would have happened if you extracted the zip. It does not do much for you other than add some useless Actors and other files. It does not do you any good, so delete the .zip if you downloaded it that way. I heard there was a way to rename the file as a .pk3 after already downloading it, but any efforts on my end to do that did not work out.

This was a simple tutorial, but if you have any questions, feel free to ask.

10
Help & Editing / 2ManDMItemRemoval.zip... [SOLVED]
« on: September 02, 2012, 03:08:56 AM »
Apparently there's now a wad or pk3 to transform 2 Man DM into a Duel...but when I download the file, it's a .zip file. I can't figure out how to use it. Any help would be great. I'm not much of a duelist myself, but this appears to be the way it is run now.

11
Help & Editing / Computer freezes while hosting.
« on: June 05, 2012, 11:42:57 PM »
I'm probably running a computer that is a bit too old, but usually my experiences on MM8BDM are pretty good, disregarding rude comments every now and then from the community. Twice now when I hosted a server (not port-forwarding, through another method that is sometimes wild), I've had my entire computer freeze when server activity was medium-to-high (16-18 players). I want to continue hosting the modes people like, but I'm starting to doubt if I can. I certainly do not want to deal with these occasional freezes, since it forces me to turn off the computer (since I cannot get it to shut down). Any reasons why this is occuring, or is this simply due to the fact my servers cannot handle huge crowds?

12
MM8BDM Discussion / The Guide to Bot Apocalypse
« on: June 01, 2012, 08:35:02 PM »
Bot Apocalypse seems like a simple concept, it's just like regular TLMS except there's a bot team with a player as the leader. There is much more to the game than that, though. This mode was started a while back by SaviorSword, who would host a server and give the lone player the option of which kind of bot he wanted to have (I almost always picked Gemini Man myself). This ended up being a lot of work, and Sav asked others (which I was one of some people to agree) to help manage the game, since it required a mod to watch over the games. Since that time, it has turned into an actual mod, first by SickSadWorld whose version is closer to the original, and then by Messastu who added his own twists to the mode, such as Rage mode to the lone Light survival and extra health for the bot leader. This guide is mainly about Messastu's version, since he continues to host the mode.I know, the mode is probably overdone, but not as much as Roboenza and especially Classes...anyway.

I have played the game a lot for some time and noticed the game can get very deep in strategy, despite what it may seem at first. The addition of a bot leader adds a whole new dimension of strategy into the game. I will share some of the experience I've learned while battling Dr. Wily's bots and the leaders he has chosen for them (which I was selected many times as well to be the leader). The best way to go about this is to split this into two parts, which either part can be done first. This guide focuses on Light's survival, but will contain tips for the lone leader as well.

Before I go into the guide itself, allow me to define some terminology:

Anti-Human, Anti-Bot, Neutral: Describes the maps as far as how battles tend to go in them. Humans are simply another name for the Dr. Light team, even though everyone is a robot in the game. Anti-Human maps mean the maps favor the bots (or Dr. Wily team), and vice versa.

Astro Man/Duo/Meteor Stick: These all relate to the event that occurs when time runs out. They are said to be responsible for creating the meteors that come down on the Light survivors, but regardless this is talked about when the event is about to occur. The reason Duo is mentioned is because the song that is played during the event is the same song used in the fight against Duo.EXE in the Battle Network series.

Bot Leader: The lone player on the Dr. Wily team. If anyone on Light talks about the "leader", they're refering to this player. In addition to destroying the bots, the lone player must also be destroyed.

Bot Pit: Just an area described for where bots are often seen in the maps. These are often low-lying areas.

Stuck (Bot): This just means that the bot is not moving, whether it is standing still or trying to run into an area that is blocked by a boundary that cannot be crossed by "monsters."


Part 1: The Bots

No matter how good the lone player is, without bots to contain the other players, the lone player will not survive against many other players. The bots are not very smart, but their aiming is much better than a regular human player's. There are many strategies to taking bots out, but it of course depends on the weapons you have. Here is some general information on how to deal with bots.

DO

*Conserve weapon ammo as much as possible, unless the leader is down. Saving ammo for fighting the last bot can make a difference.

*Use weapons like Water Wave and Super Arm for taking out bots below or above your level. The majority of weapons can be surprisingly helpful in this situation. Pharoah Shot is excellent if your aiming is great, and even weapons like Knight Crush are useful. If all else fails, or you want to conserve energy, use the Mega Buster or Bass Buster.

*Use your items wisely. Item 1 can be used to reach higher places, or is sometimes used to hold a bot or the leader in place. Use W Tanks to replenish weapon energy, and you will receive more when you get enraged (fastweps) or berserk (fastweps + spread). Eddie will give you a weapon or item, but only use him when you know you can get the item before someone else. Exit Unit should be a last resort, since often you are teleported right into a Bot Pit, placed near the leader, or otherwise a difficult location. Very rarely will you get a telefrag with Exit Unit, and that telefrag can be against an ally.

*Study the weapons you are given. The bots will have these weapons as well, and weapons like Super Arm or Mirror Buster often give players trouble. If Eddie is involved, the bots could get a powerful weapon like Gravity Hold. Remember that bots have infinite ammo, but will change their weapons from time to time, so it may be best to wait a bit before resuming your attack, especially if the bot's current weapon is the Mirror Buster.

DO NOT

*Get overconfident. Let down your guard just a bit and a bot will take advantage. A bot may just change to a weapon that will turn the tables.

*Try to take a bot out on the same level as you. The bots have amazing accuarcy and will score more hits than you will. If you're about to be ambushed, run. If you got a weapon like Hyper Bomb, it might make facing them head-on just a little less riskier. Going Rambo on bots could cost your team the victory unless you know exactly what you're doing.


Part 2: The Leader

The other major challenge of the mode is the bot leader. Without a good leader, the bots will have trouble surviving on their own. The leader will often try sneak attacks or else focus on the more threatening players on Light's team to try to reduce the chances of the Light team winning. The leader is much more of a threat, but if the bots are gone, then it is much easier to gang up on the leader. No matter how much health the leader gets, it cannot survive against three or four players trying to finish it. The strategies for the bot leader are different than those for the bots.

DO

*Watch your back. The leader may sneak up on you while you're trying to find a target. The leader will use any means necessary to tip the battle in his/her favor, especially attacking the allies that are attacking the bots.

*Work with other players. The leader will have a harder time taking out a group of players together than a single player. One method is to play defense; while one player is busy taking out bots, you can make sure that ally is safe by looking around for any threats. The time it takes to adjust from a fighting mode to a flight mode can be just long enough to ensure that ally's demise.

*Study your weapons, again. The leader has the same weapons as well, and may prefer certain weapons. Spark Shock may be a nightmare if used by bots, but a leader is not likely to use it. A leader will be more effective with a weapon like Pharaoh Shot, though, plus the leader is smart enough to change weapons on the fly if one isn't working, or else adjust his angle.

*Gang up on the leader. Unless the leader has a weapon like Hyper Bomb, or is surrounded by bots, the leader will sometimes fold when ambushed by multiple players. The leader may use his Exit Unit, but he'll be back later.

DO NOT

*Try to take on the leader by yourself unless you are the lone survivor. The leader has much more health than you do and will punish you for your recklessness. Sometimes the leader will run instead of fighting, though...it depends on the leader itself.

*Underestimate the leader. The leader can make stupid mistakes sometimes, but is smarter than a bot when it comes to fighting. The leader may try a different tactic if one doesn't work.


For the Leader...

So Wily has chosen you to lead his team of robots against the resistance...what will you do to ensure you stay on Wily's good side? Well, being the leader has its advantages and disadvantages, which include the following:

+Extra health
+Bots will not attack you and may distract the other team for you
+Often will have the element of surprise
+Will not be a target of the meteor end event (although Light members may try to use it against you)
-Will likely be targetted and swarmed upon in a moment's notice
-Often have to deal with suicidal or uncooperative bots

No matter how much skill you have, you will often find yourself at an disadvantage without help from your bots. Here are some tips for survival when dealing with the resistance:

*Keep your bots alive, if possible. Bots that are still alive will try to pick off any Light members, and they may kill them for you. Do not count on them to finish off every member, though. Attack Light members that are trying to kill off the bots. Finally, your team is not out for good if you get killed, as the bots might finish the job regardless.

*Avoid combat unless you have an advantage or can finish off your target quickly. Prolonged combat can allow backup for Light to arrive, and you will find yourself swarmed. Attacking with your bots can increase the chances of victory in the little fights against the resistance, since the bots' aim is very good with certain weapons.

*Study your weapons. The resistance and your bots have the same weapons as well, and if Eddie is involved, your bots might get some great weapons, but so can your enemies. The more you know about the weapons, the more prepared you are for when your enemies use them against you. Finally, bots have infinite ammo for the weps, so keeping them alive means your team still has weapon ammo even if you run out of yours.

*Use the Exit Unit wisely. As the leader, Exit Unit is more valuable and less riskier to use than for a Light member because even if you do end up teleporting near a group of Light members, they may not notice you while bots will take notice of any Light members near them. You may even get a telefrag in the process, but that is unlikely. The time to use Exit Unit is when you need to get away from being swarmed, or if you want to take your chances to get at a more advantagous position.

*Enraged players. The lone survivor on Light will get buffed a bit to account for losing his/her allies. This is the most dangerous player to face. To increase your chances of survival, continue the surprise attacks and hit hard. Also, if there are two members remaining on Light, kill the one that is more threatening to you and let the other player become enraged. The player that is not quite as skilled will be easier to take down. Finally, the player will fold anyway if the player is swarmed by bots, increasing the importance of keeping your bots alive.

*Finally, do not die. You drop your current wep and a M Tank if you are killed, which greatly increases the chances of survival for Light. Use the Exit Unit if you do not think you can escape before you die. Worst case scenario is to delay the game long enough for the meteor event to occur, but you will likely have some upset players in the process. It's a game of survival, though, so do what you must to win.


I am sure there is much more to the game than what was said, but this should be enough to suffice. Any other members are welcome to give comments about the guide/game and their own advice as well.

13
MM8BDM Discussion / Factory Requests
« on: May 26, 2012, 11:57:45 PM »
So as some of you may have noticed, I returned recently...and have been having a good time. Since this community needs some more servers, I am offering to take requests for modes.

So right now, I plan to host two different vanilla servers, probably changing them every two or three days. What will these servers be? Well, you can help me decide what to host. These cannot be modes that are already hosted by other servers (having two or three vanilla DM servers is kind of pointless unless one is European).

My server is in Texas, so the ping will vary from the other servers. I have seen some regulars have pings up to above 200, but even they did not have much lag apparently. I will be keeping an eye to see if any lag does occur and if there is a pattern to it. So I feel pretty good saying that if people have bad experiences in my server, it will not be because of lag.

So, with that said, let the requests commence!

Server Requests:

None


Current Servers:

Team Possesion (requested by Orange Juice)
One-Flag CTF (requested by Knux and Smash the Echidna)

14
MM8BDM Discussion / TailsMK4's Revised Duel League (Over)
« on: December 02, 2011, 06:34:50 AM »
The wait is over. The Season is now over, and the Tournament has begun! Seeding will not be put in place just yet, but once Round 2 starts, you will be matched up based on win/loss record.

Tournament Rules:

Matches: Best 2 of 3
Frags: 10 (if match ends in 5, double final scores)
Mode: DM

Stages: Stock only, MM5WAV, MM6GYR, MM7SPR, and MM7DW4 are banned.

Both opponents must agree to the same stage. For Round 1, the opponent that gets in the match first is the only one that can suggest stages for the first match. In Round 2 and above, the lower ranked seed calls stages first. For every match after the first, the loser of the previous match calls the stages.

Weapons and Items: Since this is supposed to be Duel, some weps and items are banned as well. These include:

Proto Buster
Super Adapter
M Tank
E Tank
Exit Unit
Eddie

If you happen to grab one of these items, do not use it. If you do, you must suicide. Failure to follow this may get you disqualified.

Finally, show up for your matches! If you are not going to play your matches, you will be disqualified unless you specify a good reason for the delay. Otherwise, Tournament matches work the same as Season. Good luck!


Round 1

(click to show/hide)

Round 2 will be a 16 seed bracket, so everything is straightforward from there. Best of luck to everyone in the competition! These matches will now start counting.

(click to show/hide)

(click to show/hide)

(click to show/hide)

15
MM8BDM Discussion / TailsMK4's MM8BDM Duel League (Postsponed)
« on: April 10, 2011, 06:42:47 AM »
League has been postsponed for a little while. Maybe in a few months I'll resume the league. Not until the tournament fever goes down, though.

Due to the Classes Fever going around, I haven't been able to get a chance to get into a real tournament. So, I will host my own tournament. I'm trying to solve one of the issues involving recent tournaments...the fact some of the best players face each other too early. At the same time, I got ideas to make this competition more fun for players that are not quite so skilled.

However, before the tournament can begin, there is a "season" to do. Basically, every player has to face all of the other players in "fun" games. These are only one match long, and any players that lose any of these matches ARE NOT eliminated from the tournament. Instead, they're given a loss while the victor gets a win. The win/loss record during this session will determine the seeds of all of the players in the competition. The better your win/loss record, the better the seed you will get. This seeding system will instead put relatively strong players against relatively weak players during the first few rounds. To put it as an example:

A beats B 10 to 9, A gets a win, B gets a loss.
C beats A 10 to 8, C gets a win, B gets a loss.
C beats B 10 to 5, C gets a win, B gets a loss.

C has 2 wins, A has 1 win and 1 loss, and B has two losses. In the tournament, C is the "1" seed, A is the "2" seed, and B is the "3" seed. Now, how will this "balance" the tournament? Let's say we get 8 players, and everyone does their matches. The bracket would end up like this:

(click to show/hide)

As you can see, the notable players "1" and "2" do not face each other until the finals if they win all of their matches. Depending on the time zones of players, I may organize everyone into divisions, or I may just have a big leaderboard. Anyone that knows where I got this idea from gets a cookie...except I don't have any. :/

My main goal here is to help spread out the good players a bit, and to perhaps allow the players that are not quite as skilled to be able to play a few matches without getting eliminated the first match. Perhaps they might find other players that may be worth doing some friendlies after the tournament is over. Most of all, players should eventually have some idea of how their opponent plays, and might be better prepared next battle.


Whew, with that out of the way, here's a small sign-up sheet for anyone wanting to join:

Username (ingame):
Location (country, state (if in the U.S.) or time zone will work):
Can you host? (either you or any friends you are in constant contact with. If friend, mention server location):
What seed do you expect to get out of 32 players? (for fun):

For example, I shall sign myself up:

Username: TailsMK4 Omega
Location: Texas
Can you host?: Friend (Canada)
What seed do you expect to get out of 32 players? 10th

For those that are signed up already, you can begin your "season" matches. Only one round per player (31 players = 31 single matches) for now. Mention in a PM to me who won, and what the score was. I will rank the players based on win/loss count and number of frags dealt/allowed. After all of the matches are done, I will explain the tournament (pretty basic, with a surprise or two).

I will discuss stages that will be allowed at the tournament, as some of you may have ideas on how to determine what stages are allowed. For now, any stages that your opponent agrees to will be fine (you could duel on Gyro for now, for example, if your opponent is ok with it).


And just for fun, little achievements to go along with the season/league/tournament. It probably won't be as extensive as OJ's Possession Tournament, though. I may post some more ideas from time to time. Here are some I might keep track of:

"Why so serious?" (Score a perfect [no deaths] against a player in the friendly match)
"I know everything you're going to do!" (Consistently have the same number of frags as your opponent for the entire match except for the last frag)
"Sssssneaky Player" (Telefrag a player or kill a player without the person knowing you were right there)


Player List (10 spots open):

(click to show/hide)


Season Standings:

(click to show/hide)

If I have made any mistakes about the scoreboard, please let me know. Designing this was tedious, and I fixed a lot of mistakes designing the scoreboard.

Pages: [1] 2