Oh, I remember playtesting this once. It was pretty fun.It reminds me of that one mod for Skulltag where there were crazy "minigames" each round, such as dodging fireballs, avoiding being chewed upon by a Pinky, etc.
uh oh(click to show/hide)
It's an imageshack link.Odd. It seems to be linking to imageshack.com. I use imageshack.us, which I use and images from there load correctly.
Fusion Jousting.
It must be done. :ugeek:
- Guts Man G doesn't freeze when the music stops, potentially leaving everyone to die when he's still throwing people after the music stops. Already fixed.
- Generic Platforms become a bit stally when two people are left. You may need to make one or two more platforms fall at once, because matches get really drawn out with only two falling. I never really thought it would get that far but it will be fixed.
- A better indication for becoming the constructor would be helpful You're the only one teleported.
- A lower height cap might help better regulate the pace of the Star Rod game It had a pretty low height before, so I have no idea what Zandronum is doing, but I'll look into it.
uh ohThanks, I need something to replace the other laggy one.(click to show/hide)
* Also on Anti-Social Projectile Dodging, it's near impossible to tell where everything is half the time. Perhaps the projectiles could play soft sounds to make it a bit harder to get blind-sided by a Hard Knuckle? Chasecam is allowed and encouraged. I already had to make duplicates of everything so adding a sound is no problem
* Anti-Social Projectile Dodging: The Magnet and Dive Missiles have an effective range of nowhere. They don't even reach the platform. Fixed
* ...The labyrinth is also pretty easy to speedrun and kind of boringly easy once you figure it out. If you do the above, revamping it to be a bit more complex and having it spawn you in random places would make it a bit more interesting. I'll look into it.
* Super Telly is an absolute joke. Buff him so he scales with server population. He actually does...he just enters the pain state too often and can't do anything.
* Space Train: Who the hell is the conductor, and why does he always die ten seconds into the round? He is susposed to defend the reactors from being shot. You can buy upgrades but no one ever seems to do so. He might get a health buff.
In the projectile dodging game, Magnet Missiles and Dive Missiles will never enter the center of the stage. So remaining players can camp in the center and never get hit.Fixed (I think, I need to test it again later on)
In Musical Elevator, Gutsman G should disappear in-between rounds following his introduction, so he doesn't knock frozen players off the elevator.He now never enters the elevator whether it's up or not. His purpose now is an aid to push people farther away off the platform.
With Special Stage 1, can you pick a different skin for the spikes or skin new ones with an outline? They're very difficult to see. The Somari rings are a little chunky in appearance and look disjointed. I'd be happy to skin you new thinner ones with a more yellow palette.I suspose I could do that. Do feel free to make better rings. I'm not a spriter and just found some with fancy rotations already. (Fun Fact: The rings aren't from Somari, but Sonic Jam 6)
Also, the conductor on the Space Train needs to be stronger; he was no match for 10+ players fighting him all at once.Fixed
The scavenger hunts are fine, though with Pharaoh's hunt, the Rush Coils seem to never re-spawn (and I believe it may be so with the Rush Jet and Beat Call in Air's) and you may want to fix the area where the collectable Yasichi is so players trying to grab it don't end up in the Chaos Emerald's room. Then there's placing items directly on the death floors in Air's so players will need Beat Call to survive, and the bouncing/hovering items over their hotboxes.Rush / Beat will respawn faster.
They're semi-kind-of-sort-of based on StupidLMS'. If you want to remake them, they have to retain the silliness.Alright. Is it OK if i also contribute a map?
Alright. Is it OK if i also contribute a map?Sure, the maps on the front page are still available, but if you want to do something else, that's fine too. (Just no more special stages or scavenger hunts.)
Question: Do the Big Telly and Space Train Reactors' health scale according to the number of players? Cuz they should.Yes
Stupid obituaries!Sure, why not. I'm gonna change / adjust some of these. While I'm ripping off StupidLMS more than I probably should, if anyone wants to come up with funny tips / facts for when you die, that'd be good too.
You can always use the rings from one of the Sonic games on the Master System/Game Gear, but anyways here's what I got.Added.
Sure, why not. I'm gonna change / adjust some of these. While I'm ripping off StupidLMS more than I probably should, if anyone wants to come up with funny tips / facts for when you die, that'd be good too.Awwww. Also, remember that StupidLMS-like mods are supposed to be crass and insensitive. That's the tone I went for with those obituaries, minus the profanity and penis jokes. As for the protips...
Update posted, server is up. Yadda yadda.Haven't checked out yet, but... Thank you.
Here's an interesting idea (you may have to split up people into pairs for this though)
You could have a sort-of western draw scenario, where two people face each other, then at the signal, they can fire OHKO weapons to see who reacted faster. I'll try to add-on to the idea if you consider it, but I'm still trying to think how you would handle an odd number of players.
Only thing I'm mainly worried about is lag drastically effecting this...
There's also the idea of rigging all these co-op oriented LMS games so they don't end when one player is left alive (when he/she dies, it could throw up the "Mission Failed" text used in Survival Co-Op then end the map with the "You Lostj" screen.
One question:The music used for Space Train is the main theme from Space Harrier, the version that's used is the VRC7 version.
Where did you get the music for Space Train?
The music used for Space Train is the main theme from Space Harrier, the version that's used is the VRC7 version.
Also, I'd like to report a glitch with the boss fights. If all but one die, then that one guy wins by default and the boss isn't defeated. Or is that how you intended it to happen?
Quote from: "Superjustinbros"There's also the idea of rigging all these co-op oriented LMS games so they don't end when one player is left alive (when he/she dies, it could throw up the "Mission Failed" text used in Survival Co-Op then end the map with the "You Lostj" screen.
Normal LMS ending. The only way that can be changed is to change the mode entirely to Cooperative.
I tried a quick draw minigame before and it failed horribly. I can try it again but the only problem is: how would an odd amount of players be handled?
Not sure if you realize this, but the music in LMS30 is a stage theme and not a character theme. I suggest using U. N. Owen was Her? instead, as it fits the Air Man tile better considering it's a sorta meme.
I don't think you have room for new games but I had the idea so I'll post it (and because I was told to)
So you know that Bowser's Big Blast (or something like that) from Mario Party. The one where one person hits a button and hope they don't die.
That's fun.
The only difference would be if after 5-10 seconds if someone doesn't pick a button they just die for being a loser.
I got nothin'
Feel free to keep making suggestions because I'm a derp and forgot one of the ideas I was going to make a game out of.To be fair, the Mario Circuit map depends nearly entirely on luck as it is. A single Golden E-Tank can propel you from last to first with no problems if you mash Item Use, and is outright broken if you have a bind set up to do the mashing for you. Most matches on that map have devolved into somebody camping the item spawns waiting on a Golden E-Tank or an E-Tank Triplet, then propelling farther than anyone can catch up or hit them with a Magnet Missile / Super Search Snake.
However, a game based entirely on luck does not sound like a good minigame...so no.
which are very scarce on MM2AIR.
Quote from: "Superjustinbros"which are very scarce on MM2AIR.Airman's Scavenger hunt is LITTERED with Rush Jets and Beat Calls but I digress. The main thing I don't like about it is the bouncy objects (and how close they are to the floor -_-). The Scavenger Hunt idea isn't necessarily bad, but the placement (Crystalman) and the fact that they're almost always in the exact same place every time makes it less of a scavenger hunt and more of a I-hope-I-get-lucky-and-reach-them-all-and-at-the-same-time-not-die-by-accidentally-touching-the-floor race (Airman). I thought that Pharaohman was well done, especially the idea of the random (well, semi-random) placement of the two yashichis. Airman was just a bad place to do it bcuz you have to kiss the ground just right to not activate your beat call and have to rush back up (or beat back up in this case :) ), and there's not alot of good hiding places besides on the floor in that map. Crystalman's was simply annoying bcuz you had to fit in the holes JUUUUUST right to grab the item, and that was the case multiple times. In all, the scavenger hunt idea was good, but the map choice (and placement) was questionable.
Yeah, I'm looking to replace jelly world with something as it does tend to break maps.The truth is, the only thing Jelly World breaks are floors and ceilings that are supposed to move (such as elevators and doors). For example, if Jelly World is enabled on Victory Isle (one of the CTF maps), the doors in the bases stop working. This isn't really major in that case, since there are other pathways around. Another example is in Wave Man's map. If Jelly World happens, then Octoper OA doesn't pop up outside the map boundaries since he pops up on a hidden moving floor. There's also the wobbly bridge in Shade Man's map that doesn't bounce along with the rest of the map.
Bugs(click to show/hide)