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Messages - LordDamager

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Bugs/Suggestions / CTF Maps- Suggestions/Reworks
« on: August 15, 2016, 11:23:21 PM »
Hey there!

After playing ATF/CTF for a little bit recently, i feel that most maps could use a bit of a revamp or at least newer weapon placement.
Generally the mode itself isnt that popular, i know, but its still a classic of first person shooters and bringing a few new weapons and layouts to the table would at least help the mod become a little more lively, even if for a little bit.

Here are some things that i can think of so far:

WEAPON VARIETY: Now that we have megaman 9 weapons in the game, i noticed there are alot of older weapons prominent on most maps, and a lack of some utility weapons. For example, theres not many maps that contain scorch wheel from what i seen, which would be a nice weapon to get a speed boost to distract enemies or cap flags faster to push pressure on the enemy team. It seems that most weapons are more so geared to be offensive, with a lack of the more defensive weapons. there aren't many shield weapons availble, and with skull/leaf shield's revamp, it would be a nice weapon to include in CTF for defensive plays.

MAPS AND FUNCTIONALITY: While stock deathmatch maps have pretty neat gimmicks, such as thunder claw and clown orbs to latch and swing across, magic/clown trains, and roadster environmental hazards. While they should be more prominent in vanilla deathmatch maps, it would not hurt to spice up CTF a bit more with some of these (although, i dont think the clownman panels would work out well...). Another thing i feel is that it could benefit off of the newest textures from V4 and V5 to help liven up the maps a little more. Not many of them really utilize that many textures from the newer megaman games because they weren't available at the time.

The layouts do need a bit of rework as well, like icyfort for example:
Spoiler for Hiden:

The arena is generally wide open here with the little paths in the river in the middle, which dont allow much room for movement and falling in hampers the flow of the map a little bit. there also isnt much cover out here save for the two cubes in mid and the blocks at either fort.

Another personal gripe is this:
Spoiler for Hiden:

Blocks aren't red, its all blue. Just a personal texture gripe but sometimes it throws me off. idunno, maybe im dumb.

And finally the mid section of clash in the city needs some improvement as well. It looks nice but this doesnt flow very well:
Spoiler for Hiden:

I'd honestly suggest removing the middle pillar, put down two instead with spike pits around them as well. This helps the flow above the surface a bit more while presenting a bit more of a challenge in the underwater section for combat. I'd also recommend making these bars be unable to shoot through the whole length, but still provide some open windows for firing through.

(thanks sonicfam for getting these screenshots btw)

This is just what i generally think so far, and when i get a bit more time, i'd be glad to come up with some potential changes/ideas for a few maps to help improve on CTF.

W.I.P Forum / Re: OCBMR [V1a]
« on: August 12, 2016, 06:21:04 AM »
So how is this going guys? Any luck or progress?

W.I.P Forum / ATF- Assault The Fort
« on: August 12, 2016, 02:54:22 AM »

Assault The Fort is a mod that aims to replace CTF Flags with Batteries or Cores that each team must protect and destroy.

Both blue and red team sport a battery core where their flag would have been. The goal is to protect their battery while destroying the enemy team's battery.

The cores look like these:
(Battery Core sprite may be changed in the future)

Both of the batteries are stationary and defenseless on their own, however each battery comes equipped with a shield that will soak up the damage for them, and these shields replenish themselves over time as long as they are not being attacked. Each core does not receive any damage at all until the shields are depleted.

The mode was originally designed with at least 2 or more members per each team in mind, and with proper coordination in planning attacks to destroy the cores.

If you would like to try the mod for yourself, we have a vanilla version and a version that contains a semi-dedicated class pack for more team-styled game play.



Damage Patch for classes:

Note: The damage patch should be loaded after the classes are loaded, otherwise the batteries will get destroyed by each class very fast!

Spoiler for Hiden:
Ehibika: Initial Core Coding, Creator of Classes and balancing patch
JaxOf7: Vanilla Core ACS, Shields and V5 Patching, Vanilla balancing
Dimpsy: Creator of Slick class, tester
Jakeinator: Creator of Chemist class, tester
SonicFam1102: Title pic texture, tester
LordDamager: Core Sprites, Tester

If you have any suggestions/balance ideas, please post them here!

Stand ready to defend your core.

Im not here to take a "stab" at star, as you people think. im pointing out several issues here that were not being handled. nevertheless, im not going to continue with this. if you want to just assume that im only trying to troll instead of actually give helpful advice, then ill just drop it here. I only wanted to point out things that could be done to improve it, not put down the mod again. Oh well, no point in beating a dead horse.

Projects & Creative / why all teh dramas mang. why you dood dis.
« on: July 06, 2014, 02:47:40 AM »
Ok. why is everyone getting upset with otaku even after he was given a warning and he was told to leave. He was just saying his own thoughts in his own ways... which still needs work -.-. There are plenty of things wrong here and i mean PLENTY. Otaku could have worded it better, sure, but there are alot of things that need to be addressed.

FIRST: Stardust going solo over a few incidents, that yes, started with me. Thats a bit drastic considering several people still want to help her and she brushes them off. Not to mention the bugs/suggestions people still have that dont get fixed, or at least not for awhile when they should be caught sooner. I dont think its very productive to kick off on your own after everyone else who was willing to help did actually help. Nor is it productive that you need 2 hotfixes when a new version comes out. TWO.

Second: While this mod claimed to take a new view on hales, its still the same thing with more clunkiness. Sometimes as morshu, i want to throw fire, i get oil, and vice versa. whether tapping or not, its a bit finiky. Supermachoman is basically a charge and attack version of saxton hale. With the added benefit of stunning. His button pressing sequence is also a pain, and im sure it still is EVEN with it binded to another key. that still wasnt the boss i wanted either btw stardust -.-

Third: GOSM having both his slice and his meteor are redundant and more of a waste. people are gonna use the meteor in every scenario. the slice is more of a waste of time, and coding space. when you can throw a rock at a person's head from a safe distance, vs getting in close to slap their faces around, what are you really going to do? and the health nerf was not needed. he was fine before. The rock takes a bit of trickery to aim as well, considering how you can aim somewhere and have it only fall some feet away from the desired location. And why would he get invuln during his rage? NO ONE runs to him or attacks at him all when he rages, they're too busy running away for their lives.

Fourth:Again, going back to how this mod claimed to be a different take on hale, why does hale himself have no real change. new skin, new hud, less damage. Oh and pretty twilight sparkles when he rages. Saxton hale, who the mod is named after, is probably the most bland and unneeded hale now, with how everyone else is setup. Even clunky derpy Moocho Mun has more abilities then hale himself. The only thing that makes him stand out is how he (probably?) gets the most health, which doesnt do him much good other then stall matches.

Fifth: Why make pissed off rolls a regular hale, then hide it? She needs some work or a new rage, but cmon, you dont need to hide her.

Sixth: Neods pls.

Seventh: Gamma feet. Even for a joke boss, its still more useful and fun then saxton hale himself. But even then there are severe limitations. The feet's views are screwy in small spaces, and their attacks are far less effective in said spaces. Their slow speed makes it worse on larger maps. But again its a joke boss, so i cant really say its too much of an issue.

Eighth: Akuma pls. I cant tell if hes a joke or serious. Hes not that tanky or powerful in his game series, so why does he get to be a god here? Even unholy's takes on akuma are possible to kill, and the bosses in that mod refuse to die.

Ninth: Stardust, why did you even get a team together in the first place to the project? Even back when i was on the team, you never really accepted anyone elses ideas or suggestions. You've always said you'll "think" about them, but you never really did. you just brushed it off. Its wrong, and its lead to hales and classes being unbalanced, and, the worst of it, to super macho man.. Stardust, everyone has tried to help you, even i did for crying out loud. You've always ignored us or treated us as non-exsistant. Hell, im surprised you didnt go solo sooner with that attitude.

Tenth: Tomahawk talbain's old darkness was fine. at least you could still see. But why the hell did you make it total blackout? Before you even say theres the automap function, let me inform you that on maps like brightman, the automap does nothing to benefit you.. It doesnt tell you where theres pit, or where the boss is at. Total blackout isnt fun, especially since its lead me over a pit quite a number of times. that needs to be seriously adjusted.

Eleventh: Classes: Tank aka Duo's resistance to damage is random. more random then whos gonna get what boss overall in the mod and any saxton hale branch. It can and cant survive a za warudo (im not even gonna talk about dio flash and why hes a thing), it can take a punch and it cant. Not to mention with the reverse knockback, you can get sent flying into a pit, or a dead end, making that slow speed and extra resistance worth nothing. Not many hale shots trigger it however, they always just widdle the tank's hp down to nothing regardless of what he does. curly wont trigger it at all, so if you see curly, run. owait, i mean crawl away slowly. On the up side, his duo fist, fully charged, deals alot.. pending you can even land the hit with the slow shot.

Twelfth: Medic aka roll aka MEDIC/DOKTA. I question the purpose of a medic sometimes. Shes useful against bosses like curly/quote. but when you come against hales like GOSM, or Dio flash, does she even need to exist? Not only does her heal bar run out quickly, and regens painfully slow, but she's also a popular target for hales, making her the first to go. So is her real job to be a medic? or target practice? Her buster is faster then megaman's and deals the same damage, so when you get drain/spread it works out nicely. Instead of her current painful setup, have her regen quicker, but she can only get half her original ammo back.

Thirteenth: lolsupportwepstockpilespls.

Fourteenth: Sweeper. Weaker. Get a proto upgrade off a support class. Boom, old protoman's back, with extra damage.

Fifteenth: Speedster... yea.. weaker megaman? that shoots faster? with the rof, hes probably more effective then megaman to be perfectly honest. He doesnt build up too much rage either for a rapid fire class, so he kinda gets away with being an upgrade that can stall with the right tactics.

Sixteenth: Runes. Drain. why drain. Drain is terrible. its a blessing for whoever gets it, but its so unnecessary, and game breaking in some cases. Get yourself a nice camp and drain, and the hales done. no chance. this gets worse when you have either speedster or medic, who can recover quicker because of their rof. And resistance is kind of pointless to some hales, again, dio flash. Is it just me, or did dio flash get all the love? or some of it went to UNRM and SMM and remilia as well...

Seventeenth: Remilia. Remilia. Remilia.... Shes the fastest hale, the most flexible, and she can ohko better then any other melee hale, not counting dio. She has a rage that would make a pinball machine cry. Shes basically a death sentence to anyone whos not alert 200%. and even then, its a low chance they'll survive one or two encounters with remilia. that speed allows her to, and excuse me for this, throttle anyone in the behind or front without giving two fucks. Remilia needs a speed nerf as well as an adjustment on her... throttling to match the theme of the rest of the melee hales.

Eighteenth: Unknown robot master is, for the most part, balenced out since his debut.. except for hot heads and sniper armor. they still need an hp nerf, and hothead fires should have less homing abilities or less speed. But for the most part, hes semi-ok... that rage though makes it cheap for the last person alive.

Nineteenth: Dio flash. we do not talk about dio flash. Dio flash is a pain. dio flash is love. Dio flash is life. Dio flash wont fucking die.

Twentieth: Over all, this mod needs to be seriously reworked in some aspects and Stardust will need help in order to do so. i can make a complete and actual list for what i see needs fixing/reworking, apart from what i mentioned here. Stardust, ill say this as a past friend: Get your old team back, and start listening to others. If you want this mod to actually succeed, work with people, not against them.

and emmuel-i forgot your name but: I came to otaku with insanity classes, and even then, its been neo whos mucking around too much -.-

W.I.P Forum / Re: Insanity classes!
« on: June 05, 2014, 08:29:49 PM »
Its not my team specifically (not anymore). We will have to consult other members of the team and ask them to bring you in.

However you would require skype since our group is located in there.

EDIT: ok, trimagus, after discussing you joining we the team, we've voted no. im sorry, but you wont be joining the team. however, that doesnt mean you cannot submit a class, so feel free to.

W.I.P Forum / Re: Insanity classes!
« on: June 05, 2014, 06:01:51 PM »
usually light, neo, or otaku handle the classes. im currently working on something else that somewhat pertains to this classpack.

If you need more information on who does what, check the first page, the credits are listed there.

W.I.P Forum / Re: Insanity classes!
« on: June 05, 2014, 05:28:48 PM »
Ripping is fine as long as the damage remains low. a 10 damage ripper is more then enough to ruin someone's day, even if they only get hit for a second. Spread fire is also fine. Homing is a bit more tricky to deal with however, which is why i say why not revamp it differently. If you want, for example, you can have a firewave spout from the ground and surge forward, like icewave, but with shortened range. Or you could pull a geminiman, and spawn a clone minion that does some special attack. either way, it needs a bit of a touchup.

W.I.P Forum / Re: Insanity classes!
« on: June 05, 2014, 03:26:32 PM »
Actually i do understand well enough. We will not be accepting bland or simple classes. While its true we wont have as hard as a restriction on class submissions as say, cscc, however we wont be doing something that is this... simple. Potatostrike, please, try to come up with something original. We wont be accepting these robot mish-mash ideas, unless you can put an interesting twist on them.

EDIT: After some discussion, we agree that jdude's class is accepted. it may need some slight tweaks however, and we will need the creeper skin. Trimagus, im afraid your class is rejected based on the homing and quick boomerang aspects. it isnt really creative being chased by green or pink balls that can rip right through you. We would accept homing classes and boomerang type classes if they can be given more then just longer range or 10 damage. So Trimagus, why not try to improve on your class a little further? add a different weapon perhaps that does something to merge the ideas you have?

and jdude, could you please pm me the skin and weaknesses/resistances your class would have to vanilla/other weapons.

W.I.P Forum / Re: Insanity classes!
« on: June 04, 2014, 03:53:12 AM »
I dont really feel this idea can pass either. Im not sure what the others in the group exactly think, but i feel as if just a mishmash of the final boss trio of v4 is a bit of.. redundant and bland, considering we have justified that makes the trio playable AND (if R++ updates) the trio as bosses.

W.I.P Forum / Re: Insanity classes!
« on: June 01, 2014, 09:19:44 PM »
What he means to say is..

You should think about revamping your class idea so it isnt just every vanilla explosive packed in one. add a creative twist on it.

For example, you can have throwable hyper bombs that let you bomb-jump around, this gives your class a bit more manueverability then.

W.I.P Forum / Re: Insanity classes!
« on: May 30, 2014, 02:42:44 AM »
this version is official since ive gotten permission from other members. you dont get to dictate whats real or not since you've left several times due to conflicts with others as well as stepped down in coding. now i dont want a flame war alex. yes stuff still has to be fixed and it will be. but i want no more arguing. this version is official. end of discussion.

W.I.P Forum / Re: Insanity classes!
« on: May 30, 2014, 02:15:19 AM »
Actually incorrect alex. i have already been given the go by several others in the group. this is the official version. and i forgot to update, just did though :L.

We can accept classes soon do not worry. the current file is up to date.

W.I.P Forum / Re: Insanity classes!
« on: April 06, 2014, 03:40:29 AM »
Hmm while it sounds as a semi clone, it might turn out not as clunky as our bass ninja'd friend. but why not change it up a bit?

W.I.P Forum / Re: Insanity classes!
« on: April 03, 2014, 10:55:09 PM »
No it wont. the purpose of insanity is to break away from cscc/tp as its own other user class based mod. its not meant as a quality checker for teaparty. Its more of a fun thing for people to have and play with.

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