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Topics - Knux

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1
Rejected / [Suggestion] CTF Weapon Behavior
« on: April 27, 2016, 07:03:48 PM »
Quote from: "Knux"
I was thinking that if at least the AoE weapons functioned in such a way that a whole team can't spam them, they wouldn't be such a big problem. For example, if the weapon token disappeared upon being picked up in CTF just like Skull Barrier does in DM/Duel, respawning at a later time. Although even then, their usefulness would have to be measured by their placement on maps and how much they wreak havoc in general across the layout.
I would also comment on Skull Barrier, but that's getting changed come v5. That said, it would be great if we could start a discussion about CTF weapon changes here.

2
Rejected / [Suggestion] Buster Upgrades and Noise Crush
« on: February 28, 2016, 09:58:57 PM »
Buster Upgrades - picking up and using another of which you have already used will revert the upgrade back to Mega Buster. This is to add some more strategic value to picking up buster upgrades the player already has farther than just impeding the opponent from getting said support item.

Noise Crush - in order to make it less of a "free Hard Knuckle", make it so that the charge shot splits into a spread of three uncharged projectiles at mid-range. This would also make sense with the weapon's theme, as sound only travels so far before scattering into nothingness.

3
Rejected / [Suggestion] Move spawns in the way
« on: February 28, 2016, 07:33:03 AM »
Figured I'd report this now that core maps are being looked at again for v5.

There are some core maps which contain spawns in the middle of rooms or otherwise away from walls. Not only is this initially disorienting, but in a crowded server, this can cause telefrags to be more likely to occur.

I forget which maps in specific other than MM4DUS have this problem, but they seem to range from MM1 to MM6 maps.

4
Projects & Creative / [MINI EXPANSION] Mega Man 8-bit Halloween - 2015
« on: October 17, 2015, 07:52:53 PM »
-------------------------------------------Yes, Rockie! They all F L O A T!-------------------------------------------

Hello there, Cutstuff users! It is time for all of your birthdays!
Huh, what do you mean it's not that time?
Aww, cheer up buckos, because it's time to be spoopy! Welcome to your grav-- err...
The 8BDM 2015 Halloween Expansion!
...Yes, that! Nothing suspicious here! *hides shovel* <_< >_>



Download halloween V4 right here!
Get the new halloween skins pack here!

What kinds of things are you able to contribute!? Glad you asked! Here's the deal:

- Skins: you can submit a spooky edit of your favorite Megaman robot master, a skin of a Megaman enemy that can be considered spooky, or something completely original if you wish, just as long as it adheres to the halloween theme! Good examples of this are Dracu-Roll, Mini-Skull Walker and Doomguy, which are currently available in last year's skin pack.

- Maps: you have complete creative freedom... almost! This means you can use custom textures and music, just as long as it fits with the theme. Non 8-bit music is fine as long as it doesn't thread into the territory of loud and annoying - just ask over a PM before using them. Maps with non 8-bit textures will not be accepted, but thankfully, Nemz kindly wrote an awesome tutorial to convert 16-bit textures into 8-bit, so there's that too! Otherwise, spam Shade Man textures, place some spooky music and that should be good enough as well!

Q & A
Q: October 30 is a scarily low time frame! How will I finish on time?
A: Fear not! The deadline will be on November 8, due to the expansion starting a tad late this year. That means you'll all have roughly 3 weeks and one day to submit your stuff! No reason to enjoy the expansion on just one day anyway, right?

Q: I'm having trouble with what I want to do! Can I get some help on my skin/map?
A: Of course! Blaze Yeager is the QC on skins for this expansion, so all skins should be sent his way. For map troubles, ask around on this thread! There's always people ready to help you.

Q: Is there a limit to how much I can contribute?
A: Nope! You can submit as much content as you desire. Just be aware that we reserve the right to deny low-quality submissions, so if you suspect your work isn't up to snuff, you might want to consider making only one good skin or map rather than two not so good ones. Don't bite off more than you can chew! Unless you're a zombie or something.

Q: What about last year's Halloween? Will the stuff from that rise from the grave?
A: Yes, indeed! All of the content from last year will be on this expansion as well.

Q: Can I team up with someone to make a skin/map?
A: Absolutely! Just remember though that only the person who submits the final work will receive the medal.

Q: If I submitted something last year, can I update it?
A: You're welcome to do so! Updates are such a nice thing.

Accepted applicants will receive the MM8BDM Extender Medal!
Approved by Ivory.

That's about it! If you have further questions, ask away in this thread!

Green means accepted, Orange means in progress and Red means unfinished/not submitted/#wallofshame.

Maps:
Spoiler for Hiden:
[Ducktales 2: Scotland] - Knux
[Ghost House III] - Llamahombre
Skins:
Spoiler for Hiden:
[Franken Gutsmanstein] - FTX6004
[Skull Sans] - Jaxof7
[Shantae Roll] - Nemz
[Shovel Knight Enker] - Nemz
[Demon Crashman] - Watzup7856
[Some pokemon skin] - JDude330
[Ryu Dr. Light] - SSOmega11
[Dokku Roboto] - IamaMedalHunter

5
Rejected / [Suggestion] Intrusive Stair Ceilings in MM5DAR
« on: June 10, 2015, 02:31:07 AM »
The ceilings above the following staircases cause players to bump into them and stop abruptly at normal speed, which can potentially disrupt escaping from or chasing an opponent.
Spoiler for Hiden:


MM5DAR has had this issue since version 1, and it's about time it got rectified. My suggestion is to simply raise the ceilings enough, keeping the aesthetics but getting rid of it as an obstacle.

6
Closed / [Suggestion] Pit in MM4BRI
« on: June 04, 2015, 05:06:41 AM »
All of the pits in MM4BRI have the glowing blue textures which help know where they are when the lights go out. Then, there's this one. It's kinda weird that the most potentially risky pit in the map doesn't have any sort of indication of being there in the dark.
Spoiler for Hiden:
I suggest placing the glowing blue textures in the areas marked by Time Stoppers, with small 3d floor pieces above them so that there's no actual space cut in those areas. The floor pipes that go dim in the darkness would also be good where the floor texture surrounding this pit is.

7
Closed / [Bug] Fire Mets in MMBDYN
« on: April 23, 2015, 02:57:34 AM »
I was spectating during a duel and decided to clip over to the Fire Met conveyor belts since I never did, and noticed that they do not despawn when hitting the walls. Probably the lack of a Thing Remove line before the black walls.
Spoiler for Hiden:

8
Mega Man Discussion / RushJet1's MM2 Cover Playthrough
« on: December 01, 2014, 10:53:17 PM »
I figured RushJet1 himself would come post it sooner or later since it released today, but here it is.

And of course, the Bandcamp link to the tracks:
http://rushjet1.bandcamp.com/album/mega-man-2-remade

As always, ultra high quality work! Thank you, RushJet1!

9
Closed / [Suggestion] Pharaoh Shot Bar Aesthetic
« on: July 27, 2014, 09:01:28 PM »
You know how Scorch Wheel and Mirror Buster have a white bar on top of the normal one that displays how much time an action has before it ends, right? I wanted to suggest using that same aesthetic in reverse for Pharaoh Shot. Make the white bar rise to show how much the weapon has charged. Sure, you know when it's at maximum when it flashes, but it's good to know when that's going to happen in the middle of a fight.

10
Events / Mapping Event - Dual Mapping!
« on: June 12, 2014, 04:34:21 AM »
This mapping event is all about two people working together to build a small Deathmatch map, using one set of textures each. Only one of the team members needs to know how to use Doom Builder 2/GZDoom Builder, in which case, the other person would draw areas that go in the map (with pencil and paper, or Paint, or whatever tool is better).

The goal of this mapping event is threefold: to allow a chance for the Proto Man medal outside of just October and December, to create a pack of small maps by and for the community, and to have fun, of course.

That said, there are some guidelines to follow:

1. The size of the map must not exceed 3072x3072 units in playable area space. Use Skulltag (Doom in Hexen) or UDMF as preferred. Should be built towards Deathmatch.

2. Before creating the map, each participant in a duo must select a texture set. Create the map using these two texture sets. A third one is allowed if both members agree on it. Skyboxes have no texture limit. Also, you donít need to use all the textures in your sets chosen.

3. Because of having to determine how many texture sets were used, and as much as I like custom textures, they cannot be allowed for this event. Though if successful, the pack will definitely allow them. To be specific, no custom anything other than music is allowed.

4. To have some variety in looks, textures may not be repeated more than three (3) times across teams. For example, if three teams have Bomb textures in their chosen sets, Bomb textures cannot be used by a fourth team.

5. Evidence must be provided by each duo of participants that there was a more or less equal amount of work done. Words are cheap, so a screenshot of the map wireframe identifying who did which area should be good enough.

6. We reserve the right to refuse maps that arenít up to snuff, although this probably shouldnít be happening.

7. Entries will be accepted until July 35, 2014, meaning you all have three weeks!... almost. I won't be accepting things at the very last minute, so be fairly diligent.

8. Because there's no telling for real if partners outside the forum exist, please pair up with someone from the forums. Anybody could easily make an excuse and say they're teaming up with someone who's not a forum member, and actually be doing a map by themselves. Can't have that, sorry.

As said before, all accepted entries will receive the MM8BDM Extender medal!

This is not a competition, but we will still be judging for the best map overall, and the winners will get to name the map pack. If the event is successful enough to make said pack, that is! Within limitations, such as lewd stuff not being allowed. Finally, the judges for that small aspect will be King Dumb, SickSadWorld and myself, but all map submissions go in my PM Inbox, so send them that way.

If youíre fine with all that, go look for a buddy and sign up in this thread! Please use this format:

Team: Username and username
Chosen textures: 1, 2 (and 3?), where the numbers are tilesets chosen.


Participants:
Spoiler for Hiden:
#1 - Jakeinator and LordDamager
Textures: Dark Man, Stone Man.

[Dropped Out]

#2 - Balrog and Gummywormz
Textures: Grenade Man, Buster Rod G, Ground Man.
[Submitted]

#3 - The Twin Flames
Members: Jc494 and Blaze
Textures: Coldman, Dr. Cossack, Freezeman

#4 - Gospel and Shade Guy
Textures: Needle Man, Snake Man, Buster Rod G.
[Submitted]

#5 - The Battle Brothers
Members: LlamaHombre and SmashBroPlusB
Textures: Wily Tower 2 (WT3/WT4), Hyper Storm H.

#6 - Fr3akGamer and OrangeMikey
Chosen textures: Starman and Crashman

11
Mega Man Discussion / Megaman GB Games (Rockman World)
« on: May 24, 2014, 12:12:04 AM »
I didn't find any threads for this in the search engine, so here's this one! Talk about the GB Megaman games.

I just downloaded MMV today on the 3DS VC, and it's a TOTAL BLAST! I don't know anything about the game, but I took Neptune down first, and I took no damage. He and his stage were quite easy. I took on Mercury next, and the difficulty suddenly escalated a fair amount. Gonna leave the rest for later, but so far, this game's great.

12
Projects & Creative / [Map Pack] KNDM - KNDM01 v2 Teaser
« on: April 23, 2014, 03:56:20 AM »
KNDM - Knux's Deathmatch Maps
This map pack currently features 21 maps with themes based on other NES games, or mixed RM tiles to create new, original ones!

Credits are included in the .pk3 file.
Get KNDM-v1c by clicking here!

Download from Best Ever!

SCREENSHOTS:
KNDM01 - Blast Central
Spoiler for Hiden:
KNDM02 - Conflagrated Plant
Spoiler for Hiden:
KNDM03 - Ridge Mines
Spoiler for Hiden:
KNDM04 - Isolated Fear
Spoiler for Hiden:
KNDM05 - MM3 Skull Castle Exterior
Spoiler for Hiden:
KNDM06 - Concealed Glassway
Spoiler for Hiden:
KNDM07 - Commando Man
Spoiler for Hiden:
KNDM08 - Distorted Citadel
Spoiler for Hiden:
KNDM09 - Jagged Pass
Spoiler for Hiden:
KNDM10 - Arctic Brawl
Spoiler for Hiden:
KNDM11 - Structured Peak
Spoiler for Hiden:
KNDM12 - Waveyard
Spoiler for Hiden:
KNDM13 - Silence of the West
Spoiler for Hiden:
KNDM14 - Boost Man
Spoiler for Hiden:
KNDM15 - Dive Man Minus Infinity
Spoiler for Hiden:
KNDM16 - Storm Eagle
Spoiler for Hiden:
KNDM17 - Sewer Surfers
Spoiler for Hiden:
KNDM18 - Eclipsed Grounds
Spoiler for Hiden:
KNDM19 - The Amazon
Spoiler for Hiden:
KNDM20 - MM10 Special Stage 1
Spoiler for Hiden:
KNDM21 - Fortified Storage
Spoiler for Hiden:

Known issues (READ BEFORE REPORTING STUFF!):
Spoiler for Hiden:
- There's a water gravity bug in KNDM04, which will be fixed by next version.
- The Skybox in KNDM02 hates Software mode in some (if not most) areas.
- KNDM16 has an odd skybox bug. I have no idea what causes it.
- Please don't host this with Saxton Hale. Although nothing can really stop you from doing so, consider the loss in motivation to update this pack you will be causing.

And finally, the changelog:
Spoiler for Hiden:
-CHANGELOG-

v1c:
- All maps: added a new music script - credit goes to Lego for this one.
- Maps with two way teleporters: made them compatible with Zandronum 2. Credit also goes to Lego for the script.
- Maps with underwater areas: Added the new underwater script.
- KNDM01: changed the name of the Killer Bullet actors so that they do not clash with the core ones.
- KNDM02: Complete layout remake which also uses WW Fire Man textures made by Nemz!
- KNDM03: Small aesthetic update, removed some excess health/ammo.
- KNDM04: Fixed a strange bug where players spawning in the forest could jump high once, and fixed the blurred crusher texture. Forest house modified.
- KNDM05: Fixed the glass by the boss display going up infinitely.
- KNDM06: Added barriers around the map for homing weapons in non DM modes. The platforms leading to Drill Bomb can now be run over from the paths branching from the middle. Missing Block Monster lines fixed.
- KNDM07: Sandtorm script updated (by Lego) to be less laggy, and teleport destinations changed. Middle with middle, corner with corner. Middle structure now has an area below it.
- KNDM08: Small aesthetic update.
- KNDM09: Changed the number of Rock Thrower actors so that they don't conflict with balloons in rozpack.
- KNDM10: Large aesthetic update to fix a lot of bad texture placement around the map, and add more detail.
- KNDM11: Area with Picketmen and Fire Storm is gone, added running stairs in some places around the map, and fixed the missing Block Monster lines. Gyro Attack added, Thunder Bolt removed and replaced with Search Snake.
- KNDM12: Rearranged the Vboys close to walls.
- KNDM13: Small aesthetic update.
- KNDM14: Fixed a bug with the conveyor belts that caused them to retain speed on LMS between rounds (by Lego).
- KNDM15: Removed a couple of pillars by the area with Water Wave and green Wave Man pipes.
- KNDM18: Western area widened and modified a little to make it easier to navigate. Hard Knuckle replaced with Flame Sword.
- KNDM20: Most of the pillars have been removed, the bridge area had its floor lowered and stairs removed, and running stairs were added to the golden area before Mirror Buster's area.
- New map! KNDM21 - Fortified Storage.

v1b:
- Global: Reduced the music size by a very significant amount.
- KNDM01: Gemini Laser changed to Tengu Blade, Mega Ball changed to Remote Mine.
- KNDM02: Astro Crush changed to Lightning Bolt.
- KNDM03: Fixed the metal bridge that had a rock texture.
- KNDM04: Previously known as North Hole, it has been replaced with Isolated Fear, another map.
- KNDM05: Tornado Hold replaced with Wave Burner. Skybox fixed, mostly.
- KNDM06: added more detail to the floors, added a more tolerable skybox. Drill Bomb replaced with Remote Mine, middle Air Shooter replaced with Tornado Hold, Item 1 replaced with Item 2.
- KNDM07: Sandstorm LMS/TLMS bug fixed (by Messatsu). Sandstorm lines in skybox adjusted to not start or end in the same place.
- KNDM08: Danger Wrap replaced with Magic Card.
- KNDM09: Noise Crush replaced with Copy Vision.
- KNDM10: N/A
- KNDM11: Ice Slasher replaced with Spread Drill. Gutslifts were updated and thus fixed. Skybox given a proper blue top.
- KNDM12: Created a small path of Vboys due South to ledges should people crash-land on them. Northern Vboys were spread around, far enough away from the walls.
- KNDM13: The map now has its own music instead of using TOMMUS.
- KNDM14: Fire Storm replaced with Water Balloon.
- KNDM15: W-Tank in underwater sand area replaced with Rush Marine. Wave Burner replaced Napalm Bomb and Crystal Eye. Drill Bomb and Danger Wrap replaced with Ice Wall.
- KNDM16: Skybox redone (but still bugs out a bit for unknown reasons), Fire Storm replaced with Wave Burner. In addition, Gas Tanks no longer have a fire weakness.
- New maps: KNDM17, KNDM18, KNDM19 and KNDM20! (And I guess KNDM04 also counts, sort of...)


v1ah (hotfix of v1a):
- Most maps: some small tetxure fixes here and there. Little nitpicks.
- KNDM02: switched Flame Sword back to Scorch Wheel.
- KNDM05: switched Super Adaptor and Leaf Shield with each other.
- KNDM06: raised the height of the ceiling by 256 units.
- KNDM07: made the powerups in the huge taks visible. Hiding things in DM is never a good idea.
- KNDM08 and KNDM09: cut down the music a great deal on both. KNDM09 got Sakugarne replaced with Noise Crush.
- KNDM11: added more detail and decoration.
- New map! KNDM16 - Storm Eagle

13
Anything Goes / How Many Earths if Everyone Lived Like You?
« on: April 25, 2014, 03:53:38 AM »
http://myfootprint.org/en/

Go to this link and take a short ecological test to determine how many Earths would be needed if everyone lived like you!

I didn't like one of the questions, though, where it asks what kind of transportation you take and it doesn't include walking. Then after the end, it's recommended! No shit, yes, but I walk every day. :/

14
Cutstuff Discussion and Feedback / User Contact Info
« on: February 17, 2014, 07:09:25 PM »
When looking at an user profile, below "E-mail addresses" are things pretty much nobody uses anymore, such as ICQ, Jabber and YIM. Since it's fairly common these days, why not  add an option for Skype?

15
Help & Editing / Mute Bots
« on: August 29, 2013, 01:34:52 PM »
Once upon a time, I decided to mute the bots for Singleplayer. I carried over my settings a few times, and now I don't know how to un-mute them. Not that I ever knew how.

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