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Messages - Chaosman.EXE

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Projects & Creative / Re: Unholy Classes/Bosses (V7A-Beta3)
« on: September 04, 2018, 05:08:30 PM »
Is it true that it's compatible with Saxton Hale? 'Cause I don't have it, so I wouldn't know.
I don't believe so, but you're welcome to check.

Projects & Creative / Re: Unholy Classes/Bosses (V7A-Beta3)
« on: September 04, 2018, 01:52:27 PM »
Yeah, despite the examples I listed they're pretty few and far between and they don't have quite the same impact as they go on; much like the minigames they're just more silly than anything. That's the beauty of the Unholy mod; not a whole lot is really taken seriously in the face of "serious boss business" and it still manages to be equal parts chaotic and fun at the same time.

Projects & Creative / Re: Unholy Classes/Bosses (V7A-Beta3)
« on: September 01, 2018, 03:35:47 PM »
Yeah, there are a few joke-ish screamer/creepypasta bits caused by a few things, including...

- Using the Give Up Hope Unit or Super G.U.H.U. items
- Running out of time in a match (two different effects can occur from this; one's a screamer and the other is just everything going dark and everything just suddenly exploding)
- Dying to almost any one of ???/Hellbot's attacks
- Dying to one of True Buster Mistress's signature clone attacks
- Dying to Sampi's ridiculously powerful mainfire rage or a couple of his other attacks
- Zankokuna Hellbot has a randomly activated mainfire attack where he leaps about erratically, firing off large-ish shots that create shockwaves. They go from blue to yellow and then finally red and increase in power from one to the next; dying to the red one results in a screamer.
- Letting Zankokuna Hellbot finish his rage attack (it can be stopped simply by hitting him once; fail to do so and you basically lose because it's the same as the second out-of-time effect).
- Getting hit by the football item. ... More joke-ish than anything, but I'm not kidding.

Those are the ones I know off the top; there may be more. There's also a third Hellbot variant called Shin Hellbot who's a rare normal boss, but he doesn't cause any screamers. Just a ridiculous rage attack.

Projects & Creative / Re: Unholy Classes/Bosses (V7A-Beta3)
« on: August 29, 2018, 10:11:55 PM »
Hate to be that guy,but...I've heard of Unholy, however, I still don't know what it is. Could someone quickly explain what this is all about, please?
Ever play Saxton Hale/Freak Fortress servers in TF2 or just boss minigames in any shooter?
Well, this mod is basically like that. Every round, one or more players is selected to be the "boss" and their goal is to eliminate the opposing survivors. In the case of the Unholy mod, every boss has a different bag of tricks up their sleeves, and they have set HP amounts that scale to balance with the number of enemies or allied bosses there are (unless one of said bosses is Sampi or Zankokuna Hellbot, who both just have 30,000 no matter what as they're the "superbosses" of the mod).
However, this one comes with a good number of other nice bits as well. There's a wide range of player classes to choose from and experiment with, and every player on the survivors' side spawns with certain kinds of item boxes that may prove helpful in a pinch. And to keep things fresh, every... 8 rounds, I believe? ... the mod will go into a minigame round where it picks one of several minigames just to mess about and have a little fun. They're quite nice and very hilarious as well.
There are a rare few bosses who only spawn under certain conditions such as the players having faced or killed a certain other boss a number of times, and there's one very special little bit - if only one survivor player remains and the bosses have killed everyone else during a round, that player will receive a random boost and possibly an item to give them a fighting chance (however, this may not always be good - sometimes the game will give you an item that basically just causes you to explode on use and literally tell you to give up, essentially giving you the option to take the "coward's way out"). If that player manages to finish off the remaining bosses, 1 count gets added to a special event counter that goes up to 10. When it reaches 10, the next boss round will spawn Sampi no matter what; he's barrels of fun to play as if the game happens to pick you for it but god help you if you're against him.
As such, there's a lot to see and do in this mod and in general it's just loads of chaos, nonsense, and fun. XD I highly recommend trying it out if you haven't already.

Help & Editing / The New Doc Robots...
« on: September 01, 2017, 09:06:44 PM »

Okay, I was pleasantly surprised with the shift in Yellow Devil's phases in the new version, the new Guts Dozer is a MASSIVE improvement over the original... But good lord, who turned up the Jerk-O-Meter on the Doc Robots?  :shock:
I mean sure, there appear to be only four now as opposed to eight but while their combinations of two RMs' attacks sound cool on paper they can lead to some extremely difficult attacks to avoid. I'm looking at the one borrowing from Flash Man in particular; am I missing something here or is there legit no way to dodge his Flash Stopper? I was in the air across the bloody room and it still managed to freeze me...

Projects & Creative / Re: Unholy Classes/Bosses (V7A-Beta1)
« on: May 24, 2017, 02:54:27 AM »

So, uh... Yeah, this turned out to be a thing. Four Arch Arcanists.  :shock: If this wasn't purely during testing, I would probably have been screwed. The only thing that saved me here was Zandronum's god-awful bot AI. (Seriously, the bots need to be conditioned to not shoot at things they aren't able to damage at the very least; it's funny to watch but not very practical for real testing.)

Are there occasional waves of the same boss programmed like this or is my luck just that amazing? I had an earlier wave where I got three True Buster Experts as well.

Edit: How do I get the "add image" bit to work? The pic I attached doesn't seem to be showing up...

Projects & Creative / Re: Unholy Classes/Bosses (V7A-Beta1)
« on: May 21, 2017, 02:28:06 AM »
Okay. little update on the funzies I've had in testing... Seen a few of the new arrivals and they're lots of fun. And it gets delightfully hectic when a round with multiple bosses spawns, which has resulted in some... interesting situations.
Some rounds I've had mixups of bosses like Waylon, Alpha, Sue, and the Yellow Tankbot (who seems to appear rather frequently by my experience)...
...but then I had one 4-boss wave where TWO HELLBOTS spawned. The two Hellbots teamed up and next thing I knew the entire room was exploding. XD

Projects & Creative / Re: Unholy Classes/Bosses (V7A-Beta1)
« on: May 18, 2017, 11:40:00 PM »
Yayz, updates ^_^

I'd imagine I haven't really scratched the surface of things just yet, but I'm loving some of the new additions and changes here. The new Cutman boss has to be my favorite one so far, and from the looks of things I think Sampi's gotten some much needed rebalancing.
Speaking of, nice new sprite-work on him and a bunch of the bosses and classes. Who does those?

Projects & Creative / Re: Justified Classes v4a
« on: January 03, 2017, 08:22:28 PM »
I'm liking most of the new characters (well, aside from Magma Man since his altfire has next to no practical use unless someone is standing above him for whatever reason), special mention going to Tornado Man and Splash Woman as I'm having an absolute blast with both of them.
But some of the old ones really got knocked down a few pegs. I'm still experimenting but so far Ice Man seems to be the worst case; playing as him feels a lot more sluggish than it should and his damage output for how slow he initially is is awful (at least until his fire rate increases from his damage intake, which I don't think was a good design choice. It's like how I don't like Lucario in Smash; rewarding damage intake is something I'm not for), and his altfire is really bad. He gets majorly outdone by, what else, better ice RM's.

Projects & Creative / Re: Unholy Classes/Bosses (V7a-beta)
« on: November 05, 2016, 10:29:30 PM »
Hehe, it's on the way... And just from the looks of the class changes, I'm going to have HOURS of fun messing with it. >:)

This sounds unbelievably goofy and stupid... I like it. I'm gonna give it a try.

MM8BDM Discussion / Any good places for online practice?
« on: October 08, 2016, 01:26:36 AM »
 Messing with singleplayer is fun, but it's just not the same as going with other players. Only problem is, said other players have probably been playing this game for so much longer than I have that it makes no difference; more of my in-game time is spent dying before I even know what happened than anything else and I just wind up getting continually removed from any of the fun. I can't exactly practice on bots because...  well to put it bluntly, a gnat has a higher IQ than they do.

Projects & Creative / Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
« on: October 05, 2016, 02:19:39 AM »
Not looking too bad; we definitely have some weird stage layouts (and I like weird), but just one request... NERF THE CIRCUIT BREAKER, please. Yeah, it depletes ammo fairly quickly but it still more or less ends any confrontation on the spot if your aim is even remotely good.

MM8BDM Discussion / Re: MM8bdm Player Profiles
« on: September 28, 2016, 10:40:21 PM »
Name: Chaosman.EXE
Preferred Stock Skins:Enker, Ballade, Punk, Bass, Shadow Man
Preferred Custom Skins: Rogue, Bass.EXE
Favorite Game Modes: Both variations of Deathmatch and Last Man Standing
Least Favorite Game Mode: Duel

Favorite Weapons: Anything bouncy or slashy
Least Favorite Weapon: Oil Slider

Favorite Maps: Quick Man, Knight Man, anything huge
Least Favorite Maps: Every water map. EVER.

Favorite Classes: Shadow Man, Quick Man, Ballade, Bass, Duo, Trio, Galaxy Man, Astro Man
Least Favorite Classes: Oil Man, Punk, Roll, Dark Man 2, Frost Man, Sniper Joe

Favorite Campaign Boss: Trio (I refuse to call him just the "Evil Robot"). Intimidating, crazy-powerful attacks that are at the same time fair and provide time to react, and you fight him while flying in space and wielding the weapon used by his polar opposite. Yes, I can be petty.
Least Favorite Campaign Boss: Quint by a massive margin; nothing else even comes close. Too cheap, too unpredictable, and too repetitive.

Favorite Modded Boss: Cut Man from Megaman X Singleplayer Missions. Somewhat unforgiving in true Mega Man fashion, but still fair and lots of fun (unless you fight him on Nightmare where he borrows a page from Boomer Kuwanger's book).

Least Favorite Modded Boss: Sampi from Unholy Bosses. I like this mod, but his primary rage alone makes him literally impossible unless his player does nothing at all.

Other Stuff:I'm a classic gaming fan and a big Pokemon player (my online buddy simply calls me Luxray or Luxy from a name I used on Steam a while back), and I basically game and do other stuff for sh$$s and giggles. I also love to read, write and draw in my spare time and occasionally record stuff for YouTube (which I'll get back to doing whenever I get my Bandicam crap back in order).

Help & Editing / AIs
« on: August 19, 2016, 12:12:19 AM »
I don't really mind the simple bot AIs that much, but it gets a little weird when one gets stuck next to a wall, refuses to jump over something or just wanders around aimlessly in the same area and doesn't actually try to hunt down anyone.
Aside from playing on servers, is there a way to remedy this? It would make some of the larger singleplayer stages a bit more fun too.

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