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.


Messages - MegaVile

Pages: [1] 2 3 ... 5
1
MM8BDM Discussion / Re: MM8BDM V6b - Released!
« on: March 10, 2023, 09:21:35 PM »
LET'S GO

2
Anything Goes / Re: BXR's romantic cruise map!
« on: December 28, 2020, 07:14:54 AM »
what the actual fuck

3
DECORATE and ACS Modifications / Re: Viral Roboenza -- V1c
« on: December 27, 2020, 10:45:24 PM »
You just place this in the wads folder and load it up. It doesn't matter what gamemode it is, it just happens regardless. Be it Deathmatch, or Last Man Standing.

4
DECORATE and ACS Modifications / Viral Roboenza -- V1c
« on: November 28, 2020, 04:47:36 AM »
Hey, you!
Have you played the MM8BDM V6 Chapter 12 campaign and thought, "Man, that Roboenza outbreak would be fun with online friends.."
No?
You want the virus to STOP?
Well, too bad!

Introducing.. The Viral Roboenza Gamemode!


By taking some of the samples and engineers of the virus, we were able to replicate it into a form that can be released upon (almost) everywhere!
In a facility, in a team based brawl, in a survival of the fittest, so long as you can bring it, you can spread it!


--The Gameplay & Differences--
Alright, so here's the deal, compared to Chapter 12, the way the Roboenza works here slightly differs.
The effects remain the same, although some may have been changed to better suit the game.

On Round Start, Roboenza will spread to all players available effective immediately, giving them a variety of changes, and each effect is swapped on death!

In the types, we have..
(click to show/hide)

Though.. what's this?
(click to show/hide)

Well, all is said and done!
Are you ready to tackle and fight in the horde of Viral Roboenza?

TSPG Download Link to V1C
https://allfearthesentinel.net/zandronum/download.php?file=viralroboenzav1c.pk3

Bugs might be found and stuff, but it will be fixed whenever possible and identified!
oh lord help me

5
MM8BDM Discussion / Re: V6a - Roboenza
« on: November 28, 2020, 02:24:35 AM »
As someone working on making a fully fledged mod of the v6 Roboenza Online (dubbed Viral Roboenza), this would be very nice to solve.

6
MM8BDM Discussion / Re: MM8BDM V6 - Development begins!
« on: September 13, 2020, 08:22:19 PM »
It might not be fitting here, but is there anyway I can toggle the automap without needing to be killed? I can't seem to get out of it once I press the button to view it.

Just press the Automap button again.

7
Hey.. seeing as how I'm working with the revival of Saxton Hale (I've already revived it with a few updates mostly by myself.)
Do you think it would be nice if I can borrow some of these future huds and ideas while exchanging mine perhaps for a few classes?
I definitely have ideas related to Quote and Curly and such.
It would be fun to collaborate on both the Boss Mod itself and the Class file too, as I've also got experience in class coding.

8
MM8BDM Discussion / Re: MM8BDM V6 - Development begins!
« on: July 02, 2020, 06:14:51 PM »
May I ask if the gibs are going to be toggleable via user cvar or not?
I can imagine that this can get quite in the way of a few players and I'd personally not like to see gibs myself when I'm playing.
But if they're a forced addition then I'll try and grow used to them over time.

9
Forum Games / Re: Ruin-A-Wish
« on: February 03, 2020, 03:29:36 AM »
Wish granted; Unfortunately, you're only proficient in Scratch.

I wish that nobody ruins my wish.

Wish Granted; except a shooting star crashes into your house to kill you.

I wish for a release date of MM8BDM V7

10
Forum Games / Re: Ruin-A-Wish
« on: February 01, 2020, 06:56:26 PM »
Granted: Now you're stuck spamming Reload and everyone begs for nerfs.

I wish I had more experience in coding.

11
MM8BDM Discussion / Re: MM8BDM V6 - Development begins!
« on: September 05, 2019, 09:32:52 PM »
So by top or closest ledge, does this mean near edge or?
Also, I feel it could be a bit too much to have something that fast able to go hypothetically infinitely as long as theres a wall to climb. But I'm glad Item 3 joins the fray! I just hope it has a limit to how far it can climb.

12
Maps / Re: I made a new map of mm4dw1
« on: June 20, 2019, 04:07:48 AM »
This map is a giant met and I love every bit of it.

13
W.I.P Forum / Re: MM4SP - Cossack Crusaders (WIP)
« on: June 20, 2019, 04:01:56 AM »
Nice! Return of MMW/SP in a new format!
Wood Man's stage is looking VERY nice!
Also, where can I find Dood on Discord?
I could help with coding, and beta testing, having experience with the former, and a tendency to be a bug magnet for the latter!

14
Maps / Re: REAL Pack - v1a
« on: June 02, 2019, 04:39:40 PM »
> Egg Corridor
Y E S

15
MM8BDM Discussion / Re: MM8BDM V6 - Development begins!
« on: May 27, 2019, 06:42:41 AM »
Still no return of old MMBMAG. Sadness
Woah! Nice! So not only is Thunder Claw actually useful but Beat Call isnt pointless anymore! I imagine it will have 1-2 uses?

Pages: [1] 2 3 ... 5