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Messages - Tesseractal

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796
Alright. I'll admit this: the work put into the maps is good. Props for that. Now it sounds like an update is coming along, but I'll try and squeeze in some *useful* criticism into the current maps. My problem with CSCM01-04? They're a bit repetitive. You have two "large ring maps with doors & stuff" and "big castle with huge outer area". So... For the "colossuem maps", I'm a bit stuck on how to diversify it. You could try making it more contiguous, or really: make outer areas seem more important. It's real bad on the map with the Ice thing in the middle: other elements are there, but nothing really happens outside one room. It's really pushing "big circle room with stairs" and CSCM08 has similar problems.

Now for the "big castle maps": One, the insides are really claustrophobic. They're narrow, hard to get through, and can't really fit more than one person. Look at Ivory's MMCTF08 from v1c to v1d. The immediate change (besides Rushjet area overhaul) was the expansion of bridges/hallways so that the map can support more than four people. It makes it look *much* more official and refined. In roboenza in the Kottage going inside is almost useless because it's impossible to avoid running into someone in the hallway: zombies get stuck in the chimney frequently(and I have won a match that way). If the castles are expanded, the outer areas will be shrunk(this is desired) and not near so barren and empty(which they are right now: you have a lot of grass and space). These are serious overhaul changes I'm talking about, but I'm trying to highlight issues that elicit the "this sucks" reactions you'll get from people who don't like the maps. I'm sure others may agree with sentiments...? I've heard these maps called "more Doom-y" as well. Take that as you will.

(also: Kottage has EVERY SINGLE WEAPON KNOWN TO MAN! it's a little overkill, and these are roboenza maps anyway)

 CSCM5+ starts to get a little more interesting. For one it's not so grey. "Strange Castle" is nice,  but it still has the unintentional ability to stand on the 'fence' next to the gutsmen. It's also a little claustrophobic, mainly exiting hallways(the halls themselves are not so bad): for example, the stairs leaving the Gutsman area. It's impossible to get out smoothly. You have to awkwardly jump on one stair which slows you down. (or go in the middle and get out easily) then jump again to escape. In rage mode you'd be infected instantly. The tall towers also have difficulty getting to: you have to jump off the edge of a stair-thing. Really, tricky areas in a map to get through shouldn't be in the main area; it should be on the fringes and not so common. Of course you can add a hard-to-reach spot in a map; but putting it in the center seems terribly out of place. But I'd like to see the Bass/Colosseum maps more like this one: a bit more diverse, not so centralized. (this map does not focus entirely on the center)

Kero Palace... Better name, please, as now it's just a name plug for the author and not creative in the slightest. I like the map however- but this one actually lacks centralization and seems like a blend of mini-maps tossed together. It's not cohesive. You have the outer-areas and the brown corridor(stone?) hallway which is a key claustrophobic issue; you have the inner area with the crescent pit and then there's random firetraps? The area with next to the firetraps (elevated plateau, four-pillars) seems to have *no* room for anything except for passing through it. You can't really stand and do anything on it... Which is odd. Where as cscm1-4 were all 'big area' this is trying to be 'all outer area' and seems to lack focus. I like the map though because I've made similar things: it focuses on little details and like I said, is sort of a mini-map hodgepodge. It's got various textures which help diversify it and sort of blend 'ivory-style' imo. (this is a good thing, I like the way Ivory's maps cross textures).

SSW's map is pretty good so I'm not gonna say much. The reliance on item-1 to get saku/other powerups is a bit annoying. You CAN reach the corner towers from the window/fence but that's frustrating.

Fireball Deathmatch - it's a really a flashier version(colors wise) of one of the "kolosseum" maps, which are like I said: big rings with stairs & stuff. People get bored of that easily. It needs more bells & whistles, really. Maybe throw in say, fans to make the top area accessible in LMS? Lava to make it an *actual* fireball deathmatch? (Mess doesn't like deathtraps and neither do I, but they spice up roboenza) It's gotta have more spice. Make it more deathmatchy. I'm a bit stuck on expanding the whole "big circle" maps but really: make the outsides more interesting.

That's what I try to call useful input on maps. I'm just one opinion but I feel like others will share my sentiments. Oh, and like I said: the work done is good. You want to do more work here's my idea. Or they don't, and that's their decision and I respect that.

797
MM8BDM Discussion / Re: Bot Apocalypse
« on: April 03, 2011, 06:37:52 AM »
If you make it a gamemode: the number of bots should be proportional to the number players. Like, maybe 1.25 or 1.5 times the amount of humans?

Oh: and remove some maps from the rotation, Sav. the Obvious ones to me are: MM5WAV, MM5CRY, MM2DW1, MM1DW2, MM6PLA, MM4DRI. It's your discretion but imo the humans have no chance on some of these 'open' maps.

798
Projects & Creative / Re: [Mod] Rage Roboenza
« on: April 03, 2011, 06:18:59 AM »
Quote from: "tsukiyomaru0"
Quote from: "SickSadWorld"
Part of the fun of the original though was overcoming the speed disadvantage to victory as a zombie.
Everything you need to know is here.

This is only true for a small range of players. For me, original roboenza is only possible until about 10 players. Then it becomes nearly impossible to overcome the speed disadvantage without being well, mobbed. This mod seems to be a reaction of Mess's to servers getting large. In Rage, it's much easier to infect with zombie speed. This means: players who aren't as good(who FLOCK to roboenza) now have a chance at infecting, and the matches don't just end instantly as a weak player gets mobbed. You've admitting to not being good as an alpha yourself. Original roboenza is just 'wait around for a good player to be alpha, as the the not-good ones get mobbed to death' if the players exceed 10 (even 8 on small stages like... Flame Man).

tl;dr: Rage is better because it makes MUCH better for weak zombies to infect, and for last-survivors to win. Fast zombies are MUCH more interesting than the 'sponge' zombies. I miss infect weapon drops; the weapon itself though is fine(despite minor range issues). Zombie altfire also helps stop 'slow rounds'.

Quote from: "Messatsu"
Actually the zombie killer part is the exact reason for Rage. I know that won't be everyone's cup of tea, but the goal of this mod is change it from a run away from zombies to an engage and destroy zombies style. I found zombies won if they infected a bunch of players right off the start, but lost if all the players ganged up immediately. So rounds tended to be very quick. I'm going to give Rage a buff, but reduce the frequency on which it occurs. The idea behind it is that when a player has very little chance of winning, there's a glimmer of hope.

An option I'm toying with currently for zombies is to give them a max of 300 health (vs 360 current max) but give them a regen rune.

I like this. To me, a balance would be: Make 'normal rage' for 3+ zombies, and let's say 'super rage'(the proposed idea with wtanks/wep energy refilled) for 7+ or even 9+ zombies. But your sentiment IMO reflects the reason the mod was created, which I agree with totally. BUT: I say no to regen-rune on zombies. Most of the mod is helping out "noobs" who aren't good at infecting, but to me regen-rune seems overkill. There's only so much weapon energy in some sets.

799
Projects & Creative / Re: X Pack V1A RELEASED (see 1st post)
« on: April 03, 2011, 05:25:02 AM »
Quote from: "Mr. X"
For Top Spin:  I wanted people to have some way to attack by jumping like Mario.  If I hear more requests for it to be changed, I'll do so but not yet..

Well, here's another request for it to be changed(since I know you already addressed it). It's not gamebreaking or anything, but IMO it should be at the top of the tower where star crash is now. Think about it: it's the most powerful weapon easily. Put it at the top where it takes some time to get is usually the way to go. IMO, Star Crash loses some use because of the other high-power close range weapons present (e.g. Shadow/Napalm). I also feel Atomic Fire could be at the top instead (and it's a Mario map, after all - gotta have some fire!)

Oh and the v2 changes are all good IMO. One of the things I noticed in v1(not sure if it's fixed): In the race map, is crossing the finish line supposed to eliminate the other players? I've noticed this happening usually instantly, although sometimes there's a delay/need for the line to be crossed again. It also usually gets pretty shaky(the screen) when we were doing it online in v1. Not sure if it's been changed in v2 though.

800
MM8BDM Discussion / Re: MM8bdm Player Profiles
« on: April 02, 2011, 08:38:24 PM »
Update'd

In Game Name: Roc's Creation (Formerly [TBG] Tesseractal)
Favorite game mode: CTF.
Favorite weapon: Metal Blades.
Preferred Skin: Junk Man / Junk Man .exe, if I feel others have it. (Formerly Uranus)
Favorite stage: IDM10. (Formerly MM1DW2)
Greatest Rival: MegaQuint ('cause it's always MEGAQUINT) (formerly DarkAura)
Reputation: Leadin' CTF matches, and I have a handful of other names as well.
anything else?: Still advocating more maps and map packs in anyway I can. Plan to create a few of my own in the meantime; getting the basics down now.

801
MM8BDM Discussion / Re: Bot Apocalypse
« on: March 31, 2011, 10:34:26 PM »
Heh. I enjoyed this (it feels like a new gamemode) and leading the Enker team to victory. =P

You could consider(remember, this is only my input) removing Dive/Magnet Missiles from the weapon rotation (assuming this is possible) as those matches end fairly quickly in bots' favor.

The human leader is also a nice addition, and imo makes the mode much more memorable. It prevents a total massacre if too many bots get 'stuck' or can prevent the human team from camping(if the leader is good). It gives sort of a 'boss' feel to the leader. But yeah, both sides were fun and I thought it was great.

802
MM8BDM Discussion / Re: Screenshots
« on: March 30, 2011, 05:22:14 AM »
Quote from: "Rawk Hawk"
3/4 way CTF sounds a bit ridiculous though. I mean at first it sounds cool, but not only do you have to keep track of your own flag, but you have to get 3 other teams flags. It's much more annoying than fun.
However, multiteam LMS, TDM, and Possession would work out a bit better since there isn't 4 different objectives.

Oldish post but whatever. It's still a point I want to address, so...

Solution: 1 Flag 4-way CTF.

There'd be one central flag that everyone would fight over, instead of 4. Four flags WOULD be ridiculous: everyone would be up in the other's bases and it'd be too hard to get one team to cover all them(like you said, unless you had 4-man teams) . And this might actually favor smaller teams: Three teams of 2 means that 4 people will 'attack' the flagholding team (of 2). Of course, flag camping is a bit of a problem in 1CTF.

Now you're thinking: In 2-way 1CTF, red takes white flag to blue, and vice versa. In 4-CTF it'd be the same, plus Green to Gold and Gold to Green. What about 3-way? I'm not sure if it's even possible. My expectation would be that takin the flag to ANY base(besides your own team's) would count as a score.

I also plan on getting started with Doombuilder. I've never really understood the programming involved but I *have* mapped for consoles successfully. Larger maps and 4CTF maps may be not too far off the horizon.

803
MM8BDM Discussion / Re: Improving V1D
« on: March 30, 2011, 05:08:46 AM »
Most of the changes I agree with- I feel most the weapons were balanced properly. It's a bit weird using a weaker Gyro or Ballade Cracker but it makes sense to me and Gyro just requires more aggressive usage to be effective. Dust Crusher is the only weapon I think could still be stepped up. Also Wind Storm bugs me in MMCTF02 - the low ceilings make it easy to get consecutive wind storm hits in, which becomes irritating. In higher rooms it's not so bad. I LOVE how GHold is much more accessible to the metagame now- it doesn't just ruin everything like the old one.

The main concern is new weapon placement- it's bound to change again once MM7 rolls around. The Metal Blade in Sparkman was brought up; my question is: Why no Atomic Fire in Star Man's stage? It was replaced with a Star Crash spawn. (imo Gravity Hold would be nice here too although perhaps a bit much)

804
MM8BDM Discussion / Re: Unofficial Weapon Tiers
« on: March 15, 2011, 12:01:56 AM »
Well, of course. Bubble Lead is mighty strong (just look at the bubble wall that was going yesterday in Toad Man), but I feel that it's speed is ineffective at hitting a target unless they're moving toward you(or you wall it). The weapons I listed all have their uses; I've killed with Gemini and Cracker before, but imo they are mostly dependent on the area they're being used in. If Gemini's not in a narrow-hallway area, it loses most of its usefulness- to me the strength only comes from recoil shots. Sure, variability in the environment affects all weapons, but to me the C-tier weapons are affected the most(and why I agree with Napalm being C-tier).  If the area wasn't a factor, Super Arm could easily move up(with OHKO potential in it).

Part of it is like you said: you're doing it by 'earning tier placements' but I would put it more distribution style. Or I just think that megabuster at C is too nice. >.>

805
MM8BDM Discussion / Re: Unofficial Weapon Tiers
« on: March 14, 2011, 06:46:51 AM »
The real "issues" I have with the tier list is the C-tier, which is "megabuster level". It's kinda messy to compare all that stuff to the Megabuster, my main beef being Ring Boomerangs. (I would place higher) Of course, it's an easy fix if you move some weapons down. Weapons I would suggest moving down (from C-tier):

-Megabuster (weak)
-Gemini Laser (weak)
-Blizzard Attack (weak AND slow)
-Freeze Cracker (weak)
-Bubble Lead (very slow)

It could be the way the game is setup but the tier list seems like an inverse pyramid- you want more weapons at the bottom, not the top, and right now Flash Stopper is kinda lonely. My suggestion: put Megabuster in D or E tier, then put weapons below that you would never use over the Megabuster (like Stopper, Blizzard Attack) since you view things in terms of megabuster replacements. This would clean up the C-tier a bit. If you're curious about a single weapon I mentioned holler.

806
Excellent!

I was just thinking about something like this. Thanks, 'cause X6 has an epic track (too bad the level desgin didn't hold up). If I can make two comments:

1) Add X6 intro stage. It's the most epic of all the X games, imo.
2) If you change X5 (or even just make more music wads), I'd suggest using a more uniform or basic naming system. Right now the WAD names are impossible to remember without writing them down /binding them, for the most part. You could do something like "X6BOSS01" and then you could remember all 10 of them easily (00 would be Intro, 01 Yammark, 02 Scaravich, etc.) OR use the *same* letters of each maverick, like the first 5. Like "YAMMAMUS, SCARAMUS, BLAZEMUS" and so on. Because the X6 boss names are kind of horrible (like X5's). It's just a suggestion, really to make things more convenient.

807
Mega Man Discussion / Re: Megaman Battle Network Chrono X!
« on: February 08, 2011, 03:14:38 AM »
Quote from: "SoulRed12"
Also, please leave a comment somewhere telling what you like/didn't like about each version.  It helps me know just what fans are thinking.  The comments can be wherever you like (here, on the youtube vids, on the website, the poll, etc.) but you have to vote in the poll for your voice to be heard in the final tally.

Well, I like the GBA version better. Not because it sounds like a GBA - I don't think that should be a goal - it has a more cyber-feel to it(think like chiptune music) and also adds a little kick to the music (which is not an incredibly upbeat boss music). You might consider a more fast-paced/action-paced theme for things like the final boss, secret bosses, etc. (although those are a long way to go).

I did vote btw. However... this is something that applies to your whole team, not just the music. You need way more publicity! Go post something about this on every large site you can; i'd try gamefaqs, and other big megaman sites, Mega Man Network/homebase(forgot the name atm), but gogogo. The more support that you can get for this the easier it will be to do things like this, and the more talent you can draw from (not that you don't have a great start - you just want things to pick up). Part of it is that MMBN is a completed franchise, but you can find fans who still want more. Go huntin'.

808
Projects & Creative / Re: Ivory-Pack Released!
« on: February 07, 2011, 03:09:40 AM »
Quote from: "Ivory"
So far I just have IDM03-Skyway left to fix. If there are any other bugs or suggestions
PLEASE LET ME KNOW. These map's won't be improved without your input.

If you're fixing Sky Way - you could consider changing the location of Beat and/or the Rushjet. With Beat, the challenge in getting the Rushjet is negated. Think if Rushjet/item-2 were in Heat Man's stage - it'd make the invisible blocks pointless. I only bring it up because I remember there being more than one Beat spawn (and I discussed this with another user). Overall, the removal/reduction/etc. of Beat would make Rushjet more difficult to get, and that seems like it was your original intention. You could have both, possibly if you recreate part of Gravity Core - in that map, it's possible to have Beat and not escape death because the outer pillars are too tall (you can't reach back up in time). If that's possible in the area surrounding Rushjet, you could do that.

The other one is with the CTF maps, mainly construction (I believe) - it's the one with Skull Barrier. It becomes more of an issue with the W-tanks readily accessible. I only did White Flag CTF, but it was fairly easy to get skull, w-tanks, and make a clean sweep with Skull Barrier to the base.

I don't want to sound like "remove this; it's broken" but that was just my impression of those maps. my personal favorite map is IDM09; the size/wep set feels about right. On that map it's possible to get on the roof next to the Crash Bombs via item-1(and the opposite roof via Roboenza) - not sure if that was intended. I like most of the maps though.

809
MM8BDM Discussion / Re: MM8BDM: Teams Tournament (OPENED! LET'S GO!)
« on: January 26, 2011, 04:11:05 AM »
Quote from: "Tetrahesive"
Oh man, missed another one.

Then again, I think you said you'd be using me against RanRan(?).

Firestorm chose Wood Man. We all agreed to let him choose. (I'm Tesseractal)

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