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Messages - Xhatahx

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31
Bugs/Suggestions / Re: [Suggestion] MM7 Skull Fortress Naming Scheme
« on: November 03, 2020, 02:48:46 PM »
MM1DW1: I like Wily Hideout Garden. I'm giving it my vote.
MM1DW2: Given that this level takes place in the deepest part of the hideout, all the way down to where it meets rock, I suggest Wily Hideout Foundation.
MM7DW1: Second to Skull Fortress Gate.
MM7DW2: Second to Skull Fortress Armory.
MM7DW3: Second to Skull Fortress Skyway. Hangar's nice, but it doesn't feel aeronautic enough for that name.
MM7DW4: If you're OK with slightly redundant names (MM9DW3), then I suggest Skull Fortress Tower. This level, both in MM8BDM and in MM7, is pretty vertical and feels like a tower. Otherwise, I'm going with Skull Fortress Sanctum.
MMWTDW1: Second to Wily Tower Forge.
MMWTDW2: Damn, this one is hard. If you're OK with slightly redundant names (MM10DW4), then I suggest Wily Tower Apex. Otherwise, I have no idea.

Also, there are two maps named Entrance and three maps named Interior. Should these be renamed too?

32
Projects & Creative / Re: Chaos Generator Ver. O
« on: November 01, 2020, 01:10:23 PM »
Had an effect idea.

Thanks for the idea! I'm not going to incorporate this exactly, but rather something pretty similar featuring SetActorProperty.
cough SetActorProperty cough APROP_ScaleY cough APROP_AttackZOffset cough APROP_ViewHeight cough

33
Projects & Creative / Chaos Generator Ver. Q
« on: October 27, 2020, 06:40:14 PM »
Since Beed28 is no longer updating this mod, might as well.


Chaos Generator
Chaos Generator is a mod originally created by CutmanMike, later developed by Beed28, and then developed by me. In this mod, 3 random effects are chosen every time a match starts, causing all sorts of mayhem. These effects include double damage, low gravity, players exploding into random weapons, players on permenant wavebikes, and many more.

How to run
Simply add chaosgenerator-vq.wad. That's it!

About the Hub
The Chaos Hub's map name is CHAOSHUB, and to return there, someone will have to do a map vote to it. The current "Master" can pick any of the Chaos Effects while the other players wait. The Master can also reset the reels, any misc options and choose which level to go to. Also, note that not all Chaos Effects are compatible with each other (e.g. you can't have Half Damage AND Double Damage), so the hub won't let you pick incompatible effects.

Change Log
(click to show/hide)

Screenshots:
(click to show/hide)

Latest Version Download (Ver. Q):
(Allfearthesentinel)
(Mirror at Weebly)

Old Versions:
(click to show/hide)

34
I'm sorry for the bump, but I saw someone talk about Chaos Generator in the MM8BDM v6 development thread and just had to do this.

Ver. N Released!

(click to show/hide)

It's not much, but it's something.


35
Rejected / [Suggestion] Cossack and King Team Color Revamp
« on: February 25, 2018, 06:02:02 PM »
I don't really like the team colors for Cossack and King, mainly the brown-and-orange King colors, so I decided to try my hand at recoloring them.
(click to show/hide)
If you want to see these colors in action, download this file.

36
disappointing bump

Ver. M Released!

(click to show/hide)

37
Forum Games / Re: Ruin-A-Wish
« on: December 24, 2017, 08:40:11 AM »
Granted. It’s v5c. The world will end tomorrow.

I wish I had a pizza right now.

38
Forum Games / Re: Ruin-A-Wish
« on: December 21, 2017, 08:11:12 AM »
Granted. Your town no longer has a fire station. Have fun.

I wish I could get the motivation to get out of bed.

39
Projects & Creative / Re: Mission Mode Returns! - Basic Edition
« on: October 03, 2017, 03:30:15 PM »
AWWW YEAH THIS WAS MY JAM

My only issues with the mod is that when you revive you don't get healed, and that it's always been rather hard. Normal mode is too hard, and Easy mode is a little bit too easy. I think it might be because enemies take too many shots to kill.

40
Forum Games / Re: Ruin-A-Wish
« on: September 14, 2017, 04:43:26 PM »
Granted, but it instantly gets tiring.

I wish I was in Tbilisi.

41
Forum Games / Re: Ruin-A-Wish
« on: September 14, 2017, 07:18:35 AM »
Granted, but it's only 1 dollar a day.

I wish that this wish will not be granted.

42
Projects & Creative / Re: Skull Contraband (Map Expansion/New Game Mode)
« on: September 07, 2017, 05:29:28 PM »
bump

New version, featuring 2 new levels!
And now it's possible to host it because the file didn't get corrupted.

43
DarkAura, you earn my cookies.

But now there's the problem of judges, or more accurately, the lack thereof. I volunteer to be one, but more are probably needed; I'm just one guy with one opinion.

44
Well, I set off this debate, so might as well join in.

So why did I think about sending a map in? I missed JAM earlier this year because I thought it would be too daunting. Then DarkAura came along, resurrects this map pack (not sure, but that seems to be his thing), and I thought "Well, there's a chance to make a map without having to make a map pack!"

I think JAM is a great idea, a map compo where everybody gets an idea on where to start based on the map pieces given, although being annual and having restrictions on level design has its drawbacks.

I also think CSCM is a great idea, a map compo where anyone can submit a map, at pretty much any time (with some judging system to weed out the shit maps) but it's probably a dead project with very low interest. Such a shame.

btw, I've already sent my map in to DarkAura. Only time will tell what happens next.
btbtw, +1 to splitting the pack.
btbtbtw, I'm eating popcorn.

45
Projects & Creative / Re: Skull Contraband (Map Expansion/New Game Mode)
« on: September 03, 2017, 09:22:16 AM »
Well, shit. I can't delete the file because I didn't claim ownership, and whenever I try to upload another version it always ends up corrupted.

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