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 - Endymion

Pages: 1 [2] 3 4 ... 13
16
MM8BDM Discussion / Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
« on: May 25, 2017, 11:40:46 PM »
I checked the multiplayer map list and only two Wily Tower stages are in. The first and second one from the Megadrive game. Actually yes I wanted this partially because the music.

17
MM8BDM Discussion / Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
« on: May 25, 2017, 09:53:18 PM »
I wish the other two Wily Tower stages also makes a debut sometimes. Keep up the good work, this is the first time I trully enjoy the story. I never was a fan of the story driven FPS games but look what you have done... you made me love it. :)

18
Projects & Creative / Re: Justified Classes v4a Hotfix 3
« on: March 26, 2017, 10:09:31 PM »
Because the file is down. I doesn't have permission to upload it or creat mirrors but you can try search with the filename: justifiedclasses-v4a-hotfix3.pk3

19
Projects & Creative / Re: Class based modification (v8d)
« on: March 09, 2017, 01:58:04 AM »
The Meteor definitelly an useful attack, pretty much save you from any tough situation and may even achieve a kill. While I totally agree Duo is a copy class and it just doesn't help on the balance if he has more special abilities, but that ability is still tied to him.

But I'm a King player so I doesn't really care about Duo lol. XD

20
Projects & Creative / Re: Class based modification (v8d)
« on: February 28, 2017, 11:12:51 PM »
This is intentional, but you should also notice that 0-bar dashes don't go as far as normal ones.
The "Dash Ammo" bar is more like a stamina meter than a true ammo bar.

Oh I see, okay then.

And what about Duo? I really miss his earth punching move. I doesn't want it sound like a demand but would be awesome. It is 50% of his signature moves from MM8.

21
Projects & Creative / Re: Class based modification (v8d)
« on: February 28, 2017, 08:47:25 PM »
Awesome, I start liking this mod more and more.

I have a suggestion or request if it is possible. Duo should have his signature ground punching move. It could be the secondary attack's charged version and would cost around 2-3 or more from the gauge (the gauge that depletes as you dash with Duo).

Also here is a bug with Bass but it may occur with any other classes that have "dash gauge". Even if you have no bar in that gauge you still can dash.

22
Projects & Creative / Re: Justified Classes v4a Hotfix 3
« on: February 23, 2017, 03:05:01 PM »
Well, it definitelly have to be fixed one time. Also I hope Quint will change a little, a Quint Buster with rechargable ammo would be awesome. Either he have to pick up energy capsules or by hopping with Sakugarne it charge a little.

23
Projects & Creative / Re: Justified Classes v4a Hotfix 3
« on: February 20, 2017, 07:55:21 PM »
I noticed it too, and also occurs with King, but only in the singleplayer house. During deathmatch there is no problem with the pallettes.

24
MM8BDM Discussion / Re: MM8BDM v5b - Weapon Tuning (New Weapons)
« on: February 10, 2017, 02:53:21 AM »
I not used the MM9 weapons that much but totally agree on Centaur Flash. At its current state is is like a "fake warp, in-warp fight included". It is useful in complex maps but doesn't really gives you any option to actually do anything that helps you. If you ask me it is like removing the the character light-ups in UT2004: enough to evade a rush once but this won't bother anyone with a weapon.

However I have to say I doesn't like the idea to give the ability to switch and use different weapons while the Flash is active. It would be better if it deals little more damage but also stops the user a little (much like the copy weapon from the NES game). If it become an effective weapon from its own, not even the invisibility is required. It will looks more like the original counterpart.

... hmmm maybe it should destroy the projectiles near to you for some extra usability.

25
MM8BDM Discussion / Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
« on: February 07, 2017, 07:11:22 PM »
Terra, come on! My second favorite game from the series after the Wily Tower's secret game. I read you're waiting for the Zandronum to update 3.0, I'm doing the same. That will be the moment when I doesn't have to keep two separate copies of the game for the mods that uses 3.0. I'm looking forward for this. :)

26
Maps / Re: [Map Pack] NemuPack v1a
« on: February 05, 2017, 03:09:43 PM »
The "Blue for Days" map made my day. The best I'm Blue reference I ever seen, not even expected something like that. Next time I put that map up to our LAN party for sure. The 8 bit remix of the song also very catchy. :D

27
Projects & Creative / Re: Justified Classes v4a Hotfix 3
« on: January 12, 2017, 06:15:33 PM »
Awesome, thanks for the hard work. :)

===EDIT===

Search Man if the AI control it always use the fully charged Search Missile. However it never shots out the missiles, instead spam the targeting symbol everywhere.

===EDIT 2===

May I suggest something? I know this isn't an "official game legit" change but would be awesome if Quint could use his buster. I thought it could work like Buster Rod G's: anytime when you hope one with Sakugarne he gain a little energy for a secondary bar. Then you could switch between Sakugarne and buster, using buster will drain that secondary energy gauge. This is just an idea came into my mind when we played a Quint vs. Quint duel with my friend and it basically was a tie all the time.

28
Projects & Creative / Re: Justified Classes v4a
« on: January 12, 2017, 01:54:38 AM »
A friend of me (who is a big Doom fan but also loves every mod of it) made a mod just for fun. It is about using the Bass Buster as a bouncing weapon. I mention this because the effect was the same but required a lot of time to happen. A lot of non "despawning" projectiles as others said. And just to make sure we also summoned a lot of other things because it is fun running into sure death.

29
Projects & Creative / Re: Justified Classes v4a
« on: January 11, 2017, 10:38:42 PM »
Actually work the same if you have a mod that make every projectile bounce indefinitely (or at least till it hits a player but ripping projectiles won't disappear after than though). But everything could be solved with a timer for projectiles that makes them disappear after 20 sec for example. I guess 20 sec is more than enough for any kind of projectiles to do what they should do.

30
Projects & Creative / Re: Justified Classes v4a
« on: January 11, 2017, 06:39:09 PM »
I doesn't know what caused it, just experienced the one I said also can cause server malfunctions, most notably when the server states it is full, and not even a single player was connected to it. However (and of course) that easily can be fixed. I said this exactly because once we had the same problem.

Pages: 1 [2] 3 4 ... 13