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Messages - King Dumb

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31
MM8BDM Discussion / KD's Challenge Log
« on: January 17, 2017, 08:34:03 PM »
Welcome to KD’s Challenge Log. I've kept a little list of all the silly challenges I've discovered/completed (or Korby/Mickle/Venus have told me about), so I thought I'd format it a little and share it with everyone, in case anyone is ever bored and wants to try some for themselves. (This will be centralized so my old two threads on related matters can be ignored.)

KEY
Difficulties are just my opinion, and they are relative, meaning EASY challenges may not be easy by your everyday-gameplay standards, but are easy by the standards set by the rest of the challenges. Though many of the EASY challenges are actually pretty easy.
EASY (E) challenges are straight-forward and don’t require very precise or technical execution. Expect to spend just a few minutes on these, succeeding within a few attempts.
MEDIUM (M) challenges are usually straight-forward, but may require prolonged focus and/or more difficult execution. Expect to spend just a little more time on these, needing a few more attempts.
HARD (H) challenges may not be straight-forward, requiring some problem solving or experimentation before you start attempting to complete them. The execution may require endurance, prolonged focus, and precise inputs. Expect to have to grind these out pretty hard.
VERY HARD (VH) challenges may require significant planning and strategizing. They may also require very precise execution. Expect to spend a long time on these.
INSANELY HARD (IH) challenges may demand creative thinking, requiring you to discover new mechanics or hiding the solution behind non-obvious executional barriers. They may also require the strictest of precision in execution. Expect to spend lots of time on these.

No * = I have completed the challenge myself.
* = I have not completed the challenge myself, but I have confirmed it is possible. (For example, maybe I just haven't put everything together in one attempt.)
** = The challenge may or may not be possible.

GLOBAL RULES
1. Challenges must be completed under normal server settings. This means, in particular:
sv_cheats 0
sv_infiniteammo 0
sv_infiniteinventory 0
sv_gravity 800
sv_aircontrol 0.5
2. Only vanilla MM8BDM may be loaded, except in the case of the classes challenges, in which case only vanilla MM8BDM and classes-v8d.pk3 may be loaded.
3. Some of the platforming-based challenges may require SR50. You can see read about what SR50 is and how to use it here, in section VII.B.

CAMPAIGN CHALLENGES
These challenges all have to do with the MM8BDM single player mode.
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CLASSES CHALLENGES (CBM)
These challenges involve classes-v8d.pk3.
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PLATFORMING CHALLENGES
I’ll add to this list periodically. This is by no means an exhaustive list of every jump I’ve found, it’s just a small, interesting sample.
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SILENT FALL CHALLENGES
The premise of Silent Fall is to collect every weapon on the map (if there is more than one token of a weapon, you only need one) without making a landing noise (commonly referred to as a 'bloop').
Silent Fall Rules:
1. Collect every weapon on the map, excluding buster upgrades.
2. You cannot make a landing noise for any reason. (This means you CANNOT do the tricks from the Silent Fall competition that blooped but didn't make you lose.)
3. You must begin the challenge at the specified weapon token, with nothing acquired from the map.
4. You may use any items you acquire on the map, with the below exceptions. You may not use any weapons you acquire.
5. The following items are banned from usage – Rush Jet, Rush Marine, Eddie, Party Ball, Exit Unit.

NOTE: This is by no means an exhaustive list. These are just a selection of the doable and interesting maps.
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ZERO JUMP SILENT FALL CHALLENGES
Think of Zero Jump Silent Fall (ZJSF) as a sort of hard-mode Silent Fall. The rules are slightly altered, but overall the challenge is in the same spirit. The goal is still to collect every weapon on the map (excluding buster upgrades), and you're even allowed to use the weapons you acquire to help you out. There are some additional new catches though, most notably that you may not jump at all!
Zero Jump Silent Fall Rules:
1. Collect every weapon on the map, excluding buster upgrades.
2. You cannot use +jump or -jump in any way.
3. You cannot make a landing noise for any reason.
4. You must begin AND end the challenge at the specified weapon/item token. You may not have anything acquired from the map when you begin. You must be standing totally still to begin and end the challenge, and you may not fail upon ending it (meaning, you can't land on the ending with a landing noise).
5. You may use any weapons and/or items you acquire on the map, with the below exceptions.
6. The following items/weapons are banned from usage (though you must still collect them, in the case of normal weapons) – Treble Boost, Super Arm, Astro Crush, Time Slow, Ice Wall, Lightning Bolt, Exit Unit, Eddie, Party Ball, Rush Jet, Rush Marine.

NOTE: This is by no means an exhaustive list. These are just the ones I currently know of that are interesting. (On the other hand, pretty much any map with Tornado Hold is doable but isn’t very interesting.)
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--------------------------------------------------------------------

Use this thread for discussion/questions about any of the above! Or, if you have any of your own challenges, feel free to share them here! I look forward to seeing some other people complete some of the really hard challenges.

32
Cutstuff Discussion and Feedback / Re: So, when do you "Lose" A warning?
« on: January 17, 2017, 06:43:46 PM »
There isn't a strict rule that we follow on this, as it varies from case to case, but I will say a few words on it.

Rarely will we ever actually remove a warning from your record, but depending on the circumstances (time, good behavior, and the like) we may ignore a past warning when we consider future penalties. On the other hand, even with a passage of time, if further transgressions indicate that the warning never really hit home then we do up the penalty.

One warning means very little if there are never any more problems, though!

33
Double-posting because another match happened.

Bad Company vs. Scuttlebug Jamboree

* = Nemesis Pick

Map 1: MM6FLA - Bad Company's Pick
Featuring:
OJ - Frost Man*
Sanicfam - Evil Robot
Korby - Galaxy Man
King Dumb - Tomahawk Man*
Result: Bad Company 2-0 Scuttlebug Jamboree

Map 2: MM1TIM - Scuttlebug Jamboree's Pick
Featuring:
OJ - Cloud Man
Sanicfam - Yamato Man*
Korby - Doc Robot*
King Dumb - Ground Man
Result: Scuttlebug Jamboree 2-0 Bad Company

Map 3: MM4TOA - Mutual Pick
Featuring:
OJ - Needle Man*
Sanicfam - Buster Rod G.
Korby - Flash Man
King Dumb - Enker*
Result: Bad Company 2-0 Scuttlebug Jamboree

Good games fam!

34
We fought vs. Literally Who.

* = Nemesis pick

Map 1: MM1DW1 - Bad Company's Pick
Featuring:
Drarky - Gravity Man
Makku - Napalm Man*
Korby - Gyro Man*
King Dumb - Sword Man
Result: Bad Company 2-0 Literally Who

Map 2: MM2BUB - Literally Who's Pick
Featuring:
Drarky - Frost Man*
Makku - Bright Man
Korby - Gravity Man
King Dumb - Snake Man*
Result: Bad Company 2-0 Literally Who

Good games you two! Also y'all are cool people.

35
Team Name: Bad Company
Player 1: Korby
Player 2: King Dumb
Times Available: Varies pretty heavily, ask us and we can figure something out.
Contact Info: I'm always on the MM8BDM Discord so you can just PM me there, on Skype if you have one of us added, or on Cutstuff
5 Blocked Classes: Napalmman, Waveman, Dustman, Windman, Magmaman
5 Banned Classes: Diveman, Skullman, Woodman, Magicman, Original Duo
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I am entering the Slash Man Tourney.

36
MM8BDM Discussion / Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
« on: November 11, 2016, 10:07:54 PM »
If Messatsu (or anyone really) wants to see my response to specific points, just check out the spoiler.
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I don't believe in picking one mode and sticking with it. That undersells the developers that work their hardest to make a game that everyone can enjoy, and of course it's not fair to the players themselves, who enjoy a variety of game modes. Just because it's harder doesn't mean it shouldn't be done. And I think, just as a first example, v5 has been enjoyed in a huge variety of ways so far.

Also, faith in the future of the game should not be decided by the ideology of changes nor by the mode those changes seem to be made for nor by scrutinizing a design philosophy that may not be consistent with your own. Faith in the future of the game should be placed in the individuals that are making maps, art, weapons, new gameplay experiences, and events, and in the playerbase that enjoys these things and keeps the community alive. If you truly have no faith in the future of MM8BDM, then you're telling every modder, developer, and player that you don't believe in their work and in their enjoyment.

Personally, looking at all the hard work that's already been put in and enjoyed and that will continue to be put in and enjoyed, I'm very optimistic about the future of the game.

P.S.: I don't want to bloat this thread up with emotionally charged discussion so if anyone feels the need to maintain the level of... passion(?) of Mess's post please at least start it somewhere else. Criticism is fine in here but emotional escalation belongs elsewhere.

37
Mega Man Discussion / Re: A Mega Man remix made by me.
« on: November 11, 2016, 07:10:31 PM »
Hey there! While I appreciate you sharing a pretty dope remix, something like this doesn't really need its own thread. Don't wanna flood the forums with individual threads for every song! Consider sharing it one of the many music threads in The WWW Board subforum or the General Offtopic Discussion thread.

Thanks! :)

38
Anything Goes / Re: Mega Man Roleplay, anyone?
« on: November 11, 2016, 06:38:55 PM »
Yeah, I would highly recommend organizing something like this thoroughly, probably even having limited sign-ups. That being said, you may have a lot more like creating a separate Discord room for something like this, and inviting any interested people there. I fear that any attempt on the forums won't be very successful.

39
Events / Re: Classes Duel NU Tournament (Started!) (Medal Probably)
« on: November 07, 2016, 03:37:54 PM »
This was a very good tournament, and I think it's a great example of the kind of pace that should be expected. I also really enjoyed the increased class variety, so kudos for the dope format.

And good games to all of my opponents, I had a lot of fun this tournament!

40
Closed / Re: [Suggestion] Ballade Cracker
« on: October 15, 2016, 04:56:02 PM »
I think the main thing here is how disruptively good a weapon can be if it's very fast. To put into perspective:
Ring Boomerang - 65
Bass Buster - 64
Fully Charged Proto Buster - 60
Fully Charged Arrow Buster - 54
Fully Charged Laser Buster, Super Adaptor Fist, Magic Card, Silver Tomahawk, Quick Boomerang, Ballade Cracker - 50
Knight Crush, Fully Charged Noise Crush, Mirror Buster, and more - 40

If you consider the big asterisk on Quick Boomerang due to its very limited range (and bear in mind that, while Magic Card, Rings, and Tomahawks also have limited range, the limit is far bigger and closer to usual average combat range), this actually starts to look a little bit like a list of the best weapons in the game. There are some things missing of course (Gyro Attack, unconventional weapons that may also be up there like Skull Barrier, etc.) but there's a clear correlation regardless.

Ballade Cracker is by far the easiest 3HKO in the game (factoring in consistency) and also probably the easiest 4HKO. I think it's fair to continue that it's one of the best, if not the best, weapon to monorun (i.e., only using that weapon), and on top of that is better used by itself than with most other weapons. I would even argue that though it requires two shots, it's also [close to] the easiest 50 damage outside of buster upgrades, just because speed is so valuable (valuable enough to make Ballade Cracker better than charged Noise Crush). Maybe Pharaoh Shot?

Like Mike said, it's supposed to be a very good weapon, so this is one case where nerfing just to put it somewhere on the spectrum of all weapons is no good. However, somehow contrary to popular belief, nerfing can be precise, so I think it's worth exploring a few things: damage, speed, explosion qualities, etc. I get that slowing a projectile down can be a more intrusive change than changing other properties, but you have to weigh that with how valuable speed is. I think a speed change should be considered just as much as other changes. If changes are made, they'll just be made with care.

41
Events / Re: Classes Duel NU Tournament (Started!) (Medal Probably)
« on: October 11, 2016, 01:20:27 AM »
For those curious, round 1 took less than 5 minutes as I forfeited after the first few frags. Round 2 took about half an hour I think, and round 3 took a little over an hour.

42
Events / Re: Classes Duel NU Tournament (Started!) (Medal Probably)
« on: October 09, 2016, 07:12:02 PM »
I played some video games today

King Dumb vs. Galactan
Round 1: MM7DW2 - Galactan's pick
King Dumb (Sword Man) 7-2 Galactan (Dark Man 4)
Round 2: MM1CUT - KD's pick
King Dumb (Sword Man) 7-1 Galactan (Junk Man)
Winner: King Dumb

King Dumb vs. LlamaHombre
Round 1: MM9DW2 - Llama's pick
King Dumb (Ballade) 7-3 LlamaHombre (Pharaoh Man)
Round 2: MM9MAG - KD's pick
King Dumb (Ballade) 7-3(?) LlamaHombre (Ballade)
Winner: King Dumb

King Dumb vs. Korby
Round 1: MM9DW3 - Korby's pick
Korby (Gravity Man) 7-6 King Dumb (Shadow Man)
Round 2: MM7DW2 - KD's pick
King Dumb (Sword Man) 7-6 Korby (Pharaoh Man)
Round 3: MM7DW1 - Mutual agreement
King Dumb (Bright Man) 7-5 Korby (Gravity Man)
Winner: King Dumb

Good games to all of you! Round 2 versus Korby was incredibly tense at the end.

43
IGN: King Dumb
Times available: Weekdays 1 PM to 5 PM EDT, 11 PM EDT onwards. Weekends most of the time, but with advance notice. Generally if we schedule ahead of time I am very flexible.
Contact info: On Discord, Skype if you have me, Cutstuff PM.
Bans:
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44
Rejected / Re: Mega Buster NoAmmo thing
« on: October 03, 2016, 06:01:37 PM »
Okay, I appreciate you being active on this forum, but in the future please pay attention to the tone you present in your posts; constructive criticism and suggestion are of course always welcome, but the tone you've been presenting in some of your posts is not. Please keep that in mind in the future!

As for the content of this post... It's just something that's listed on every weapon (since on most weapons it makes more sense lol), so I imagine it's just a relic of copypasting/standardization.

45
Events / Re: Cutstuff CTF Competition 2: That's My Horse! ---FINISHED---
« on: August 29, 2016, 09:11:35 PM »
As promised, my brief thoughts on the maps, my ranking, and my reasoning.

First, here was my ranking of the maps:
1. TMHCTF06 - Korby
2. TMHCTF02 - LlamaHombre
3. TMHCTF10 - Duora Super Gyro
4. TMHCTF09 - FGG
5. TMHCTF05 - Caprice
6. TMHCTF01 - Thunderono
7. TMHCTF04 - Mendez
8. TMHCTF03 - Dood
9. TMHCTF07 - Darkseed
10. TMHCTF08 - Jack Corvus

Rather than go in numerical order, I will be going in ranking order from highest to lowest in providing my feedback. This is mostly so I can use what the higher maps did well as examples in my reasoning for the lower maps. For this reason, I forced myself to keep these reviews brief since they really are meant to be read altogether, focusing on the best highlights and biggest complaints. If anyone wants a more detailed review of their map, just let me know!

Before we get to it, a word about my overall thoughts. As most know, I really enjoy CTF. It’s hard for me not to enjoy playing CTF on any map, and I enjoyed playing on every map in this competition. I think it takes a lot of fundamental mistakes to make a CTF map that is bad, because different maps can cater to different kinds of gameplay, and I don’t think any of these maps are bad. That being said, you will (with one notable exception) see a stark contrast between my review of my top 4 maps and those after. This is not because I don’t like the maps after the top 4; it is because the top 4 did things that made their maps stand out in very good ways from my usual appreciation of CTF. Because of my outlook on the game mode, it takes a lot more than solid layout to hit the top of my ranking list.

1. TMHCTF06 - Korboo's Haunt
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2. TMHCTF02 - Coterminous Crusaders
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3. TMHCTF10 – Sky High Skirmish
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4. TMHCTF09 – Water Works
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5. TMHCTF05 – Dueling Caves
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6. TMHCTF01 – Lost Riches
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7. TMHCTF04 – Spacecaps
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8. TMHCTF03 – Trackside Tussle
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9. TMHCTF07 – Operation Midnight Climax
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10. TMHCTF08 – Dungeon Doom
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