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Projects & Creative / Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
« on: December 26, 2011, 01:27:56 AM »
i have to say, this modification represents more accurately how the robot masters fought in the original games
in fact, the only problem i have is this; MM7 masters. MM7 or more specifically, RM7FC was my favorite game in the series
it's too bad they're not playable in this mod, but hey! everything else makes up for it easily (dustman's hud; i lol'd)! better to have fewer classes of quality than more classes that aren't as, er... playable! on a side note, i LOVE how you handled the bot situation! YD's classes' bots kept running out of ammo and just became sitting ducks! this time, they're actually fun to play as! just one problem.
whenever i try to play an "offline skirmish", and the match ends, skulltag quits unexpectedly. not sure where to go from here or what the problem is, but fix that, and i'll play KY classes 'til MM8BDM fades into oblivion!
i know i use too many mr.greens
in fact, the only problem i have is this; MM7 masters. MM7 or more specifically, RM7FC was my favorite game in the series
it's too bad they're not playable in this mod, but hey! everything else makes up for it easily (dustman's hud; i lol'd)! better to have fewer classes of quality than more classes that aren't as, er... playable! on a side note, i LOVE how you handled the bot situation! YD's classes' bots kept running out of ammo and just became sitting ducks! this time, they're actually fun to play as! just one problem.
whenever i try to play an "offline skirmish", and the match ends, skulltag quits unexpectedly. not sure where to go from here or what the problem is, but fix that, and i'll play KY classes 'til MM8BDM fades into oblivion!
i know i use too many mr.greens