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Messages - Yoshiatom

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Events / Re: Cutstuff Mapping Jam 7: Jamomma
« on: October 25, 2021, 06:57:46 PM »'s been a whole year since the last mapjam? Doesn't feel like it.

Count me in for this year's, I was kind of disappointed with how my map for the last jam turned out (it ended up being pretty overscaled) so I want to have another shot. I also didn't get much done for NaNoWADMo this month due to personal issues so this should help get my Doom mapping fix in.

Bugs/Suggestions / Water Works map card oddity
« on: March 02, 2021, 07:48:03 PM »

I find this map card odd and I think it should be changed. It lists the music track as "Water Works" and the game as "Bullet Bounce" even though the track is called Bullet Bounce and the album it comes from is called Adventures of the 2A03.

My suggestion is that as well as putting "Bullet Bounce" in the music track slot, either the "game" should be listed as "Adventures of the 2A03" or just "N/A" to keep it consistent with the other CTF maps.

Events / Re: Cutstuff Mapping Jam 6: Green Eggs and Jam
« on: October 30, 2020, 06:54:03 PM »
"Man I'm sure glad NaNoWADMo is pretty much over and I now don't have to worry about doing Doom mapping" - me, a fool completly unaware of this

That being said I'm totally gonna try taking part in this. making a 1024x1024 map peice seems easy enough and two weeks gives me plenty of time to get my bearings.

I know people don't really care for modes that aren't DM or TLMS, but there's a weird bug when playing possession where on MM9GAL the portals are invisible. They still work and function but you can't see them and they produce no sound effects. The weirdest thing is that they show up fine during the setup phase, but as soon as the game actually starts they vanish. No idea if any other stage gimmicks have this issue.

(on an unrelated note, for some reason when opening the help page for a gamemode after hitting a key it tries to fade in to a new screen but then just shows the same screen you were already on. No idea if that's a bug or intentional or something to do with Zandronum)

Anything Goes / Re: General Offtopic Discussion
« on: December 14, 2016, 02:13:11 PM »
SiIvaGunner Christmas Special Hype!

Totally hyped for more low effort, completley forced memes that aren't funny at all! Can't wait.

AND I'M FREE FROM COLLEGE WORK! now to waste my days away watching anime and making textures for maps that might not see the light of day anytime soon. Or a server more than once.

I have *one* peice of college work that I have to get done over Christmas, but knowing me I'll prolly hold it off until as long as possible (I can't even bring myself to work on a simple hobby  :( ), and if you're lucky maybe the map you're working will be played on something that isn't CTLMS.

Projects & Creative / Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
« on: December 11, 2016, 09:46:25 PM »
Now all we have to do is wait goddamned forever for Zandronum 3.0 to come out. That makes two things waiting on it...  :confused:

My main complaint is that I do feel like some of the MM1 masters are copy-pastes of their CBM eqvilents; but other than that this looks very promising!

I just hope this doesn't overshadow DM... Oh who am I kidding any form of classes seems to overshadow DM!

MM8BDM Discussion / Re: MM8BDM Discord Room!
« on: November 10, 2016, 09:37:36 PM »

Maps / Re: Wily Inc. (Version 3d is Now Available!!)
« on: November 09, 2016, 09:58:26 PM »
TSPG (a Zandronum server cluster) went down recently, although it's back up now the servers that were being hosted are now gone, so someone's going to have to re-host it on TSPG.

besides it's a hotel map so you're not missing much

The WWW board / Re: Random video game name generator
« on: October 31, 2016, 09:43:38 PM »
Is this alive again? Alright...

Shameful Toon Starring Mickey Mouse (Looney Tunes is better anyways)
Yoshi's Mushroom Slaughter
It's a Mad, Mad Helicopter Melee
Haunted Cardboard 64 (The game is nothing but the spooky box!)
Peaceful Elevator 2K
Fisher Price Ice Cream Conspiracy
Chillin' Buddhist Boxing (I'm pretty sure this contradicts itself)
The Secret Weapon of the Hair Salon For Kids

I think some of these would be extra funny if someone drew them. Any takers?

(Also while mashing random I feel like the generator likes the words "Spelunker" and "Alligator" a lot)

Projects & Creative / Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
« on: October 24, 2016, 07:47:31 PM »
I do, however, have a few questions/nitpicks/whatever about the expansion:
- Speaking of Shock Man's stage, I feel like the frag limit should be lower, or at least less than twenty, because a lot of environmental deaths happen in the stage thanks to the bot AI not being able to recognize the water as a threat. Not only would this support making it the first stage if you did that, but seriously, my time playing the stage the first time through was 22:31.

In the next version there's going to be block monster lines by the water so that the bots won't fall into it at infinitum. (at least that's what I've herd) Although I always found that the bots were really hard to find in that map anyways. And there's nothing stopping you from using MDK I guess...

- One final, very small thing about Shock Man's stage: One of the spawns spawns the player partially sunken into the ground. It's a very small thing, and you can easily get out of being sunk by just jumping, but something that should probably be fixed nonetheless. It's the spawn by this spark shock:
(click to show/hide)

I pointed this out to Max on the Discord server and it should be fixed in the next update.

Help & Editing / Re: Boss music code
« on: October 19, 2016, 08:00:59 PM »
They're stored in a file named "musics.wad" in the pk3. You can open it in SLADE like any other folder.

If you're asking me how to replace music though, then I have no idea how to. I once tried and failed to make and MP3 to MIDI music pack, heh.

Closed / Re: [Suggestion] Ballade Cracker
« on: October 15, 2016, 02:54:00 PM »
I thought Ballade Cracker had a slow enough rate of fire and ammo consumption to keep it from being over powered, but it might be.

I've never found it to be overpowered, while it is pretty powerful I've always found that you have to have a really good aim to get a hit on it, due to the explosion radius being pretty small.

Projects & Creative / Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
« on: October 11, 2016, 07:51:05 PM »
Shock Man's map will now randomly choose between the original nighttime sky used in the Shock stage and the daytime dam sky used in the intro stage
(click to show/hide)

I'm not to sure about how the daytime BG looks; while I don't think much can be done about the skyline suddenly transforming into a dam, I dislike the fact that the skybox cuts off at the top and bottom of the dam, and cyan pits, just what?

The addition of CTF replacements is nice though, does that mean there will be a set of CTF maps with RF weaps and textures? (I'm assuming no but...)

MM8BDM Discussion / Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« on: October 04, 2016, 08:36:36 PM »
Doom-style saves aren't really meant to used in MM8BDM, so even if this was a bug odds are it won't be fixed because your not supposed to use them.

(Although I'd imagine ZDoom would let you remove menu options, maybe that'll happen when Zandronum 3.0 comes out?)

Projects & Creative / Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
« on: October 04, 2016, 08:32:48 PM »
Am I late to the release party? Stupid UK timezones...

Although there's some critique I'd like to give (like an issue with MMRFSHO, though Max said it's been fixed), for now I'd like to say that the expansion feels as if lots of effort was put into and I look forward to it's next release!

And no I'm not just praising it because I got in the credits

If the expansion doesn't get finished I will take the medals away and send everyone to cutstuff jail  :ugeek: :ugeek:

No-no officer... please... it was only a 3D model!

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