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Messages - Magnet Dood

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31
Forum Games / Re: Cutstuff 2020's Best Robot Master EVER
« on: December 23, 2020, 03:12:56 AM »
Gravity Man
Cloud Man
Mega Water S
Air Man
Skull Man

Magnet Man
Blizzard Man
Yamato Man
Gyro Man
Shade Man

32
Forum Games / Re: Cutstuff 2020's Best Robot Master EVER
« on: December 21, 2020, 03:37:57 PM »
COME ON BABY IT'S CHARGE TIME DO THE LOCOMOTION
Fuse Man
Concrete Man
Spring Man
Bright Man

Splash Woman
Stone Man
Knight Man
Crystal Man (sorry sword...)
Tomahawk Man

33
Forum Games / Re: Cutstuff 2020's Best Robot Master EVER
« on: December 19, 2020, 05:03:28 PM »
Pharaoh Man
Freeze Man
Commando Man
Nitro Man
Torch Man

Flame Man
Plug Man
Drill Man
Toad Man
Dynamo Man

34
Forum Games / Re: Cutstuff 2020's Best Robot Master EVER
« on: December 18, 2020, 04:37:47 PM »
Blade Man
Jupiter
Dust Man
Pump Man
Wave Man

35
Forum Games / Re: Cutstuff 2020's Best Robot Master EVER
« on: December 17, 2020, 04:39:35 PM »
MM5 boys have arrived. Time to get to work.

Hornet Man
Mercury
Star Man
Napalm Man (this one was actually tough)
Gemini Man

36
Forum Games / Re: Cutstuff 2020's Best Robot Master EVER
« on: December 16, 2020, 04:52:10 PM »
Magic Man
Galaxy Man
Burst Man
Crash Man
Fire Man

37
Forum Games / Re: Cutstuff 2020's Best Robot Master EVER
« on: December 15, 2020, 05:11:45 PM »
Spark
Ballade
Solar
Sheep
Elec

38
Forum Games / Re: Cutstuff 2020's Best Robot Master EVER
« on: December 14, 2020, 04:31:51 PM »
Tough start.

Hard Man
Strike Man
Grenade Man
Turbo Man
Dive Man

39
Events / Re: Cutstuff Mapping Jam 6: Green Eggs and Jam
« on: November 01, 2020, 01:46:08 AM »
Piece submitted on my end. Let's actually try to finish this time!

40
Being blunt? The overwhelming majority of the maps you just listed did get replaced for various legitimate reasons.

MM1DW2: Complaints about map size and camping within the tubes
MM2BUB: A confusing, twisty layout with spiked walls and hardly any room to maneuver around 128-length corridors
MM4DIV: Too open and huge with no significant landmarks for fighting and far too easy to snipe people with Dive Missile
MM4BRI: The old textures made it impossible to gather your bearings, not to mention it was 75% stairs with a pit in the middle
MM4PHA: Outside area added too much dead space, another area where homing weapons were problematic
MM4RIN: Massive, uninspired layout that was too unwieldly to play on for smaller groups (and the huge mapsize didn't do anything special)
MM5GYR: You could keep running forever because the map was gigantic, and people had issues with the skybox that couldn't be fixed easily without scrapping the layout
MM5CRY: A three-tiered nightmare that slowed matches to a crawl because people would jump through the teleporters so much, and the three tiers weren't great by themselves anyway
MM5WAV: Wavebike Camping unless you wanted to fight on three islands (if you mean the other one, another case of a huge map where people would still Wavebike Camp)
MM7FRE: The outside ring areas got a ton of complaints of being difficult to traverse, and the symmetrical, two-tiered design meant that it was hard to change positions
MM7BUR: Humongous, thin walkways with a confusing center that was a quicksand pit to get through
MM7TUR, MM7SPR: They were squares. Lousy, boring squares. Spring was especially egregious because it was just four hallways of springs with... a middle platform, surrounded by springs.

That's not to say people didn't have any fun on these maps while they were still in the game or that they didn't have ANY good points, but they weren't just replaced for no reason for the most part. A good chunk of the maps you listed were axed from online play rotations because of their flaws. A lot of times, they get replaced or changed because mappers think they can execute a better concept using the gimmicks or they can make a more interesting or less confusing layout. The core team's shown more often than not that they're right when they do decide to remake maps in updates, so I think it's far better that they don't just stick with what's been in there because "that's how it's always been".

41
W.I.P Forum / Re: MM4SP - Cossack Crusaders (WIP)
« on: September 06, 2020, 06:52:18 PM »
Howdy! Oughta check this topic more.

I ask, Mod currently developed to where?

We haven't been developing much at all, to be honest. Life got in the way for myself, and much of the team is occupied with V6's development. Until the release, I can't promise much of anything in terms of updates, but I can assure you that you will see a release from us, likely fairly soon after V6 is completed. We have (nearly) finished Napalm Man's and Yamato Man's stages and a fair amount of their enemies since we last updated here; the weapons are likely going to be a bigger challenge and will constitute most of the delays.

My reasoning being is that the MM9 line of Robot Masters does technically count as being robots made by Doctor Light, but if it's an actual stage, it's okay either way.

We did realize that Galaxy is a Light Robot Master, and it technically goes against the lore of things that we've presented here. I've floated the idea once about replacing him with an MM10 bot, but those conversations have been very light. This might be another thing we ask once V6 gets out and we can take a closer look at the assets; Galaxy is going to be in the second wave of robots, anyway, which will probably take a long time to come out.

Thanks for all of your patience! We're looking forward to bringing this out for you... eventually!

42
Would you mind sending some details about the project over to me in a PM?

43
W.I.P Forum / Re: MM4SP - Cossack Crusaders (WIP)
« on: August 07, 2019, 11:36:10 PM »
What's up, folks-- err, greetings, esteemed visitors. Cossack Labs has another update for those hoping to catch a glimpse of our revolutionary Russian robots fighting alongside the esteemed Mega Man.

Well, I have news on that front! The answer is... there aren't quite any new stages to show. :confused: Welcome to that free-time development life! But we still have some content to show you in the form of our Special Weapons!

As mentioned before, each Robot Master will be receiving their own unique weapon from their android adversaries. Cossack will put his own unique spin on Wily's wacky armament in order to get his robots fighting fit! (For those wondering, Mega Man believes his original weapons from these robots will do just fine.)

We have three of them to show off from Wood Man today. Here are the weapons for Drill Man, Dive Man, and Bright Man!

(click to show/hide)

(click to show/hide)

(click to show/hide)

It seems like that's all we have for now. We ask for your patience, as usual! We should have a new map to show soon enough...

(click to show/hide)

Until next--

...What's that? You heard a unique theme in the weapon showcase videos? And you'd like to hear the full thing?
Got you covered: https://soundcloud.com/magnetdood/cossack-crusaders-main-hub-2a03

Until next time!
- Cossack Labs

44
Howdy, folks! Here's a little update for y'all!

V1C Changes:

==General==

- The ACS map card glitch that occurred when you loaded up this map pack has been fixed. No more annoying messages clogging up your chat!

==MMDSON==

- A general downsizing of the map has taken place. Now it won't feel quite as hard to find enemy dance partners!

==MMDVOL==
- Volt Man's tidied up the place with a few texture fixes. Gotta look your best when you have guests!

It's already up on TSPG ready for play, but if you want, you can get it right here: https://allfearthesentinel.net/zandronum/download.php?file=mmd-maps-v1c.pk3

Happy fragging!

45
W.I.P Forum / Re: MM4SP - Cossack Crusaders (WIP)
« on: June 16, 2019, 04:21:14 PM »
I can confirm that Wily stages are indeed planned for later down the road! It'll definitely take a while to get there, but have faith; we do have an implementation plan for them in place!

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