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Messages - Rubyyoshi

Pages: [1] 2
1
Events / Re: Silent Fall Competition #2 - MM6MRX
« on: April 23, 2018, 05:16:53 AM »
Wish I could have pushed it under 30 second for my route. Unfortunately, I couldn't do it with my route without sr50. Was nice to come back to another Silent Fall after SFKNI a long time ago.

2
Closed / Re: [BUG] MM8BDM Version 5 Boss Glitch
« on: July 29, 2016, 09:54:30 PM »
Huh, after launching the game through the MM8BDM.exe thing instead of through Doomseeker, it worked properly.
Exiting the stage and re-entering it didn't help.

3
Closed / [BUG] MM8BDM Version 5 Boss Glitch
« on: July 29, 2016, 07:09:53 PM »
While going through the main story again, the Chapter 6 boss is unbeatable due to some weirdness in the code. After going through the cutscene, killing Cutman causes a weird transition and then a warp back to before Cutman was killed. (It's similar to when you die during the fight and the game respawns you at certain checkpoints)

Video Footage:
(click to show/hide)

4
Projects & Creative / Re: Justified Classes v3dh
« on: June 10, 2016, 09:25:37 PM »
So it has come to my attention that Searchman can go completely invisible, regardless whether he is in his bushes or not.
And here people though infinite BRG clones was bad...

5
W.I.P Forum / Re: Zdagger67 Project
« on: January 30, 2016, 06:45:44 PM »
Huh... I didn't look into the JC patch, but looking into the bot rush. There are some strange things that can happen...
1. Some robot masters are able to jump out of the center ring and get up on the ledge where the Bots spawn.
2. If a player jumps up on the upper ledge, and the bot "loses" the player's location, they get stuck in a wandering phase, almost as if like normal bots.
3. If a bot or player jumps off the upper ledge into the outside part, they get stuck on the outside of the map. It seems that the sector is missing the "kill" setting. (Bots sometimes can jump into this area, I had a bot jump off the ledge into the pit on the outside)
4. When a bot spawns, there is an acs message that says "I don't know what Tempinvince is."
5. When playing with Damage Display mod to check the health of bots, the numbers glitch out... There's a grey 0 from the previous bot, but then a new number representing the new bot's health.
6. When the map restarts, it sends you to the original bot-rush included with JC, not the patched version.
7. The further it goes on, the laggier my game got... I don't know if this is due to the bots or my computer, but something is causing the game to slow down. I recall when I originally played bot-rush, it wouldn't lag. It starts to lag around wave 20.
8. Some bots use the wrong bot. In particular, Roll uses Megaman

6
Events / Re: YD Classes V8A Team Hoyp Tournament - Signups Open
« on: July 22, 2015, 06:18:49 AM »
Quick Question, can you change classes midway through a match? Or once you pick a class, you have to use it for the entire round? (In true draft-pick style, I guess once you pick a class, you have to use it for the entire match.)

7
I feel like with every map, there's something about it I don't like, but there are some that stick out more noticeably. (That, and without variety, what would MM8BDM be?)
I'll try and draw some attention away from MM7 maps as well as maps that have been repeated over and over.
MM1ICE - I feel like most of the fighting goes on in the upper part of the level, which leaves bottom part is underutilized. A possible solution is to level out the ground a bit underwater and remove the pillar in the center of the bottom level.
MM1TIM - Aside from the conveyer belts, I think one issue MM1TIM has, is the low amount of escape routes if you get stuck in the lower part. It shares a little bit of the crashman's problem, and I think it could be fixed by putting some more ladders in. Two here, and another on the other side of the conveyer belt for the other room. These ladders would be going towards time slow and water wave.
(click to show/hide)
MM2BUB - I honestly like this map for the labyrinth fight, but the fear of hitting a bomb is present. Perhaps instead of at the ends of  corridors, put them on the ceiling? If so, the ceiling height for each hallway would have to be increased slightly, and right next to the intersections should be some breathing room with no mines. It would also be canon with MM2.
MM3SPA - In most cases, this map feels too small and clustered. I like the tower in the middle with the 2 levels, but maybe expand the map out? (I'm thinking of a design similar to the upside-down wily level in one of the map packs)
MM5WAV - Once again, a map I like the gimmick, but I feel like the map is about 50-50. (half land, half water) What makes this bad though, is that the land is concentrated in 3 spots where the water is concentrated in 1 spot. There's not much variety going on here.
MM5GYR - I don't like how big this map is given the fact that it doesn't use the full space. A solution might be to make Gyro 4 sections that are connected with his fans, but these sections are fairly large in size. It would cut down the map size while maintaining this map's "gimmick"
MM5GRA - Another map that the gimmick messes with the weapons. One problem I have, is the corridor with blizzard attack. If gravity is down, you're only option is to go in the teleporter, or run towards your attacker. Going along with this, there is only 2 (3 if you count gravity) ways to reach the area with dust crusher, and that's with stairs and teleporter. Perhaps a staircase that you can use regardless of gravity is added, it would be beneficial to add it to where the large energy and the hallway with blizzard attack are. (Combine the two areas with this staircase)
(click to show/hide)
MM5DAR - I know it was brought up in a different topic, but there is a set of stairs that you can bonk your head on if you strafe run. If you run straight ahead, you won't hit your head on the ceiling. It's on the side with star crash and napalm bomb.
MM6YAM - One thing that bugs me, is the platform with the w-tank on it. Because of the height difference, a normal player would not know about it. Going along with this, when you go for the w-tank, you can't see your enemies due to the cliff. Perhaps extending the ledge outwards so you can see the w-tank from above would fix this.
MM8SWO - One particular spot that annoys me, is the area with tango. Even though there is a tornado hold, there's not many other ways to escape. What I think could fix this, is having a thunder peg on the ledge above. Not only does this add another escape route, but it could be used to thunder claw up to the window, opening another escape route. (It might look silly however)
(click to show/hide)

Honestly, aside from Bubble and Dive, there is no "unplayable" map. A map might be annoying, but without variety and gimmicks, every map would be the exact same.

8
Projects & Creative / Re: Class based modification (v8a)
« on: July 13, 2015, 04:29:50 AM »
I like the addition of the MMWT as well as overhaul for several classes. It makes this more enjoyable to play.WT robot masters are the reason why I didn't like YD, but now that they're in, I'm fine with it.
I feel like BRG is fine damage-wise, but there are two things that hinder him; his range and his ammo regen.
Due to his short range, he will be in the brunt of the battle with little armor to back him up. Going along with his short range, it detracts from his unique ability to shoot through walls. I believe a slight increase in range would be enough to keep him relevant.
Another thing that I feel like could use some improvement is his ammo regen. Upon doing a rough test, it takes ~9 seconds for it to fully recharge from empty. Given that he can only use his illusions at max ammo, it feels like that it's too long of a wait to start illusions again.

9
Projects & Creative / Re: Justified Classes v3c
« on: July 04, 2015, 04:53:14 PM »
Something that bothers me regarding buster rod is his weapon cycling. Prior to Zandro 2.0, you could either weapnext or weapprev on either weapon to switch to the other weapon. Since Zandro 2.0 though, you can only cycle one way. From rod, you have to weapnext to get to the buster. In the past, you used to be able to either weapnext or weapprev to get to the buster.

10
Projects & Creative / Re: Justified Classes v3bh + B-Patch 2
« on: June 08, 2015, 02:31:59 AM »
Going along with copywep classes, I believe sometimes the weapon isn't given. (I noticed this particularly with Protoman) I wish I could give a list of what weapons aren't given, but I'm not feeling dedicated enough to test all the weapons.

11
Events / Re: Fly Casual, Rise Above - Duel Tournament of Champions Ep
« on: June 05, 2015, 05:06:26 PM »
It's already been recorded, but posting here for the sake of it.
I dueled smashbro and won.

Round 1 - My pick: MM4DC1
Me 10-9 Smashbro

Round 2 - Smashbro's pick: MM4DUS
Me 10-9 Smashbro

Very close duels between us.

12
Thunder and I had our matches sometime after you left.
MM7SHA (Thunder's choice)
Epsilon 5-4 Thunder
MM3NEE (Epsilon's choice)
Epsilon 5-4 Thunder

When we did our matches though, sv_spectatorsettings was on 2, so we could see and hear spectator chat and it really threw Thunder off. I'm willing to do another match for even playing field.

13
Eh, why not? I'll join.
In-Game Names: EpsilontheSadBuizel, Rubyyoshi
Ways to Contact (please include all relevant usernames):
Skype: Rubyyoshi
Steam: Epsilon the Buizel (Prior name was {Dex} Rubyyoshi)
Cutstuff
Time Zone: UTC 6:00 (Central)
Location (some sense of latitude): Wisconsin, kinda central
General Times Available (in your timezone): Should be open from 3 pm to 8-9 pm.

14
Projects & Creative / Re: Justified Classes v3bh + B-Patch
« on: April 07, 2015, 08:38:42 PM »
I know a semi-okay solution for weapons that you need to switch to use. (Like BRG's Rod to his buster)
Bind mwheelup weapnext
Bind mwheeldown weapprev
Doublebind mwheelup weapprev
Doublebind mwheeldown weapnext
This essentially is redundant, but the reason why is because if you're on one weapon, it doesn't let you switch to the other going the same direction. If you doublebind it though, going the same direction will make it go backwards to the weapon that you want.
Otherwise, I think it's a mod problem at the moment, as weapon scrolling works fine in both directions for vanilla.

15
MM8BDM Discussion / Re: MM8bdm Player Profiles
« on: April 05, 2015, 06:45:53 PM »
Seems interesting, I'll put one down myself. (Using a modified version, since I don't know what else to use)

Display Name: EpsilontheSadBuizel
Preferred Stock Skin(s): Buster Rod G, Protoman
Preferred Custom Skin(s): Don't use any custom skins aside from Tails
Favorite Vanilla Game Mode(s): Coop/Survival, Deathmatch (Pref with Classes, but Vanilla with plenty of people is also fun)
Least Favorite Vanilla Game Mode(s): Terminator
Favorite Custom Game Mode(s): MMSP (All Forms) Justified, Bot Apocalypse, Roboenza Swarm, Obstacle Course
Least Favorite Custom Game Mode: Unholy

Favorite Weapon(s): Silver Tomahawk, Thunder Beam, Danger Wrap
Least Favorite Weapon: Oil Slider
Weapon(s) I'm Good With/Against: Weapons like Thunder Beam or Crystal Eye
Weapon(s) I'm Bad Against: Oil Slider
Favorite Upgrade: Arrow Buster/Proto Buster
Least Favorite Upgrade: DuoFist

Favorite Stock Map(s): MMWTBRG
Least Favorite Stock Map(s): MM2FLA
Favorite Custom Map(s): KNDM16
Least Favorite Custom Map(s): Probably BME (Best Maps Ever)
Favorite Stock Music: BRGMUS/MWSMUS
Least Favorite Stock Music: MM2DW2
Favorite Class(es): Genesis Unit (Justified) Roll (MMSP/SIN) Megaman X (MMXSP)

Greatest Rival(s): None...? (I hope so, I'd rather not get on people's bad side.)
People I most enjoy being around with: TailsMK4, Lego/Dewott, 75Chris5, Kage and others, but these friends that I enjoy being around the most.
Play Time: Really depends on what I'm in the mood for and what is being played.
Reputation: I think its overall positive? Not 100% sure.
Contributions: None unless you count testing OC43 for Obstacle Course.
Current Projects: None

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