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Messages - Linnie

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1
Man, what did you do to Waltz in v1a? Her orbs feel useless now. They're both harder to aim due to the extra distance they travel and do less damage, making them less rewarding even if you do overcome the skill floor increase.

Since her mainfire is already a weak, last-resort-style weapon for when you're in a hallway and can't focus on aiming, she loses her offensive capabilities, and since you removed her flight it's also harder to play defensively.


I suppose this is punishment for when I camped teleporters, but even so I feel you went too far.

2
Maps / Re: MM8BDM Legacy Pack (V3A belatedly released!)
« on: September 25, 2015, 02:07:57 AM »
Oh hey, I realized I hadn't updated this pack since V3B so I quickly went and updated it with the V4A maps (V4B didn't seem to have major updates for existing maps). Added MM2AIRL, MM2DW1L2, MM4DUSL2, and MMBCOLL.

EDIT: I'm a huge faggot please rape my face, I added the V4B version of MM2DW1 (the one identical to V4C except with the huge hole in the fence) instead of V4A, I just took down legacy-v3a and put it back up with the correct version. Nobody's hosted this yet so if you just happened to download this in the last 12 minutes delete and redownload, sorry.

3
I really appreciate it, man. I still need to replay Rock Force to try out the new levels.

4
Events / Re: [a cute compo] FINISH THAT MAP 2: RETURN OF JAFAR
« on: January 12, 2015, 09:53:49 PM »
So uh

Some real life shit got me down (not to get into detail, summary is some mistake by some accountant made me $6k in debt and I had to spend several weeks working to fix it, it's almost fixed now) and in the course of time, I accidentally didn't a map at all. So yeah, I feel really awful since I know this isn't the first time I dropped out of a compo, but I think I'm going to have to drop out of this one too, real life took priority.

5
Events / Re: [a cute compo] FINISH THAT MAP 2: RETURN OF JAFAR
« on: December 21, 2014, 11:49:16 PM »
I should sign up.

Yeah, I'll sign up.

6
Projects & Creative / Re: Stardust's Workshop
« on: December 08, 2014, 10:24:15 PM »
Right, meant mod, my apologies, but I feel having something more original, while it'd be more work obviously, would mean a bit more. Other than the rage, the suggestion feels a bit too similar to Mudkip, just more powerful, and we've been trending away from "same boss with a new rage" designs though I will defend PO'd Roll 'til the day I die.

7
Projects & Creative / Re: Stardust's Workshop
« on: December 08, 2014, 07:14:15 PM »
For a secret boss involving Mudkip, while I don't really think one is necessary at all, I'd probably just turn the Hoenn starters into a full playable trio, assuming with balancing changes since giving Torchic and Treecko the ability to work together with Mudkip on a strategic level could potentially be OP (Torchic being able to slow a player who then gets wrecked by the other two; it's possible to happen with them as AI, but it's more likely to be used when players have full control over the three of them).

Though, again, a secret boss for Mudkip isn't really necessary and I'm not sure how much it'd add to the mod.

8
I would think we'd need to finish some of the actual expansions before we made co-op maps based off said expansions.

9
Events / Re: MAPCHELLA 2014 (Coming September 12, 7 A.M. PST)
« on: September 03, 2014, 12:38:15 AM »
Well, I have my SMB2 map, but the other two finished not-completely-shit maps I have are already in SBWT (though I should revamp that map some time to get rid of newbie mistakes and fix the textures) and Halloween mappacks respectively. I'll send that to you, and if I have time maybe I'll try to finish my Frostman Remixed for a second contribution.

10
Projects & Creative / Re: Class based modification (v7cbefix)
« on: August 28, 2014, 07:28:27 PM »
Quote from: "Bikdark"
You just made a worse Magmaman.

Dustman needs a few more changes than "stand still while sucking but large aoe + spread buster". He's ripe with potential, and needs a lot more thought put into him.
Sounds more like a better Tomahawkman, given it's a powerful single shot and a weaker spread shot, though with the limitation of having limited ammo. I'm pretty sure I'd still never use Dustman even with this change, but maybe it'd be less grating when random classes gives him to me if he were like this.

11
Resources / Re: Linnie's Fashionably Petite Resource Stop (Maybe Rock Fo
« on: August 17, 2014, 03:42:03 AM »
Jc494 helped me do Rock Force, and I was planning on waiting for him to finish but I haven't hard from him in a couple days so I figured he could release his share of tiles when he's ready and I'll post these now just in case someone's itching to make some Rock Force maps.

(click to show/hide)

Pulse, Circuit, Fuse, Photon, Plague, and Power Jc494 are working on, but I have the 11 I did.

12
Maps / Re: [Mini Map-pack] LegoPack v1a
« on: August 08, 2014, 04:57:35 PM »
Just want to say, I have a fetish for smaller maps, and your entire map pack makes me wet. They're all really good maps, I love it.

13
Maps / Re: Marioluigi001's Strength In Numbers Custom Maps V1G Rele
« on: August 03, 2014, 05:19:32 PM »
I didn't see the V1G update until, my apologies for such. Looking at Hardman SP now.

The main issue I feel the stage has is that it's a giant hallway, and a rather large one. There's a split path, but each path is just a long, trek with enemies, and due to the size of the rooms, you can run right past them.

I decided to see if I could do it, and I managed to consistently get to the boss door, on both of the split paths, without firing a single bullet.

The map feels a bit too horizontal for Hardman. Hardman's stage is this mineshaft-like cave with a lot of support beams, but the map as a whole appears to be on the surface the whole way. You want more inward areas, more underground-feeling locations. I recommend looking at KNDM03 to see how to make it feel more deep while still being close to the surface.

The textures are really bland, but it's Hardman so you can't expect Picasso's work. Still, one thing you might want to consider is to take a hand at spriting and demake the Wily Wars textures for Hardman. NemZ has MM1 and MM2 Wily Wars tiles made, but not MM3. All the maps from the standard MMSP mod use custom textures to fleshen out the level; it's should be strongly considered in your maps to make use of them to improve your maps' aesthetics.


So, in general, I recommend heavy map reworking to try to make it less hallway-ish. Also, on a tiny recommendation, you should use buttons over teleporters to lower that one door.

14
So I decided to rip some tiles from Rock Force. Just as a preview, I already got the Intro Stage done. This might be a while since I have to play through the whole game.



I left the background together for ease of building.

15
Projects & Creative / Re: Stardust's Workshop
« on: July 30, 2014, 06:44:01 AM »
You know, it's probably too late, but, has it ever been considered to have PO'd Roll's melee be more like Roll's YD Class melee, where it knocks the enemy backwards? It could diversify her main attack a bit.

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