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Messages - Linnie

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31
Maps / Re: Marioluigi001's Strength In Numbers Custom Maps V1C Rele
« on: July 15, 2014, 09:43:54 PM »
I see V1C is out, let's take a look.

Bombman:
(click to show/hide)

Fireman:
(click to show/hide)

So, overall, Fireman in its first form is in better condition than the first forms of the other two maps, though it still needs progress.

32
W.I.P Forum / Re: The Idea(s) Topic
« on: July 15, 2014, 04:30:09 PM »
Hmm.

You create a clone of yourself that stands still and appears to be AFK, and it acts like a Dead Ringer where if you get hit you teleport to where your clone is with the clone disappearing and the spot you were at has a death effect. The AFK clone has a health bar made out of your ammo bar where if you run out it dies, though the Dead Ringer activating drains the ammo instantly, hence the death.

I could see it having use in CTF, to be honest, if you had good placement. Maybe for versatility you have to have altfire held down for it to trigger like the real Dead Ringer.

EDIT: Wait no no no I just realized how easily that could be abused in CTF, don't put the weapon in any CTF maps. I had one-flag CTF on the mind when I said that, I'm silly.

33
W.I.P Forum / Re: The Idea(s) Topic
« on: July 14, 2014, 03:56:33 AM »
I like DIRP. It'd be cool if it were hosted more.

34
Maps / Re: Marioluigi001's Strength In Numbers Custom Maps V1B Rele
« on: July 13, 2014, 10:53:43 PM »
Alright, so I took a look at the new Bombman, and first thing to say: definite improvement. It's great to see someone responsive to criticism, and one can go far by learning from such.

(click to show/hide)

Again, this is definite improvement, keep up the good work, you're moving forward now.

35
Maps / Re: Marioluigi001's Strength In Numbers Custom Maps
« on: July 12, 2014, 05:43:35 AM »
Yeah, I bet if you can get the mapping aspect up to a good enough standard, you could find someone who might help code you some enemies; I know TailsMK4 is going to make Woodman's boss and enemies for the two people collaborating on Woodman SP, for example. You should work on the map aspect before asking for a vote a confidence, but it's something to think about once that's done.

36
Maps / Re: Marioluigi001's Strength In Numbers Custom Maps
« on: July 12, 2014, 04:42:50 AM »
I figured since you went to the effort to make these, I should do my best to review it. Right now I've only done Bombman, because I found quite a bit to review. I might do Gigaroll later.

Spoilering since this is pretty large and has a lot of large screenshots.

(click to show/hide)
It's really nice that someone is taking initiative with making MMSP maps, but this map needs a lot of reworking to be playable. It took me about two hours longer to write this than I had planned, so I'm not going to detail Giga Roll's stage today; I might do it tomorrow when I have a day of free time. I've never made an SP map myself, so I stuck with just general mapping advice and just tackled the larger issues mostly.

37
Yeah, I was wondering, it's been a couple months since V4 came out; are there any plans to release a compatibility patch for this?

38
Projects & Creative / Re: Class based modification (v7bh)
« on: July 11, 2014, 02:08:56 PM »
It's Elecman. His altfire shoots lightning from the sky a la Toadman's rain. Wootoad I assume is Woodman's alt being more exploitable in Justified until it's like Toadman's rain.

39
W.I.P Forum / Re: The Idea(s) Topic
« on: July 09, 2014, 07:39:55 PM »
You know Gummywormz has made MMU classes and weapons, yes?

http://www.best-ever.org/download?file= ... es-v1a.pk3

40
The thing I feel about his summons are that the equilibrium is unstable. The less players remain, the longer it takes to kill a summon, especially the Mettaurs with their invincibility frames along with their fuckton of HP. The longer it takes for the summons to be killed, the more summons the Hale can put on the map, pushing things more and more in the Hale's favor until he pretty much can't be beat by a single player unless he's nearly dead as-is.

41
I'm not. There's something about Dio's style that just makes him fun, like other people have described earlier in the thread.

Being sniped by 50 near-invincible Mettaurs is not fun.


I don't expect URM to change the OPness of the summons (because it is hard to balance, after all; too low and people will just divebomb the enemy to kill it before it hits), though putting him in the secret Hale pool would make his OPness more justified.

42
You know, since we're talking about OP Hales becoming secret, why not do that with Unknown Robot Master? His minions combined with that powerful, 500-cost rage make him unfair to fight, and unlike Dio he doesn't have that awesome factor that makes Dio fun anyway.

43
Projects & Creative / Re: Class based modification (v7bh)
« on: July 08, 2014, 04:57:17 AM »
Given he healed by equipment on his stage and not an innate ability by him, it would be odd for him to have it.

44
Since Scrooge got brought up by Smash, I have to ask something that's been bugging me, why doesn't Robo-Duck have any rotations yet? I'm perturbed by how long that's taking; the lack of rotations makes the rage awful aesthetically, and it feels like it shouldn't've replaced Moby in its unfinished state.

Also that Amazon music is unfitting, I told SJB over and over how unfitting it was and he still pushed it and now it's in and it is just so unfitting.

I also agree on tricking Gilgamesh out a bit. I actually didn't have much of an opinion for it in the old days since there was less variation in general, but it feels like standards have been raised since then and Gilgamesh could use that random weaponry to stand out.

45
You know, if people dislike a gimmick enough that they'll mess with their computer settings to not have to endure that gimmick, I think that's a sign that maybe the gimmick isn't very enjoyable, not a sign to make the gimmick even more annoying. Just my two cents on that line of thought.

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