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Messages - RollGravityHolds

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Maps / Re: Kappak V1a
« on: August 09, 2011, 02:48:47 AM »
Sorry if you see a grammar mistake or something like that, my english isn't good. Overall, the MapPack looks nice, I've played in each map with bots and without them. So far I've found some problems in some maps :

KAP01 - Glitchy skybox, just entered to it and I found it. There is a squared area with some blue fences in which you can go to the "back" of the area which leads to a pit. I think you should close that area (The one with blizzard attack). You can put a Rush Coil (to compliment Item 1) or maybe a W-Tank and move the Blizzard Attack or change the Item 1 with Rush Coil . Well, I think (just me maybe) that the lava pool should be smaller (not to much).

KAP02 - Glitchy skybox, but this is less notorious, still is there.

KAP03 - I kinda like this map. The pool of death needs to die, make the water area a normal floor. Also I think the E-Tank is in a really easy place.

KAP04 - I like this map. My only complain so far in one of the water exits doesn't make you jump out of the water (The one in the Freeze Cracker spot if I'm correct) this can lead to some problems.

KAP05 - I like this map too. I really had a good time playing on it. The dependance on Item 1 to get some items is a bit odd. I think Super Adaptor can do a really good job here. Besides Bass Buster and Metal Blade - ¿Scorch Wheel? - (so far what I see) there is no more weapons that rip through the Leaf Shield. Adding one more weapon can help this.

So far this is what I've seen, the maps are OK in my opinion. I can't talk about weapon balance because I'm not good at it. Hope you can fix some of the problems.

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I am wondering if someone has took Geminiman Remixed, if not I want to make it.
(And ICEX is the smallest imo)

3
I noticed that when Plantman dies, he still can shoot and deal damage.. pretty wierd.
Also about the Gravity Hold (As Gravity Man, don't know about Megaman/Protoman/Bass) works differently in Dust Man AND Dive Man it made them fly like the old one. This can cause Dive Man being killed by his own mines and giving the point to the one who used Gravity Hold. Also Pharaoh Man and Skull Man (without shield) seems completely unaffected by Gravity Hold, they aren't forced down to the floor and the damage is like one Gravity Hold to Gravity Man himself.

4
Sorry english not being my first language.
I have a complain about Starman, he doesn't need an altfire, his method of killing (hugging and trapping) was really nice, that's why he is my main class when playing, but now.. he is no more that, now he is turned in a time to time killer, he must be stand to recharge, his projectile is faster, meaning that he can no more trap with the flying projectile and his altfire isn't that useful for trapping because the stars spread and they can't deal damage unless you're in corridors where the stars will disappear because the walls. Giving more defense while the Star Crash is active is a good idea, but the altfire and the ammo bar charge really makes Starman weaker than it was before. In my opinion, Star Man should return to his old way, with hugging and trapping as his primary methods of killing.
Also when you use Gravity Hold as Gravity Man (didn't try as Megaman) against Dust Man he's thrown aside like the old Gravity Hold, don't know if this is intended but it shouldn't happen.

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