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Messages - berserkx33

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Events / Re: Cutstuff Mapping Jam 5: Paper Jam
« on: September 10, 2018, 11:38:01 PM »
I think I ran into a problem with some Paper Jam maps. Atleast on my end, the Defiler of Taboos map (PAP07) has a ton of objects with common names with objects from other well known mappacks (The most obvious is the way it breaks the RNCCLA map by replacing it's platforms with just some jumble of sprites)

I think a simple renaming of those objects can fix it though. Also, there is some map in this pack that has a heart object that for some reason it replaces the small bushes from the RNCFLA map.

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Projects & Creative / Re: Justified Classes v2dh
« on: July 21, 2014, 11:44:44 AM »
Great, it would be good, my earlier suggestion was more based on the fact that a direct hit don't hold the enemy enough to secure another hit before the enemy is able retaliate/escape completely, but a increased speed would work too. As long as he is able to hit something, he will he able to work as a class.

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Projects & Creative / Re: Justified Classes v2dh
« on: July 21, 2014, 12:56:31 AM »
The problem with Auto being a support class is that there is no support metagame, and as such he's in no way effective as a class, because every single other class in the mod is battle oriented.

Like every other class in this mod, he should be able to stand on his own, not depend on others. If his offensive game is lacking, hes is lacking.

I remember from the start of this mod development that there wouldn't be roles, and as such, changing this at this point would not be useful. To be able to add a suppport role into the mod, it would need atleast 20 other support classes to generate a metagame good enough for it to work, only Auto will not work.

Now, about fixing Auto, I belive the ROF is not the problem, as even double the ROF would not help a slow shot like his. The problem lies in the fact that his shot don't do anything worth when they hit anything. To me you should change the explosion to an actual explosion, with continuous hits just like Crash Bomb and Flash Bomb or how his animarion makes it look like, and also a bigger AOE, so that the slow speed would not be such an obstacle on him hitting the enemy. Also, it would grant that on crouded areas he would not only be granted to hit something even if not hit directly, but with the multiple hits, it would make the gamble of jumping into the fray with such a slow shooting/moving class worth it, by giving him the power of extracting various screws at the same time and the longer staggering caused by the continuous hits would grant him more recovery time after the shot.

As with every other class in this mod, it's not the DPS that makes the character, it's the praticality, and Auto is too big of a gimmick to work. Gravityman is one of the lowest DPSs on the whole mod and he is a very good class.

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Projects & Creative / Re: Justified Classes v2dh
« on: July 14, 2014, 04:17:39 AM »
Hey guys, what are ya gonna do when you finish all of the main series bots in this mod?

Are you going to go after the fangames? Like Unlimited, Rock Force, Rocks, Dongs, etc.

Are you going after the other spin off series? Like X, Zero, ZX?

Or are you going after the hacks? Like Minus Infinity, Forever, No Constancy, Deus Ex Machina, Grey Zone, Claw, etc?

If you need a spriter and a tester for the new classes, PM me, I will see if I can help with anything.

I really like Justified.

Also, I'm going to leave just a little feedback from what I'm seeing from the classes.

I've been playing Justified+Mission, and some of the classes do little to no damage to most normal enemies on that mode. While, classes with piercing attack simply destroy those things. Is there anyway to verify this problem? Try talking with the guys at the Mission mod to see if they can change things up fit better with yours, since they have been working with the MMX classes team to make them better. I've been playing Justified+Mission a lot and have been loving this combo, they blend very well, but with most classes either 1 hit killing everything or not even scratching everything, the options for player classes becomes very limited. Doc Bot and Terra pratically break the game.

Also:
Quote from: "Shmeckie"
I've actually been trying to convince the team to make a Yellow Devil Terminator, centered largely around his abilities from Power Battle/Fighters. Tossing cubes that bounce around; firing eye lasers; splitting into pieces and flying forward (playing as him, this would feel like Punk's Cannonball); all that good stuff. He's not a Robot Master, but he is a staple of the series (hell, he made it into Smash Bros.!).

100% agreed with this. YD should be a terminator class. Super fun idea.

To me it should be like this.
Normal Shot: Devil Pellet.
- Standard Devil Pellet, slow but strong, around the same strength as Skull Shot.
Alt Shot: Ground: Devil Split/Air: Devil Laser.
- While on the ground, he should do the Devil Split, and he would work like a super slow version of Punk's Alt Shot. While in the air, he should turn into the ball form looking down and shooting the laser. This should work like Jupter Lightning but with a larger range.
Item: Devil Cube.
- Charges with time, when used, releases a large cube that will start bouncing around hitting anything with piercing damage.
Passive: Sweet Spot.
- Naturally have a shield that is only vulnerable to piercing/exploding shots. Normal shots do half damage unless he is attacking (IE. With an open eye).

Also this gave me an idea for Green Devil.

Normal Shot: Green Glob.
- His MM&B incarnation main attack, shooting a glob of goo that travels like search snake but slower.
Alt Shot: Green Wave.
- Use his green wave from his MM8 incarnation, allowing him to travel pushing everyone with him.
Item: Green Pool.
- Mine like skill based on his MM8 incarnation. He will release a green pool that will automatically turn into a spike upon someone stepping over it. Lasts for 3 uses before vanishing and recharging.
- Passive: Natural Density.
- His alt bar actually works like a secondary lifebar. While he still have energy, it will absorve attacks up to a sixth of it's life. So you can only hurt him by continually attacking him. Let him go unhurt for a few seconds and it will recharge automatically.

5
MM8BDM Discussion / Re: Ideas for a possible 1.5 version
« on: October 12, 2010, 08:24:08 PM »
Sorry mister X, but i was making fun of the fact that i'm being misunderstud, i think the smile was not enough clue.

And sorry cutman mike, i was using general version naming knowledge to make the meaning "after he had finished EVERYTHING he could do possibly do something like this". But thanks for clarifying your version naming.

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MM8BDM Discussion / Re: Ideas for a possible 1.5 version
« on: October 12, 2010, 05:29:46 PM »
I have made a separated post, you that didn't had read it.

And for the prevention of looking like a jerk again, i will explain that those are not SUGGESTIONS or REQUESTS, those are simply IDEAS.

Man, how hard is to go crazy with imagination without being criticized like hell. :lol:

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MM8BDM Discussion / Re: Ideas for a possible 1.5 version
« on: October 12, 2010, 06:46:38 AM »
As i said in the edit THOSE ARE COLLECTIBE POWER UPS LIKE PROTO BUSTER. And i said version 1.5 because this normaly means that the creator have done all his goals and then add's bonus to gameplay.

0.XX Means in development
1.00 Means complete version
1.XX Means Bonus/Add-ons/Extras version

and so on.

Classes ARE gameplay breakers when you over 10, because it is nearly impossible to make then even, so this is why i proposed collectible power ups, for the easy simply making then appear in a controled situation.

I meant to put the main enemy of each stage in HISTORY MODE start with his respectives power ups.

8
MM8BDM Discussion / Re: Ideas for a possible 1.5 version
« on: October 12, 2010, 03:54:07 AM »
Sorry for not putting this on the original post, i'm as talking about making collectible items like the proto buster, not start with it like the classes. The only one's starting with those are the main enemy of the level.

Quote
Quote
--Crashman: Crash Reflex: Every time you are hit you wil automaticaly jump high (it may sound useless but is SUPER USEFULL to prevent cornering).

While quite a few of these ideas are broken, this one in particular strikes me as rather ridiculous. Wind Storm does this normally. This doesn't make it very easy for a Crash Man player to shoot when they're being bounced around everywhere.

Man, if you don't understood, it's a escape manuever, preventing the enemy from killing you with rapid fire weapons in the corners, because you can easily jump over then. The wind storm simply throw you around, but the this one makes you AUTOMATICALLY JUMP HIGH, so you can easily control where you will land, making it hard to hit you with rapid fire weapons.

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MM8BDM Discussion / Ideas for a possible 1.5 version
« on: October 11, 2010, 05:48:45 PM »
Man, i was playing and this got stuck to my head: How can the levels portray more accurately their respective boss?

And then came those ideas:

- Adding one extra weapon per character, this i will explain later in this post.

- Adding characters specs for every character in the game. (Same as above)

- Each map have the character corresponding to him always spawning with his primary weapon, secondary weapon and character specs of that respective boss.

Now about the secondary weapon thing:

- Look at this, i see there is some group of people complaining about the lack of the bosses original pallets, and as you can see, they are related to the weapon and some triggers as cutman mike said. Now, about that well, i believe that adding a extra weapon for each character will let you bring their original pallets back, since you will have a extra pallet per character.

- And finally about the said secondary weapons, i was thinking about they being like the boss exclusive manuever. Here are some samples using mm2 bosses:

--Quickman: Triple Boomerang: Quickman's attack where he throws 3 boomerangs at megaman, they stay still in the air and then fly in his direction again (Like a very limited homing ability).
--Woodman: Leaf Rain: Woodman's attack where leafs float down the screen (Would be great for escapes since he take some time to hit the floor, you could run away while your enemies are hit in the chase).
--Heatman: Fire Wall: Heatman's attack where he throws three fire towers.
--Crashman: Crash Mine: Crashman's attacks where he throw his crash bombs diagonaly down (it whould work like a escape mine since you din't need to aim down to hit the floor).
--Bubbleman: Water Dart: Bubbleman's water dart attack that can pass through enemies.
--Airman: Air Storm: Airman's attack where he create various stationary tornadoes and then shoot then front (It would be a very slow but damaging attack and you need to hold the attack to create more and more tornados, and then let the button go to shoot then).
--Flashman: Flash Machinegun: Flashman's spread machinegun attack (it would work while you hold the button and spread around the crossair).
--Metalman: Sweeping Saw: Since metalman ONLY do the metal blade throw, i think it would be cool to have a crawling weapon that rebound on walls, making it less hard to hit someone like the punk weapon.

And at last the the character specs thing:

- As cutman mike said, the characters would have the same stats as a way to mantain the game even, but it certainly disapointed various persons, as i'm one of then (not complaining though). The solution would be Character Specs, that would work like the Protoman and Bass itens, giving the character especific manuevers of the said character.

Quote
Edit: The Character Specs are colectible items like proto buster, they are suposed to be collected and used, replacing the last Character Spec you used, and all will only work while using the standard weapon (Again like the Proto Buster).

- Here are some samples using again the MM2 bosses:

--Quickman: LightSpeed: Your character will naturaly move faster than normal.
--Woodman: Wooden Body: Pick up items are more effective
--Heatman: Atomic Revenge: Every time you are hit you burn and hurt anyone who touch you.
--Crashman: Crash Reflex: Every time you are hit you wil automaticaly jump high (it may sound useless but is SUPER USEFULL to prevent cornering).
--Bubbleman: Water Mobility: Trade your walking ability by the swiming ability leting you freely swin underwater.
--Airman: Gust Cannon: Every time you shoot every one around you is pulled away.
--Flashman: Flashing State: Every time you are hit you enter flashing state and stay invulnerable while hiting each other.
--Metalman: Critical Hit: Weapons give more damage, but you also take more damage.

AND FOR THE END: PLEASE ADD MORE BOSSES  :D

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