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Messages - Crystal King

Pages: [1] 2 3 ... 6
1
Anything Goes / Re: General Offtopic Discussion
« on: May 21, 2014, 04:11:39 AM »
I RETURN...
FROM THE DEAD!

It's been a long rough road, and I'm finally here. Moved an inch forward and it felt like a year.

...

In all seriousness, though. I remember when I first learned about 8BDM, it was on The Mega Man Network, which is where I went to get all my Mega Man music from. I read the article and I was so excited! First person shooter Mega Man? SIGN ME UP. I believe I joined the forums around the time 8BDM came out, but I lurked (and still lurk, as made apparent.) the forums even before that. I played GvH to tide me over until the SGC demo came out, which helped me get accustomed to Doom and how it controlled. I played the everliving heck outta the SGC demo! Ahh, back when Needle Cannon and Hard Knuckle spelt doom for anyone unfortunate enough to cross their path! Those were the days, eh oldbies? I have very fond memories of playing TLMS with the devs, back when the game first got released. Perhaps one of my most fond memories was on Crystal Man, where I got a kill by using Pharaoh Shot under one of the holes. Good stuff!

My presence since the old days and the new days came and went, but I still kept in contact with members of the community through Skype. Most of the fads, like Roboenza and Saxton, were fun to me at first but grew old quickly, and since that was mostly what was hosted, I had not a lot of reason to boot up the old 8BDM. I still dropped in games from time to time, though. I still love me some good TLMS! CTF is pretty cool too.

But that still doesn't answer the question, how'd the community help me grow?

Well... I gained quite a bit of friends I never would've if I didn't play the game, and had I never played I might've ended up losing contact with a friend of mine I've known for years now. My general shyness kept me from getting close to people, (it still does! :<) but the ones I've opened up to are definitely some of the greatest friends I've met, and have helped me through quite a bit of hardship. You know who you are. :>

I gained some more map making skills! But... I never quite put them into practice. At least, into anything finished! I can't count the amount of maps I started and never finished! I come up with a really good idea for a gimmick or a room... and I end up with a ton of empty space I have no idea what to do with!

I'd also have to say a couple of the members of the community have helped me with my own self-identity too. Something that I always knew about myself ultimately, but was never ready to fully admit, I suppose.

I've had a lot of personal growth in general, but if I put it all into a post, you guys would be in for quite an earful! So I tried to keep it to exclusively this community.

2
Anything Goes / Re: Cutstuff War Part 2: DESCRIPTIONS CLOSE FEBRUARY 2ND!
« on: January 25, 2012, 10:12:04 PM »
Name: Albus

Appearance: cough

Personality: Somewhat headstrong, but deeply cares about those around him. Somewhat easily manipulated.

Weapon/Other Abilities:
Gun (named Argatha): Albus's semi-automatic gun is magically reinforced, bullets are formed through magic and not physically produced, thus having an infinite supply (but can't simply spam shots over and over).
Torpor: Fires a short range ball, which will encase a foe in yellow crystal for a short while.
Arcebatus: Albus charges for a short moment, then a large explosive cloud is fired from his gun, which hits a good amount of times and is fairly powerful. Only noticeable drawback is that he must stand completely still until the move is complete or interrupted before it is fired.
Quadruple Ignis: Albus leaps into the air, preforming a spinning fire kick from above.
Optical Shot: Fires out a spiral shot of light and darkness. Takes a moment to charge.

Other notes: Is agile and fairly quick, can jump pretty high.

3
Anything Goes / HOLY CANOLI IT'S PRESS START'S BIRTHDAY
« on: January 21, 2012, 02:54:26 AM »
Happy birthday man!
Sorry if I happen to be late due to timezones, lol :P

4
Projects & Creative / Re: Class based modification (6B)
« on: January 12, 2012, 02:32:19 AM »
Quote from: "PLAINOLDLUIS"
HEY GUYZ, GUESS WHAT!!

METAL IS IMMUNE TO DEATH PITS.

Not all of them.
It has to do with the sector's properties, I believe.

Regardless of that, a slowly moving Metal Man trying to save himself from a Wave Man stage death is pretty easy pickings. Most instances I can't really see this being useful other then to stall. (but Snake Man also has a similar "problem" so :/)

Regarding Gyro, I don't think you can alt and fire at the same time, but I think if you can gain enough height you could fire off a gyro then start flying again. Not sure on that though, as I rarely play Gyro.

5
Anything Goes / Re: Cutstuff War Part 2: Descriptions
« on: January 08, 2012, 04:10:40 AM »
Name: Yodikai Genesis (Nicknamed Zeri)

Appearance: Has a long energy chain (an experimental weapon which he had stolen) attached to his wrist. He appears as a 5'10 person in his early twenties. Usually wears a black cap, navy blue jeans, an undershirt with a deep/dark red color, black sneakers, and a light (as in thin) black jacket. Also has light green eyes, in stark contrast to all of what he wears. His hair is black.

Personality: He has quite the anger issues and will get mad fairly easily. A loner at first glance, but deep down he really cares for his friends and family.

Backstory: Joined ranks as a mercenary hoping to make a profit. Was raised by a foster family.

Weapon/Other Abilities: He uses the energy chain attached to his wrist to preform melee attacks. The chain utilizes a fire element (can engulf the chain in flames, which also slightly extends his normal attacking range of around 2-and-a-half feet to 3 feet.) In addition, he can also use this chain to absorb a source of power after weakening it (this includes people, robots, basically anything with any kind of energy within it). He can distribute the power gained but not use it on himself (resulting in nothing happening). Examples can include using it to power a device, to heal a friend, or to power them up. Note that the energy chain is permanently bound to his arm and cannot be removed without entire removal of that part of his hand.

He has a small knowledge of technology and can use it for basic things.

He also carries a .50 cal pistol on him, but rarely ever uses it.

6
MM8BDM Discussion / Re: Is MM8BDM dead yet? And is NS cancer to GVH?
« on: December 22, 2011, 06:46:04 PM »
Correct me if I'm wrong, but isn't 4 way teams already added into vanilla deathmatch now?

Being someone who left on hiatus for awhile, I've noticed quite a big shift in the community. I don't feel as if we're accepting enough of newbies (newb != noob) as a community altogether. These newer people end up feeling excluded by those who respond to the question they ask with hostility. I've already seen this happen in a completely separate community, meaning that once they mended their ways, things got better overall for the community, and they ended up welcoming some pretty cool people.

I think that possibly including a sub-forum for the newer people who'd like to learn more about coding or map making (for example) could help remedy this hostility by providing a more patient environment for those who need help. This was the solution that the other community I was talking about earlier implemented, and that worked for them. Of course, it may not work for us, but I think this is at least worth consideration.

7
Projects & Creative / Re: Class based modification (6B)
« on: December 22, 2011, 01:42:27 AM »
Skull's easy to beat with the right class. You just gotta fake 'em out. Turbo's the easiest way to fake out a Skull.

Also, I find Metal Man's changes to be pretty needed. He was really boring before, now there's actually an element of strategy to Metal Man now other then SPAM SPAM SPAM DEM BLADES.

Also, Wily's homing weapon doesn't appear to preform as well as Dive's missiles. (at least, from what I've experienced in combating Wily. The projectiles appear to be about the same speed, but also seem to home differently. Haven't tested damage, though.) Aside from that, when firing that weapon his alt doesn't charge, so he can spam that all he wants but he'll never get a full alt, which is his main method of attack. Exploiting that isn't too much of a hassle unless he uses the Wily Capsule. Short story short, once you see a Wily, don't let him go till he's dead. Same for classes like Skull, Dive, and Magnet. They aren't really as bad as people complain they are. You just have to gun for them first. But be mindful, in a team mode, generally a class like Dive or Magnet will have someone protecting them (if the team is competent) so in a team mode you'll want to bring a buddy to distract the protector, or just to gang up on the guy.

8
Mega Man Discussion / Re: Battle Network Topic
« on: December 21, 2011, 04:24:58 AM »
Battle Network was a fun series, and I really enjoyed it. I never got around to playing BN1 and BN2, but Transmission was fun, as was 3-6. Didn't like 5 and 4 as much as I liked 3, 6, and Transmission, but otherwise they were still good games. 5 was just way too exploitable for me (Chaos Union is broken) and the Proto Man version sucks so much more then the Colonel version. 4 felt a bit repetitive in some cases (particularly when you end up getting the same tournament event 3 times in a row for your 3 playthroughs (by the way, make sure you have every level 1 chip before moving up to difficulty level 2, and make sure you have every level 2 difficulty chip before going to level 3. They will be almost impossible to find later.)) but was also still fun. Battle Network 3... was definitely my favorite Battle Network. WoodGuts is OP as balls for virus busting, crap for PvP though. Battle Network 6 was cool, I liked the ability to freely play as other navis and being able to combine their souls with Flazar/Gregar to create an amazing entity filled with power unlike any other.

Also, for anyone having trouble in BN3 with "S" aka "Number 1"...
(click to show/hide)

9
MM8BDM Discussion / Re: Time Man and Oil Man in Chapter 1?
« on: December 21, 2011, 01:42:12 AM »
I'm against this. Personally, I don't think Chapter 1 needs to be all that long anyways. It's Chapter 1, it should be more like an introduction to the game. Whether it's canon or not isn't really an issue for me, though.

10
Projects & Creative / Re: Class based modification (V1B - MM3 RELEASE)
« on: February 26, 2011, 06:06:34 PM »
I never meant to ditch the primary fire. >_< probably should have made that clearer, sorry. But besides that, you said you fixed the 1 HP thing, so I'm fine with Masa now. In retrospect, considering how fast-paced the combat is (and playing it more)... It probably would be better for Masa to be thrown.

11
Projects & Creative / Re: Class based modification (V1B - MM3 RELEASE)
« on: February 26, 2011, 03:34:43 PM »
Quote from: "Mr. X"
Exactly what I was thinking.  Top Man's Top Spin is bad enough, but at least you can see him.  Sure, Shadow Man is a ninja, but that would be utterly ridiculous.
So being able to OHKO them from a distance isn't cheap, but OHKO in close range is cheap? The ammo limit still can be tacked on, it's just the idea of Shadow Men sniping (Masa is fairly fast)... It's kinda not their job, mate.

The thing that'd make him different from Top Man is that he'd still have to be low on health for it to work. Plus, it's not like he's fully invisible and anyone with Identify Players on can easily tell where a Shadow Man is. It'd be a little more of a defensive tactic since he'd have to be low on health, whereas Top Man is way more offensive based, thus preventing them from being clones. Plus, most classes make quick work of Shadow Man (when not sniping with Masa) anyways.

Besides, we have TF2 to compare this to. The Spy in TF2 can be entirely cloaked for an indefinite period of time (With the Cloak and Dagger) so long as he pauses every now and then to keep his cloak meter from running out. It's not cheap at all. Generally the Spy will end up being caught in some kind of brawl where he dies before he ends up backstabbing someone. That's similar to how it usually is when I'm playing this mod. I notice that a lot of the time I end up killing a Shadow Man because he happened to be in the wrong place at the wrong time, granted I do kill them upon sight, they usually end up getting themselves killed because of this, before I actually hunt them down.

Now I'm not saying I want a clone of TF2 here. TF2 is just one of the most balanced Team Based FPS I've played, so that is really all I have to compare it to. :P

Break Man... I never found too much of a use for him. He'd be better in places like CTF where he can deflect bullets for his team during a charge, not in places like Team Deathmatch. Magnets pierce his shield so he's pretty done for against Magnet Men. Maybe give Break Man all three buster types (perhaps a slightly beefed up Megabuster too, but just specifically for Break Man.) from the start, and remove the capability to pick up all weapons? This way, he'll have a weapon for each situation without being imbalanced (this way we can have another "middle" character to pick from). Mega can literally just pick up a Proto upgrade and be just like (or at least be fairly similar) Break Man is now. Mega can't have two buster upgrades at the same time, so it would still make him different from Mega.

12
Projects & Creative / Re: Class based modification (V1B - MM3 RELEASE)
« on: February 26, 2011, 01:13:50 AM »
Playing it just recently, my only real gripe (as is most others) is the Masa. How about making it like the Spy from TF2's knife where it's a melee attack that kills instantly (not necessarily backstab, just a stab in general) instead of a throwing knife?

So far, maps that I've found work really well with these classes are maps that lean a little more to the symmetrical side. Also, perhaps you should code the classes so that they cannot pick up stage weaponry? Or, that they can't scroll to it? It's annoying when people "break" the game (Like Top Men with super arm...) like that.

and Asd, it's totally possible to prevent the drop of a weapon. Look at Zombie Horde, All Out War (specific weapons, like the Super Shotgun (used to be a drop, isn't anymore.)) even.

I also noticed the buster bug too, but it wasn't in that level. It was in one of the community maps.

(We need a Dr. Wily/Light class that builds sentries *shot*)

13
Projects & Creative / Re: Class based modification (V1B - MM3 RELEASE)
« on: February 24, 2011, 11:50:19 PM »
If I may, I'd like to toss in my two cents for your class ideas, Chimera Man.
Responses in red.
(click to show/hide)
All in all, some pretty good ideas.

14
MM8BDM Discussion / Re: MM8BDM: Top Players Tournament. SLOTS ARE FULL
« on: January 02, 2011, 02:23:45 PM »
Complaint Time!
Did you really need to give him the "ragequitter" award? He won the first time, so he should be advancing, not being forced out. And even if you were forcing him out, did you honestly need to be such a jerk as to give him that? Before I get the whole "It's just a joke" routine, there is such a thing as taking a joke too far, and I find some injustice in this. There was an agreement to do it on his server, and they played all the way through. If Firestorm had a complaint, he would've said it after a couple of frags instead of playing the entire game.

15
MM8BDM Discussion / Re: MM8BDM: Top Players Tournament.
« on: January 01, 2011, 06:25:17 PM »
Wait, duel mode isn't like 1 vs 1 lms? Boy, was I told wrong/I horribly misunderstood that. I apologize for my misunderstanding >_<
Then again if people actually hosted duel servers I would have known. >_<
But yeah, team tournament might be cool for the future, but for now, this is enough.

I'll be busy for the next couple weeks, so unfortunately tournament is a no-go for me.

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