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Messages - Dr. Freeman

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151
Anything Goes / Re: General Offtopic Discussion
« on: August 14, 2015, 05:41:31 AM »
Don't we all.

152
Events / Re: Cutstuff Mapping Jam 3: Peanut Butter and Jam
« on: August 12, 2015, 03:33:34 PM »
Yo, yo.

To my understanding, a chunk of the people taking part of this have been rather booked for the last month or so and I was thinking about it and while the deadline is supposed to be the 29th of August, this isn't a contest, and there is no reason to make a map pack of rushed maps.

As such, I am extending the deadline a whole month. (Wow!) ending it on September 30th.

More time to make good maps, more time to test maps.
Less time to make rushed maps or somethingidunno.

153
Forum Games Archive / Re: SUPER HAPPY FUN CUT-IN-LINE MAFIA 3
« on: August 04, 2015, 04:42:43 AM »
i'm not even playing but i take this lynch as a personal offense.

154
Events / Re: YD Classes V8A Team Hoyp Tournament - V8B Polls
« on: July 28, 2015, 03:49:09 PM »
You're a tad late.

155
Anything Goes / Re: General Offtopic Discussion
« on: July 27, 2015, 04:26:49 PM »
Happy Birthday to Rui and Derek!!!


156
Events / Re: YD Classes V8A Team Hoyp Tournament
« on: July 21, 2015, 04:10:03 PM »
Quote from: "Bikdark"
Quote from: "Dr. Freeman"
That's such a weird rule. It's the easiest thing to be like "Oh hey, Bob mains Cutman (idunno) and he's really good at him. Now he can't play as him at all because everyone will ban him during each match!"
Yay!
Normally I'd think those bans would be used for the stupid shit (Flash Man) but those are just getting permabanned anyway (Which is a good idea by the way) so it just makes the "can't use your mains use secondaries you're worse with scrub" really weird.
This is a pretty normal way to think at first. Give it a little more thought and you've got a mental game of chess going on.

"Bob is a Cutman main, but he's also really good with Crash and Yamato. Do we completely ban Bob's mains out and make him useless, or do we ban Joe's Skull and DM3 so we don't get sniped to death? Do we have the means of dealing with huge range? Should we ban out Bob and pick melee classes like Slash or Shadow to kill Joe, or will that leave us open to anti-melee? Will Joe even consider playing ranged classes?"

See where I'm going with that? There's more than just Bob the Cutman main. Every team that's going into this has multiple strategies in mind. It's up to you to prioritize which strategies to ban out, and which you can let through if you know how to play against them.

Yeah, I can see where you're getting at. I tend to try to see the worst possible outcome when it comes to stuff like this and I still think that if you can deal with Joe and Steve because you can handle their classes, that crippling Bob and just making him have a bad time is still a possibility and a pretty lame one, I can't say for certain if it will actually be a strat that will be used throughout the course of the tourney though.

I think I'm mostly just having bad memories of the banning from the classes duel tourney from forever ago. That was just straight up "can't use your mains ever" and not nearly as much mind chess as you put it because it's 1v1, not 3v3, so picking the bans is so much more straightforward.

157
Events / Re: YD Classes V8A Team Hoyp Tournament
« on: July 21, 2015, 06:27:14 AM »
That's such a weird rule. It's the easiest thing to be like "Oh hey, Bob mains Cutman (idunno) and he's really good at him. Now he can't play as him at all because everyone will ban him during each match!"

Yay!

Normally I'd think those bans would be used for the stupid shit (Flash Man) but those are just getting permabanned anyway (Which is a good idea by the way) so it just makes the "can't use your mains use secondaries you're worse with scrub" really weird.

158
Anything Goes / Re: General Offtopic Discussion
« on: July 16, 2015, 09:12:19 PM »
I know the other option is to make a million patches that correspond to the height of the above water and below water textures, and I believe Mega Water S makes use of that, but it requires a lot of patches. Though in some cases, it could prove easier if there are a million sectors ala MM8AQU.

I just can't make full use of that option because for some reason some of the underwater textures are animated, while the above water corresponding textures are not.
Woop

159
Anything Goes / Re: General Offtopic Discussion
« on: July 16, 2015, 06:24:18 PM »
I mean, there really isn't a conversation at hand.

In other news, part of me regrets starting to make a water map if only for all the patches that have to take the underwater textures into account. But I already have like 80 textures and counting so I'm stuck for the long ride.

160
Quote from: "Emmanuelf06"
The problem with mm4div, if you want keep it like the real stage of diveman, you can't put an above-water section...like for bubbleman' .... But they can put less elevations i think... make it more simple could be enough and more fun.
For mm5gyr, too much platform where you can fall in the sky....
Thunderono did a good list about those problems.
MMBMUS has too much a lot of big rooms.....
And yeah mm7tur could have a more complex relief.

Dive Man has an out of water section in the actual MM4

161
Dive Man
Ooh baby Dive Man. He's the big one right now.

I really can't think of a lot of good things to say about this stage. It's better than it was in V1 (or V2, I forget when it had its minor changes) but as it stands, it simply isn't a fun map to play on in well, any game mode.

Most of this problem in my opinion stems from the outdoors area, as it feels incredibly unfocused. There is barely any flat stable ground to actually have a fight on. Elevation changes are everywhere (and have to be jumped over in almost every case, if not every case) so there isn't a lot of good ground to actually do any fighting. It's like someone just put RNG for the height elevation and called it a day. The low ground below the Astro Crush pillar is really pointless and basically a trap (four small weapon energy pellets in DM. Great.) And oddly enough, even though the map is technically in the open, all the pillars and elevation changes makes it feel so very cramped.

 That said, this entire map is underwater, and unlike Bubble Man (which has its fair share of problems, but I would play on Bubble over Dive on any day) there basically is no limit or ceiling or anything, so you can jump super high with absolutely no limits, which often means that when combined with the very uneven and messy terrain, nine times out of ten the battles are happening completely in the air, and with the lower gravity that comes with being underwater, this just feels sloppy. I really can't think of a better word outside of that. It just feels like a sloppy mess, and a rather unfun one at that.
The indoors area isn't as bad as the rest of the map as it actually gives you a little bit of space to move but it has its weird design choices in DM (super freebie W-Tank, super easy to get DIVE MISSILE)

On the upper side of things are Moby. He's a neatish gimmick I guess.
And that's it for that.

So how would things be fixed?

The outdoors area in my opinion basically needs to be remade from scratch. Some of the pillars are good, they're part of the stage, yes, but they have no reason to be literally everywhere. Actually make it possible to someone to move to Point A to Point B without jumping 20 times very slowly, as a result, the map probably wouldn't be a big open circle (well open without all the pillars and stuff) and this would give a chance to take a page out of Megaman 4 itself and include an above land section, not only for some variety, but it could probably help out with the flow of making the underwater section actually playable.

The current indoors section is decent, but can be improved and expanded upon, especially if some above water variation was added with the indoors things acting as a pretty good transition from below to above. Plus it could make a weapon as stupid as Dive Missile actually require a challenge to obtain it. A christmas miracle.

I'm really not great at summing up my thoughts, so I hope this did a proper enough job. If there's anything specific I said that makes you say "what the hell Freeman" I can probably try to clarify more.

There are some other maps that are probably problems (Wave, Gyro, Magic, Mus) but I have a lot less to say about that and I'm sure other people can sum it up miles better than I can.

162
Forum Games / Re: Rate the avatar of the user above you
« on: July 11, 2015, 03:31:41 AM »
8/10

That Poochyena has seen better days.

163
Events / Re: Cutstuff Mapping Jam 3: Peanut Butter and Jam
« on: July 09, 2015, 06:04:53 AM »
Yep, I quickly tested it and his piece copy/pasted just fine with no problem of adding sectors around it.

Doombuilder hates Mendez. ;-;

164
Anything Goes / Re: General Offtopic Discussion
« on: July 09, 2015, 02:27:12 AM »
Quote from: "Medley"
Happy posthumous birthday, freeman

they got him ;_;

ripperoni me

i did stuff and died
darn

165
Events / Re: Cutstuff Mapping Jam 3: Peanut Butter and Jam
« on: July 05, 2015, 04:58:20 AM »
Hey everyone, it's time for...

PHASE 2

So let's talk about Phase 2!

I hope you didn't grow attached to the map pieces you made, because they will not be appearing in your map!
I mean, it's not illegal to use your own piece but that's not the main point here.

Phase 2 of Jam 3 is similar to Phase 2 of Jam 1 in the way that you will have two map pieces and will have to make a map with those two map pieces, the differences are the fact that

A. Unlike Jam 1, you are working alone.
B. The two pieces you get will be two other pieces made by the other people who signed up.

So basically, everyone has been assigned two other map pieces and you will make a map using those pieces.
Yay!

But let's get into some more detail here!

(click to show/hide)

Hey, hey, let's talk about deadline!
OH NOOOOO
But it's summer, people have other things to work on, so we don't want deadline to be that crazy. So we're extending all the way to 11:59 PM on August 29th
DAMN
THAT'S A LONG TIME
WHAT IF PEOPLE PROCRASTINATE BECAUSE OF THAT LONG TIME

Well, don't you worry your pants! We're gonna have a check-in on August 1st. We are by no means expecting finished maps by that check-in. Just confirmation that some work has been put into the map.

Oh wait, how can you make the map if you don't know what pieces you have to use?
Well that's fine, because HERE WE ARE
THE PIECES
PEOPLE ARE USING
AAAAAAAAAAA

Pieces on the left, map maker on the right.

(click to show/hide)

You can download all of the map pieces here!

Remember, have fun and have a Jam!

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