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Messages - Gummywormz

Pages: 1 ... 56 57 [58] 59 60 ... 64
856
Maps / Re: MMINV Map Project - We need YOU!
« on: March 21, 2011, 11:21:21 PM »
Quote from: "Miles54321"
can someone please tell me where MMINV.PK3 is?

Here:
http://www.mminv.herobo.com/Downloads.html

857
Help & Editing / Re: Add bots by console
« on: March 21, 2011, 11:20:07 PM »
Quote from: "Miles54321"
i typed that in console but it said u have to be the host, which i was O.O

Type it in the server console.

858
Help & Editing / Re: Hosting on DoomSeeker help
« on: March 21, 2011, 10:14:06 PM »
You can host the game on doomseeker. I use doomseeker when there are either custom maps, or only certain maps I want to host.

Here are some screenshots of my invasion server set up at the moment.

General tab:



Rules tab:



Let me know if you have any specific problems

859
W.I.P Forum / Re: Megaman Invasion Project - Official Topic for MMINV
« on: March 21, 2011, 02:31:57 PM »
Two more ideas:

Since you are going to replace the intermission music, why not replace the intermission screen too?

Maybe make the hub a sperate PWAD or something so people who want to just go through the levels one by one can do that.

(also update the map list in the map topic)

860
Having robot masters who regenerate ONLY through ammo packs make them almost completely useless in LMS.

861
W.I.P Forum / Re: Megaman Invasion Project - Official Topic for MMINV
« on: March 21, 2011, 01:01:55 AM »
Quote from: "CHAOS_FANTAZY"
Quote from: "Gummywormz"
What do you mean by "boring textures"? If anyone else has critique for 4 or 22 at this time please direct it to me.

Well, in MMINV04, the walls are one, solid texture.  The odd panels simply don't look good at all; at least apply some fitting design like Fire-Man or Quick-Man (home to the Hotheads) .

In MMINV22, it's the same story; one texture for the floor, and one for the walls.  It's probably just because the room is so big, but it honestly just looks bland without weapons or anything.

Blame ashley for the lack of items. The rules said you aren't susposed to put any in, so I didn't. As for the textures, I kind of agree, but at this point I'll either let ashley retexture them, or have her finish the map (add weapons, spawners, etc) and then I'll retexture it.

862
Quote from: "ice"
its knight crusher to avoid clashing with night crush

I meant in the obituary.

863
Some things I noticed about Knightman:

His knight crush comes back to him once he dies. Cutman's doesn't.
Correct me if I'm wrong, but it should be "Knight Crush" not "Knight Crusher"

864
W.I.P Forum / Re: Megaman Invasion Project - Official Topic for MMINV
« on: March 20, 2011, 10:41:31 PM »
Quote from: "CHAOS_FANTAZY"
MMINV04:  Again with the bland textures.  Hothead statues are a nice touch, though.

MMINV22:  Textures are kind of boring here.  At this point, the maps feel bland without weapons or anything.  I love the DECORATE models in this one, though.

What do you mean by "boring textures"? If anyone else has critique for 4 or 22 at this time please direct it to me.

While you are fixing the maps though, you may want to change the doors so they open automatically. Most people probably don't have a use button set anyway.

I may attempt 1 or 2 more maps. I'm surprised no one actually has attempted a water level / ice level yet.

865
Quote from: "Yellow Devil"
I'll likely be rounding up all the bugs and uploading V4B verrrry soon. Maybe not today, trying to make the gravity hold cancel out after a while. The biggest laggers were Metal and Air, right? Both fixed. Feel free to give suggestions for the close future!

Magnet man and heat man are also big laggers

866
W.I.P Forum / Re: Megaman Invasion Project - Official Topic for MMINV
« on: March 20, 2011, 07:01:27 PM »
BUG FOUND!!

The bigeyes can infight pretty easily it seems. These are the old bigeyes I think, but it might apply to other monsters.


Generic map critique:

MMINV1: Why elec man's music?
MMINV2: Needs mapinfo
MMINV3: There doesn't appear to be anything related to electricity in this map. Also the music doesn't really fit.
MMINV5: It needs better textures. Since it's a space level, why not use starman's textures?
MMINV6: Overuse of falling crystals.
MMINV7: Needs music change and something in the background like cacti.
MMINV8: There appears to be a bug inside. It looks like someone tried to use horizon line or something. I'll upload a screenshot later.
MMINV21: The hole is really hard to get out of, even with strafing.
MMINV23: why the random guts man? The other side needs a boat launcher, and some of the walls don't crash the bike.

I'll test the weapons later.

867
Air man's and magnet man's alt fires appear to be the cause of the most lag. Heat man's flame towers also appear to cause lag a bit. And so does treble boost. Then there's the gravity hold glitch where if hit by the negative / low gravity one, it says forever and you rise up to the ceiling. And sometimes flash man's time stopper makes you frozen forever, not all of the time but some of the time.

868
W.I.P Forum / Re: Megaman Invasion Project - Official Topic for MMINV
« on: March 20, 2011, 04:18:57 PM »
It still has the same issue. I download it, and 1/4 of the way through it suddenly completes, leaving an incomplete download.

Just mirror it already. >_>

869
The plant barrier drains the life of those around it.

870
W.I.P Forum / Re: Megaman Invasion Project - Official Topic for MMINV
« on: March 20, 2011, 04:43:02 AM »
I still want you to mirror the map pk3 on another site so I can test it

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