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Messages - Bikdark

Pages: 1 ... 6 7 [8] 9 10 ... 97
106
Events / Re: THE HOUSE OF BUTTCHEEKS TOURNY
« on: January 04, 2016, 11:39:56 AM »
19 (succubus) 25(lennyface) 37(ninjas (the space kind))

107
Anything Goes / I WIN.
« on: January 04, 2016, 03:20:18 AM »
Quote from: "Orange juice :l"
Quote from: "MusashiAA"
Quote from: "Kapus"
who are you

108
MM8BDM Discussion / LOOKIN GOOD BROTHERRRR
« on: January 03, 2016, 09:04:24 PM »
Better not be

109
Events / STAR WARS.
« on: January 02, 2016, 09:29:35 PM »
did somebody say

showmatches

110
Anything Goes / no bass
« on: January 01, 2016, 10:01:52 PM »
new rule



no slashman ¯_( ?° ?? ?°)_/¯

111
Anything Goes / Re: Tengu's Annual Holiday Raffle 2015! - WINNERS
« on: January 01, 2016, 08:32:13 AM »
god dammit

112
Projects & Creative / Re: Class based modification (v8b)
« on: January 01, 2016, 05:08:24 AM »
>toadman who can throw his rainflush

holy shit do it

113
Projects & Creative / Re: Class based modification (v8b)
« on: January 01, 2016, 03:06:19 AM »
ey b0ss a couple thoughts on elec changes since i've been spamming him in tlms recently

-implement a system like CSCC Bikdark's (new, not old) teleport. Hold alt to prime your teleport (his is the windup when Elec raises his hands), then release to teleport. During this time, a transparent Elecman sprite only the player can see appears where Elec will land after his dash. The total amount of time taken to dash with a single click wouldn't change, and the amount of "JESUS FUCKING CHRIST THANKS JAX" deaths in MM5CHA would be heavily reduced since the player will always have the ability to know where they land. Disallow the player from holding the primed dash forever by forcing them to use it after X seconds, like Sparkman's main.

-Ezreal-style JUKE JUKE JUKE FIRE JUKE JUKE GET FUCKED NOOB gameplay is a lot of fun, but in his current 8B state, he has trouble reliably doing damage. Tbeams hit hard, but they're slow, predictable, and use your precious teleport ammo. If the above change were to be implemented, it would be a little easier to tele into someone's face and zap them with a mainfire, but you're still dealing with mainfire delay and slow projectiles. The AoE damage on teleport prime and teleport exit found in Bandaid help mend this problem, but if abused, it could turn into a situation similar to old Elec where he just runs around alting people with no counterplay.

Possibly give him an item? A trap, maybe? Elec could place a tesla coil in the area, and whenever it's hit by electricity (including his alt, even though it does no damage) it explodes for X damage. It could be reused multiple times, and would be destroyed after taking enough damage from non-electrical sources. Practically, they would not be used as true traps (since they're so fucking big), but rather short term traps like Crashman's bombs. Place one around a corner and bop someone with it before they know it's there.

Hell, maybe instead of placing it, he throws it like Burner traps. I'd love to see an Elecman toss a trap into the middle of a firefight from a distance, then alt into it and do damage to everyone before they have time to react. If they were paying attention, though, they'd know to get the fuck out of the general area, and start shooting the coil because Elec is going to appear next to it.

114
Events / Re: THE HOUSE OF BUTTCHEEKS TOURNY
« on: December 30, 2015, 10:16:24 PM »
which one is closest to hot brg on burnerman action

115
Anything Goes / Re: General Offtopic Discussion
« on: December 27, 2015, 05:10:55 AM »
did you receive a small loan of a million dollars for christmas jesus h christ

116
MM8BDM Discussion / jesus christ bikdark calm DOWN
« on: December 26, 2015, 09:23:29 AM »
Well, if you have sections with normal gravity as well as sections with continuously shifting gravity, you create a burden of knowledge. Rather than knowing on the spot what the gravity is (like they do now), you force the player to either: continuously pay attention to the shifts in gravity, OR actually go out and see for themselves, which may not be a viable decision. In short, combining the timed gimmick with sectors in an attempt to "normalize" the map would do more harm than good.

I also disagree with the notion of removing the timed gimmick in place of 100% sector based gravity (which is probably what you meant), like MM5STA. Simply put, this would make the map dull. The concepts of adaptation, timing, and pseudo-terrain shifting are all thrown out the window. Maps should not only be enjoyable and engaging, they should also teach players -- that's what we have variety for. Not only that, but making it sector-based centralizes the map around one point: the normal gravity room(s) (which is very bad). Players flock to what they are most comfortable with, and will therefore ignore high and low gravity rooms, even if you try to entice them with strong weapons.

I personally believe attempting to homogenize MM5GRA in such a way would be a step BACK in map design, and is a very lazy way of representing a really cool concept: GRAVITY. Sure, you have the gimmick implemented in full: high, low, and normal, but you don't create anything new with it. A gimmick should be implemented to add a twist to gameplay -- it needs to add to the experience. With the timed gravity gimmick, you're encouraging the player to be more nomadic and continually shift their position in order to maintain control of the game. Removing the gimmick in place of free movement all around the map does not encourage any creativity. By changing to vector-based gravity, all you're doing is BORING the player. Why should they ever change their position? GHold will only be effective in the low gravity room and it'll make it harder to hit people, so why go there? I'll be easier to hit in the high gravity room, and Water Wave will DESTROY me, so why should I go there? Currently, MM5GRA is one of the only maps in the game that must be traversed in full multiple times per game in order to win (this is true for literally every game mode you can play on the map), and there is no way to accomplish that same goal with sector-based gravity.

So, I ask all of you that are unhappy with the map to set aside your hatred for gravity (I understand this is hard for almost all of us) and view the map objectively. How often is it your fault that you got cornered during high gravity? Or when you chose to use Bubble Lead during low gravity against someone using Pharaoh Shot? Why not play a few rounds of TLMS on the map and see how far camping gets you? Rather than throwing the idea of timed gravity changes out the window because it screwed you over a few times, observe what the map does right, what can be done to make it better, and how your own playing changes on MM5GRA in comparison to "normal" maps. It may seem almost hypocritical given my previous statements about (terribly implemented) gimmicks, and it definitely sounds pretentious, but this map deserves a lot more attention and thought than a lot of you are giving it.

TL;DR making the gimmick simpler does more harm than good. MM5GRA is more complex than most people think, and has a unique playstyle worth preserving. Despite it being gravity-based (PTSD ACTIVATE) it does not share qualities with MM4DIV, and everyone interested in the map's future needs to think critically about it.

117
Anything Goes / Re: What did YOU get for Christmas?
« on: December 25, 2015, 10:12:18 PM »
New expensive gaming laptop
lovely new slippers
bernie sanders 2016 mug
couple clothes
hyperdimension neptunia (thank you juicy, that's so kind of you ;_;)

118
MM8BDM Discussion / Re: MM8BDM v5 - What maps do you feel need work? Pt. II
« on: December 24, 2015, 09:19:21 AM »
Honestly I'm not understanding the negativity toward MM5GRA. Usually in servers I see a lot of people enjoying themselves on the map (especially CTLMS servers oh god the strats are fucking insane). The gimmick isn't as restrictive or boring as MM2QUI, overbearing like MM4DIV, or over-implemented like every rendition of MM5WAV. You see me talking all sorts of shit about bad map design, well MM5GRA is pretty damn good if you ask me. There are almost no spots where you're TRAPPED, the gravity mechanic is easy to predict and play around, and you're allowed a lot of room to put those juke shoes to work.

If you're really having trouble with the map, I'd suggest thinking about hallways you could cut out in areas like here. It's an area very few people think about despite its usefulness, so drawing attention to it would alleviate a lot of navigation stress.

I'd also like to see if this little alcove being turned into a shortcut to here looks any good. You could probably turn that little alcove into a room as well (yeah i know look at me wanting to make a map BIGGER).

Whatever you propose/change, though, keep in mind the whole point of MM5GRA: Path changing and adaptability. If you end up homogenizing the map and making all paths accessible in both gravity states, you defeat the strategic purpose of the map. Honestly, you haven't fully experienced this game until you've seen a good round of CTLMS on MM5GRA. Small skirmishes all over the place, creative movements, baits, outplays, escapes, a whole fuckton of awesome shit happens on this map. It's comparable to MM5DAR honestly (which is the best map btw).

Quote from: "tsukiyomaru0"
Wasn't there a Rockman no Constancy mod that had a map with inverted gravity or something? If it were possible to implement that, it would be great. Else, well... How about consider a larger fighting area for high gravity, with blocks and props for the player to hide behind'em and maybe one 3D Platform Elevator?
I would consider a true gravity flipping mechanic to be wayyyy too intrusive (even thought what we're talking about is just walking on the ceiling like cbm gravityman). Blocks and props sound pretty good though. I wouldn't mind seeing a couple of those in the big Pharaoh Shot area with GHold, possibly leading up to the teleporter. Maybe make the tele a 2-way?

119
Anything Goes / Re: What is your avatar from/of?
« on: December 24, 2015, 08:04:42 AM »
even as a weeaboo i think those knockers are a bit large

120
MM8BDM Discussion / Re: MM8BDM v5 - What maps do you feel need work? Pt. II
« on: December 24, 2015, 06:27:47 AM »
MM5GRA is honestly one of my favorite maps. Teleporter strategy, high ground, and taking advantage of people that jump too high is pretty fun. This map is an excellent example of how you should cut off certain passages and open up others. What's great is that you're almost never overly-restricted in your movements. Next to almost every low gravity passage is a high gravity passage, and vice versa. It's a matter of "can I go left, or right?" not just "am I fucked, or not?". I don't recommend making any large changes to the layout, but feel free to mess around with the sizes of current rooms, or even cutting a hallway out or two.

On the subject of MM2QUI, it is shown by MM5GRA that restrictive concepts can be fun. Howeverrrrr MM2QUI doesn't do it very well because all the rooms are the same with no defining features or much height variation. I think your best bet would be to treat MM2QUI somewhat like MM5GRA, but a little bit more deadly (this means differently shaped rooms, height variation, weapons/paths you can only access at specific times, etc). Hell, I imagine a tight knit map like MM4SKU would be really fun with quickbeams if I had ways to get around them.

Also keep the fire shooter guys on the inaccessible ledges, I like them.

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