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Messages - arkman

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16
General Gaming Discussion / Has anyone here played strife?
« on: December 23, 2011, 05:15:41 AM »
While I was using doomseeker earlier I noticed a strife deathmatch.

Reminded me that game existed and I played the first few missions.

So I was wondering who else here has played, or at least heard of strife and what did they think about it.

17
Projects & Creative / Re: MM enemy classes V1a rerelase
« on: December 23, 2011, 05:11:50 AM »
Quote from: "ice"
Bunbi heli/ blader/ evil smiley copter: fly's very fast and damages by touching

Umm... didn't I make a telly class for this? Or have you just not updated the first post?

18
Projects & Creative / Re: Class based modification (6B)
« on: December 23, 2011, 05:03:35 AM »
I have a complaint,  :lol:

Centaurman is still missing his height offset. He needs to feel taller trust me it's awsome.

On the topic of junkman, I do think having to switch weapons is annoying, but it adds to the "Im a robot master" feel which is the whole reason i play this mod. I think it would be nice if the cooldown animation could be a bit quicker and you could switch weapons faster.

I also would like to hear the opinions on the wall jump. When I was messing around offline it was kinda fun and I planned out a couple different tricks to try online, but when I actually got online I never actually tried it out.

I also want to point out that jet megaman and powermegaman break the alternate weapon slide. Not sure if there is a way to fix that or if it worth fixing.

Lastly... heatman... I just can't get into his new alt. I know it was changed due to similarities with punk, turboman, and chargeman, but I never really used heat's alt for attack, I just used it to get around quicker. I suppose this does contridict the purpose but just my 2 bits.

suggestion: in mm3 snakeman's snakes would block bullets and take damage, not the most intresting tweak but It came to mind.

19
I searched exploding eddie, Not sure entirely what your reffering to, but if you mean the powerup scatter yeah that sounds right.

I thought that weapon drops are overdone, and burning big bang is unbelievably situational considering what it represents.

(if there is a low roof, you lose all homing ability, dumbfire rockets do not travel fast enough or give enough individual punch to push off the opponents that will snipe your immobilized body)

in hindsight I really should have made a few more diversified weapons. I can't remember if I made anything else...

20
MM8BDM Discussion / Re: Is MM8BDM dead yet? And is NS cancer to GVH?
« on: December 22, 2011, 05:41:41 PM »
Also for mod organization, I have been trying to use the search function. It doesn't work well enough for example if you search for the IX-Pack it will ignore IX because it is a "Common phrase"

if you search for AMP-MapPack you will be stunned to find the phrase is never mentioned in the forum you download it from.

there were a couple other search discrepencies that drove me insane my first few days back.

also @carthief
Large modsize is a massive pain, I hate downloading files larger than 10mb One of the reasons I enjoyed classes and roboenza is that it was a MOD that used existing information and very little custom content. Nowadays every mod includes a ton of music and sprites and textures the keeps pushing the filesize up. I find it a problem when i have only 4 mods downloaded and it is larger than the core mm8bdm game!

As for getting people interested in mm8bdm, we need non-megaman gamers to jump in. There are a few video's for topten free fps games on youtube. And for some reason mm8bdm isn't in them (neither is skulltag, but that could be because you need Doom Iwads.)

also No matter how much I like classes I can't support adding it to the main game. It's too contriversial, and only really fun in massive groups or teamgames. I can kinda see tacking on roboenza as an extra game mode, but only if all the other "official" game mods screwscramble, 4teams, ect got added in aswell.

21
MM8BDM Discussion / Re: Is MM8BDM dead yet? And is NS cancer to GVH?
« on: December 22, 2011, 01:58:01 AM »
And I just made an irritating discovery, If you use the internal browser, It will only show 4 of the mods currently in use on the server, If the server has 5 mods the 5 will scroll off the edge and you won't notice it for about an hour while banging your head against the keyboard wondering why level authentication keeps failing.

This goes back to the whole overuse of wads point, I thought the IX pack was made to cut down the number of level wads! :p

22
Rofl, I guess I should make an appearance.

Skin:Dustman
speed:.3
armor: 2.0
jump: standard
Role: Tactical bombardment or general remodeling
Drop: Splosion of pickups if that is allowed
wep1: Burning Big Bang... Weapon I made for tsuki's expirimental weapons.
Wep2/alt: Pose, doesn't do anything.

Might need even less speed to be balanced. XD
would this kind of thing be acceptable? just noticed this topic and I think I got the paramaters right.

23
MM8BDM Discussion / Re: Is MM8BDM dead yet? And is NS cancer to GVH?
« on: December 21, 2011, 11:29:35 PM »
Sorry for the delayed response

The reason I wanted to have a locked subforum was so that the mods would show up in a neat ordered fashion. as for responses and critiqueing, I wanted the tab to cover only completed mods and things that are finished and unlikely to change unless skulltag or mm8bdm updates.

It would hopefully contain the "Staple" mm8bdm mods and mappacks that are used so often they might as well be in the main game. Not classes, too contriversial

24
MM8BDM Discussion / Re: Is MM8BDM dead yet? And is NS cancer to GVH?
« on: December 19, 2011, 07:08:24 PM »
I know we have tried that before, but I think it fell apart due to either copyright paranoia or simple laziness.
The whole forum structure doesn't really support an organized download system, and nobody used the wiki when it was available.

It would be great if we could have a dedicated locked subforum labeled something simple like "Completed mods" and have a topic for each of the favorite mods.

But i don't think that will last

25
MM8BDM Discussion / Re: Is MM8BDM dead yet? And is NS cancer to GVH?
« on: December 15, 2011, 10:18:43 PM »
Quote from: "CarThief"
there's plenty of multiplayer videos to see when i searched for it.

But therein lies the problem, A search is only helpful to people who know what the game is called or want to know more about it. If you just search megaman, or megaman fan games, you'll get up to 10 pages before you actually find mm8bdm. If you search megaman fps your set, but judging by the view count isn't the most popular query. What we need is a video to bring people in/back that has to show up in a users channel that is somewhat popular. Pink Kitty Rose and Shagg did this a while back and I think it gave the game a notable boost. We need someone a little more dedicated that is all. *insert some excuse about hypercam and low disk storage*

26
MM8BDM Discussion / Re: Is MM8BDM dead yet? And is NS cancer to GVH?
« on: December 15, 2011, 03:06:12 PM »
on the subject of mm8bdm, One reason it could be dying is that mike's main blog page redirects to V2a download of the game, not V2c.

It isn't fun making a second 50mb downloads at 50kb/s.

As for advertising, go with more youtube video's. I research every game before I download and play, usually through video's and let's plays. There is no let's play of mm8bdm, with good reason, and only a few video's by anyone well known or subscribed to.

If it is possible, try getting the cynical brit/totalhalibut channel to cover it. He doesn't regularly cover free games, but heck it's  worth a try!

27
The "hidden figure" from wario land 3

All that work collecting treasure for him and he tries to kill you. That wasn't very nice.

the zombies in that game scare me too.

The giant crusher cars in the over world of tmnt nes. scare me cause there spawn points are weird. sometime walking onto an area doesn't make them spawn, but as you leave they will suddenly chase after you.

28
Projects & Creative / Re: MegaManMafia-V3B! Released!
« on: June 21, 2011, 10:47:24 PM »
Quote from: "Darkseed"
The assassin is a morphed actor so he can't have another weapon. it is also impossible to have it as an item, like dr.wily class, as that class is not morphed.
I could be wrong about this, but if you start him with an autoactivating item that give him more items, does that bypass the normal no pickups on morphed classes?

29
Anything Goes / Re: Minecraft Megaman!
« on: June 20, 2011, 11:10:09 PM »
A giant Scrooge mcduck in his hurt pose from Ducktails.

and a metroid.

30
MM8BDM Discussion / Re: Map Competition #2 - "Can you do better?"
« on: June 15, 2011, 01:58:51 AM »
I am feeling lucky, I think I'll try turbo man.

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