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Messages - Tesseractal

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691
General Gaming Discussion / Re: Video Game songs you love
« on: July 10, 2011, 03:58:22 AM »
Trying to see what I can post that I wouldn't expect most people to know, so... I'll go with Terranigma. Most of the tracks are great but lose some impact without the game to support them. This one doesn't, so.

(click to show/hide)

RPGs not released in America always have great music, so... here's some SD3-age. The game also has probably a dozen or so sick boss themes.

(click to show/hide)

692
W.I.P Forum / Re: [Maps] The HiFN Mainstream Map Pack [6/16/11]
« on: July 09, 2011, 03:11:22 AM »
Quote from: "-RanRan"
If only I wasn't the only one designing.. :T

That's an interesting statement coming from you, -Ran, as you and I both know what it means. So I'll skip to the point: What kind of design are you interested in sharing? I generally reserve my map-input for maps that are completed/largely close to completion, as I know of great deal of creators are protective/possessive/etc. of their ideas and it's easy to offend someone by acting in a way that implies your ideas are superior (even if they are, it takes large integrity to recognize that), or trying to "supplement" someone's ideas. From what I can tell, these are duel maps, correct? I get most of my ideas of map layouts AFTER playing them (which is why I look more at completed maps), so testing would be easy- simply duke it out. So, let me know what you're interested: is it ideas for existing maps, ideas for non-existing maps, or even new maps, I'm interested. I'll hold until you post screens (I'm confident in your mapping ability; you seem fairly competent in this field) but with screens I should be able to get a sense of the map style you're going for (everyone has their own, really).

The other reason I'm operating from a computer that doesn't have skulltag/related wads/skype/etc. so I'm actually not capable of much at the moment. Once I figure out things next week I'll see what I can do (permission given, of course.)

693
Projects & Creative / Re: MegaManMafia-V3A! Released!
« on: July 09, 2011, 02:59:22 AM »
Quote from: "SmashTheEchidna"
Quote from: "LlamaHombre"
If 100% of people want skins, and you're the only one who doesn't, what do you think is the better option.

A smart player adjusts his player settings upon killing people incase a person noticed him.

^ This. I've already told you how people have gotten around that, First of all. Second of all, Who are you making this mod for? The community, or yourself? You're supposed to listen to the words of the fans and people who would generally want to play this mod, and take in their advice and whatnot. If the only reason there aren't any skins is because you and ONLY you don't want any, That's kind of selfish. Tsuki gave this mod out for ANYONE to adjust and release to their likings, Not just YOU. You may have taken up where he left off, but I don't think you should shut the people up about something they all want. It's just not right.

He is making it for himself, but the majority of the things he wants to implement are impossible without the superior guidance of Asd or Tsuki (both who do not appear in this community any more). He says it himself:

Quote from: "darkseed"
OK So i guess machete is out since no one wants to help. will post link to v4A soon...

But like you said. Tsuki said anyone can adjust the mod. Then you can probably do it yourself, easily, and release the mod as your own. That's not any more selfish than what he's doing, right? After all, I'll play the devil's advocate simply because darkseed doesn't appear to be interested: I would reason that you, Gizmo, want skins on solely so that you can use YOUR skin. And having +NOSKIN is unfair to you because you can't have your skin, but you'll state any other reason as to why you oppose +NOSKIN to appear righteous while doing something for personal gain. But enough semantics, I'll explain how changing skins does NOT effectively evade being recognized.

The assassin kills someone, but he's surrounded by 3 innocents. As it is now, if the assassin moves out of sight for a SECOND - such as using a smoke bomb - the innocents won't be able to trace him - all you have to identify the assassin are his movements; if you lose track of where the assassin is going, now you know he's there but knowing which of the 4 Mega Men is the assassin is impossible for that instant (BECAUSE none of them have skins enabled). Now, let's try the same scenario with skins: The assassin (Gemini Man) kills someone, and is surrounded by Yamato Man, Skull Man, and Bomb Man. The assassin can change his skin with a skin bind, but Yam/Skull/Bomb Man will still recognize those three skins as "innocents". The fact that the assassin has changed his skin does not help him, unless by some odd chance be binded Yamato, Skull, or Bomb Man. In which case the person he decided to mimic will still know who the assassin is. For example: say be skin binds to Yamato. The "original" Yamato man still knows who the assassin is, and begins firing at the assassin. Now everyone else still knows who the assassin is, and the skin bind failed to provide anything (assuming the innocent Yamato fired and doesn't run away).

Point: Skin binds do not REALLY help because you can still recognize all of the OTHER players, who aren't going to skin bind. The exception to this is: If the assassin skin binds to Mega Man after killing someone, he'll blend in with all the custom-skin users (who appear as Mega Man to probably 80% of the people playing this game), which could possibly allow the original scenario (in +NOSKIN) to be repeated. Like Roboenza, everyone playing might just appear as Mega Man anyway, due to the custom skins - which would turn, actually help the assassin. And I'd hate to have a game mode like this become more difficult because of custom skins serving as camouflage for the killer. The above scenario is only one of many examples of how recognition of innocents would prove fatal to the killer. Any such scenario is much more likely than the majority of people playing this mode downloading a skin for a fancharacter, which you are attempting to force on *darkseed*'s game mode. That's a little selfish to me. I don't think skins are necessary in this mode at all; I think they'd be highly detrimental. (I have only played v3B)

And darkseed, your current topic title says "V3A" instead "V4A". Might want to fix that.

694
I'm having computer troubles at the moment, so I probably won't be able to play until next week. (Main computer's OS doesn't boot at all right now) I figure I'll be able to restore it later; although I figure re-downloading everything skulltag related might become inevitable so I'll need time to do that. (my laptop has no Num Pad so I wouldn't be able to play well on it at all)

695
W.I.P Forum / Re: ACHIEVEMENT CHALLENGE!
« on: July 06, 2011, 07:24:43 AM »
Quote from: "SickSadWorld"
(click to show/hide)

I *really* like this version of Eddie and greatly prefer it to the one used in game. I would recommend a CTF/Possession rotation as well - take the DM one and simply remove Rush Jet and Exit Unit.

Some people were complaining about only getting energy/weapon energy; if you wanted to remove that you could just make it so that in DM energy/wep energy only spawn as 2nd/3rd/4th items so that they'll never appear as the single item (only as a secondary one), even if it's not as true to the original. With this though, I was able to end the appearance of nonsensical weapons in CTF - so long Leaf Shield, Mirror Buster, Centaur Flash, etc.!

696
Quote from: "Bikdark"
Well, I'm pretty sure they're already done, except for shade's walking animations.

Really?

Can some testers like Asd, Celebi, Sicksad or Muzaru be used this time? The fact that a gamemode that has two highly obvious game-crashing bugs(Dive Man and Enker) is kind of embarrassing. No reasonable tester is going to go foward and say "I WANNA TEST!". So I'm recommending these guys. Because the bugs mentioned above to me would be an immediate call for an updated version with bugfixes(more than a version update to include taunts).

Speaking of taunts, though, I have one suggestion to offer.

Burner Man taunt?

697
Since you're working on V4, an issue I'd like to see resolved.

Survivors still get knockback from weapons used by other survivors. Example: On Metal Man's stage, I couldn't go up a staircase because the other survivor was using Star Crash. Then I became a zombie. If's there some way to remove ALL knockback from survivors - because having your jump ability blocked by things like Pharoah Shot / Star Crash is a bit irritating - do that, please.

698
Quote from: "Galaxy"
Guys, what remixed map (Robot masters) should i do? I can't decide
Mr. X, of course. Or MM3DW1 if you want something less daunting - the only Wily stages left to be remixed and no one's called them (to my knowledge). If you want a robot master, Spark or Bright sound pretty interesting (not sure about Spark's called-status yet).


In the meantime, I'll begin working on Wave Man Remix.

699
Projects & Creative / Re: megaman battle & chase project (postponed)
« on: July 03, 2011, 06:51:38 PM »
Quote from: "Alucard"
I'm guessing the "EA" cars are Elecman and Airman?

Anyway, you can release it now, just don't let anyone host it online.

What? That's an idiotic preposition. "Don't let anyone host it"? That's the entire purpose of a release, and once the game's been released trying to un-release it is impossible (as someone will always have the file). And if it's not worthy of being hosted online, why release it? You only get to do it once. After you release it, it's not a virgin any more. Sorry.

I on the whole have been skeptical and not really interested in this project from the beginning, so throwing on another month of two is indifferent to me. Releasing a Mega Man game expansion like this without Cut Man's stage seems like it would be a great joke, though. In seriousness, I don't think ice should cave to the impatients. They'll most likely be disappointed and then whine "WHY IT NO FINISH" if it's released now. Take your time. Getting it done right the first time is largely preferable to... anything.

700
Maps / Re: Nu's Supply Closet
« on: July 03, 2011, 06:38:00 PM »
The second-to-last screen is the one that is kind of fishy; the wall/floor designs here are odd(shark fin?) and I'm not really sure it would fit that well. I'd have to see the map to really comment though.

I'm going to go with Savior on the "dining table" comments - if the amount of small energy pellets gives more energy than a large one, it sort of defeats the purpose. Generally you don't see more than 4 of any energy in one spot.

As for Custom Weapons - again, I'd have to see the map, but my general impression is that most of them are not as good or polished as the official ones. Weapon balance is difficult (and I'm not going to do it) but when you have a bunch of weapons that you struggle to kill with they just end up becoming an unused or stale gimmick. I'd advise against the majority of them as well. Sorry to the weapon-makers, WCOLORS /SBARINFO is just too much of a nightmare regardless.

701
Maps / Re: Trollman's maps (FUCK YEA)
« on: July 03, 2011, 06:30:53 PM »
Quote from: "omegazerox12"
and the ceiling is low.this makes my new upcoming map pack good.

Overdue, but: No, it does not. The incineration of human fecal matter is more appealing than your map pack. Do not forget that your map pack was an abomination released upon this world with zero standard of completion(hence: whereas you believed it was "complete", I knew it to be less than 10% finished), and to even begin believing that it could be better than anything else I have seen on this site is a falsity and brutish insult I am incapable of reciprocating. Before you deem yourself worthy to judge other maps, you must first judge maps objectively and by themselves. Before you decide to compare it against existing maps, remember that your map pack is comparable to nothing, or perhaps a child's arbitrarily drawn doodle. Mappers can only be helped by the use of ideas that would incur change; such useless, hateful bashing is uncalled for. Do not assume greatness because of another mapper's shortcoming. Your map pack is utter garbage and not salvageable. My understanding was that you understood this after your previous "release", but posts such as this one reveal that not to be the case. Stand down.

Now that I've got that off my chest, allow me to try and salvage your map, Trollman, before it's too late. You seem to be having some texture issues. Textures line up in a certain way and you are missing this in certain areas (the obvious Snake Man texture in the first image is an example; certain blue textures in the "energy reactor" are misaligned). The majority of the textures are single tiles either 16x16 or 32x32. If each wall/floor's length is a multiple of 32, you'll be fairly safe. The easiest way to see how big 16x16 is? The default "air floor" textures and the missing(!) textures are both 16x16 in size. If that box lines up with the floor, your wall length is a multiple of 16. If you change textures and the texture is "cut off" too early and doesn't line up with the next texture, you will need to offset it. Visually you can do this by left-click dragging the texture left or right. It's easy to accidentally mess up/fall a pixel short so then check "texture offsets" and make sure they line up to the magic multiples of 32 (16 if 32 is not convenient). Some textures are repetitive enough that you can get away with a multiple of 8 - these are the "small" stairs. However, texture design is not really relevant until after you have a good map design, so let's look at that first.

The maps are simply too basic and do not contain enough sectors to be interesting. What is shown from the screenshots can be entirely traversed without jumping. The rooms themselves are not much more than a simple box with an exit. This is honestly boring. Add different elevations, corridors, platforms, stairs, anything. These maps are just series of rooms; now turn the rooms into arenas. If you are stuck at ideas I suggest looking at the layouts of maps from the game. You like Snake Man tiles so look at that map. It's four rooms, but each one has a unique layout that creates obstacles, cover, and different elevation changes to make it a dynamic setting. Go for depth, not width in this map. If you want to create a more complex room you may need to raise the ceiling; check to make sure your ceiling height is a multiple of 32 just for simplicity. If you think you've got it, go for it. If you're not too sure edit a room to make it more interesting, post a screen and I'll let you know if you're going in the right direction.

702
Quote from: "Donutyoshi"
(click to show/hide)
So, mind sharing some details? I don't see anything different in this map. Did you fix item placement? E-tank/M-tank locations changed at all? Symmetrical weapon spawns (Quick/Shadow) altered at all? I would really disappointed if you made a big deal of something like changing the floor textures.

Quote from: "Galaxy"
I got some complains about the trees in chaotischer garten map. I'm in it. As for now there will be new sectors for zombies. I know it would be more easy to camp at the trees. but whatever.

No. No, no, no. Messatsu has altered his game mode for your map. Do not try and do it the other way around. Do not alter your map for Roboenza. That will only produce amateur maps. Messatsu raised the alternate fire of zombies so that the trees are accessible. Right now, the outside trees only being accessible in Roboenza is preferable. I would prefer the trees outside remaining inaccessible in non-Roboenza and not made easier to access in Roboenza.

Quote from: "Savior"
That MM6TOMX looks huge! Ivory huge potentially. No offense to Ivory, but that's how I describe maps that are THAT big. I can see that the map is designed for vanilla Death Matches, but consider other modes while makin' the map.

Ivory does not make maps of this size. In terms of length and width, I do not believe Ivory has created a map even half the total area of MM6TOMX. I have not checked Doom Builder for specifications to my point; I do not believe they are necessary, and one who does seeks to win an argument for a meaningless cause.

Quote from: "Galaxy"
That same problem happened to me, knux. If you see MM1DW1X, actually it has almost the half (Or more) of the size than it has before (And it is still big).

Just imagine Roboenza mode there, or MegaManMafia.

Unfortunately, yes. Sometimes even great mapmakers can get caught in an undertow of criticism and, in the spirit of hardwork, saw off elements of their map with a bloodied butcher knife just as easily as they created them, in the same attitude you would cut corners off of a Rembrandt in the name conservation of space. I prefer to avoid stifling of creative design whenever possible. "Downsizing" a map is merely an easy solution to a common map problem: slow fluidity. Ivory's original ten are small in appearance compared to MM6TOMX. Some people who view MM6TOMX will be daunted simply by the open spaces present. People who play the map, by contrast, will see that transition between areas are smooth and open, allowing for mass transit between areas. The original Ivory maps contained elements designed to slow down movement: Tall staircases, long death pit areas, and large elevation changes. The updated Ivory maps did not see great or massive size reduction; in fact, some were even expanded. The problem of "the maps are too big" was largely eliminated by time-consuming elements being reduced or eliminated. My understanding is that when Ivory realized the original IDM04 was simply a giant time wasting map, the map was destroyed (er, the map's life had come to a conclusion). The same occurred with the outside of IDM08. The elements of maps that were large but "clunky" or harder to get through were reduced, with original map design left in tact.

I do not consider the new layout of MM1DW1X nearly as captivating or innovative as it originally was, I do not support a map being chopped to pieces and I would not advise anyone to edit a map in the same way. I would instead advise what remains of MM1DW1X to be left as is.

I will now imagine MM6TOMX in Roboenza. Actually, Rage Roboenza because vanilla roboenza would be a disaster. In Rage, a group of survivors wander around aimlessly looking for a place to camp. At first, the center area will be popular because it contains the highest elevations. They will get caught because it's open and in plain sight. Then, the "clever" campers will try and find places that obscure the height of the Mega Man (or whatever generic enemy skin that was churned out), such as the bizarre "pink ramp" anomaly, or the flame blast spawn. If zombies caught are smart and enable OpenGL, they can simply snipe them from above, or the Softwearers will just rely on trapping them in a corner. Traversing the map is a fairly simple exercise due to implementation of slopes(or "Doom Stairs") which means that entering and exiting areas is fairly simple and not time-consuming. As a human, I was able to scale about 70-80% of the map in 90 seconds. As a human! Zombies are faster, and as such  I would able to climb the "teleport" area (which I did not) and the area of the map and the zone I did not search in the 90 seconds was the "pink ramp" area which Knux rightfully considered condensing.

Oh ho! I am not simply stating this to condemn the map-butchers. There are areas where a map may be condensed without losing design. I would support the pink ramp zone being condensed - basically, the entire outer area being knocked off (anything past the large square/aka beyond the flame blast spawn walls) as that kind of area is simply padding, and because the pink textures are mildly hideous. See, a map that is too large and requires too much time to get through - is Centaur Remixed, and THAT is a map that is in much more desperate need of size reductions, if you want to talk about RageRoboenza. Instead, I don't care about Rage Roboenza. Do not alter your maps for Roboenza.

Or for Mega Man Mafia, which has nothing to do with Mafia and has had its existence as a fad game mode that will not see much public attention without serious private attention (e.g. work) paid to the game mode first.

703
Few questions about this.

1) If I hosted a server using this, would every person need the switcherizer wad to connect, or just the host? (e.g. could people join a server using the Switcherizer without downloading it)

2) switch_inhibitduel_mtank 1. Say I hosted this along with CSCM. Would I be able to remove M-tanks from these maps (which do not normally have M-tank removed from duel)? (CSCM and I-Pack have no separate WCOLORS to my knowledge. X-Pack perhaps because of Triple Blade.)

switch_lmssuicide 0/lmsweapons. Can these be used in duel as well?

704
http://www.cavestory.org/downloads_game.php

"Cave Story". If you like Mega Man or most 2-D platformers you'll like this game. Grab it, the Aeon Genesis translation patch, and you're set. Really, really, deep (but easy on computers).

705
Skins & Bots etc / Re: Roc's Musics! NEW: MMX5-X6 Music Looped!
« on: July 02, 2011, 02:46:58 AM »
Updated with the X5/X6 Music revision project. All songs looped and missed songs were added.

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