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Messages - Tesseractal

Pages: 1 ... 46 47 [48] 49 50 ... 54
706
Skins & Bots etc / Re: Mega man x3 music WAD
« on: July 02, 2011, 02:43:06 AM »
BLAMUS conflicts with Blade Man music (from the Xpack and the MM8-10 music wad). For Maverick themes, I would go for a naming code as uniform as possible. I suggest:

X3HORN
X3BUFF
X3SEAH

Or something along those lines. Avoid codes that end with "MUS" as it's unnecessary space and has a *high* risk of conflicting with other existing music or music packs. (as you've discovered). Of course, no one's stopping each person from altering it themselves in slade, but why make it difficult? =P At least it seems like you hit the important tracks.

707
MM8BDM Discussion / Re: Ask A Player: The MM8BDM General Chat
« on: June 26, 2011, 11:54:17 PM »
Quote from: "-RanRan"
Quote from: "Ice-IX"
(click to show/hide)
[/spoiler]

That makes me interested in the Award Damage not kills feature to be modded for DM. We can't use it right now, because it's Co-Op only. We would need to fix it up, and then have those who deserve to win playing.

Yes, -Ran! Right now in DM, the general pattern is frequently:

1) Find another player
2) Take away about 50-80% of his health
3) Other player runs to grab health.
4) Other player either:
a) walks into another player and gets killed
b) dies by hazard
c) rarely gets health, because it's been taken by someone else.

So it actually creates a luck element of "who will find be the person to find people on the run". And since you want to have the clinching shot, it provides favor to high-power weapons. If you use Bass Buster in DM, you're just whittling someone's HP down for them to be killed by someone who uses Hard Knuckle, Pharoah Shot, or the like. If that feature works the way I imagine, this would actually benefit the players who go after people at full health, INSTEAD of benefitting people who play like vultures, getting kills off the weak. Many times when I play it's a battle between me and one other person - they know who they are - as to how fast we can rack up on meatshields who run around aimlessly not scoring.

708
MM8BDM Discussion / Re: Unofficial Weapon Tiers
« on: June 26, 2011, 11:42:23 PM »
(click to show/hide)

Wild Coil not powerful? It's basically dual-wielding Proto Buster shots that ricochet. It is INSANELY powerful. The maps that it's in are low-ceiling maps that allow bouncing. You aim it by NOT aiming (or basically all you have to do is not face your opponent) but it's so easy to kill with. I would say rank S for this weapon, easy. The non-charged shots can also be used at pointblank for moderate damage. And this thing in screws mode... (irrelevant, but shudder.)

Noise Crush is equally, if not more murderous. Duel me on MM3DW1. It's the only weapon you'll encounter me using. THIS is the "weak fast Atomic Fire", not Hard Knuckle. 80% damage in one shot. A single uncharged shot afterwards will kill, but from there you can easily switch to a faster weapon (Tomahawk for instance) to get the kill. If they escape, you can charge the Noise Crush again for a guaranteed kill. Most of the time if you're quick they won't be able to gather enough health to survive a second charged shot. Firing it directly level to yourself is easy if you use the "Center View" command - just center (level) view, fire at the closest wall. This weapon I would say A+ at the lowest, possibly S.

Scorch Wheel is not an offensive weapon, by the way (unless you use it as a supplement to Top Spin in Turbo Man stage). It's an evasive one. It has the negative quality of destroying Junk Shield but that'll be banned. The Wheel lasts long enough to give you a speed boost to get away from someone easily. As an escape weapon it's utility probably jumps to B. You can toss it behind you to deter someone but given the ammo count I wouldn't expect to get any kills with it.

I also think Cutter and Super Arm are too low. Just because a weapon requires more precision to use does not make it a worse weapon; otherwise Atomic wouldn't be so high. Arm is a potential one-shot (just play Rtist, I watched you) and Cutter emulates a one-shot real easily. I'll talk about those later.

@CutmanMike: Yes. It's much more utilitarian that way; that way if you miss, you can still get a mine on a wall. Right now it's "offensive tomahawk OR mines" and you can't use both at the same time.

709
MM8BDM Discussion / Re: Ask A Player: The MM8BDM General Chat
« on: June 26, 2011, 10:33:12 PM »
Why do people play RageRobo?

Look at the majority of the people who play it. It's easier to merely survive in Rage Robo. If you simply hide out, run away frequently, and spam weapons when you see someone, it's actually fairly easy to survive. You can get in a group and rely on other people to be meatshields and defend you. Any other game requires you to play on the offense to win; Roboenza is the only mode in which you can play on the defense and "relax". These are the people who do not benefit from the "rage" feature. Once having run out of room to hide, simply fail. Then I demonstrate the mode's purpose - to blast a dozen zombies to smithereens and I get comments like "why are you so good". I'm no good, it's simply an attitude adjustment - take on the world without backing down - that allows me to win. I will actually openly trap and kill other survivors because the faster I get rage the better, and I hold no bars toward my own victory. (well, except the occasional forcespec when you trap god) When you're playing with a group of humans who are out to win - it's much more interesting than picking off meatshields. I like the mode, but it's not really played the way Messatsu intended.

As for Deathmatch, besides from the "requires user aggression" it's also ripe with kill stealing. I prefer team deathmatch and I host it as such. It's more rewarding to the strong players - if someone "steals" a kill, the kill is still added to their total.

710
Projects & Creative / Re: Screw Scramble - New team based game mode!
« on: June 23, 2011, 05:02:54 AM »
Most of the ideas in this topic so far I don't really like. Some of the big ones

Shop- No, no, no. It would slow down the pace of the game; if you weren't invincible while selecting something, you would be frag bait. If the screws didn't add to your total it would be entirely useless. The variety of weapons / items available would probably be nigh-useless.

Speed changes- Only if they're temporary. For example, getting 20+ screws could slow you down for a brief moment, but permanent speed changes (good or bad) would seem excessive.

Auto/Reggae spawn placements: The "inventory item" suggestion is good in theory but isn't foolproof enough. However, I do agree that their locations influences a map highly - to the point that many times the easier accessible spawn will win easily. I have two ideas for this -

a) The number of Auto and Reggae spawns is dependent on the number of players using a ratio, such as 1:3. For every three players total in the game a "clone" of Auto and Reggae spawns in the map (upon next player spawn). Example: Once six players are in the game, there would be two Auto and two Reggae spawns. With nine players total (4/5 per team) there would be three spawns. It might not be the best ratio but I feel that having multiple screw carriers would avert the "base camping" issue that seems to be the most frequent complaint about the mode.

b) Have Auto and Reggae move locations after receiving a certain number of screws. (example. once 1/3 of the screws have been deposited, they respawn somewhere else) This idea seems more frustrating but it's the only other solution I had besides using multiple Auto / Reggae spawns.

711
Projects & Creative / Re: MegaManMafia-V3B! Released!
« on: June 22, 2011, 03:21:46 AM »
-Smoke Bombs used in the pre-game (countdown to the match) still remain in the actual game. They also don't seem to dissipate on their own (or not in a reasonable time frame anyway).
-Killing the assassin has the same HP penalty that you get when killing an innocent. This results in lots of "draw games" (as the last person frequently dies as soon as he defeats the assassin).

-Is this the "roboenza"/LMS weapon set? If so, a few things. Junk Shield raises some questions - I'd like it removed because it's fully incapable of protecting you from the assassin (unless you count the HP penalty you get from killing him) and so all it really does (given the survivors don't attack you) is just give a signal that you're not a zombie. I'd like to ask the people who've played it thoroughly - is it useful even as a "dead" weapon that won't help you against the assassin at all?
--The other problem is Wind Storm. When used on the assassin it doesn't throw them up; this has two consequences. One, the damage is now stacked (it's basically a ripper weapon at this point) but it also identifies who the assassin is (because innocents get thrown into the air). If you can't remove the "doesn't throw assassin into the air" aspect I'd just remove it entirely.

-The "penalty" damage for killing an innocent seems to be random. I got 3 frags in one round when I was an innocent before dying, which should be impossible (130% should be a guaranteed suicide). Is it possible to change the obituary from "killed himself" to "was punished for killing an innocent!" or something like that? (I highly doubt this but it'd be nice) I also dislike the e-tank idea - it would allow you slough off penalty damage. Instead, do innocents have raised HP? You could raise the HP of an innocent (wouldn't affect the assassin if he has a true OHKO) to say 140%. That means you could kill two innocents (but would likely get killed off then) or three if you're really pro and manage to survive with your 10%. (if they already DO have raised HP, then giving an etank is probably a better option).

-The music added was only four songs. I didn't download any version prior to this so I didn't see the file size change, but since you don't seem to use the music for significant events I would discourage it. Instead, you would be better off making a separate music .wad and encourage people to download it for your servers (see the CSCMR pack and how it split the unused songs). The music certainly doesn't warrant a new version.

-Can the blood from roboenza return for Assassin kills? Not only would it be badass, it also makes sense for a machete/knife weapon to leave a blood trail.

-Final Suggestion: Consider a "player to assassin ratio" that would determine the number of assassins. I really like 1:8, which would mean:
2-15 players: 1 assassin
16-23 players: 2 assassins
24-31 players: 3 assassins
32 players: 4 assassins (better hope to be on MM6CENX or some other ridiculously oversized map)

This would make it truer to the name "Mafia" and you said you picked it and didn't intend for the mode to be like the game, yes; why not try and be like the game anyway? It seems that after 16 players you have people mostly killing each other off anyway when looking for the assassin; this idea would work if you gave innocents e-tanks (but take it away from the assassin). like in roboenza, the more assassins there are the less health they would have. Like the Junk Shield issue, I'm curious to see what the players think of this idea in general.

712
Maps / Re: Lobster's Potential Map Pack
« on: June 21, 2011, 12:12:38 AM »
Quote from: "Lobsters"
I had a link but I am going to adjust the lighting and and finish up the cave map. I am going to still use deep water for the water. And maybe get a Fraps or whatever it was called so I don't goof up like my previous video. I hope everything doesn't have to be square becuase if it is then I am screwed.

Actually, you can record videos from the 8-bit DM launcher. Simply connect via "connect" tab to your own server(localhost) and change the demo file name(DEMO-223240989-etc.) to something coherent and hit connect. It should record your play through as a .CLD file which others can view with the connect tab. (of course, you can just frap it if you want to put on youtube)

The maps appear to be a good start. Good luck.

713
Maps / Re: OZXPACKV1B is now doin some map remixes of the MMK!
« on: June 19, 2011, 08:03:42 PM »
Quote from: "Tails_Hatsune"
..Why would you delete them.

Because the way the maps were left, it would be easier to make a better map from scratch than to try and fix the old ones.

I still have them (the pack, that is). The problems they have are overly glaring: Air Man textures, diagonal textures, non-32x32 grid'd textures, and so forth.

So I'll combine what omegazerox and Savior said: omegazerox needs to earn "map cred" by producing a couple of quality maps, and when people see him as a good mapper, then they'll want to associate with him. The old maps will in no way help him accomplish that.

714
Resources / Re: A gift to all the map makers.
« on: June 18, 2011, 09:31:24 PM »
Quote from: "CopShowGuy"

MM9:

Question: Next to the "Wily" tilesets, there's about five or so "frame" tiles that surround the Wily logo in game. (see here for example) Which would be the best way to include them as a texture file in a wad?

1) Combine all the textures into one 64x64 image. (This would make it appear as it does in-game, with the W logo and the frame in the same file)

2) Combine the W logo tiles into one 32x32 image; then make a 64x64 image with transparency in the center (basically, the above image with the W taken out, like a donut). This would allow people to mod in L/C/X logos for ctf maps. Not sure if you would be able to put them back together in DB2, though.

3) Combine the W logo tiles; leave the "frame tiles" separate (individual 16x16) forcing each one to be placed manually. Not that appealing.

If anyone texture ripper or not could give me a hand that'd be great. The MM10 tiles are looking more appealing... Less background/cave/etc. tiles.

Quote from: "Gummywormz"
Not really. Just use SLADE's texture editor and half the work is done for you.

I've seen this, mind telling me what a "Base Resource Archive" is? It keeps telling me I don't have one open.

715
Maps / Re: Ivory's Ebony Dungeon of Maps -Edge of the Dam request-
« on: June 18, 2011, 06:39:37 AM »
Quote from: "Korby"
I forget if there was a top spin there, but a slash claw instead of it would be great if there is. Mostly because Slash Claw is more fun to use.
I second this. I would like the area that contained top spin originally (the water platforms) to return, and Slash Claw could go there(in v1d it Top Spin had been changed to Large energy spawns).

716
Mega Man Discussion / Re: Favorite Mega Man Ending
« on: June 17, 2011, 07:40:46 AM »
From ANY Mega Man franchise?

X5, easily the most dramatic and emotional ending of the series (and I would dare say any Mega Man game ever). The three pieces used in the ending in America (including the credits music) are just wrought with sadness and despair that really create an atmosphere not really replicated in (and especially the opposite of the go-lucky X4 and the total non-seriousness of X6).

717
(click to show/hide)

Fairly confident this is a roboenza bug and *not* a v2b one, so posting it here. For about the next minute or so, Noise Crush weapon colors did not change to Screw Crusher (despite Screw Crushers being fired repeatedly). My guess is that Noise Crush was charged when the rune was given(I'd have to ask Shade to confirm that though). Non-direct links below if the images fail.

http://imageshack.us/photo/my-images/85 ... 06170.png/
http://imageshack.us/photo/my-images/15 ... 06170.png/

718
MM8BDM Discussion / Re: Project D.E.R.P.
« on: June 17, 2011, 12:07:27 AM »
You wanted a complete list of announcer messages, you got it. Ripped from skulltag 98a announcer.

(click to show/hide)

The words on the left are the announcement; the right half of the equation is just coding.

719
Maps / Re: Ivory's Ebony Dungeon of Maps
« on: June 16, 2011, 08:33:35 PM »
Quote from: "Ivory"
I'll give news on my official CTF Maps.
Overhauled Edge of the Dam again. I just killed mandatory platforming all together. Also colored floors to make it even clearer which side is which.
Wood Man's Revenge's lava floor is gone. No more flags getting stuck down there. Also I got rid of beat whistle due to exploits that can be done with it.

Also here's the download link to my duel map entry.

Enjoy.

Ivory... Have you compared the size of the MMCTF08 in v1c versus its size now? I understand the v1d changes (Rushjet area removed) as Rush and the weapons surrounding it were rather unbalanced. However - each update has drastically removed large areas of the map and made the inaccessible. I would guess almost 30% of the original map is inaccessible at this point(margin of error 10% or so) and overall takes away possible weapon/other item spawns. I liked the ability to get Cutter/Pharaoh in one swoop and I'm not going to ask you to undo anything, as I know how frustrating it is for people to say "I don't like new changes!". The old map design made it possible to create weapon/life spawns that required you to go out of your way to get them - the new map is highly compact and now it's like CTF09, in that Rain Flush is the only weapon out of the way. (And CTF09 would probably benefit from hiding Napalm or Shadow Blades). I like maps that are intricate and I feel the changes in some way take away that quality .

If you decide to edit the map again, try to keep accessibility in the map. You can't trim much off now of the map's skeleton, try and recreate any areas you don't like instead of just making them inaccessible. It's like the map was "nerfed" and doesn't hold any advantages to skilled players at this point- which I don't think is the direction you want to go in. The poor map has been punished enough.

720
W.I.P Forum / Re: Megaman Invasion Project - Official Topic for MMINV
« on: June 16, 2011, 07:43:42 PM »
Quote from: "xxkirbysonicxx1"
I wonder........ When or What day will this be finished?

Never, if the project's creator doesn't return.

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