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Messages - Tesseractal

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721
MM8BDM Discussion / Re: Slash Man: MM7 VS MM10
« on: June 15, 2011, 09:26:03 PM »
FC Slash.

You know, because he doesn't run like an airplane.

722
I support the Junk Shield ban as well. It centralizes maps more than Top Spin.

I would also suggest banning Spring Man and MM7DW4 stages. (banning Turbo/Burst would nice as well but the flaws in that map don't really impede duel as much) If you need me to explain why I can.

723
Quote from: "Kenkoru"
I'm in the server pretty often, seeing as I have nothing better to do and no other servers are quite as populated, and I can say from experience, survivors win more than you think. You're in the server, what, 20 minutes a day? At most? If you were there more often, you'd see that survivors win pretty often. The game outcomes, most of the times, depend on maps and players skill level.

Yes. As I said on release.

"RageRoboenza is Roboenza for pros."

You think survivors never win?



RageRoboenza is much more about mind games than you think. It's possible to Item-1 Trap a zombie before it can infect you, giving you time to blast it and get more ground. At times turning corners can be suicidal- a zombie or a survivor can easily walk into the other or a trap. The speed increase is offset by increased recoil - unintentional, but this means you can actually repel zombies better in Rage- provided you are capable of hitting them. If you camp or flee all the time, you rely on the inability/failure of others in order to win. If you utilize the new advantages Mess has provided - Rage, Spread, Bass, rageblast - the tactical advantage favors humans, who have far more options than zombies. Zombies effectively rely on: the element of surprise/mobbing (effectively the same thing). Large groups sometimes, yeah you'll have a bit of trouble stopping them with non-splash/AOE/ripper weapons. It just requires more skill and precision.

Tsuki, your logic is "If I increase the skill it takes to infect me, I won't have to get better at avoiding zombies." No rationally skilled player will follow that because they won't handicap themselves to help you win. In fact I don't think you would win more if zombies were slower, or the last survivor got doomsphere or whatnot. You simply make excuses as to why you lose to avoid admitting your skill in this mode is lacking.

724
Projects & Creative / Re: I-Pack -Still in progress-
« on: June 14, 2011, 10:31:14 PM »
He's talking about the Knight Crush spawn, gentlemen. Two large pillars are the only escape from it in V2.

I think removing it would be fine. It decentralized the map a bit - it's rather large and naked, and it took a lot of focus away from other areas of the map. If people are attached to it for some reason you could just cut the size of the area down- an easy way to make it more accessible would be just to raise the entire sector(water included) or make an exit at the bottom (such as a teleport or "tunnel" as Shade suggested) but removal all together seems the safest bet.

I wouldn't miss the other CTF maps, either. Quick question about V3 - Are horizontal MM7 weapon bars present?  when I hosted V2 and Ipack simultaneously, the horizontal weapon energy bars were absent for MM7 weapons(with the exception of Freeze Cracker). I'm highly suspicious of the buggy Triple Blade, which becomes non-refillable if the X-Pack V2A and I-Pack V2 are hosted simultaneously (in both packs). If the weapon bars don't work horizontally (or "sideways") in V3 it's probably a triple blade error and I'll bug Korby about it.

725
Quote from: "Knux"
Quote
Don't add blue and red starts! Go and delete them. Blue and red starts are only for CTF game mode.

And Team Deathmatch too.  :D

No. Team Deathmatch and Team LMS use deathmatch spawns and the game attempts to place teams together (you will see this fail sometimes on smaller stages). Team Red/Blue spawns are used exclusively for 1 Flag CTF, CTF, and Skulltag mode(not the engine, the game mode). If you don't believe me, try loading a CTF map in Team Deathmatch.

EDIT: rather than make this post meaningless, figure I'd talk about some old CSCM maps real quick.

"Fireball Deathmatch(CSCM07 iirc)": The weapon layout is sort of backwards. You have Atomic Fire and Skull Barrier in easy to get places. The most difficult weapon to get is... Fire Storm. It's an inverted pyramid. Atomic and/or Skull would be better at the top than Firestorm.
"Kero Palace(CSCM08 iirc): Another map that's centralized around Top Spin spam. Slash Claw could replace it easily. Skull Barrier's another one out in the open. (Putting it behind the firetraps would be vicious, but an effective deterrent)
CSCM05: I elaborated in an earlier post. Mirror Buster/Hard Knuckle next to two W-tanks is highly unbalanced.

In general I figured you would add more MM7 weapons. v3b seems like a largely incomplete update.

726
W.I.P Forum / Re: [EXPANSION] Megaman & Bass - We're not dead!
« on: June 14, 2011, 05:22:50 PM »
Quote from: "Ivory"
Personally, I don't think it should act like Treble Sentry. Like in MM&B, it should fire in one direction and only that direction. Reason being, Copy Vision could be the ultimate deterrent. If it's spamming shots in front of a hallway or a door or something, then who will try to chase you? Not all weapons have to be suited for direct combat. Also assuming you can switch weapons after making a Copy Vision Clone, could make for wonderful additional or suppressing fire.

Quote from: "ice"
it's imposible to make the clone move with out it hitting you, atm it works just like in mm&b, it also floats if you summon it in the air, as for attack power, basicly the clone spams proto buster shots with 20 damage while you have bass buster shots that do 7, and yes you can switch weapons but you can only have 1 copy at a time
Which is why I brought it up. Copy Vision does do contact damage(unlike Treble Sentry) but now that that weapon exists CV probably shouldn't home. I would suggest shooting through walls (if it doesn't induce lag). How I would distinguish CV from Treble is by shot speed/amount of shots fired. Treble seems to fire one fast shot at at a time. Say CV shoots three shots a time a direct hit would be 60 damage from the vision alone. (This idea alone is reminding me Messatsu's "Captain" class...) Then the only issue left would be shot speed... Which I'm no good with. I have no clue where to go with that.

But if you use it in a hallway you COULD use it for a direct combat. I think an "option"/assistant weapon would be rather unnecessary. I'd be upset to see it as "the ultimate non-offensive weapon" because I like weapons designed for combat. (You know, like non-Junk Shield weapons.) Save your options for the X6 expansion. (read: never.)

Quote from: "ice"
tengu blade, it's 4 hit kill and 2 at point blank, still working on this
When you dash while holding the weapon you get a "charge kick" effect and you get a slash. The that damage sounds about right - the Point-blank blade SHOULD be stronger than the thrown one (which ricochets). I hate to tell you "edit charge kick for the altfire" although I can't possibly see it becoming something really dissimilar to charge kick when you're done with it, so... ripping charge kick? Charge /Slash combo? >.> It's a largely multifaceted weapon so I'm curious to see how much you implement.

Remote Mine / Card sound fine. Not gonna talk much about Magic Man because I hate his guts. Dirty thief. >.>
Wave Burner: It would be cool if this kills really fast, to make it superior to basic "rapid fire close range" weapons. I don't see any trouble with this one(what I meant by my previous comment).

727
W.I.P Forum / Re: [EXPANSION] Megaman & Bass - We're not dead!
« on: June 14, 2011, 06:35:55 AM »
Quote from: "Korby"
Q: How will the weapons work?
A: Glad you asked that, Korby.
Ice Wall: Ripping ground-bound projectile that bounces off walls, is effected by gravity, and you can ride on it. Pushing it begins its movement, but it will still deal damage via ripping to opponents. Try not to have one spawn in you
Remote Mine: In short, exploding hard knuckle. Should travel slower than Hard Knuckle and stick to whatever it touches. If it touches a player it should probably fall down to the floor unless we want floating mines everywhere.
Lightning Bolt: Calls down several bolts of lightning around the user that cause radius damage when they touch the ground.
Spread Drill: Should act similar to in game but horizontally. The large drill is effected by gravity. No aiming?
Wave Burner: Same as in game.
Tengu Blade: Same. In. Game.
Magic Card: Same as in the game BUT it might also do exactly what Magic Man did and steal health from enemies it hits.
Copy Vision: Same as in game, but it might home in on enemies. It should just summon Mega Man.
Treble Boost: Same as in game, but it'll shoot horizontally. Not required.
King's axe has been cancelled until further notice.

Ah, interesting. Quick questions about the weapons, partly for my curiosity but also for you to consider:

Ice Wall: If it spawns inside someone, would it insta-kill? The effect isn't that strong in-game but given the strength of most close-range weapons (e.g. Power Stone) it would probably fit. Ripping damage, you say? So does the weapon pass through a player as it does damage, or does it damage them and push them(like how you push Burner Man)? I'd assume the former, although the latter would be hilarious on pit-heavy stages.

Remote Mine: It wouldn't stick to players? That would seem to be the most reliable way to use such a slow weapon. It reminds me of an FPS in which you could throw timed mines onto bots, which would cause them to scramble in terror before eventually exploding. If it's much slower than Hard Knuckle it might be too slow to use other than a "trap weapon" like "Ha ha, I put one on a corner and you walked into an explosion!". The animation also leaves me to believe it did ripping damage, and if the explosion was ripping... gee I don't know which one would be more powerful, the massive explosion or 'DA RIPPER. But if it ripped you could make it so that taking all the hits would make it a kill (e.g. 5 hits of 20 damage) so you could reward accuracy(and item-1 people for instakills. Dohoho!- if it ripped, definitely make it non-stick.) The other easy solution is "explode on contact" although that's a bit boring and might end up "remote crash bombs". Yeah, actually ripping in general seems to make it more like crash bombs, so I'll hold my peace on that one. This weapon I only have meaningless ideas. Damn this weapon and its awesomeness!

Lightning Bolt: Does it freeze the player? Of course they would also be invincible while frozen. "But Roc, they would just spam invincibility frames! That's too much like the game!" - Say for example it was a 4-use weapon, they could outlast you for four uses and then they'd be dead, if you weren't. If the lightning is really powerful (like I hope) the movement-lock would be a good counter so people use it wisely(like Toad Man...)

Spread Drill: I assume altfire/second fire splits the drill (I'll be damn surprised if it's automatic...) If you don't want a boring horizontal spread, you could use a "V" spread- the two of the drills that split actually spawn ABOVE the first drill. Basically, it would split like an X-wing fighter (I can't even ascii represent this...) so it's not just a plain' ol' "spreads horizontal weapon". Or blizzard attack.

Wave Burner: Sexy.
Tengu Blade: I assume altfire is the dash here as well.
Copy Vision: This one sounds like it'd hard to make useful (while it's an especially underrated weapon in the game). If you want to give it a little kick you could have the summon do contact damage (if an opponent touches the copy, they take damage) like astroman's. I assume weapon changing is possible after summoning (as mega buster isn't quite as useful in DM). I'd like to suggest using it multiple times, but that sounds totally lag-horrific.

I looked through the first dozen pages didn't see anything about the weapons, so I figured I'd throw some ideas(the weapons are mostly complete anyway but I just had to say something. I don't really know a whole lot about the extent of ACS and all that but I do like weapon variety.) Since I don't really feel important I'll look for textures for the "crystal hud" stage. Back to other map gimmicks:

Cold Man: Cracking ice would be fun, ice shooters could be a potential obstacle. Focusing a lot on ice would differentiate this map(and NOT the kind you walk on. Freeze Man's done it.)

Burner Man: I forgot how large the interior of this map was... Spear-obstacles will probably just frustrate more than anything, so I'd axe that (lol weapons triangle). Fake floors are pretty lame as well so... yeah, giant telly says hi.

Bubbles/Balloons: I actually don't see them as necessary. You could use a balloon as a stationary platform in Tengu, although I don't think the mechanic would carry over real well.

 Ground Man's stage I like a lot and think has a lot of potential. More on that later.

728
MM8BDM Discussion / Re: MM8BDM v2b released!
« on: June 14, 2011, 03:21:31 AM »
Quote from: "TailsMK4"
Quote from: "Korby"
Honestly, I have had enough people tell me to switch to a mouse. It's not going to happen. I never will play seriously on this game anyway because I oppose some methods some players use (Item 1 Holds is the big no-no for me).

The game is designed for use with a mouse and keyboard. It's a computer FPS. You want a PC FPS game that doesn't require them, you'll have to make it yourself, because you won't find one anywhere.

As far as using a mouse, Rushjet, Item-1, OpenGL and other "trolling" methods; they are in effect all the same thing. If you refuse to use any of those you are handicapping yourself. By complaining about a handicap you set to yourself, you are effectively saying "Pity me because I don't want to be good at this game!" and I will effectively deny it. You cannot justify blaming someone else for using a technique simply because you are not good at this game. It is unacceptable scrubbery. If you don't use everything available to you in order to win, you deserve nothing.

729
W.I.P Forum / Re: [EXPANSION] Megaman & Bass - We're not dead!
« on: June 14, 2011, 01:33:52 AM »
Quote from: "SmashBroPlusB"
Quote from: "NemZ"
What if they stole a weapon and gave you another? I don't mean randomly game-breaking like Eddie, but rather they take your current weapon and swap it with whatever they last took from someone else. It just needs to start preloaded with a weapon so it doesn't completely hose the first person they catch by taking away the buster and leaving them unarmed.

A savvy player might even intentionally let it take something crappy or out of energy just to see if they get a lucky break.

^ This.

I wholeheartedly support this. Hell, I honestly believe this one stage gimmick would make everyone download the whole map pack JUST to see this. I know I would ;)

I'm wholeheartedly against it.

The enemies IIRC also served the function of slowing you down. That's far easier to implement and would actually be canon. This whole "weapons exchange" system you've formulated sounds like trying to change a common grunt into a Weapons Archive. On the other hand, I see this idea being totally impractical if implemented, not a must-see. If the weapons received only come from the last player, it basically becomes a dumping ground for bad weapons. You would basically get hundreds of things like Gemini Laser. If it was actually easier to get a weapon from the "scrap heap" than by actually getting it yourself, no one in their right mind would throw it in the junkyard to begin with. People who play the map the first time might actually lose a good weapon by accident but I see that only happening once. At this point the gimmick becomes stale.

You may disagree with me on the rest however: I feel that focusing on actors is not necessary at all. It was a huge deal to add tons of actors to MM7 and it's fine, but the actors are like salt and pepper. (I've made this analogy to describe foreground objects on CSCM15 as well) Look at MM1-6. Sure, you have a few pickaxes in Guts Man, or some Colton in Tomahawk. That's fine, it adds a tad bit of flavor. Now if you added Pickaxes that throw instant-death pickaxes over cliffs or you added a Guts Dozer actor, it'd be a bit excessive, don't'cha think? Interesting level designs will last. (Provided you don't cave and make it easier for noobs to navigate them in a second release) Unnecessary actors and gimmicks associated with them will not. I am really glad this expansion doesn't have any maps done because now you have time to sit down, relax, and talk about things you want to add to the maps. This part is crucial because maps are what people will host the expansion for.

In short: Sometimes emulating elements of a game will be advantageous; sometimes it will be disastrous. Mega Man 1 had no etanks. There are e-tanks in MM1ELE and the wily stages. A future-gen element was added, but only in a tiny amount. Luckily there are no games after Rockman & Forte (9+10 are a simple retrogression). Rockman & Forte is my favorite MM game, btw. I'll list a few gimmicks that I think would be appropiate for maps. There may be others I don't list, and you might not approve of some, but it's just a start.

-Burner Man: Burnable grass. You don't want it spammed the hell out of like IDM05 oil pits or Cloud Man's raintrolling. In the game, destroying the telly prevented the grass burning; here, it'd be easier to implement the opposite: destroying the telly causes the grass to burn. (Blame it on explosions) Placing the telly at the top of the map where he belongs, and giving him a long respawn time would prevent overuse. It's only an example, but it would make sense to have the Telly easy to see, hard to get. (like outback's Ghold. OLOLOLOLOLO)

(Going to replay the game now that I've re-acquired it. Just grab my patch and we're set. Cold Man, here we go! Also I'm starting mapping right now but I doubt I will have anything substantial in the meantime. Just ask savior ololololo. Things that I'll talk about: Changeable speed conveyors, Ceilings that drop with totem poles, falling sand, ice wall over deathpits, and MORE!)

Edit1: Astro Man stage complete. In the stage you've got; enemies who jump out of a screen, rising/falling blocks and yoku blocks, the "simon says" miniboss, and... that's about it. Enemies out of a screen is a definite no, rising blocks/yoku blocks is definitely do-able and simon says might have to just stay an easter egg/background actor.

@Nemz: Not to crush your ideas with the fist of righteousness, I only had a problem with that idea being bandwagon fodder. What's this about MM8? I never actually finished that game but only Tengu and Astro man were carried over.

730
Mega Man Discussion / Re: Chimera Man is bored.
« on: June 13, 2011, 11:13:58 PM »
Haha. This would've been much nicer in MMX8 than paper Cut Man.

731
MM8BDM Discussion / Re: Why do you play?
« on: June 06, 2011, 04:24:25 AM »
I play to win.

732
MM8BDM Discussion / Re: What the heck did I do again...?
« on: June 06, 2011, 04:22:26 AM »
Quote from: "Crunchy"
If it makes you feel any better, I always voted no.

Yeah, I was there, it was freaking retarded.  Not only do people do THAT of all things, but most of the time in Rage Roboenza servers infected Robots will stay behind teleporters and non infected will stay in dead end corridors and spam attacks.
Yeah, I hate it when people use strategy and try to win! They should just lose, because I can't win either. That would be fair.

Quote from: "Tails_Hatsune"
I say there's worse people out there than Flanny. And Flanny is a cool person once you actually get to know him.

Unfortunately, sounds like RageRoboenza server disagrees. As a member of those persecuted folk, you must remember that RageRoboenza server doesn't take kindly to Touhou-related media/propaganda. RageRoboenza is basically four-chan because it's not infested with Touhou-related content.

Quote from: "VZero"
Robeneza can be a fun game type, though it heavily depends on the people playing.

I agree. If it weren't for the great sportsmanship of the RageRobenza server, Dog Man would never pass in under eight seconds. We'd have to wait an entire fifteen!

Quote from: "Myroc"
MM8BDM community behaving as usual I see. That really is ridiculous.

Actually, only the roboenza side. What happens is that when Messatsu's not present, all that you need to control the server is a simple majority or near-majority of voters. Of course it turns into dog-eat-man-eat-dog-man. If any of the dissenters hosted their own Roboenza server they could easily remove Dog Man, stop votecalls and the like. But the reason the votekick spam gets so much support is because everyone knows the RageRoboenza is trying to oust Touhou- and that's not sarcasm.

733
The screenshots look great. You might consider making the stairs brown to blend with the surrounding wall better.

734
Quote from: "TailsMK4"
-I see the usage of holding down survivors/zombies as a BIG no-no. Now as a temporary block, yes. This will not change in my strategies.
-Yeah right, I'm going to get caught because the zombies move WAY too fast. This is the main reason that I will always like the old Roboenza over Rage. It's about as hopeless as running away from Sinistar in his game.

-Scrub.

On another note, two less important things:

-Gencoil remixes are good.
-When we started the server, Charged Buster was a usable item that randomly appeared, and then it became default to have Charged Buster. Can it go back to an item in the rotation? I prefer not to use charged buster shots, because then I can't hold down fire and spam buster shots/buster wall, and if others want to use Charge Buster, they only have to use the item.

735
Projects & Creative / Re: [EXPANSION] Mega Man Powered Up
« on: June 05, 2011, 04:32:41 AM »
Quote from: "Korby"
Quote from: "pokepan"
when will it come out? its been more than half a year...
Just letting you know, things like these take a long time to make!

And also the game is 100% playable as it is now, the trailer in Messatsu's post being proof. Do people actually doubt the validity of this expansion? It's real, it's playable, and it's coming very soon.

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