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Messages - Tesseractal

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751
MM8BDM Discussion / Re: MM8BDM V2 public opinion poll! - SLOPES!
« on: May 17, 2011, 02:19:16 AM »
Quote from: "MagnetMan497"
Welp, I think this'll pass... Sadly.
No, the divisive opinion just means that probably a compromise will occur. I wouldn't really count it out; just count on less slopes than if there were a unanimous "yes". Gonna agree with Korby's post again here. <.<

752
Mega Man Discussion / Re: Rockman 8 FC
« on: May 17, 2011, 02:17:21 AM »
Quote from: "*Nu*"
You can't change the controls as far as I know besides switching what z and x do.
Well, I guess we wait until Tsuki shows up and tells me how to modify the game; which is something I looked for but didn't really find.
Quote from: "*Nu*"
He's using a keyboard, what help would joy2key be?
Not only that, I just want to play Rockman 8, not read some guy's meaningless, cryptic, condescending comments! This looks much more fun than the actual MM8 but I can't play it unless it lets me map a key to Shift or CAPS. I can't play Cave Story any more for the same reason. :

753
Projects & Creative / Re: AMP map pack. Fuck this.
« on: May 17, 2011, 12:48:12 AM »
Quote from: "Bluebrawl"
It seems that DTD lacks an incentive (At the moment) to finish the maps for this potentially wonderful map pack. He has entrusted me with the map pack, which includes all the music and layouts and whatnot. In any case, I am considering uploading the 5 finished maps (Very impressive, by the way) and calling it quits at that. I am also considering simply leaking everything and providing a download link for everyone to download and test. If any of you are interested in collaborating with me on this map pack, or simply want me to just upload something, post on this topic and make your voice heard. It makes me sad to see some great maps go unreleased, so I'm hoping that you guys at least respond.
Thank you for your time. :ugeek:

I'll look at the maps. It's what I do.

754
Maps / Re: my maps of unamazingness.after map pack, what next?
« on: May 17, 2011, 12:46:12 AM »
Quote from: "DTDsphere"
Quote from: "Ice-IX"
06 > 07 > 01 > 02 - Less enjoyable maps that suffer from: extreme basecamping issues, poor/narrow weapon selection, presence of Eddie, and other maladies. Avoid maps like these.
Shut it newb. You don't know what you're talking about.

Base camping?! ROFL!

You know the slopes into the bases that you boasted about using? The ones in your official map? They make it too easy to get the flag. I'm serious. That and the map length. If you're a flagholder and you return your own flag; the person you killed shouldn't be able to get the flag back before you score! Look at the first four maps I listed. In all of them you have to jump to get the flag. (In three of them the flag is on an elevated platform, in 09 jumping is required to pass any of the paths instead). In CTF07 you're capable of dashing to the flag immediately after spawn without any jumping at all - and this is only because you used a slope instead of stairs.

Unless, of course, you spawn in the teleporter basement. Then you have to waste 5-10 seconds climbing out or using the teleport. Which is ironic because you might actually not be able to recapture the flag because of stairs, which are not present in any other spawn. So what you have is people basically stalling for a while, one flagbearer kills the other, but can't get back to the flag in time because the map is about 5 seconds in length. The map structure encourages players to immediately spawn, grab Yamato, then run to the enemy base and camp there until the flag respawns. This is what I refer to basecamping - waiting in an enemy base until a flag respawns, rather than contributing to getting a point (by defending your base or going after your flag) - and it's easier in this map in others because of the proximity of the spawns, the Yamato and other power weapons. The flag itself can also be camped easily because it's a narrow box, which allows for almost guaranteed shots from other players. It can also get stuck between the spawn and the wall of the box. There's not a lot of room in the area in front of the flag, which leads to crowding in games of over six-seven. There's also Eddie, which allows matches that draw out to give hundreds of different weapons to the flag barrier, and eventually leads to Skull/Time/GHold/Bombs/etc. and makes everything worse in CTF.

I made a long post about MMTCF05 and why it's good. The map makes it difficult to get weapons from spawn points (in relation to the other spawn points) getting up to the flag is difficult because of height changes, NOT because the flag is in a narrow box, the routes are separate, etc. In short: Spawnpoints too close to weapons/flag (timewise). You've yet to defend your map; only insult me.

755
MM8BDM Discussion / Re: MM8BDM MM7 Expansion - Discussion
« on: May 16, 2011, 08:14:34 PM »
Quote from: "Ivory"
Hotshot, all the old mm8bdm maps are retooled with the new weapons if they fit. So MM1-6 maps will be having mm7 weapons added in them. When mm8 rolls around, those would be appearing too.

You were sort of hesitant about it earlier, can you confirm weapons being added to CTF maps as well(or not being added)? I just really have to vouch for the weapon sets in CTF01/02 as CMM made those and an alteration in the set there (mainly Wind Storm being axed) would be hugely appreciated.

756
MM8BDM Discussion / Re: MM8BDM V2 public opinion poll! - SLOPES!
« on: May 16, 2011, 08:04:33 PM »
Quote from: "Korby"
I voted no. Stairs are a great place to pick people off, and games will eventually last longer because slopes replace them.

Now, if slopes were only in a few maps, I wouldn't mind.

I also voted no, and this is primarily why. Having stairs increases the functionality of multiple weapons - particularly Super Arm, Search Snake, Water Wave, and Screw Crusher. They also make great placements for the small life/weapon energy pellets, and I don't feel those would really be placed as well on a slope. (Look at Star Man's stage with the Magnet Spawn, for example - Having that as a slope would just kill me) Like Korby said though, a tiny amount of slopes could help. (I agree with Mess using Darkman Castle as an example - the narrow, shallow stairs that go to the top area are a bit of a hassle, whereas the others are fine. The other thing being - slopes used in newer levels I feel would probably be received better. (Slopes being added to old levels might not be so welcome)

@ice: lol SBHJ

757
The WWW board / Re: Video game theories
« on: May 16, 2011, 05:11:12 AM »
Quote from: "Ivory"
All the weird crap that happens is all because it's trying to create encounters out your name in the grass data.

In the end, this all due to two facts. The water tiles right next to Cinnabar Island are "surfable grass" and the Old Man tutorial moves your name into the grass that doesn't change when you fly somewhere.

Yep. This leads to more stuff, actually: by changing your name you can actually determine the pokemon that spawn in surfable grass. In your name characters 3/5/7/9 determine the encounters, and characters 2/4/6/8/10 determine what level the encounter is. There's a list below: For example, if "A" is the third letter, you can encounter Golduck; if it's the 2nd letter of your  name, the encounter will be level 128. By manipulating your name that you input at the beginning, you can actually trigger fixed encounters in the surfable grass, such as Snorlax, Mewtwo, and Glitched Trainer Battles.  

(click to show/hide)

As for the Kangaskhan thing - I've read that it was scrapped because the devs didn't have a good way to connect all four pokemon (Cubone, Marowak, Kangas, and 'M/missing link). A four-pokemon evolutionary path broke the tradition, continuous or branching, so 'M was just scrapped.  The amount of glitches that 'M can cause are fascinating, though. (e.g. using "TM42" as a move, infinite pokemon cry, etc.)

758
Mega Man Discussion / Re: Rockman 8 FC
« on: May 16, 2011, 02:08:55 AM »
Is there anyway to change the controls?

My keyboard can't register more than two "letter keys" at a time with the arrow keys. This means I can't jump, run, AND shoot at the same time - making Mega Man like a wannabe Bass. On emulators I just solve this by mapping the shoot or jump command to Shift (or CAPS). I opened "config" and it asked me if I wanted to switch Z and X (useless) and if I want "v-sync" and I don't know what it was so I hit yes. Everything else is either data or in Japanese, so... Any help?

759
Resources / Re: A gift to all the map makers.
« on: May 15, 2011, 02:08:55 AM »
Quote from: "Darkseed"
ok i just got slade3 and i don't know how to edit the tilesets. its not for textures...
You need an image editing program; Slade won't do that. (I just got Slade as well, funny!) Image programs include: PAINT(MSPaint), PHOTOSHOP, GIMP... anything that shows up when you right click an image off and hit "edit image".

Copy the tileset (or printscreen it if you're in Slade) and paste it into paint. Then, just remove all the textures except the one you want, and presto! You've got one texture.

760
Maps / Re: Flanny's Basement of Stuff. LR - Flame pro. + Knight. ar
« on: May 14, 2011, 08:23:20 PM »
Flame Processing is good! I always knew you could make a normal map, Flan.

<____________<

In seriousness, I like the map, and you could submit it to CSCM like this. Main suggestion is: Add "Block Monsters" to the linedefs to keep bots from walking into pits. The only issues I have are with deathmatch placements; weapon selection is kind of bland (sure, it's flame processing, but all fire/bomb weapons get old) - Crystal Eye, metal blades, etc. SOMETHING to spice it up. The other is energy placements - Having 3 small weapon/life energies on a single step makes it hard to separate them (for different weapons etc.) and the traditional way to go is to place one life and weapon energy on each step. (example: Star Man's stage by magnet missiles) Layout otherwise looks fine.

761
Maps / Re: my maps of unamazingness.after map pack, what next?
« on: May 14, 2011, 01:57:22 AM »
Quote from: "omegazerox12"
so the more ctf maps, the better?

Decent CTF maps, yes.

You want what me to order the official CTF maps in terms of quality, it's:

08 = 05 > 09 > 03 - Quality, enjoyable, mostly balanced maps.  Aim to make maps like these. You'll see these have: uncrowded passageways, paths that are mostly separate, passable or enjoyable weapon selections.

04 > "In the middle" mostly enjoyable, just a tad problems that draw it toward...  

06 > 07 > 01 > 02 - Less enjoyable maps that suffer from: extreme basecamping issues, poor/narrow weapon selection, presence of Eddie, and other maladies. Avoid maps like these.

However, quality > quantity in the long run. After you release a pack, particularly if it's "unamazing", you may consider re-working it a bit and polishing it up to get it used more. After all, no one wants to play on a hackjob.

762
Quote from: "SmashBroPlusB"
Think before you speak. Or else you just might regret opening your mouth.

On the contrary, I actually have a better idea of what will happen if I failed to speak. I would regret a meaningless buff to Mega Man over perhaps taking fire from a fool who doesn't know balance if he was staring at a scale.

Quote from: "SmashBroPlusB"
First off, what the hell YOU'RE COMPARING APPLES TO ORANGES. Yes Treble Boost is annoying. Powerful spread buster plus infinite flight as long as ammo's left? Aw hell no.

However, he said MEGAMAN and MEGAMAN ALONE would get the adaptors. MegaMan Jet's nowhere as bad as Treble Boost. He has a NORMAL BUSTER that does the default 10 damage and can't charge.

I'm mentioning it because if you think Mega Man should get the adaptors to start, there's no telling what will happen to Bass. He never explicitly stated "megaman alone"; that's your invention.

Quote from: "Yellow Devil"
I'll use acs to make Megaman start with both the adaptors!

I don't see anything about "Mega Man alone" in that statement, do you? I'm covering my bases, something you've failed to do entirely. I also make the comparison because the original Jet Mega Man adaptor did have infinite flight, and equally aggravating. I don't have any problem with the Jet or Treble adaptors; which is why I want them to stay the way they are.

Quote from: "SmashBroPlusB"
And how the hell do you get three alt-fires? Last time I checked you can only use armor once, and once it's on you can't take it off for standard MegaMan. So, if you abandon Charge Buster and Slide in favor of jets, you're forever without said Charge Buster and Slide.

I'm using "altfire" interchangably with "item": You have Charge Kick, Jet Adaptor, Power Adaptor. Technically yes, you only have two actual altfires. If you want to call me out on a technicality to claim a shred of intelligence, go for it. My point is that he has more items than any other class thus far and I'd call that a bit unbalanced, NOT the number of altfires he has.

Quote from: "SmashBroPlusB"
Another thing: look at GyroMan. He gets nearly 20 seconds of full, uninterruptable flight PLUS a 3 or 4 hit KO and he's fine, yet Jet MegaMan with 2.5 seconds of THRUST (not even "real" flying) and a 10 hit KO buster is "cheap"? Flawed logic. Yet, Jet MegaMan will "unbalance the game" and add "unneccessary flight to levels", but GyroMan or the Alien won't add said unneccessary flight?

To which I respond with your own words...

Quote from: "SmashBroPlusB"
First off, what the hell YOU'RE COMPARING APPLES TO ORANGES.

I don't really want to discuss Gyro Man or Alien, but they get one attack and flight. Mega Man gets 64~ attacks and flight. See the difference? I also never stated anything to be "cheap"; that's another one of your inventions and you'll never see me use that word seriously. I'm no scrub.

Quote from: "SmashBroPlusB"
One final point: your argument with "hogging the adaptors" is flawed as well. If everyone starts with an adaptor, no one person can "deny" others from using it.
...You basically are summarizing my argument. If you start with it, you can't deny it from others. That's why I want it to stay as a spawn item. That's not really the point I was trying to make. It's that: Infinite Charge Kick on a whim makes Mega Man insanely useful as is, and giving him the Adaptors from the start is excessive. I don't see any benefit outweighing the fact that Mega Man becomes much more useful immediately than the other characters.

763
Maps / Re: my maps of unamazingness.after map pack, what next?
« on: May 14, 2011, 01:17:12 AM »
Consider it a "uniqueness" issue. There are around 50-70 DM maps in rotations on most servers. There's fourteen official + Ipack + Xpack CTF maps. See the difference? CTF maps are in huge shortage right now.

764
Quote from: "Yellow Devil"
Quote from: "SmashBroPlusB"
Okay, you asked for it... :lol:

I want to be able to start off as MegaMan Jet or MegaMan Power. Not being able to remove the armors and get charge buster back is annoying already... and you can't even use the kickass "hold mouse to fly like a NORMAL PERSON" flying that MegaMan Jet has when the game's on LMS (which 99% of Classes servers seemingly HAVE to use). You have classes that can fly anytime they want anyway, and even more classes have super-pimp jumps, so I don't think it's going to "BREAK THE GAME OMG" if you add Jet MegaMan and Power MegaMan. Please and thank you.

I'll use acs to make Megaman start with both the adaptors!

Absolutely not. Jet Mega Man and Treble Boost are INCREDIBLY annoying- and the flying ability should remain in stages that have those powerups. I mean they are so pivotal that while playing V4A, Lone would just camp the Jet Spawn spot in snakeman so that no one could get it. Adding Jet to the start would basically give MM three altfires, unbalance him a lot, and add flying to stages that totally don't need it. I oppose this more than anything else mentioned in the entire topic.

765
Maps / Re: Vortale's stuff
« on: May 13, 2011, 05:17:20 AM »
Quote from: "Vortale"
My brain's been a bit frazzled with school work.

This map is designed for much bigger games. This is not recommended for 1v1, especially in Roboenza, as there are many hiding places and secrets. Although the map isn't too big, it will seem huge the first few times playing through and getting used to it.
Download. Open MM8BDM Launcher. Click Add File. Select VortRoboP3.wad. Press start. Multiplayer>Offline Skirmish. Select map. DONE!
Though because I took a while to reply you might've figured that out by now.

Or: After pressing start, open console (via `/tilde) and enter "CHANGEMAP VRP05". VOILA! =p

Hah, this map frazzles my brain! It's got a very distinctive style I haven't really seen anywhere else. What triggers the "doors"- the upward sliding walls, etc. - are they strictly time based? Sometimes it felt random or proximal based and I didn't really get it. The other danger is being "trapped" in the Hyper Bomb Spawn between a pit and a door. I looked through it and went: "Could you REALLY play this in roboenza!?" and so a lot of things I can't really say until I've played it in a live game. I have a lot of mixed reactions here and but I'm not really sure how to approach this map. It's like... It wraps around so much it SEEMS like you'd get lost, but it also connects a lot in ways that you wouldn't. So I can't tell if the map is fluid or not, which confuses me, although I posted so late after dl'ing it as I seem to like it a bit more. Fire up the server(do I need to re-download VRP03?) The only issue for certain in this map I can say bugged me was the low ceilings in a couple of rooms, although not sure how that'll work out as I hate jump spammers. (The Crash Bomb/Yashichi has a huge, huge, HUGE ceiling but I see potential in that little box. It looks like an elevator shaft. Can ye throw an alcove up there for us campers? =p) But this map is hard to grasp, as ye said.. I gotta play some matches on it.

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