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Messages - Tesseractal

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766
Maps / Re: Myroc's Obsidian Tower of Maps and Miscellany
« on: May 13, 2011, 05:00:46 AM »
Wow! I've planning to squeeze out some juicy ROM-hack flavored maps, but here ye are. Nice! I like the water and other textures a lot, and most the problems are minor quirks that can be fixed easily. First: You MUST loop the music! Having a silence in between the loop is painful and amateurish. Just cut it with audacity (you're going to throw in the boss music anyway, so...)

The quick boomerang spawn areas, that lead into the black area. These are a bit troublesome: When I jump into the stairs, I *feel* like I should fall deeper. Reason? The water level cuts off at an odd place. There are a number of ways to remedy this, here's two: Add a step so that the water line is equal height to the ground. OR cut the first step (if you jump down to the second step, the fall feels "right") - what happens is when you walk on the first step, you're still above water and you don't know when you fall in. That's awkward and I'd try and get rid of that feeling. The other is the ladder - because of the low gravity, you only need to use the very tip of the ladder to get up, making 90% of the ladder useless. I'd axe it and just make that jump possible without a ladder (another step would do this). Now let's go into the black room.

The black room is cool. Here you notice: low gravity affects players, but NOT weapons. I don't mind this; just pointing it out (low gravity weapons makes a lot of them useless - look at Bubbles and Crushers). It's a little naked because of the textures, and you might throw in a gimmick here if you can? The teleporter is a nice stylistic nod to MM6YAM- but Centaur Flash feels weird there. I also feel like this room is REALLY close to the action, and that might make it troublesome in DM - I'd have to play it though (and I would play this map online as is). The rest of the weapons: are you going for "Theme weapons" - weapons that match the level them - or "utilitarian" - weapons useful based on the level design? I personally am against BOTH Freeze and Dust as they're nearly identical, whereas no Bubble Lead feels funny. The Hard / Knight platforms I felt were a tad too difficult to get to - I only could with three Item 1's, and that's tremendously difficult with lag (and impossible with people shooting at you) although I understand why you hid them. Dust for Bubbles, maybe? Anyway, I feel mostly comfortable with size, the Quick Boomerang room being the one that needs attention. Good work!

ext.: Skipped the duel map because I don't really play duel. Not sure what the migration was for. <.<

767
Quote from: "Mr. X"
As for the "there should be more testers", if I've said it once, I've said it a thousand times:  it still won't work.  Even if you've got a 1000 testers, player number 1001 will find the glitch the other 1000 people missed.  Plus, if you've got tons of testers, the release is almost pointless as everybody already has it.

I agree. Better solution: Get Celebi to test it. I felt like everyone and their dog had tested say... RageRoboenza, and so the release was just a "Oh hey, everyone not in my friend list can have it now!". You want someone who looks beyond the surface and TRIES to break everything and find all the inconsistencies.

Although to me the popularity of classes should speak for itself; an endless amount of criticism seems inevitable. My impression with Ivory's MM5 classes is that he was too afraid of making them powerful and as a result, they become seldom used(I have yet to try V5, but: people don't want to use situational classes, they want to kill everything with autotargets like Toad and Bomb Man). The first thing I'm going to do is see if Enker was rescued from the scrap heap. (if not, oh well. Enker returns to the "only used by accident/random" status he had before) But X, I'd say people NEED to complain about things like Toad Man if he's broken - the more people comment on an issue, it becomes more obvious "Oh, this thing really bothers most people, and not just one guy." If let's say... Tsuki was the only one complaining about Toad Man, it wouldn't matter because no one listens to him. When 20 people do, you have two consequences: You get an annoying, repetitive complaint that SEEMS grating and redundant, but at the same time you have a problem that's been clearly defined as a problem to the community, and you should have no fear in fixing it. See what I mean? If you want to please everybody, you need all the everybodys and their opinions you got. But yeah, some complimentary stuff can probably be thrown in their too. What I like about your maps, X, is they're not filtered by some de facto project leader who knows what's best - you make 'em like it is.

768
MM8BDM Discussion / Re: Things about MM8BDM that bug you?
« on: May 09, 2011, 10:45:51 PM »
Quote from: "Mr. X"
I prefer 1 flag CTF for that reason...except nobody seems to play it.

Also, DTD's advice doesn't work.  I've tried it, and when I travel with my team, nobody stays behind to guard our flag and it gets stolen as soon as it is returned, thus we can't score anyways.  To be honest, my big complaint about CTF is that I always get stuck on the team of morons and have to do everything myself (or in larger matches, it's me and one other guy with everybody else busy either picking their noses or switching to the other team because they're winning)

Unfortunately. In fact, I literally once *died* ontop of a team mate and gave him the flag, and he was also instantly murdered. I have been capable of defense when necessary - I feel if the flagholder stays in the base, and one man stays with him(skill provided) it should be enough. The other team will generally focus on the flagholder too much that you can shoot them in the back (and take the flag if needed). It's unfortunate - if you camp just slightly outside your base, you have guaranteed safety (most are not smart enough to find you- Celebi always throws a wrench in my plans though), but you won't be able to get back to your base before the flag is captured again. So what happens - it's easier to let someone else get the flag, and then defend him. However, if the rest of your team can't get the flag back, you're in a bind. Also, the stalling nature of CTF leads to HUGE problems on maps with eddie, almost so much that I'd say Eddie should never be present in a CTF map, no exceptions. (Wind Storm shows up? Mirror Buster? Centaur Flash? Prepare to be there until timelimit.)

Now, you want to stop basecamping in your maps? So far you've done it, and here's how (ignore other ice's complaint, he's got the wrong map): Weapon placement and its relativity to spawns. In Clockwork, when someone kills you the only weapon immediately available after spawning is Gemini Laser. Now let's take Icy Forts, a good map otherwise hindered by weapon placements. Knight Crush and Air Shooter are very close to spawns, so that you can grab them on a direct run to the other side. They're probably the strongest weapons in the map, you have Water Wave and Crash Bombs hidden and Needle, Ice, and Ring on top of high elevations. That's totally backward. In order for offense to work, you need to be able to kill someone and not be immediately killed when they respawn! In CTF05, if someone kills you - when you respawn you have to leave the room to get weapons back, and the powerful flame blast, super arm, etc. are in the center of the map. It works in reverse too - if you can spawnkill everyone, it becomes a crapshoot (see why Ivory removed Top Spin from MMCTF08). Really, only XCTF01 had basecamping problems, with people on top of the flag being able to spam cutter/quick boomerangs and be immune to bombs (the bombs bounced off) although I need to play that one more. (also that's a discussion for your topic) XCTF02's weapon placement is good as well - you have Snake/Firestorm in the immediate area, but otherwise the distance is good. Power Stone here EXTREMELY irritates me because of the fact that it's broken and OHKOs on contact (CMM fixed this in one version, and now it's returned).

One mode of CTF I've played was a variable to make the flagholder incapable of shooting. It sounds suicidal but think: If the flagholder couldn't shoot, he would REQUIRE someone to defend him, although like you said: even if this was the case, the reason you get teams like this are just people following the largest crowd... Bleh. My main issue is weapon placement in the CTF Maps, and the new Wind Storm makes MMCTF02 nearly unplayable - you're simply thrown around like a ragdoll. More on this later, I guess.

769
I prefer the new position. It's a bit more out of the way, but the old one was in a place you don't normally look to (it wasn't in a corner or edge) in the HUD. I feel the new position is fine and good.

I'm not really seeing what was changed about the Alpha infect; maybe it wasn't a huge change.

770
Quote from: "Messatsu"
Current map changes for the next version:
MM1BOMX - New layout.  It's about 1/2ish the size of the original and far fewer death pits.
MM1CUTX - changed weapon layout to reduce number of weapons overall.
MM1DW1X - New Layout - 2nd floor eliminated and merged into the main area.  Pit more obvious. (Galaxy)
MM2METX - Layout changes to reduce pits (King Yamato)
MM4DIVX - removed gap between main building and the sides
MM5DARX - New Map - King Yamato
CSCM13 - brighter, removed teleporter between entryway and dining area.  New textures (Flanny)

Also only music used in the maps themselves will be included in the main pk3.  A separate wad will be linked if one wishes to have all the music.

More as I think of it

With MM4RINX- the use of the teleport spawns is a massive annoyance. It's like - to get Top Spin or Magnets, you have to step in a teleporter. If you're on the "wrong side" you have to step in two teleporters. To get Bombs you have to use Item-1/Sakugarne, and to get Snake you have to run across an obnoxiously long platform with two deathpits - both leaving you incredibly open to magnets or spam attacks. "But Roc, they're supposed to be hard to get weapons!" - having the weapons so needlessly difficult to get when you can jump into a Tele and get it instantly. The other thing: I loathe the "teleport onto a tall pillar the width of the teleporter!" design. Maybe it's sentimental- keep it for the other CSCM/Doom maps you've made, and at the least make it more innovative so it's not the exact same concept used in: CSCM01, CSCM03, CSCM02 (the "other castle" map with the ballade spawn iirc), MM1CUTX, MM4RINX. You want to make a huge map pack, avoid making five maps that have the same annoying concept in it. I'd be surprised if you remove it in any of those maps but changing it a tad would be nice. What I described about Bombs being uselessly high applies to any other weapons that require Item-1 as well (Pharoah Shot I think?). As for Snakes - switching Snakes and Sakugarne would be the EASIEST fix- you generally do not put "easter egg" or RMK weapons in plain sight in the middle of a map (due to their respawn time).

CSCM05 (The "strange" castle map) - Kapus and I agreed the weapon set here needs work. Mess you understand the concept of "stronger weapons harder to get" so apply that here. Hard Knuckle, Rolling Cutter, and especially Mirror Buster shouldn't be on the middle of a floor when you have all these windows that don't have any spawns in them. Hard might be okay where it is but Cutter and Mirror really would do better moved up.

Personal fine touches I would recommend:
-Remove Centaur Man textures from MM4DIVX (or at least explain them)
-Add spikes to the water in CSCM12 that kills (people STILL die here; it's not as obvious as you'd expect)
-CSCM10 - replace Rushjet with old Rain Flush/Atomic spawn (please please please no Rushjet)
-MM2DW1X- remove the lag-inducing clouds

771
Can't you just have Rawk play Chaos, instead of giving Chaos a bye? It seems unfair to give Chaos a bye after Tornado? Or have Smunch and Rawk compete for Tornado's spot? Just looking at the bracket, it seems HORRIBLY unfair to give Chaos a bye after Tornado beat Rawk and Mike (formidable opponents, even though they dislike having a reputation as such). Nothing against Chaos - I'm sure he'd want to prove his worth just as much as I want him to.

This is provided Tornado doesn't come back. But I feel you can have a better solution than just throwing out a semifinal.

772
Quote from: "Muzaru"
Chip damage is still damage.
Most hardmen are easy to read anyway, if they are hiding they are most likely vulnerable, if they arent they need to be chipped at.
What was mentioned was - HP pickups are not fixed (they're proportional to Hard Man's HP) so an energy pickup by a Hard Man is a HUGE gain, more than it normally is. This is a problem with HP pickups though and not Hard so much.

773
Quote from: "Mr. X"
X PACK V2A RELEASED!

Get it in the first post!  Also, I just realized I forgot to update WCOLORS...again.  NEXT TIME, DAMN IT, NEXT TIME!

EDIT:  Also, believe it or not the file size is actually smaller this time around.  This had to do with updating the music tracks for the MM10 stages to shorter looping versions.

BEAUTIFUL! The spacing in the new maps is excellent - you learned from the problems of many mapmakers here and bypassed that. Everything here flows well - there's really only one thing I can suggest for this map.

(click to show/hide)

See that image? If not, whatever. Basically, if the "deep water" had a darker/different texture (so you could tell the entrance to the water) that would just about be the final touch. I have yet to play it in DM, but.... wow. And constancy music I assume? Love it. Same with CTF02 - firetraps aren't cramped, base seems designed to prevent some base camping (large flag area), you've got Atomic which is great, yamato, my favorite.... It's full of win and you should be proud of the new maps. Going to go on Deathwind now and await traffic to see if I can run them. I'll go into more detail about weapon placement (like GEE, I WONDER WHAT DUST CRUSHER IS UP TO IN XDM08!!?!?!) and stuff as I run the maps. One problem I wanted to mention (too late, lawl): One of the spawns in Blade Man's stage (next to ye olde  Ballade Cracker) had you facing a pit, so if you always run foward like I do, you instantly die. Not sure if that's a quick fix or not.

Rainbow Road looks great, I find Software unusable due to frequent crashing (OpenGL has never crashed) anyway (although I lose automap in GL... aw). The two left turns are pretty much full blind - this may bother some noobs, and you could just throw a "<---" graphic "LEFT LEFT!" (olo) or the like. Seems a bit less dangerous than the Indiana Jones-esque sunset canyon- no mega shortcut? D= (heh, I know that'd be a bit difficult. I jest) Looks like it'll be fine. If you ever want inspiration for a racing stage, by the way... ;D

774
W.I.P Forum / Re: Custom Expansion - MegaMan Battle Network
« on: May 04, 2011, 01:02:03 AM »
...What? Why are there two posts that brought it up saying otherwise?

It's a shame, because I hate to see useless speculation. I SPECIFICLY mentioned I'd like to see an expansion turn into something other than useless ideas that the people are hopelessly incapable of implementing, because they have no groundwork- and non-Mega Man expansions seem to do this the fastest.

775
Favorites:
MM1: Elec Beam (The classic murder beam. Shame cutter's not more powerful)
MM2: Metal Blade (Of course. Probably the most versatile MM weapon ever)
MM3: Shadow Blade (Riding off the coattails of the Metal Blade)
MM4: Pharoah Shot (HUGHZ! and not being weak like most MM4 weapons)
MM5: Charge Kick (Because it was the only one I found useful regularly)
MM6: Silver Tomahawk (AWESOME range. Flame Blast gets second for raw power)
MM7: Slash Claw (Power weapon, go!)
MM8: Stopped at Astro Man's stage because it was impossible. "Slide Slide" came pretty close too.
Rockman & Forte: Wave Burner (Raw power here.)

Least Favorites:
MM1: Super Arm (Hyper Bomb you can at least use in every stage...)
MM2: Atomic Fire (it kills Woodman and that's about it.)
MM3: Needle Cannon (R. Buster v2!)
MM4: Skull Barrier (Impossibly useless. Hell's Wheel, please?)
MM5: Gravity Hold (not real impressive for a target-all)
MM6: Centaur Flash (don't remember any real uses of this, besides Windman)
MM7: Danger Wrap (uh.... Yeah. Not much to say here. Props to this game for having a useful shield weapon since MM2)
Rockman & Forte: Magic Card (The only weapon I saw as a primarily "utility weapon" and not for fighting. Lame)

But while I'm here, going over some "less commonly" used weapons...
Hyper Bomb: Can be dropped down ladders.
Time Stopper: Stops EVERYTHING in Metal Man's stage, stops the rabid ape bots. Try it in Metal Man's stage for some kicks. (I do- I like starting with Flash Man)
Spark Shock: Also stops the rabid monkey bots who return.

...Those are the ones I remember now.

Favorite Set: Rockman & Forte (I like MM2, 4, and 6 on average though)
Least Favorite Set: Mega Man 5 (Charge Kick is the only one I liked. The others seemed horribly weak)

776
W.I.P Forum / Re: Custom Expansion - MegaMan Battle Network
« on: May 04, 2011, 12:36:32 AM »
Quote from: "tsukiyomaru0"
Don't forget the viruses and Battle Chips.

Wh... Wha?

Now I haven't played EXE1 (all the others yes) each game has 100-200 battlechips (standard). Sure, most of these are "series" chips (e.g. Chip1/Chip2/Chip3) with no actual variation so you can knock off maybe fifty or so. Now maybe 30 or so are heldover each game, so knock down that total a little more. That's still hundreds of battle chips, but what also is wrong here is you haven't specified how they work Is it a single-use weapon? Part of a folder? How are you going to incorporate it as a game element (it drops when a virus is killed?) It's largely not feasible to want to code ALL of the battlechips as individual weapons; even EXE1 alone would be a mighty undertaking, even if you're confident in your coding skills. To me taking 20-30 chips or so at random and throwing them in there would be tacky. It'd be like releasing MM8BDM with fifty robot masters, except the 12 missing are from different games - e.g. Dive, Metal, Quick, Hard, etc.- it would just look incomplete(and be incomplete). And LOOK at the chip ideas! Most of the chips are designed for use on a 3x6 battlefield. You have something "Guardian" which sounds cool - place a deathtrap somewhere - except that say you're playing on DarkMan-sized map, and no one finds it. You're nowhere NEAR anywhere using. Until topic creator decides how to implement chips, I'd say it can stay off the radar.

And viruses- do you want actual enemies, or just skins? I'd say either option is arbitrary. If you want actual enemies that could be cool if you want to focus on a Doom-style campaign, you can use Obelisk to generate maps and throw in textures. Either way you'd have to sprite for a bunch of viruses, huge numbers being one issue, the other being people will plant to play as humanoid characters, and mainly the "cool" ones. (Admit it, there are more Elec Men, Quick Man, Gemini Man /etc. than there are Metools or Hard Men. That's a Hard Man diss btw) Look at the skins Kapus has done for classic enemies. That might be a twentieth of the total skins, over a long period of time(maybe?) and plenty of work. And again, you want to have a category of viruses you include- you can't include ones at random without feeling tacked on or incomplete.

Last thing. I fail to see this as an "expansion" for MM8BDM. I don't like seeing that word everywhere as I don't think people fully understand the concept. I've seen the Bass skin and what not and it's cool. However: it doesn't fit into MM8BDM maps. It walks into the corridor on MetalMan and half of the sprite goes into the ceiling, you see a bunch of feet. I already described most of the weapons not really fitting into MM8BDM size maps and so here's my question: Why does it have to be an expansion? MM8BDM is already an expansion of a game itself technically, and expanding an expansion just seems silly. I'm not bashing your efforts, I just think that starting as a fresh game/Doom mod would be MUCH easier, give you much more freedom and you wouldn't be bound to MM8BDM concepts. I would say the same thing about the Kirby/CaveStory/failed ZX/expansions as well. If you started from scratch you could make your own battlegridding system, maps that are of a completely new style, skins that have hitboxes not based on Mega Man's (so they can be taller without conflict, like in EXE1-3. I actually think using "EXE4-6" style "chibi" size is better, though).

Again no hard feelings. I just like everyone will just start jumping to something they like, instead of "Here's an outline of the project: Start with skins and maps. Then we decide how to implement chips, or the navi weapons, how many EXE games, etc." Like I said, no hard feelings, it's great you want to make something, I just don't understand a lot of how it intends to be done and I don't want to see a project fail simply because no one had any oversight. It sounds like Llama is mildly serious instead of the "Here's a random idea I had, let me expect others to code maps and skins for a project that has no ground, and then the topic will die!".

777
Quote from: "Galaxy"
Ice-IX:

If you read my quote, And then search for Mr. X recommendations (or criticism), you should know already that there isn't 2nd floor anymore (And you know why). So all thoses glitches were fixed. don't worry, the clone machine is still intact. Also, didn't expected this map to be great. Thanks. I made this stage to feel like the actual level. However, some contradictions in the "bigness" of this map made me to completely delete the 2nd floor. I still feel it like the actual level, through.
I read the X post; are you referring to the "green" area that the M-tank teleporter leads to when you speak of the "upper" floor? And I don't know why, either. If you make a project of "Hey, let's take the official maps, but make them larger and remixier!" then back off and go "Naw, the maps are too big" because of some complaining, you defeat the purpose. Some of the maps WERE too big, but there's different kinds of big: there's physical size big, and navigational size. People have the same problem in MM1BOMX that they do in CSCM13; getting around, and CSCM13's nowhere CLOSE to Bomb Man's size. Those maps feel larger than they actually are because there is little to no way to distinguish multiple areas. Like I talk about the Clone Machine a lot. It's awesome, because: it's a nod to the *actual level* which are severely absent in many levels (MM1ICEX? MM2DW1X? I'll get to those), but the important aesthetic aspect: It's a unique sector that can be used for a reference. So can the spike pit, and the ladder, and the huge grass area.

Look at the official maps. Look at the size of MM4PHA, MM5DAR, and MM6MRX in comparison to the rest of the official maps. Dark Man's Castle doesn't make sense with two floors; this map doesn't make sense with one. Please by dear christ keep the whole map intact. I, Roc, and Kenkoru (among others) will argue against cutting the map. You've worked too hard on making a huge immersive map to just axe it.

778
Projects & Creative / Re: Mr. X's X Pack and stuff (New Music Pack)
« on: May 03, 2011, 10:07:04 PM »
Quote from: "*Nu*"
There is? I didn't see one... Still, in 1fctf the flag spawns in a REALLY bad location.

Yeah there is, it's the opposite route of the boat (all CTF maps follow the "fork/3 path" pattern and this is no exception) and uses Gemini textures(I think?). And the 1CTF flag has to be in the center of the map, as well, or most people won't find it: Remember no one finding the white flag in ICTF02(SB), or the old MMCTF08(EotD)? My idea would be: Keep the visibility to both bases; raise the height of the ice blocks (and possibly the surrounding floor to an extent) so that you can't sit inside the base and fire needles across. Because when a 12-man match on this stage happens, you get 3 people just firing Needles across the map- which means you actually created camping by having a smaller map(oh, the irony!). Raising the ice platforms: Now people have to get close if they want to camp the ice platforms, putting them in danger of bomb/cutter from someone on the ice. As it is now, it's impossible to get the White Flag without: immediately turning around and going into your own base, and being lucky. (I managed to do it once; most others were not as successful).

tl;dr: Ask me if I wasn't clear; basically make it harder for bullet trajectories on the ground to get to the ice blocks (by raising that area). Although it sounds like "it's only a problem in 1CTF" a facelift(er, icelift) there would probably be nice overall.

In case I forgot: the Blade Man changes are *good*. Nicely done on those; if you're on the last stretch of changes, I'd say just finish Rugged Mountain (it looks done-ish...) as it'd balance the CTF a bit after the regular map changes and you're set. Not sure how far the plant map is, but it sure looks nice!

edit: ...you do not have a map called Rugged Mountain. D'oh! >.< I meant the new CTF map you were working on. I like the look of that one and it seems that including it would give more incentive to throw it on a CTF server. Also it'd be cool. : )

779
MM8BDM Discussion / Re: Future bots' chats & taunts
« on: May 02, 2011, 04:04:40 AM »
Quote from: "Korby"
Somewon's newew pwawed megamwan eight.
Only in America, mind you. >.>

780
MM8BDM Discussion / Re: MM8BDM MM7 Expansion - Discussion
« on: May 01, 2011, 07:04:59 PM »
Quote from: "CutmanMike"
Quote from: "Lord Toadman"
Forgive me if this has been asked already but will the non-MM7 stages have their weapon sets altered to fit in the MM7 weapons or are you going to leave everything outside of the expansion the same?

Weapon selections will be altered and mixed in with the newer weapons

Will this include CTF maps? (Wind Storm in one map seems to be the obvious answer... ) Or if additional CTF maps were included (MM7 textures or anything) that would be great. Not really a vital issue but haven't seen it brought up.

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