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Messages - Shade Guy

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121
Projects & Creative / Damn Fake Man RPers.
« on: May 12, 2013, 11:59:27 AM »
Hey kids! I took a look at your mod...Well, sort of. I only had a proper look at Doc Robot, so have some comments regarding him.

For Doc Robot:
-Doc Robot can pick up WTanks, despite him being unable to use them.
-"The Gargantuan Cutter can decapitate anything who dares to cross your path!" Ow, my grammar.
-Gargantuan Cutter absolutely demolishes Escaroo or whatever his name is. It demolishes a lot of things, actually, but this example is especially problematic since the guy is a miniboss.
-Needle Twister demolishes both Toad Man and Heat Man. I'm not exactly sure what the weakness chain is for this mod, but shouldn't it only demolish one of the two?
-I would suggest adding an Oil Slider-esque transparent ammo bar to Needle Twister to indicate how long you can hold down fire for, since at the moment said time limit is not specified. I don't like unspecified time limits when it comes to weapons. Being thrust further into the air when using it in mid-air is a bit odd, too; perhaps it should check zheight or whatever so it only thrusts you upwards if you're on the ground?
-Surprise Rain seems awkward, since it's two abilities put together; regular old Rain Flush (albeit with altered graphics) is slapped on to a crappier version of Classes Drill Man's altfire (since it can't travel through players or enemies). I always interpreted Toad Man's super ability being summoning the torrent of water from the pipes above, which I thought would translate into summoning a pillar of water from the ceiling instead of becoming a puddle. If you want to keep your puddle interpretation, I would suggest altering it to focus more on the 'hiding in a puddle' aspect. That is, let it travel through players and enemies to give it more of an evasive use, and instead of the Rain Flush attack slapped on, perhaps give it a radius splash (literally splashing water) attack when you hop out of the puddle or something. At the very least, give it a transparent ammo bar to indicate how much longer you can hide in your puddle.

Generally, I would prefer if edits to the original content present in the mod were kept to a minimum, aside for balancing purposes with the addition of 4 new classes. Revamping stuff like Bass Buster and Proto Buster is debatable, but I certainly disapprove of needless cosmetic changes such as changing the skins for classes.

Also, in the hub, the additional room with the weapon tally thing (that shows which weapons which class has) feels awkward and tacked on, especially since it uses a completely different set of textures. I would have suggested merely altering the original weapon tally screen via extending it/adding another one next to it, since the camera thing that is present on that space now is fairly useless, and you can't even see its new function while playing offline/as the leader. At the very least, widen the corridor leading to the additional room. I've seen a bunch of dopes role playing as Fake Men police and barricading the room, and allowing people to do that kind of stuff is no good.

122
Oh, darn. Rozark beat me to commenting on these maps, but whatever. If I'm repeating something he said, it just means it's more immediate of a problem. Strength in numbers and whatnot. This is only based on the time I've spent looking at this map last night and earlier today.

General
-The music! This pack is 47 MB, and about 43 MB of it is music. I like to think that a map pack's file size shouldn't be too much larger than the amount of maps, eg. SHARP has 15 maps and is 12 MB and IX-Pack has 35 maps and is 36 MB. This pack however, has 21 maps and is, as mentioned before, 47 MB. Following this trend, it should probably be around 25 MB or less. Looking at the music in Slade, there are several unused/unnecessary songs. Tracks from the now-separated CTF maps are still included, there are a few tracks that replace stuff like D_GHOSTS and D_TTFTW and there is a whopping 13 easter egg tracks.
-Music should not have to be set using ACS. Add the line 'music = "[music code]"' to the mapinfo instead.
-Ballade Cracker is everywhere (which is bad)! I like to think that not using the same weapons over and over again helps make a map pack better when looking at it as a whole. There's probably some other overused weapons, but I'm just using Ballade Cracker as an example (I think I saw Danger Wrap quite a few times too).
-Thunder Claw Peg placement in general seems awkward. Most of the time, it looks like they've just been dumped there and the player is expected to be able to make a shortcut out of them.

DRSGDM03
-Space is an issue here. That is, it's too cramped. This is caused by two things: excessive use of those Metal Man screw things, and the fact that most rooms are connected by 64x64 tunnels. As such, removing some of the Metal Man screw things and opening up those tunnels would help considerably.
-The 64-height rails also make the map a bit more cramped. Consider editing them so they're only 32 units high. They also provide a ridiculous amount of cover as-is, and you can jump on them to reach Skull Barrier easily...Both of which would be fixed by shrinking the textures.
-The Atomic Fire tunnel is excessive. Since that whole room is a dead-end, I would suggest making the staircase leading to it smaller, to make it closer to the main area. The path to Eddie is also excessive, especially considering how it can be completely bypassed by using Skull Barrier.
-The staircase connecting the lower tunnel area with the WTanks to the area with Super Adaptor is also too large.
-Screw what Rozark said about using Skull Barrier to reach Wild Coil; using Skull Barrier to reach Danger Wrap of all things is more ridiculous.

DRSGDM04
-I enjoy this map. I just wanted to put that out there.

DRSGDM06
-The path to the ETank is fairly awkward, due to the concealed 32-height ledge behind the bush. That is, most people would get curious and try running through the bush, but be stopped by what they would assume is a wall (when it's actually the ledge), and think nothing was there. Of course, that might be intentional, but I don't really like it regardless.

DRSGDM07
-The layout is incredibly open and large. Consider scaling down the map.
-The deep water makes the size problem worse, since being slowed down while traversing most of the map makes it more of an inconvinience.
-The bridges are excessive, unnecessary and completely disconnected from the rest of the map, further emphasised by the weird visual stuff going on there which gives no indication that there's more to the map. Since size is an issue here, I would also suggest simply removing this area. That is, keep part of the mountain area as a small path between Danger Wrap and the interior, but the rest can be cut, including the interior path to the Knight Crush side of that area.
-The Flash Bomb ledge is fairly large for an area that only has one entrance, and is only accessible using Thunder Claw. It's also possible to reach it without the use of Thunder Claw with some careful jumping. That is, you can jump on the ledge with the fence midtexture and jump from that to the other side. Try moving the fence midtexture to the very edge where it is, so you can't stand on that ledge. That, or just make the ledge impassable.

DRSGDM08
-This map sure is big! So big, that there are teleporters in each corner to help players get around. The map could certainly do without the grey tunnels around the sides. They don't go with the 'disco rave' theme the map has going, either.
-The gratings around the water aren't impassable.
-I would suggest fencing off the edge of the yellow brick wall with Bubble Lead and that Raichu dude on the other side. It feels weird that you can fall into the water and die there, while there is water present in the map that isn't instakill.
-The destroyable boxes are problematic, since some weapons don't damage them at all. You can also get stuck in one if it respawns on you. I would suggest basing them off the Oil Canisters; damageable by everything, and you can still make them instantly break when hit by explosives like they are currently...Except, you know, without the damaging explosion like the Oil Canisters.
-The Astro Sun changing from green to orange is supposed to indicate platforms appearing/disappearing, but hey.
-Spoiler'd for seeecrets
(click to show/hide)
DRSGDM09
-Yep, this place sure is big and open. I would suggest scaling the hill in the middle down, moving some of the other structures closer to the middle so there isn't a bunch of empty space between them, and you could probably get rid of some of the other structures as well.

DRSGDM10
-Entire rooms moving up and down is excessive, especially since they move excruciatingly slow, blocking access to them for long periods of time. I think the sand moving up into the lava is alright, though.
-Fairly bland visually.

I always get a sort of 'adventure' feel whenever I look at these maps. Mainly because most of them are huge (usually bordering on excessively huge), but regardless, it's a nice feeling.

123
Anything Goes / At least MM10DW2's theme is rockin'.
« on: April 27, 2013, 01:39:14 AM »
A little bit late to the MM10 discussion, but hey.

I've beaten MM10 using every character on every difficulty (except easy, but you know)...Except for Proto Man on hard mode. Hard mode is, well, hard, but playing as Proto Man ramps up the difficulty even more. The first Wily stage is alright, though getting hit by most Weapons Archive attacks takes a good chunk of your health. The second one is insane though, especially from the halfway point onwards. The third stage is alright as well, except for the Block Devil. I could never beat that guy. Perhaps next time I try to tackle the Wily stages as Proto Man on hard, I should romp through Sheep Man's stage a few times to stock up on items beforehand.

124
MM8BDM Discussion / Another edition of 'Shade is late to the party'.
« on: April 18, 2013, 11:47:26 AM »
I'm seeing the word 'competitive' thrown around a lot here. I thought 'balance' was the go-to word!

...Anyway, there is little reason to think that Classes makes the game more competitive. It looks like Rozark is suggesting that simply, variety=competitivity, which is a bit dubious already, but keep in mind that with Classes, there may be more, well, classes, but you're restricted to an average of two attacks at a time. With vanilla, you have access to every weapon available to you at once. Sure, you can swap classes, but alternating classes (and subsequently, weapons) still requires you to die and respawn/spectate and rejoin/whatever. Here, variety is less restricted in vanilla, to an extent...And following the logic presented, less restriction on variety=more competitive.

As for countering, it is also more immediate in vanilla, once again because you have every weapon available at once. Sure, you can swap classes to Gravity Man to counter someone playing as Gyro Man, but you still have to wait until you die/whatever to counter it. If someone is spamming Leaf Shield in vanilla, you can swap to a fire/ripping weapon, and that's it. Once again, less restriction.

Plus, the existence of classes like Gravity Man (who has access to AOE attacks + ceiling walking, which MM8BDM maps weren't designed for) certainly sounds like it lightens up Duel.

But now I've gone too far off-topic. That's probably why OJ has apparently not posted 'solid evidence' on the matter of Classes, since it isn't relevant at all...And I'm probably too late to discuss the subject, anyway.

On the subject of Best-Ever, it is silly to suggest that OJ is acting like he owns the Best-Ever servers. He's only calling for some sensibility when using the service, and to put some thought into what you're hosting. He doesn't appear to have many (if any) servers up using BE either, so he can't really be accused of monopolizing either. It seems like most people have agreed on the matter of responsibility, but for some reason people are still arguing? I don't get it. And what is Rozark referring to by 'non metagame' mods? Does it mean 'competitive only' or something? Because when OJ suggested hosting possibilities when conserving BE use to 15 servers, he did acknowledge and accomodate for those sort of 'non metagame' mods.

Also, I noticed that the Best-Ever server 'MM8BDM Mission for sane individuals' is using an outdated version of MMSP, which is no good. I dunno who set it up, but just pointing it out.

125
Sure, but there was nothing stopping someone from making a patch to make Saxton+Classes more compatible (ie. balancing, removing various methods of TKing) either. Chances are, people will complain about it but do nothing about it.

In other news, I got bored last night and wasted a few minutes typing this boss idea up. Note that this is intended to replace Pissed-Off Roll, since apparently removing her is out of the question.
(click to show/hide)

126
W.I.P Forum / It could replace the maps BB removed from my Dropbox!
« on: April 09, 2013, 03:05:36 AM »
I can't guarantee that I will actually be present for any testing sessions, but feel free to send the map my way so I can add it to my hoard of unreleased maps critique it at some point.

127
Help & Editing / Re: Map Help
« on: April 09, 2013, 02:46:30 AM »
Make sure that the level name listed in the mapinfo is the same as the level name of the actual map. Try going 'Edit>Map Options' (or just press F2) in DB2 to edit the level name of the actual map as necessary.

128
Maps / Re: Kappak (Version 2c)
« on: April 07, 2013, 03:05:06 AM »
Seems like the height variation is much more sensible than the previous incarnation of KAP03. Looking forward to checking out the next version, especially since you've proved you can make core-quality maps (with the combined forces of Lakister)!

129
Quote from: "Zerokk"
Bacon is female?
People can create female characters to represent themselves without necessarily having to be female. It's the internet, after all; it's the perfect place to, uh...Experiment.

Also, have another drawing I wasn't forced to rush...Although I might have rushed it anyway. But if I did, at least it would have been out of my own free will!
(click to show/hide)

130
Anything Goes / Re: Spamthread V.1
« on: March 29, 2013, 08:52:01 AM »
Cripes, Beed was right about Europe being screwed over with games. I got my copy of Virtue's Last Reward from Europe, and the only voice acting available is in Japanese. Turns out that the American version has options for both English and Japanese voice acting. But then again, after comparing the two, I prefer the Japanese voice acting for some of the characters anyway.

131
Help & Editing / COSSVIC is best song.
« on: March 29, 2013, 02:45:43 AM »
If you want a 'list' of music codes, you could always use SlumpED/Slade to open the MM8BDMv3a pk3 and then open the 'musics' WAD archive. This is where all of the core's music is stored, and since it lists all the music codes, it's a useful source to refer to.

132
Anything Goes / Expect me to change avatars when I finish VLR.
« on: March 26, 2013, 06:19:07 AM »
Snake, from 999: 9 Hours, 9 Persons, 9 Doors. I got it for my birthday (along with Virtue's Last Reward), and it is excellent.

133
I'd like to point out that I scanned Yellow Devil before I died, but...I'll keep his alignment a secret. Dead men tell no tales, you know...Although technically, I was only driven out of town.

134
Anything Goes / The Printscreen key can work wonders, I tell you.
« on: March 18, 2013, 05:59:31 AM »
So for my birthday, I got the full version of SAI, which lets me save and open my work! Previously, I had been using the expired free trial; I was able to work around the lack of saving using printscreen, but not being able to open work forced me to rush my work and finish it in one go.

But yeah, here's something I made that I wasn't forced to rush.

(click to show/hide)

135
Projects & Creative / Trust me, I'm experienced with recycled content.
« on: March 16, 2013, 10:09:25 AM »
This has probably been thought of before, but it has not properly been addressed as far as I can see. To be honest, I don't really care, but it seems like the most logical thing to do...So, I'll just put it out there.

Merge content from the Powered Up expansion with CSCMR.

I would post this in the Powered Up expansion thread, but it is equally as relevant to CSCMR as it is to Powered Up. Plus, this is the more active expansion of the two.

Let's face it; the original MMPU expansion is obsolete. MM8BDM v3a, along with the inclusion of MM8 content, has taken the better parts of Powered Up; brand new maps for Time and Oil, plus revised versions of Time Slow and Oil Slider (and even a new Oil Man skin). So, what to do with the original Time and Oil maps? Slap on the Remixed label, replace the textures with the ones provided in MM8BDM v3a and include it in CSCMR; reduce, reuse, recycle.

And what about the other maps in the Powered Up expansion? Consider including them in CSCMR as replacements. Generally, the PU counterparts are better than the Remixed counterparts, and a few of them follow the general concept of Remixed maps to boot; MMPFIR features those fire pillars, which are not included in MM1FIR. Same goes for MMPELE with the vertical electric traps. MMPGUT would have to get the shaft though; Knux has already shown a relatively finished MM1GUTX, which appears to be an improvement over its Powered Up counterpart (amusingly, this map is also recycled). Since CSCMR is all about community input, you could even make a poll or something, and let the vocal minority community decide.

As for the other content in Powered Up; Roll skins, bosses...Unfortunately, they don't fit. Not all content can be recycled, after all. I suppose Energy Balancer and Roll Swing could still be included (and even a version of Time Slow with arrows if people are feeling petty). The Charge Upgrade however, is definitely made redundant by the Laser/Arrow Upgrades. Even Roll Swing could be replaced in maps by either Slash Claw or Flame Sword (or any melee weapon, really). And hell, if people want Roll skins that badly, a Roll skin pack could be released or something, I don't care.

Now, I admit that I am generally against the idea of quantity over quality, which may not add up when I suggest adding Time and Oil to CSCMR, but keep in mind that this suggestion focuses more on replacement than addition. Take MM1CUTX, for example; replacing it with MMPCUT would be an obvious improvement. I merely think adding MMPTIM and MMPOIL as Remixed maps is just too hilarious to pass up, considering they were the original versions of these maps.

Apologies if this has already been discussed by the Powered Up team in private. If this idea has already been set to be included, I will instead pretend that I had the idea first. Thank you for your time.

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