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Messages - Shade Guy

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151
Do you enjoy Software visual errors? Neither do I, but MM6CENXmkii is no stranger to them. (Beware, spoilers contain screenshots.)
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There's more, though they all follow the general trend of 'wrapped midtextures stretching into the sky from certain angles'. You should be able to fix these by 'pushing in' the water midtexture by...Any amount, really. Just make it so that the midtexture isn't on the very edge of the linedef, as it is currently. (I had to fix this problem in a few of my SHARP maps.)

Now for some other visual things that bug me.
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The waterfall should look better without the black bit at the top. Change the offset to 32 or something.
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Here, it appears that you caught on to the black bit on the waterfall not looking too good (leading me to think that the waterfall shown in the previous screenshot was the result of an oversight), but still, I think it would look better without any black at all. Change the offset to 32 here, as well.
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The texture used on this column appear to be misused; generally (or at least following MM6CEN), it should only be used in underwater areas...When this area isn't underwater. The solid blue colour used at the top of the column doesn't look to good either, since the column itself is rather large. That is, it doesn't seem right to use a single-colour texture over such large space.
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The use of water in these two screenshots doesn't sit right with me either; it's hard to explain, but having two sides to the 'wall' of water doesn't look too good. Kinda gives off the sense that the water is a box, or something. Anyway, I would suggest editing these areas so they look like the other 'walls of water'; only one side visible.
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This is an underwater area, but there is a clear view of the sky...? Doesn't really make sense to me.
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The wall textures are used a bit oddly in the map in general, but this is the most glaring spot. I think it would look better here (and everywhere else in the map, too) if the dark green lines, well, lined up. Otherwise, you get this mess.

As for the flowing water around the map, it may look better if you used a variant of the waterfall texture similar to how Toad Man uses it, instead of just using CWATER with a scroll texture script. Especially in the Flash Bomb area, because the normally static CWATER texture doesn't look right when it's scrolled that fast. On the subject of water, the reverse waterfall is interesting, but is reduced to a novelty since it just takes too long to climb. Increase the force of the Thrust Thing Z linedef action by a bit.

But enough about the visuals, and on to the most important thing in a map: the layout. The layout is a bit odd, since it appears to be constructed of several symmetrical bits pasted together. That said, there's nothing wrong with areas having their own symmetry, but the way all the areas are put together doesn't sit right with me (I'm a bit of a aesthetic nut; proportions and the like can bug me to no end). The map seems weighted to the right, with the area with Arrow Upgrade being much larger than the area with Flash Bomb on the other side. To 'balance' the map, you could probably expand on the Flash Bomb room, and add another path connecting that room with the Screw Crusher ledge.

I also noticed that the upside-down water gimmick that you called a "unique gimmick that separates it from other maps" was only relegated to one room, which is off to the side. But I suppose it's best to limit use of a gimmick like that, instead of using it in excess, like how it was in the old MM6CENX.

Regardless, it's already an improvement over the old MM6CENX. But really, that isn't saying much, and I wouldn't aim to just be better than that map. That type of thinking sets the bar of quality too low, you know?
(Also, looking at the map in DB2, there are two Yashichis.)

152
DECORATE and ACS Modifications / Over 2000 words. Whew!
« on: February 14, 2013, 07:42:45 AM »
Let me say before I begin that I do not blame Balrog for the problems I have with this mod (except for one minor thing he added which irks me), but I figured since he appears to be the one managing the mod now, I might as well address the matter in his topic.

First thing: I would suggest that the name of this mod be changed. Even most versions of this mode's TF2 variant are called 'Freak Fortress' now, instead of simply 'VS. Saxton Hale'. Saxton Hale isn't really the main boss anymore, and the name of the mod should reflect on that.

Secondly: This mod is dripping with unoriginality (once again, not Balrog's fault). The fact that it's a mod derived from a mod of another game doesn't help, either. To be fair though, the original TF2 mod was pretty bland as well. The biggest problem is that with about one or two exceptions, every boss is the same; instakill melee, super jump item, and a 'rage' to turn the tide of the game. MM8BDM is a game based on variety, and it confuses me how the only variety present between most bosses is their rage, which only comes into play once or twice in a given round. So, while I'm willing to accept the 'boss character(s) versus everyone' concept that this mod revolves around, the bosses themselves really need to be more creative and diverse. That is, they should at least attempt to break away from the generic boss moveset, as described previously. Prepare yourself, for I will now go over each boss, looking at how interesting they are. What makes each boss stand out, if at all? Is this character worthy of being a boss?
(Note that bosses I dislike the most are at the top of the list, so that this post will progressively become more positive.)

Robo Christian Brutal Sniper: The mangled remains of what was once a TF2 meme. Adding onto this character's list of adjectives by turning him into a robot is unnecessary and only degrades his character further (or at least in my eyes). He doesn't really have any traits that make him stand out (except for his theme; Millionaire's Holiday is a pretty good song). Since this boss also seems to reference YD's Dark Man 3 class, I would suggest shifting further towards that aspect of this character; more emphasis on projectiles, actual sniping, you know (that is, projectiles outside of his rage). Otherwise, I would simply cut this boss.

Saxton Hale: The original boss from the TF2 mod, and the father of all TF2 meme characters (probably)...Which is the only real thing this boss has going for it. Instakill melee, super jump, and a rage that makes him invincible. Yep, doesn't get any more basic than this; nothing in particular makes him stand out. Honestly, I wouldn't mind if he was cut. The sheer simplicity of this boss outweighs the fact that he represents the mod's roots.

Ninja Spy: This boss appears to be a composite character, based on Shadow Man, YD's Shadow Man class, and TF2's Spy. Honestly, this boss made more sense as Gentle Spy, since that was an actual character from the TF2 world, like Christian Brutal Sniper. His current theme belongs to the Gentle Spy character, as well. What makes this boss stand out is his 'multiple lives' gimmick, but this gimmick is deceiving. Having multiple lives (with less health for each one) does not change his overall health in the long run. So, there's quite a bit of wasted potential with this guy's lives system. Using something based on TF2's Dead Ringer instead could be interesting...Although now I'm being hypocritical for suggesting that TF2 elements be incorporated.

Ghost of Starman v2: Another terribly bland boss, with ear-raping screeches for sound clips. The character is pretty obscure, and judging from the boss weapon's pick up message, it appears to be a mere inside joke of some description between Silversin and Lobsters. However, I prefer this character over the TF2 meme characters.

Ra Thor Reborn: A Mega Man character? That's cool...Except his attacks are completely irrelevant to his character. Seriously, if you're going to base a boss on a particular character, try and stick to the canon established (the same goes for other mods, mind you). I would suggest replacing his attacks with, well, moves that are actually relevant to his character. Otherwise I would suggest cutting him, because I just can't stand to see the sheer misrepresentation of his character. The idea of a boss having minions is worth reusing, though.

Pissed-Off Roll: Well, Roll is known for using a melee attack, I'll give you that. However, she just doesn't seem worthy of being a boss character. Not very unique, either.

Seeman and Seeldier: Another boss ported from the TF2 version of the mod, and quite possibly my least favourite character(s) in this mod. However, they get bonus points for the 'dual boss' gimmick, but there is wasted potential (as always). That is, there is no level of cooperation encouraged or required between the two bosses. I have seen a suggestion for a 'Incredible Wood Man and Kung-Fu Cut Man' dual boss posted, which I would prefer over Seeman and Seeldier, since a Wood Man and Cut Man boss fight would actually be relevant to MM8BDM. Not sure if they would encourage cooperation any better, though.

Morshu: Another meme-based boss...Except from the world of CD-I and Youtube Poop, and not TF2. This is what you get if you took YD's Bomb Man and made him into a boss. I heard that someone was in the process of giving him moves that use lamp oil/rope, but I fear that they won't be used to their greatest creative potential. Bonus points for a lack of an instakill melee.

Gilgamesh: This boss is pretty bland as well, but he gets bonus points for the character itself. His slower-than-average speed doesn't make for the most intense of fights, though. (Note that I generally prefer characters that are from video games to characters from memes spawned from video games.)

Cave Johnson: What's this? Something that isn't an instakill melee attack for a primary? Incredible. Having a secondary character from Portal 2 as a boss doesn't sit right with me, though. Also, it's spelt 'combustible'...Not 'combustable'.

Captain Falcon: Very mobile; with speed like that, he seems possibly too strong with his equivalent of an instakill Charge Kick. The focus of this post isn't really about balancing, though. Perhaps more of his moves from Super Smash Bros. could be used to potentially make this boss more unique?

Slenderman: Another meme-based boss. However, the emphasis on survival makes this boss unique, so I guess I can dig it, to an extent.

Scrooge McDuck: The first meme-based boss to actually be relevant to MM8BDM. I'll be honest, this is one of the few boss concepts I enjoyed. Including Hogales in his 'Moon Party' rage ability is a silly idea however, simply because Hogales didn't exist back when Moon Parties existed.

So, you may be thinking to yourself: The words creative and diverse have been thrown around a lot here. Does Shade even know what could make a boss creative and diverse? Well, I'll let you see for yourself if I can think up a creative boss. That's right; I'm making a boss suggestion.
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And another thing! The mod's file size is currently half the size of MM8BDM v3a. Let's fix that.
I would suggest a limit to how many sound clips a boss can use. Saxton Hale has a whopping 22 sound clips; 5 for his intro, 3 for his death, 4 for super jumping, 4 for his rage, and 6 for when he kills someone. Robo Christian Brutal Sniper, Ninja Spy and Pissed Off Roll are also offenders.
The music should also be looked over. The songs EARRAPE and YOUTIED are unused, and should be removed. TSUTMUS is 5.38 MB, which is ridiculous for a single music file.

And another another thing: The SAXMAPs. As a mapper, these maps offend me...Mainly the first two, but Icy Forts was never that great of a map, even for CTF. Now, I understand the point of having additional maps; each one is supposed to be based on a boss...Except they're not. SAXMAP2 and 3 have no ties to any of the bosses, defeating the purpose of including them. So, I would suggest removing these two.
SAXMAP1, while actually relevant, isn't a very good map either...So I would suggest removing that map as well. It is possible it could be reworked and improved, but with the map's creator (assuming Silversin made it) missing in action, it's highly unlikely.

153
W.I.P Forum / It looks symmetrical, but it's probably weighted to one side
« on: February 12, 2013, 11:21:33 PM »
Quote from: "Blaze McP"
In other news...

Although not much of the stage is shown, I am certain the big control panel/screen thingy to the left of the screenshot would look better as multiple textures, instead of one big texture slapped onto the wall. That is, have the base of the control panel as a 32 height ledge, with the buttons as an upwards slope. Then, push the top of the control panel and the big screen back 32 units. It's a 3D game, you know? Take advantage of that third dimension.

154
Quote from: "Duora Super Gyro"
Okay...Does anybody know the song at 6:36?
Nope.

In other news, I have started playing Paper Mario (64) in my most recent nostalgia binge. After checking every nook and cranny, delivering several letters, flipping over hidden panels and answering a few of Chuck Quizmo's questions, I managed to collect 25 Star Pieces early in chapter 4. I then traded these Star Pieces with Merlow for a Power Plus badge, and equipped it (this means I could deal 6 damage with a single jump attack). After finding a Defense Plus badge and equipping it in later in the same chapter, I decided to challenge Anti Guy. Note that I had 20 HP, 20 FP and God-knows-how-much BP.

So, with a combination of Bow's 'Outta Sight' move, 3 Super Shrooms, Refresh and my Power and Defense Plus badges (and Merlee's enchantment too), I defeated Anti Guy. My reward? Another Power Plus badge. After swapping my Defense Plus badge for a second Power Plus badge, I can now deal 8 damage with a single jump attack. Note that the basic enemy by chapter 4 (a myriad of Shy Guys) has 7 health.

If I continue to upgrade my BP further, I'll be able to re-equip my Defense Plus badge...And become incredibly overpowered. That is, even more incredibly overpowered. Being able to dish out 8 damage with an attack that doesn't use FP is ridiculous.

155
Help & Editing / Memories of hosting my first maps come flooding back.
« on: February 12, 2013, 07:15:09 AM »
Are you hosting a server and then selecting 'join server' from the server window? Doing so will load MM8BDM without any additional files, meaning you will be kicked from the server when you change to a custom map that you haven't loaded.

Try joining a server using the 'connect' tab in the MM8BDM launcher, adding the additional files and using localhost as the IP adress. Alternatively, you could search for your server using Doomseeker and join using that. There is more information about using Doomseeker here.

Of course, I don't have much to go by when saying this, so please post additional details if what I said is completely irrelevant. Also, for future notice, the 'help and editing' subforum would be a better place to put these types of topics.

156
Anything Goes / Dun dun, dun, dun dun. Dun dun, dun, dun dun.
« on: February 11, 2013, 10:58:40 AM »
Quote from: "Tesseractal"
Arrange:
Funny that you posted this remix. A few days ago, I downloaded the entire DKC2 cover album from OCRemix, and I've been listening to it quite a bit. Overall, rather impressive.

157
Forum Games / Less creepy than your last avatar, though. That tounge...
« on: February 11, 2013, 10:52:29 AM »
Another in the long line of mildly disturbing avatars of Tesseractal/Ice-IX/Roc's Creation. That said, I actually quite like it. I would comment about transparency, but it works well with the location.

9/10

158
Anything Goes / Get the 'Kane Somaria' reference for a pat on the back.
« on: February 08, 2013, 03:37:31 AM »
Here's some person I drew a while ago
I named him Kane Somaria
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Also, I was bored a night or two ago, so I tried making a sprite of Sheep Man's concept art

I don't really like how the head came out
It's based on the big drawing on the left of this image
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159
Anything Goes / Science has gone too far...I'm enjoying every minute of it.
« on: February 05, 2013, 07:50:41 AM »
The concept amused me, so I decided to try my hand at it as well, using my two favourite robot masters.
Presenting...

Snubbull Snubble. And yes, I used the decorative eyes from Snake Man's design as actual eyes.
If I had to design attacks for him, Snubble would fire out bubbles that contained snake eggs in them. If they are shot or hit a surface, the bubble would pop and the egg would drop to the ground and break. Snakes would stream out of the remains of the egg, acting as a second change for the attack to deal damage. Definitely not a Danger Wrap ripoff.

160
Anything Goes / I have an unhealthy obsession with these types of topics.
« on: February 02, 2013, 09:52:11 AM »
okay guys heres my fan character based on me (note: do not steal)

its shade The hedgehog!
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in sonic Adventure 2 battle (note: a great game on the game cub by the way),  we were told about   how gerald robotnik made shadow, the biolizard,  the finalhazard and maria ( note: in my story 'sonic adventure 2.5: revelations', maria was revealed to be a robot made by gerald ),  the four ultimate life forms......however.,  we weren 't told about his secret fifth creation, shade the  hegehog:  who gerald made to create the space colony ARK!
however,after he made the Space colony ar k, a portal to an alternate universe appeared which he flew into (because he secretly hated gerald for making him build a space colony and wanted to leave). here, shade grew up slowly hating the robotnik family more and more until he met the alternate universes' version of sonic. at the same time, the alternate universes version of dr. eggman Robotnik was thretening the earth with the alternate universe's version of the eclipse cannon. after hearing this, Shade decided to vent his hatred of the robotniks by saving the world with the help of alternate sonic and friends (note: he did most of the work (seriously he beat all the bosses by himself).)
however, when shade stopped the eclipse cannon, he fell from the space conaly he made (note: how ironic) and crash landed into Australia and lost his memory because he ran out of the alternate universes version of rings. during this time he was forced to relearn all his powers from scratch and ended up learning new better powers as well! after living in australia for so long he also decided to give himself an australian citisenship so he could be 'true blue' (note: i'm not being biased just because I'm asutralian as well)
however, it is currently unkown what shade is doing now....but secretly , a portal appeared back to shades original universe which he went through and beat his universe's eggman robotnik using his new powers. however he saw that beating Dr. eggman was everything to his universes Sonic, so he made a new robotnik for him to fight. what people don't know is that from sonic heroes onwards, the dR. Robotnik eggman shown is actually the fake one shade made!

oh and he was also the one who taught Shadow how to use guns and vehicles in the game shadow The hegehog.

Powers;
flying (note: it doesnt always work, because it would be boring if he could fly always)
good mechanical skills (note: i'm referring to how he made his universes space colony  ARK and a fake Dr, Eggman Robotnik)
using guns and vehicles (note: which he taught shadow how to do like i said before)
trvelling through universes (note: i forgot to mention that he made the portals to the alternate universe himself)
controlling the alternate universes version of the chaos emeralds (note: i also forgot to mention that he used this to stop the alternate universes version of the eclipse cannon but ran out of rings and fell to australia (though i did say that already))
alternate control (note: called alternate control because he uses the alternate univeres's version of the chaos emeralds to do this ( he uses this to warp space time)

(note: all the alternate universes versions of things have other names for them but I haven't thought of them yet).

theme:
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161
Anything Goes / Re: Spamthread V.1
« on: January 31, 2013, 07:59:38 AM »
Cripes, really? I thought Australia was late (here it was released on Boxing Day).

162
Mega Man Discussion / I bet you thought it was going to be Bubble Man.
« on: January 29, 2013, 07:43:40 AM »
Snake Man. I like his design, plus he has a great song (although most Mega Man songs are great so that isn't saying much). He has a creative stage theme; the interior of his stage is implied to be almost entirely made of robotic snakes (in this way, you can see the first Big Snakey from the beginning of the stage). He has an irregular shaped arena, which is always fun. Plus, he's so badass that his main method of attacking (aside from Search Snakes) is running into you. His Search Snake weapon however, both when he uses it and you get to use it, isn't that great of a weapon. I didn't find a few of MM3's weapons very useful, actually.

163
Forum Games / Re: Rate the avatar of the user above you
« on: January 28, 2013, 01:40:08 AM »
Hm, what's this? Solid animation, and transparency too...My only gripe is that the image itself could be moved a little more to the right, to be in the center of the 'user info' space.

9.28/10

164
Forum Games / You used 'horribad' and 'superior' in the same sentence.
« on: January 25, 2013, 02:12:47 AM »
There's an undeniable charm to this MS Paint (could be Paint.Net or something but whatever) drawing. However, it's still an MS Paint drawing.

6/10, I suppose.

165
Anything Goes / Re: What is your avatar from/of?
« on: January 16, 2013, 12:35:05 PM »
The One Electronic, or T.O.E. from the webcomic series Rice Boy. I recommend you guys check the comic out.

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