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Messages - King Dumb

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46
Events / Re: Cutstuff CTF Competition 2: That's My Horse! ---FINISHED---
« on: August 28, 2016, 10:58:20 PM »
Congrats to all the winners! I'll be posting my brief-ish thoughts on all the maps later this evening/tonight (once I finish them up), so stay tuned for that. I will say these were some of the hardest judging decisions I've had to make in a competition before, as all of these maps are solid and fun!

47
Events / Re: Cutstuff CTF Competition 2: That's My Horse!
« on: August 23, 2016, 01:39:55 AM »
HEY THERE

DO YOU WANNA PLAY FOOTBAWL ON THESE COOL NEW CTF MAPS? WELL ME TOO!

[TSPG] Painkiller: THAT'S MY FOOTBAWL
IP: 45.79.134.90:10791

**POSTED WITH OP'S PERMISSION**

48
Anything Goes / Re: General Offtopic Discussion
« on: August 16, 2016, 01:09:40 AM »
So as a few of you know to varying degrees, the last 12 months for me have been pretty terrible. It hasn't been, of course, the worst 12 months anyone could ever possibly endure, but it's certainly been the most trying 12 months of my life; I hope (and expect, given the standing record) that it remains that way.

I'm not going into details and this isn't meant to be a long post (and I know I've made a couple similar posts in the past but bear with me pls). Though in the last 12 months my overall presence here hit total rock bottom, when times are roughest we turn to what we know for comfort, and y'all have been all the support I need to stay positive. The very close friends I've made here over the years have really been some of the strongest rocks in my life, and this community as a whole - each and every person that I run into on the forums, on Skype, or in a server - is something I have grown to depend on as a constant. When I feel the most overwhelmed or helpless, my short break from reality is to slap on a new alias, and head into the most populated server (whatever it is!) and enjoy the company and the game I love.

I've grown a lot in the past 12 months, and I've gained a lot of knowledge and a lot of wisdom. I think my values have matured into something full, and though I still don't know what I want to do with the rest of my life specifically, I know that I can never sight of the value that lies in our connections with and our impact on other people. After all of that growth, I still come back to Cutstuff and MM8BDM no matter what.

So thanks y'all for being an awesome group of people to play MM8BDM with, hang out with, goof off with, etc. Basically is all I'm saying. Nothing new I guess, was just feeling it tonight.

P.S. I've been in the process of moving into new apartment so sorry I've been RIP the past week, we in there now tho

49
DECORATE and ACS Modifications / Re: Megaman 9 possession v1
« on: August 07, 2016, 12:00:54 AM »
Hey! First of all, I've redirected your topic to the appropriate Projects subforum.

Second of all, I suggest (technically require, according to this Projects forum rule) uploading your mod to a Wadseeker-friendly website. If you make an account here, at the TSPG website, you can upload your wad/pk3 files for easy access on the TSPG server cluster, where the majority of MM8BDM servers are hosted.

Thirdly, as Sonicfam mentioned, it's important to provide an explanation of your mod here, so that people know what they're downloading and what it does.

50
W.I.P Forum / MOVED: Megaman 9 possession v1
« on: August 06, 2016, 11:52:23 PM »
This topic has been moved to DECORATE and ACS Modifications, as it is the appropriate forum for a mod such as this.

http://cutstuff.net/forum/index.php?topic=10500.0

51
MM8BDM Discussion / Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« on: July 30, 2016, 05:41:48 PM »
@DarkClawXD

Tornado Blow is more of a mobility weapon than an offensive one. Use it while you're falling to slow yourself, or while you're jumping to give yourself a lot more height.

Laser Trident starts off slow, then speeds up, going in a straight line the whole time. After it speeds up, it's one of the fastest projectiles in the game. Once you learn to time your shots with that delay at the beginning, it'll be really effective for hitting at range. It's also a 5HKO.

Jewel Satellite offers the user an array of useful buffs. While you have a shield up, enemy projectiles will still damage you, but you'll also reflect them back out at a 45 degree angle, and can potentially hit enemies with these (frags scored by these will count towards you!). As a result of this effect, Jewel Satellite makes ripping projectiles (like Metal Blade, Rolling Cutter, etc.) much less effective, as they'll only deal damage once rather than rip through you. Jewel Satellite also prevents homing projectiles from homing in on you. Offensively, the weapon is pretty strong, as each Jewel you fire deals 28 damage, a 4HKO (that means one shield can potentially take someone from full health to zero).

Bot pathing and behavior have a lot of oddities which unfortunately are difficult to work around (this has more to due with Zandronum/Skulltag and less with MM8BDM). Things like the bot super jump are among the few tools we have to make bots smarter, but this is why newer bosses are monsters instead of bots.

52
Closed / Re: [BUG] MM8BDM Version 5 Boss Glitch
« on: July 29, 2016, 07:52:19 PM »
If you exit the level (back to Light's Lab) and go back in, does it still happen? I've been trying a few things and I haven't gotten this to happen yet.

53
MM8BDM Discussion / Re: The Zero Jump, Silent Fall Challenge
« on: July 29, 2016, 05:26:19 PM »
UPDATE for V5

Thanks to some layout changes, you can now Zero Jump Silent Fall on MM7SHA.

This is by far the most difficult ZJSF challenge yet. There are two start points, depending on whether you have SR50 or not. All normal rules of ZJSF apply (and you are not allowed to use Super Arm nor Eddie nor Exit; every other weapon/item is fair game). Also remember that you aren't allowed to touch the jump button at all.
Version 1 - Hardest version, SR50 only: Start at Noise Crush, end at Noise Crush.
Version 2 - Easier version, SR50 not required: Start at Scorch Wheel, end at Scorch Wheel.

Good luck! In a day or so I'll post some hints. My advice to you is to figure out how to get every weapon before you even start attempting the run.

54
MM8BDM Discussion / Re: So what's the state of CTF?
« on: June 26, 2016, 06:04:00 AM »
Bik, OJ, and Dood all raise most of the popular complaints about CTF in MM8BDM. I do think they paint a bit more negative of a light than is felt in servers, though. CTF in MM8BDM plays much differently than CTF in other arena shooters, due to the speed differences (of projectiles, players, etc.). It results in a different kind of game, where many times you're playing more when both flags are held, then when neither flag is held. To people used to other arena shooter CTF modes, this may not be a lot of fun, but there are a lot of us here that enjoy MM8BDM CTF!

That being said, to address maybe some other aspects of your questions. In general, CTF hasn't really been the competitive game mode of choice in MM8BDM, for a lot of reasons.

Aside from the usual norms of arena CTF maps, MM8BDM's huge variety of weapons means there are a lot of standards about what weapons to put on CTF maps, and where to put them. Not all of these standards are strictly necessary (though some are all but essential), and the nature of the game means that a lot of times, it can depend on the shape of the map. I'd recommend hopping into a CTF server sometime to see how people play it, and also maybe observing some matches of the ongoing CTF tournament if you're ever around when a match goes down; these experiences will give you good (if varying) ideas of the ways MM8BDM CTF plays out.

55
MM8BDM Discussion / Re: Cube (A3) clan for Megaman
« on: June 26, 2016, 04:01:59 AM »
Hey there!

While I appreciate the interest in expanding to MM8BDM, we've had a pretty successful policy here of avoiding clan affairs on the forums. There are still a few clans active in MM8BDM that organize outside of the forums, and we still hold team tournaments from time to time, even with some constant teams. Removing clan activity from Cutstuff, though, has been a good way to avoid unnecessary drama and pointless politics. We're also a smaller community, so forum-based clans don't really have the room to operate in the first place.

Feel free to scout in MM8BDM servers for potential members if you wish, but until further notice, I'm going to lock this thread and ask you to refrain from bringing clan organization and recruiting activity to the forums. Thanks!

56
MM8BDM Discussion / Re: Major Best Ever moderation changes
« on: June 20, 2016, 03:57:22 AM »
Thank you for reposting this message here and making sure it reaches this playerbase, Jenova; really appreciate it!

57
Events / Re: CTF 3v3 Tournament: 90% Purple STARTED
« on: June 16, 2016, 04:32:13 AM »
10% Ayaya vs. Why On Earth Are We Even Trying

Map 1: MMCTF03 - 10% Ayaya's pick
10% Ayaya 3-0 Why On Earth Are We Even Trying

Map 2: MMCTF02 - Why On Earth Are We Even Trying's pick
10% Ayaya 3-1 Why On Earth Are We Even Trying

That was loads of fun, guys.

58
Events / Re: CTF 3v3 Tournament: 90% Purple STARTED
« on: June 05, 2016, 06:15:09 AM »
I have set up a server for the tournament.

I confirmed with Venus, the winlimit per map is 1, with a pointlimit of 3.

Venus, Korby, Mickle, and I all have RCON.

Go at it.

59
In-game names: King Dumb
General location: Ohio
Time Zone: EST
Times available: Any evening, with advance notice (except for the last few days of May). Availability during the day will be determined by summer class schedule, which I will know pretty soon.
Ways to contact: Skype if you have me, Cutstuff PM otherwise (I should respond very quickly to this unless I'm asleep)
People you're teaming up with: Korby, Mickle
Team Name: 10% Ayaya
TEAM THEME:

[full version]

60
Rejected / Re: [Suggestion] CTF Weapon Behavior
« on: April 27, 2016, 09:55:04 PM »
I'm not particularly fond of adjusting weapon/item behavior for different modes. It's messy, clunky, and is the most naive remedy.

If we want certain weapons to be usable in CTF that currently aren't feasible for one reason or another, the only two good paths in my mind are either changing the weapon overall, or employing an already-built-in, intuitive restraint on it. The former is difficult but technically always possible, but for something like Scorch Wheel or Charge Kick very hard to justify. The latter is, in my own opinion, very limited; the only thing I can think of off the top of my head is disappearance upon pickup, but that only works for a few things. I'm not even keen on altering ammo consumption by mode.

I think we need to admit somewhere that certain weapons just aren't meant for CTF. (Certain weapons just aren't meant for FPS games but we're making it work the best we can). There are certain other measures that could allow some of these weapons to be placed on CTF maps without breaking everything (of the sort that Knux mentioned: placement, effectiveness on the layout, ammo and health availability, what other weapons are there); whether these require bending a map too much just to accommodate a particular weapon, I don't know. Some weapons/items I really just don't see any hope for in CTF in their current state (Centaur Flash, Treble Boost, Time Slow, to name a few).

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