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Messages - Lobsters

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121
W.I.P Forum / Re: Project R.A.W.R. [Mappack] Under New Management
« on: August 27, 2011, 03:40:52 PM »
[This post was heavily edited by Lobsters]

Anywho yeah updated the restrictions, V2C kinda negated a few of them.

122
W.I.P Forum / Re: [Expansion]Mega Man 5 Game Boy
« on: August 11, 2011, 10:58:15 PM »
Hey, sorry it isn't done. But here is the remains of my Neptune Map. I can't help you guys. Take it apart, Adjust, finish it. I don't care. Don't even have to give me credit for it. Not even if you finish it and keep the mosaic. And well here is the broken husk of what could be a decent map made by a novice. With some help from others of course.

So in other words, I am bailing on this.
http://www.mediafire.com/?8i082kjm8xhpsqa

123
W.I.P Forum / Re: Project R.A.W.R. (Working Title) [Mappack]
« on: August 07, 2011, 11:34:09 PM »
Quote from: "Jack Corvus"
Bingo. I dont think any of my maps are worthy.
Well you do not if they aren't worthy unless you try. Anyways I the I am sticking to the my last post's edit.

124
W.I.P Forum / Re: [Expansion]Mega Man 5 Game Boy
« on: August 07, 2011, 07:01:46 AM »
Somewhat of a status update on Neptune.
(click to show/hide)

125
W.I.P Forum / Re: Project R.A.W.R. (Working Title)
« on: August 06, 2011, 10:40:31 PM »
Okay I axed out the meme rule. Go ahead and use the rick roll. I just didn't want to maps to be filled with Chuck Norris Jokes. Should have clarified on that.

I am thinking of roughly 25 maps in total for this. Five for each mode on the list(DM, CTF, Possession, and Duel) An additional five maps for the joke map section. I might bump it up to thirty for me to make a map in each mode, plus a joke map. So I don't take up slot space.

So I'll try my best to organize this. And happy mapping, although it can be such a pain. And remember to check the restrictions/rules in the first post.

Also if you made maps that got rejected by other projects please don't recycle them to me. Wow, my typing style is quite repetitive.

126
W.I.P Forum / Project R.A.W.R. [Mappack]
« on: August 06, 2011, 10:59:18 AM »
Okay this is a project I hope will take off. I will be in charge of it, unless some usurper comes along. What you may ask is Project R.A.W.R? Well, I simply made an acronym out of rawr. It totally makes no sense. Righteous Assualt Walrus Recon. Yeah it is quite random.

The Modes that are the focus of R.A.W.R  

-Deathmatch/LMS

-Capture the Flag (Keep One-Flag in mind as well)

-Possession

-Duel




Power Weapons should be harder to get.
 Now don't necessarily make it bait for a death trap. If you do make it a trap awesome. And I mean a challenge. Like say you have to get rush coil to get to a platform that you need to use item 1 to get to the next. Then use beat over a pit to reach the darn thing. With teleporter or exit unit nearby so they can get out. Wouldn't that be cruel all that work just to get stuck. This is type of crazyness is for weapons like Time Stopper and Gravity Hold and Possibly Junk Shield if it gets changed again if an update happens soon.


I will also keep a certain number of slots for maps for each mode. I haven't decided how many for each yet. Don't make a map with classes in mind. Hell, I don't think that is possible to make a map with classes in mind. What are you going to do? Make anti-drill man digging floors? Well with the right amount scripting it might be possible, but I wouldn't waste my time on that for R.A.W.R

Okay the fun part my restrictions.

(click to show/hide)

And That is all I can think of at the moment. And pardon my possible spelling mistakes and  grammar. Gah, that was long.

Got a map PM it to me with a dl link. And I will be putting maps I make into this too. I might have to consult you guys to see if it gets in just to be fair. Haha

127
Maps / Re: Lobster's Map Pack
« on: August 06, 2011, 01:55:24 AM »
Okay I am thinking of starting a new project. And if I do I want to know where to post it so I don't upset the moderaters. It has nothing to do with my Map Pack just to clarify.

128
W.I.P Forum / Re: [Expansion]Mega Man 5 Game Boy
« on: August 04, 2011, 11:46:15 PM »
Turns out I already have the weapons you guys are using. Haha thanks again though. Still need the textures. I could start mapping without them but I just don't want to have to retexture everything.

129
W.I.P Forum / Re: [Expansion]Mega Man 5 Game Boy
« on: August 02, 2011, 07:39:56 PM »
Okay maybe I should say this isn't the first map I made. This would be around my ninth map.

    This is my current thoughts on Neptune, with everyone's ideas put in. I think the Stardroid symbol mosaic should be on the floor of the underwater area and perhaps the one of Neptune on the deck. The Gun batteries appear at the edges of the deck. In an area that is unavailable to players, that shows the helicopter enemy flying around a helipad. Now the the steam vents could be used in a tunnel to a sniper tower on the deck containing Magnet Missiles. The only way I can think of implementing the running water is through using the sector carry action. Just make it on fast speed. The Deck could have gargo containings and one could be a one-way passage to a lower level.  The spikes I want in but am iffy on how to implement them.  Not to sure on how to use the spikes in the water. I want them in, but I don't want this map to be too gimmicky.

 


(click to show/hide)

Oh and one last thing, If the textures and weapons are availible I could use them please.

130
W.I.P Forum / Re: [Expansion]Mega Man 5 Game Boy
« on: August 02, 2011, 05:45:28 AM »
Okay I have a few questions about how you guys think Neptune's Stage should be made.

- Should I have a group of sectors with floor textures that are black, white, and greys to make a mosaic of sorts of Neptune?

- Ice, Gemini Man Style of underwater or Deep Water/Swimmable water. (Currently I only know how to make Deep Water)

- And I know very little scripting, should there be the steam vents similar to Elec Man's little wall beams?

And great work on the Soshi Breaker and the Guns.

131
W.I.P Forum / Re: [Expansion]Mega Man 5 Game Boy
« on: July 31, 2011, 10:39:54 AM »
Sorry if this is already done. In Neptune's awesome stage (I like vehicle levels: Neptune, Charge Man, Wheel Gator, Grizzly Slash/Cresant Grizzly, etc.) I was wondering if someone could make a decoration of the gun batteries.
(click to show/hide)

EDIT: Oh, and I guess I'll take Neptune since it is availible. A word of caution though, like I said in my prior post, I am still a novice at mapping. Don't know how to write this without coming off as advertising. I have a map pack up on the forums if you could look at for a back ground check on my mapping abilities as a novice.Once again, sorry if this sounds like advertising.

132
Skins & Bots etc / Re: Lobster's Skins
« on: July 30, 2011, 06:15:36 AM »
Ummm Still working a better Leviathan very slow like.

133
W.I.P Forum / Re: [Expansion]Mega Man 5 Game Boy
« on: July 30, 2011, 06:08:24 AM »
Is anyone mapping Neptune's stage, by chance? And if so please excuse (my dear aunt Sally) my laziness of checking through sixty pages of posts. I am not a good mapper still a novice. But I have some ideas for a layout.

134
If somebody ever makes a Dust Man remixed. I think this piece of music would be awesome as a secret. The only problem is that for the song to be 8-bit. Also, the fact its only connection to Dust Man is, purely in name.
(click to show/hide)

Also a map, with the textures from Cheetah Men II would be the ultimate joke map.

135
I know an update was just made. I am working on a map. I am nowhere near done with the map. I was hoping when I do get finsihed with it, that it could hopefully get accepted for the next next update. I know it has to be of some type of quality. I have no screenshots of it since it is in very early stages.

     Okay, I have no clue what to name the map yet. The map is on a spacecraft.
The level has sectors cut off that look like signs telling the way to go to different areas. Besides the plethora of doors and hallways, there is a network of small cramped spaces that
serve as airducts.

     Okay, in the air ducts there are areas with 0 brightness BEFORE someone scolds me, the textures of those areas are black. Now before you go, hey, "Lobsters that is a stupid idea." The textures are black so in that other textures don't turn all whiteish, due to tinkering with the brightness. The other non-black/ 0 brightness sectors have 255 brightness to help guide you through the tunnels. I think it could be fun in Roboenza or Mafia. Running in rooms and then bam, someone who is infected or the assassin, shows up out of a vent.

Also sorry for the long post. And if someone if making a map like this already then I'll scrap mine.

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