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Messages - Lobsters

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91
W.I.P Forum / Re: Project R.A.W.R. [Mappack]
« on: October 25, 2011, 09:40:39 AM »
EDIT1: Sloppy and poorly written post ahead. GO GRAMMAR SKILLS!



Okay response time.
 All right Travis you want to send me maps go ahead and we can see what goes on from there. Okay about the demo thing itself. I haven't decided what maps to put in yet since well, scratching out Metal Harbor and Gem Mountain, that leaves four maps. Now the condition of those maps being demo beta worthy whatever is debateable. I think I am finished mostly with one of the three maps I been gradually working on.

I am going to leave the link here for the most current version I uploaded. SOON. After I edit screenies into this. Now I don't want BS about how GL users could have an advantage in this map. It is aesthetic only. Very minor nothing like a big gloping texture mess that gives hall of mirrors effects. That isn't sarcasm either, it is more of a seeing in the dark thing.  


In, my personal settings it wasn't anything major and I use Software INSTEAD OF Open GL. So if you think softies ( so degrading sounding) are getting screwed over well you are think that but I think it is fine. What if the GL user has crazy settings so that they can't see shit? I haven't monkeyed around with GL settings to prove that and well, I won't. Last, I knew my settings are defualt or damn near close to it so once again changed settings might make be different than my tests.
 

I tested them in both modes although I shouldn't have to type that. It should be mapping standard if it is well, boil me. Normally where I type some odd comment in small text that no one really reads, I'll say this Yes that is all.


Oh and map listing stuff. List Version 1.

RAWRDM01 - Visiting Hours 10AM-8PM (the times are something like that)
Lobsters


RAWRDM02 - Out Panty Raiding With Mr. Krabs (had a brainfart on the name here) Lobster5

RAWRDM03 (Major WORK IN PROGRESS Mapcode isn't final I can move it to a more finished map than this one)

Not Sure Where Del Inferno falls in. Duel, DM?  

RAWRCTF1 - The Sinkhole - Lobster
Map still needs work not sure what but it feels like something is missing.

Map Slots Open: Well I am hoping for 25 maps but if I get atleast 10 hell I am happy.

Preferably some CTF Maps and maybe Duel Maps into the mix but Death Match Maps won't kill me hopefully.

Also just a side note is it possible to have a CTF Map focus as a DM Map as well without having map clones?

Hopefully that negative zone isn't going to squat over here. Yet, I think it is over honestly for now.....

92
HEADS UP LIKELY TO CONTAIN TYPOS Odd, since I am quite a nuisence at the very subject from time to time.


Well my complaints thoughts Cough Cut Man Cough on balance (LOL lobster u never post'd in this her' topic b4) aside. I would like to say this. Most of us discuss [Just to put it lightly] about this balance. The best way I can put this is. Think of Fighting Games when it comes to balance. In most cases it is more balanced when there is a smaller cast.

EX Garou: Mark of the Wolves Compared to a cast like Marvel Vs Capcom 2 or Capcom vs Snk 2. Not saying there are cases about smaller casts having CHEAP characters, being non-existant. Not at all.  

Garou (12 playable characters includes the 2 bosses, Grant and Kain)

Marvel Vs Capcom 2: New Age of Heroes (52-56 somewhere in there playable Characters and one non-playable boss, Abyss [through normal means])

Capcom Vs Snk 2 (44 characters I think, including the 2 Mid Bosses Playable (M. Bison/Vega and Geese) and the 6 Playable Bosses [Akuma/Gouki, Shin Akumi/Gouki, Rugal, God/Ultimate Rugal, Evil Ryu, Riot of the Blood/Orochi Iori)

Such a nerd :)


Let's see there are atleast 50+ Classes

caution some sort of Math stuff ahead
(click to show/hide)

In total there are eighty (80) classes. Now I don't pay enough attention to this mod/If 6B is out and added more classes than whatever.
With the clones it is atleast 87-88 (not sure if there are two extra Bass classes or still just one)
And if you want to be a smart-ass +1 for the CTF Doc-Robot.
If I missed one all well.

Now sure, they might have 1-3 attacks each class. But, the more you add the more it takes to balance things out people. Sure Balance =/= Fun again that is true unless you give me a definition in a dictionary that states they are similar in meaning. Woot being a smart ass!

Now I am not saying let the balancing quarrels stop and leave it as is. Just saying people to stop being so bitchy demanding about balance you can't get everything you want. Well unless.... (goes into a long speech about possibilites of this old saying being wrong. That concludes with "Hopefully, Murphy's Law will sort 'em out.")


So my long post that will not be read and I won't stick up to since I have better things to do with my spare time then argue with Teens and Pre-Teens and the few the proud older folks here. All I care is that this gets my point across.

Also good luck to these new tester people and I don't know why nor care why the older testers aren't well testing. And well have fun argueing discussing and compromising agreeing. :D

- Lobsters


EDIT: Congrats if you read this. Bravo! :D also I realised my whole lecture thing here woulda been more relevant to posts maybe 5-10 posts ago. Still I guess it can well be relevant still. So, yeah.

93
W.I.P Forum / Re: Project R.A.W.R. [Mappack]
« on: October 21, 2011, 08:05:52 AM »
Well to answer your questions. I made 3 Maps so far. One old one spruced up, a new one and a experimental CTF map. Eon_and_Rush made 3 maps, so that makes 6 maps. In the final package well um. The anwser is um I don't know for now maybe 7 or 8. It really is up for grabs.

Well to be honest maybe I was too optimistic in Augest about this. I AM NOT BAILING OUT. Or I just became an ass to everyone well, whatever the case is at this point in-time Rawr is smaller than I envisioned. So there is 6 maps, but I just don't know if 6 would be too much for a demo. Then we would like to have 24 maps but at this rate it ain't happening. (A demo containg 25% is a ludicrous thought haha.)

Well so much for Collab packs, the other ones will just expand and expand, it can't be worse than certain Doom servers where you have to download the ridiculous ass 80 MB Music Wad just to fuckin' play the damn thing online.

So yeah you want to map for this go ahead.

Not so giant segmented walls of text away!

 -Lobsters/Party Pete/[FXH] Some Squid Guy

PS: I am also kinda busy doing other things than MM8BDM and Real Life Obviously. So if you see me online on a non-MM8BDM server don't be astonished.

94
W.I.P Forum / Re: Project R.A.W.R. [Mappack]
« on: October 12, 2011, 06:24:27 AM »
Gotta say that is a cool song. Go ahead and use it. I should start loosing up on the rules.  


Sorry if anyone was waiting for a demo thing. I am almost done with the demo of my contributions. I just was busy doing adjustments more cosmetic work than I thought. I will post screens of the maps when it is done. Gotta figure out more things to do to them so they meet my specifications, I have to say these ones are way better then the maps in my old Maps Topic in the map section. Someday I should spitshine them but I only see maybe half of them being worth the time honestly. The Snow one, the Waterfall Cave one, The Ruins one with all the hidden stuff.

So yeah and if anyone was waiting on it I am almost done.

Just a minor thing I am having trouble with.
Mirrors are annoying to get them right. They work fine in GL but Software they don't for me. So don't expect them unless it WORKS PERFECTLY FOR BOTH.

95
W.I.P Forum / Re: Project R.A.W.R. [Mappack]
« on: October 06, 2011, 07:51:19 PM »
Mostly done with getting music for the three map demonstration of my shoddy side of RAWR! Hurray, yeah it took me forever to find music. I am going with the Turok 2 GBC version tunes and Tom and Jerry (and Tuffy) for the NES Songs. My early childhood and later childhood yay. Tom and Jerry, mostly becuase I couldn't find any 8-bit era sounding tunage of The Blood Brothers, so no "Ambulance vs. Ambulance" or Rats and Rats and Rats for Candy"    sadly.

So yeah just gonna Edit this here post when it is done.

EDIT 1: One of them is going to be Horribad CTF MAP Yay. The others are deathmatch orientated.

96
MM8BDM Discussion / Re: Who is op and up in Classes?
« on: October 04, 2011, 01:36:54 AM »
Well here is one of my suggestions for this tier list. Cut Man belongs in the higher ranks.

For these reasons

(click to show/hide)

And there are drawbacks to using Cut Man but if you practice in 2-3 Cutter Only Fights in even "Vanilla" you can get some decent skill with it.  

My conclusion about being broken/OP/God Tier/Annoying as Hell

Result: Variable

Skilled Cut Man: Put him on the most wanted list the LumberJack Slicer is at large people. Notify the local authorities if spotted.

Although me saying for awhile "Skills in classes? What are you smoking?" Cut Man is ONE of the classes that skill actually matters IMO. A few times I've seen people devastaing with Cut Man leading to a Cut Man cult were others converted to Lumberjack Slicerism.

So to repeat myself
Skilled Cut Man: OP

Not so skilled/Nooby Cut Man: A pest at best. Cautious. But nothing major but not UP/Wimpy. Kinda the middle. Still one of the "Hard Man" types were you mostly drop what you are doing to make sure the bastard is dead. SO the middle leaning towards stronger but not op.

Now my points on what makes a Lumberjack skilled.

A) IS good at predicting people and hitting them with shots not aimed directly at the target. EX. Straight shots to the left or right of the target for them to waltz into it.

B) Good at calculating the trajectory of the bank shot.

C) Advanced skill is here.
Reverse Bank Shotting (working-title)
After throwing a shot and moving yourself to make sure it kills your opponent when the cutter is returning to you. I got quite a few of these but mostly do to random luck not skill.  


Not saying he needs a "nerf," since I can really care less about classes. Whining abouts nerfs is more of the main classes topic's discussion. Also if you try to argue this go ahead since I am not responding to this so just waste forum space, go ahead I ain't stopping ya. I already know I am biased. Also pardon the bland writing and probable errors.

Also Cutter is pretty much a copy paste job from Vanilla except being named "Trolling Cutter Boss"

So if truly OP in classes then  OP in Vanilla as well

97
Thought I'd post here instead of creating a new topic.

Okay I hope this gets anwsered. As you may know I been playing here for awhile but, all of a sudden Doomseeker kinda just eh, stopped working.

A message pops up when I try to get servers:
 
"Doomseeker is unable to proceed with the refresh operation becuase one or more of the following problems occured:

       - Plugins are missing from the engines/directory
       - All master servers have been disabled from the query menu
       - There are no custom servers present"

I didn't do anything with the plugins far as I know, other than me having two skulltags one for MM8BDM and the other for the rest of the servers. It is for things like Doom Co-Op and trying out GVH which I suck at very much haha. But all I do is switch the skulltag for use in the directory to play other servers.

If I use the in-game browser on MM8BDM I can still find servers. But all of those extra wads I used Wadseeker to get, sigh.

And well I have no clue why the master server would be disabled.

Well I hope this gets resolved soon and I'd appreciate help.

EDIT:    I also got rid of all my doomseeker stuff and redownloaded it, still the error pops up.

EDIT 2: Yeah I got IDE, although I HAVE to redownload my Wadseeker crud again sigh. And the programs visuals look like windows 95 or 98 well really old windows. Pointless whining I know but egh.

98
W.I.P Forum / Re: Project R.A.W.R. [Mappack]
« on: October 02, 2011, 05:11:20 PM »
Well I thought the demo was for my maps.... hmmm..... Well we could have  the other maps but as well for testing.


I am not making stuff up when I say this but atleast for me Dookseeker is being a brat(not doing what it is told to do/not working) and it sucks it just stopped in the middle of the night. Maybe if skulltag is down for everyone it will explain it. I hope this gets fixed/ whatever is the problem is done A.S.A.P. so we can do this testing stuff.

Also, quick question should we only give it out to certain people, Or, perhaps, just spread it out to whoever decides to come here to get the file or from wadhost from whoever puts it there.

99
W.I.P Forum / Re: Project R.A.W.R. [Mappack]
« on: October 01, 2011, 10:14:18 PM »
The pack is nowhere near half-done on my end. I only have one map pretty much done (mostly cosmetic changes) and another two that I am iffy about. And well the one could just maybe use music and all the other map info jazz and I could see from there, I played it with normal (0.5 air control) so don't worry about that......

The CTF map, that totally will not be played the way I intended, since nobody plays CTF. That one is realllllllyyy iffy becuase of the layout and I still need to do that music stuff.

Meh, maybe I can lump those maps of mine together and have a reallly shoddy  (Like my GVH Skill Why is that so hard?) demo, alpha, beta, gamma thing.

SO Yeahh..... Righteous Assualt Walrus Recon Assemble! Eh, maybe.

If you want a shoddy uncooked Lobster Meal? I am game, down, ok.

Actually I'll get on that in the next few days hopefully.
Cruddy demo time? Yes it is, Woot!

100
W.I.P Forum / Re: Project R.A.W.R. [Mappack]
« on: September 25, 2011, 09:41:46 PM »
Yo I might have not been on in awhile. (lol 3-4 days) Just, busy admiring other Capcom games. Hint: You play as a God and it was the sequal. My progress have been very little but I have a map that might be in a V1 condition. And if only this was made with 20a3 (isn't that the soundchip well something like that)
(click to show/hide)

That spoiler totally gives it away and curse that exploitible money system seriously 16 Holy Bones Large Type at the final boss = me not losing no matter what. It was exploitible in the first one especially with them Ressurection pouch things.
So Yeah I will get a tad more busy into map building.

EDIT: (One or Two meh I lost count)

Sorry if I sound like a big asshole but I should be more clear this time.

What the hell is Gem Mountain? Seriously are you trying to piss me off or something? What is this map? How long did this take you to make it, 1-3 hours? And even if you make "DEL INFERNO different and you add Lava Reef music in it. I am pretty sure Lava Reef is in another map. I think one of the IX-Pack's maps. And I ALREADY TOLD YOU ABOUT THE MUSIC thing. I don't think I am the only one but when maps have the same song it is annoying.


Yeah maybe I wasn't clear, still I am not trying to be a jerk about this. But um just submit maps when you have MORE mapping experiance and not shit like Gem Mountain, sorry dude I appreciate the first 2 offerings but the 3rd one comes off as insulting.


Even if R.A.W.R gets done and suffers a fate similar to AMP (Not getting much host loving) I want this to be something the people who worked on it can be proud of. Not the next map pack on "Best Maps Ever" and call it R.A.W.R. Edition.

- Lobsters out.

101
W.I.P Forum / Re: Project R.A.W.R. [Mappack]
« on: September 19, 2011, 12:42:16 AM »
Okay this is the part I hate, giving my opionions.

Okay for Del Inferno you only added HEAT MAN'S song.

I know there is a quote button but I'll just do it the ol' fashion way.

"Music should sound 8-bit. Try not to use music in other maps. Although if you do use that 8-bit version of "Take on Me" Awesome! I won't hassle you. Just because this is a megaman fan game doesn't mean you should go and find 8-bit other MM Series tunes in 8-bit.  If you can make it in Wario Ware DIY with 8-bit instruments coolio."

And if you didn't see that then you haven't read the first post.....

Also Metal Harbor is just errrrrrrr. One of the platforms leading to the Bursty's weapon kills you, why?  I don't know if there is "boss music" (Match is almost over song) becuase of bots suiciding like mad and even the freeze function didn't help. Blasted spawn invincibility actually had a use. As well as the fact Metal Harbor's song of all things is WAVE MAN. The only thing that gives the feel of Sonic Adventure 2 is the Tower.

I am just going to put this the best way I can. While I like the first map you sent (while it needs some work) Metal Harbor would only get points for being somewhat experimental.
While I appreciate your submissions, I can't accept this maybe when you have more mapping under your belt. Sorry if I sound like a jerk.

- Lobsters

102
W.I.P Forum / Re: Project R.A.W.R. [Mappack]
« on: September 16, 2011, 02:44:38 AM »
Yeah the world would be insane, In Doom Builder you can't even see all of it zoomed all the way out. You can see most of it. The way I can see it being done is to have a hub world in the middle that leads to different areas. IF it gets made which will take A LONG TIME A LOOOONNNGGGG TIME. Like Yoshi's Island level A LOOOOOOOOOOOOOOOONNGG CAVE. Hated that level stupid ghost thingies and lava.  

But yeah that is an idea I have. It sounds too crazy. AND A BIG IF, that an attempt at it is possible, that there is a HIGH RISK OF IT BEING CANCELLED or postponed whatever. I would rather get R.A.W.R done first.

Again, if R.A.W.R gets finished before "The World" don't be surprised. I should make a seperate topic for it. Yet, I am not 100% behind it yet. Another idea is to have a script even if one player goes to one area all players go to that same area. I read somewhere that you can different songs for different areas. I also think I seen it in a wad called Unloved.

 

A note to the Foxhound guys, well the Shadow Moses Idea is cool, I think "The World" is a much cooler idea.

(I know they didn't post about it here but I was involved in chats with them about it in servers.)

No, that doesn't mean only Foxhounders can work on it. Maybe for the Shadow Moses thing but ask Protogradius/Psycho Mantis about that.

On a further note darnit ideas stop making me get into things that may be over my head.

Anyway yeah this "WORLD" map is just an idea right now, no actual work on it other than the very large and very empty Rectangle it is.

103
W.I.P Forum / Re: Project R.A.W.R. [Mappack]
« on: September 16, 2011, 01:13:42 AM »
Quote from: "Alucard"
The world is round, Auto proved it
Have you seen the Hyrule and Snake Mountain maps?Those ones are HUUUUUUUUUUUUUUGE.

Yes, I have played those maps, I enjoy them.

I was thinkin' at the ends of the map either:
A: have a giant chasm/space becuase, most people know the Earth is a flat disc.
Or
B: Those darn kids and their round earth theory, the edges could just teleport them to the other side of the map. Think Final Fantasy world maps.

Or, just go with option A and make the chasm an ocean, like FF3's Floating Continent and, yes, the Japanese FF3/FF3 DS. Sadly, you only see the ocean in the rest of the world map. Those of you who have played and gotten that far will know what I am talking about.  

I hope you saw that I said "The World" is a joke map....

Infact the first thing that I was thinking of before I thought of the world is that what if someone made the overworld of Jurassic Park (SNES).  


Hopefully it might make people stop complaining about Huge maps, I know I am guilty of this but then again Huge/Bigger Map outnumber Small Maps and Meduim Maps but I haven't been counting the numbers so I could very well be wrong. Still I think this will be awesome. If it gets done will probably have to be in its own bundle. I don't even wanna ponder the very thought, of the map size.

104
W.I.P Forum / Re: Project R.A.W.R. [Mappack] We could use mappers.
« on: September 15, 2011, 11:31:07 PM »
Yeah Tornado Holding/Gravity Blowing is baddddd and easier to do then Wind Holding

Unless in the future they pull a move like I have about an idea on how to make Power Weapons hard to get in the first post. Hahaha

Anywho No screens but Prog on my one map with that monster face is going pretty well. I was just stumped and now I am making it, awesome I am getting somewhere.


I also have an idea for the best joke map ever. Well that is something like the biggest map you can ever make in Doom Builder with lots of things like mountains, caves, lakes, forests, islands, jungles, villages, deserts and call it The World. I am planning on doing that but that will take a long time to do. Heck maybe even that can be a group project where we pass it on to others to make different areas. But I want to finish up my CTF Island map and the alien lair map and the walrus fist punch hard knuckle map first.

105
W.I.P Forum / Re: Project R.A.W.R. [Mappack] We could use mappers.
« on: September 15, 2011, 09:42:06 PM »
Okay but the Scorch Jumping is really easy to do though. Just use Scorch and hold fire to do the speed boost while running forward and jump so easy to do. Just  make it higher so people know, use Rush Coil  to acquired G. Hold, since Scorch Jumping doesn't change your jump height  and if it actually does it lowers it if anything.   And heck if you get your angle right enough you can do them Jump Maze skillz and strafe jump G. Hold. I either suck with rush coil or I just have to put Rush on the lava to get to G. Hold.

While now I realize G. Hold is there to counteract Rush Jet. Geez, Lobsters use more detective skills.....  Atleast Wind Storm isn't there. The horror of Wind Holding plus, the thought of someone who is good at it even more scary.


Hmmm.

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