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Messages - fortegigasgospel

Pages: 1 ... 9 10 [11] 12 13 ... 155
151
Events / Re: Cutstuff CTF Competition 2: That's My Horse! ---FINISHED---
« on: August 28, 2016, 10:36:44 PM »
Woo, consistently 6th place!
But yea, grats everyone, and wonderful job on all the maps.

152
MM8BDM Discussion / Re: filler chapters
« on: August 28, 2016, 08:14:10 PM »
Ok, what you are describing is The Forgotten Adventures which I'm heading over in the WIP section which is all about those uncanon games in a scenario that uncanonly takes place after the end of 8bdm.
None of the licensed stuff will be taking place in the core game and is all regulated to fan expansions, I suggest taking a look over in the WIP section as the DOS games have 2 different expansions going on at the moment, one focusing on all new assists and character designs known as DOS Reborn, while the other is focusing on keeping true to the original source material known as the Original DOS Completion Project.

153
DECORATE and ACS Modifications / Re: canceled project
« on: August 20, 2016, 07:39:41 PM »
Yea buddy, if you want to make a map, you will need to improve, and mapping takes time, not a couple of hours, and the amount of time you spend on the map will be reflected in it's quality. Take a look at maps in most any map pack, expansion, or the core game, they are detailed, full of paths and rooms, and make use of multiple textures along the way to improve the overall look of the map.
I suggest heading on over to the Tutorial Collections and checking out some of the mapping related ones, I suggest starting with Rozark's (it's pinned) since he is a great dang mapper.
Also, if you are truly passionate enough to wanna become a mapper, maybe even get in touch with other mappers and see if they have any pointers they could give you.

154
Events / Re: Cutstuff CTF Competition 2: That's My Horse!
« on: August 18, 2016, 08:17:29 PM »
Was brought to my attention I once again forgot to put impassible flags on windows this time in Blue base, but since the Line Horizon walls are right outside the window there is no escaping the map this time around. This was caused because the Red Base is the northern end of the map and everything was made on that side first and copied down to make blue base, the windows were added in after the layout of the flag rooms were done and I forgot that the options weren't copied over due to the linedefs already existing before the copy.
Also all the western side pipes in the non-playable areas are misaligned. This is due to being 3D floors and I must not have double checked to make sure I didn't need to make new ones or something, since I thought I did, also I made the north east pipe area first and copied it over to the western side, then copied both north ones into the south side. But this one doesn't effect any game play at all thankfully.
All easy fixes, and the kinda stuff that can end up slipping by.

155
W.I.P Forum / Re: DMG Zone, An Upcoming Open World Mod
« on: August 17, 2016, 10:39:29 PM »
You should probably put your screenshots into spoilers, also, just to make sorting through them a bit quicker.

156
Events / Re: Cutstuff CTF Competition 2: That's My Horse!
« on: August 17, 2016, 07:33:08 AM »
Gospel is wrong, Thunder's map has three paths
on the interior side path, take the upper route to cut through the side via a 3D Floor bridge
Ok yea my bad, never even noticed this path, my bad.

157
Events / Re: Cutstuff CTF Competition 2: That's My Horse!
« on: August 17, 2016, 04:49:56 AM »
I guess I was too late.  :cry: :cry: :cry:
Quote from: Dr. Freeman
TMHCTF03 - Magnet Dood
You sure?

Edit: Quick opinions on the maps

Thunderono
(click to show/hide)
Llama
(click to show/hide)
Dood
(click to show/hide)
Mendez
(click to show/hide)
Caprice
(click to show/hide)
Korby
(click to show/hide)
Darkseed
(click to show/hide)
Jack Corvus
(click to show/hide)
Me
(click to show/hide)
Duora
(click to show/hide)

158
On an earlier page, it was asked 'why does Mega Man have those little holes on the bottoms of his feet'?

I think it's a minor Gundam reference. Like how Proto Man references Char, his shield is a recolored Gelgoog shield, Sniper Joes are references to Zakus, and ZX Advent references every single Gundam timeline that existed at that point.
It could be, but in game it is often where the thrusters come from, since you know, robots are heavy. In the X series (and even Bass himself) those are where the flame of their dashes come from.

159
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: August 16, 2016, 10:54:26 PM »
Are we getting more CTF maps?

160
Events / Re: Cutstuff CTF Competition 2: That's My Horse!
« on: August 16, 2016, 12:51:10 AM »
I'm very certain since I opened and double checked before posting about it.
(click to show/hide)

161
Events / Re: Cutstuff CTF Competition 2: That's My Horse!
« on: August 16, 2016, 12:17:23 AM »
They are in the "Flags" drop down

162
MM8BDM Discussion / Re: MM8bdm Player Profiles
« on: August 15, 2016, 09:44:45 PM »
I haven't done this in forever.
In Game Name: Forte_Gigas.Gospel
Favorite game mode: I miss Bot Apoc
Favorite weapon: Danger Wrap
Preferred Stock skin: Probably be a Bass, or Gemini Man
Preferred Custom skin: Volt Man (Original)
Favorite Class: Drill Man, Burner Man
Favorite map: I really like MM8 Tengu
Least Favorite map: probably gotta say v4 Magic (say that in case of future changes)

Greatest Rival: Not really active enough for one.
Reputation: That guy with the unhealthy obsession with DOS and &B2
Contributions Core: MM9GAL
Contributions Expansions: Working on that there original DOS still.
anything else?: NOP
Future Plans: Getting Original DOS done finally.

163
Resources / Re: Megaman X Sprites(X1-X3)UPDATE! ZEROS THEME X1 8-BITS!
« on: August 15, 2016, 05:22:32 AM »
Might I suggest some images for us to see before we go downloading?

164
W.I.P Forum / Re: MM8BDM Doom-Style HUD (V03 release)
« on: August 14, 2016, 07:05:04 PM »
im sick 2
This would literally require the class to be adjusted for crouching skins, which would break every other skin in the entire game without them, and that is saying it is even possible in DOOM to begin with (I don't know if it is or isn't but I'm sure someone does)

165
W.I.P Forum / Re: Original DOS Completion Project
« on: August 10, 2016, 07:58:54 PM »
Weapons are looking neat. I'm interested in seeing for myself how Shark Boomerang works.

I am a tiny bit confused about one thing though. Sonic Wave splits into two when it hits a wall, but how does it split when hitting a floor or ceiling? Does it bounce back off the floor at a similar angle to the one it hit it from? That sounds like it could get pretty crazy.
Sonic Wave will ALWAYS split on the horizontal axis, the only time it will go vertical is the original shot. If it hits a floor or ceiling the 2 shots will split off towards the direction they came from horizontally meaning it will stay near which ever it hit (so try not to hit the ceiling unless it is a really low one like the Magnet Missile hole in Metal or something). Hitting a single enemy isn't as easy with it but sending it into a crowd will certainly get some hits in and potentially nab a kill of someone weakened. You though do wanna try to hit with the main shot as much as possible since the damage drops off in halves and the main shot is 20 damage (5hko) meaning the first split is 10, the second bounce is 5, and the third is only a measly 2. This of course is subject to change, if it turns out the bounces are simply TOO weak they could be swapped to dropping 5 damage each so 20>15>10>5.

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