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Messages - Rozark

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1996
General Gaming Discussion / Re: Pokemon Discussion thread!
« on: February 14, 2012, 01:22:45 AM »
I prefer poison (the whole ninja feeling i get while playing as them.)
Fav Pokemon.. Crobat/Minun/Bisharp.
I'd give my pokemon white fc to battle/trade, but my wireless connection wont allow ds games to be connected online, only 3ds. (I'd def play starforce 3 again online if it ever allowed it again :L)

1997
General Gaming Discussion / Re: Creepy videogame music
« on: February 14, 2012, 12:30:43 AM »
I first played this part at 2 A.M. I heard this, saw the dead bodies/floating debris of the remains of the ship..I started panicing. Especially since that house I was in at the time had what sounded like kindergarteners chanting, playing on the playground noises happening at 2 A.M. or so too. I'm pretty sure it was haunted by little kids >_> A very scary experience for me.

(click to show/hide)

1998
Maps / Re: [Map Pack] FMP v1a Release
« on: February 14, 2012, 12:06:23 AM »
This space had purpose but I deleted it.

1999
General Gaming Discussion / Re: Nintendo 3DS eShop Titles
« on: February 13, 2012, 10:58:17 PM »
If it helps, I've downloaded:

Plants vs Zombies -purchased-
Tetris Party Live -purchased-
Rockman World 1 -purchased-
Zelda Four Swords Anniversary Edition -free, at the time-
Dr. Mario Express -Club Nintendo Coins-
Mario Vs DK: Minis March Again -Club Nintendo Coins-
3D Classics: Xevious -Club Nintendo Coins-

I PLAN ON GETTING PUSHMO AT SOME POINT! :D

2000
General Gaming Discussion / Re: 3DS Friend Codes :NOW WITH A LIST:
« on: February 13, 2012, 10:50:55 PM »
I have been looking for a thread like this forever:

FC: 0173-1648-2312

Current games:
Super Mario 3d Land
Mario Kart 7
Sonic Generations
Pokemon Rumble Blast


Anyone who wants to play me on anything just pm me and we can get something situated! :D

If you add me let me know so I can add you specifically.

2001
Anything Goes / Re: New to Cutstuff? Post here.
« on: February 13, 2012, 10:46:59 PM »
technically im new, yet to me i feel veteran now how does that work? O_o


Welcome all newcomers, and enjoy your stay and prosper!

2002
MM8BDM Discussion / Re: So, who are you online?
« on: February 13, 2012, 10:40:37 PM »
Lord Rozark.
Lately I'm a bubbleman. hyadain references..

I may not be much of a threat either, as im only using a keyboard. I can't aim up or down, but ill still put up whatever fight i have in me.

2003
Maps / Re: [Map Pack] FMP v1a Release
« on: February 13, 2012, 10:34:19 PM »
with lagman in mind, might i suggest you name it to just FYNMUS1? It might help.

2004
Help & Editing / Re: How do "I" do THAT in Doom Builder?
« on: February 13, 2012, 10:31:46 PM »
ill see what happens/mess around with it for abit.

2005
Maps / Re: [Map Pack] FMP v1a Release
« on: February 13, 2012, 10:21:42 PM »
I hope you like reading.. :L

ALL:
Pro-It's.. a map collection. YAY MAPS! :D (sorry i really couldnt find a positive for overall >.<)
Con- maps are either too cramped or WAAAYYY to huge.
Con- Weapon energy and health capsules.. if you're sticking with the sizes of those you need to readjust them. One capsule here and there in a large map simply isn't enough.
Pon: It's a pro and a con. Nice music, but for some reason it annoys me after awhile. Especially in the 5th map. literally seems like a 10 second loop.  thats probably just me though.

Map1:
This map. One word. Gigantic. There's too much open space. Fill it with something. Add more capsules when you do. On the brightman side, hehe megaman jokes a variety of textures. That's good.

Map2:
In the style of Billy Mays-See, hallways are pretty cool. So are square rooms. Put them together.. WTF! No, but seriously. This map is also too huge, with little capsules for health/ammo. A long square hallway with little to no decor. Then, we get a variation of a square room, linking to 4 equally square rooms. Mix it up abit. Try not to go perfectly square either.

Map3:
OMG A TREEHOUSE!! I love this idea. The map isn't as huge as the others, but i cant help but feel that it still seems huge. Still needs better/more capsule placement and filler space. Also, the ballade cracker and silver tomahawk locations seem too easy to reach. At LEAST move the ballade cracker to someplace else. If i may suggest, put an rj somewhere and put the ballade cracker on top of the treehouse XD

Map4:
Back to the too huge thing. the platforms on the sides with all of the ladders remind me of hyper lode runner. Yes, it does XD. Too plain of textures on the inside. Spice it up abit. Shrink it/put filler space? Also with the usual problem of not enough capsules.

Map5:
Cossack's testing facility. Interesting idea. but, the long and annoying way just for item 1? I see how it's an idea to hide it there then put it, but the platforms to get the etank/skull barrier seem more rush coil worthy than item 1. decent sized rooms at a few locations, but it needs just abit of filler space. I find the hallways with the springs cramped at the end annoying, as with the loop that seems only 10 seconds or so long.


AND THAT MY FRIEND, is my feedback. These are my opinions, and you can take them into consideration if you do so choose.

HAVE A NICE DAY! :D

2006
Maps / Re: [Map Pack] FMP v1a Release
« on: February 13, 2012, 09:44:07 PM »
ill check it out. would you like some feedback too?

2007
Help & Editing / Re: How do "I" do THAT in Doom Builder?
« on: February 13, 2012, 09:03:15 PM »
Quote from: "Knux"
Yes, it is the same script, Rozark. All you need to do is change the number values. It's actually easy to understand! I'll copy/paste it from the link Lego provided:

216:Sector_SetGravity (tag, ipart, fpart)


    tag: Tag of affected sector
    ipart: Integral part of the gravity multiplier
    fpart: Fractional part of the gravity multiplier

Sets the amount of gravity in a sector. The actual formula used is sv_gravity * (ipart + fracpart * 0.01). sv_gravity is a cvar that defines “normal” gravity. So Sector_SetGravity(1, 0, 50) would set a sector to half normal gravity, Sector_SetGravity(1, 2, 0) would be double normal gravity, Sector_SetGravity(1, 1, 0) would be normal gravity, etc.


Which means that saying something like (sector tag, 1, 50) means that I am giving the sector with the respective tag 1.5 times the normal gravity. Thanks for this, Lego! I probably should visit that place more often and see if I can come up with some scripts of my own.  :)

Ok, but will it work only when someone is underwater, or will the whole sector be affected regardless? (i dont want people jumping with low grav above the lake lol)


EDIT: is there also a set gravity im supposed to have for the map so you don't jump really far? (because at the moment you can clear a huge waterfall with a single bound >_>)

2008
Forum Games / Re: Rate the avatar of the user above you
« on: February 11, 2012, 05:44:52 PM »
IT'S BACK! (and faster too!)

2009
Forum Games / Re: Rate the avatar of the user above you
« on: February 11, 2012, 03:53:57 PM »
8/10 (if only if it was animated.. :L)
(click to show/hide)

2010
Help & Editing / Re: How do "I" do THAT in Doom Builder?
« on: February 11, 2012, 05:05:23 AM »
and thanks to you knux. here's hoping i can finish this map with little assistance! :D


EDIT: how do i make it so that i can go through a wall? (like a waterfall?)
hey that rhymed lol

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