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Messages - Neo

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31
So essentially a "Mk Break" class? sounds like i should actually use the BREAK man skin for that O_o

32
Projects & Creative / Re: 50 obscure wads uploaded, and counting
« on: November 13, 2012, 03:20:06 AM »
Quote from: "Mendez"
Every map pack ever made (yes, that includes OZX and FMP) has been uploaded to best.ever. and I'll update the list of uploaded wads as more servers begin using obscure projects. I recommend that the following people get themselves a Best.Ever. account to prevent everyone from searching through the forum for a single wad:
-Silversin (Saxton Hale and maps took a while to upload)
-Duora Super Gyro (uploading your 60 MB behemoth took me quite a while)
-Neo (I don't like uploading 36 MB updates, just as players don't like having to find your topic to download it)
-Yellow Devil (or Celery, just so long as the classes updates become easily available for everyone)

Quote
-Neo (I don't like uploading 36 MB updates, just as players don't like having to find your topic to download it)

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1. well, blame my habit of wheneever i start on new update, i just make the changes to old file. forget to get rid of repeated stuff, get lazy, and just call it a day, but i can atleast TRY to make an effort to just include the files changed, though when i DID do that in the past, game basically gave me a big giant "middle finger" in the form of not being able to damage boss, but boss being able to damage you <_>

(edit): MOST(like, 75-88.62%) of the files size comes from the music/sounds from saxton hale <_> im afraid if i do get rid of them in an update, ill forget to readd them in later, and ill end up with just said version, and when i do use it, there'll be no music <_>, and im not deaf, so thats a problem

33
Quote from: "YGP1111"
Quote from: "xxkirbysonicxx1"
Quote from: "me from a thread far far away"
Also you have to send Neo a PM if you want it.
yyeaahh.. i said that before i realized that neo sent me a link of it.. xD

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well, now ya know. Any further questions?

34
Quote from: "Tengu and Tango"
Yeah, when you remove the dash he's the most non-unique thing ever, and just a poor design. He's basically just a Robo-Christian-Brutal-Sniper with a worse looking HUD and a more dull rage. I've seen far better suggestions that weren't put in than this.

35
@basically every person on this topic above(on this page) oh just because your ******* hales didnt get in doesnt mean you hate on whoevers did.

36
Quote from: "Super Bros Bros"
This is still amazingly fun but I have one little issue
I'M THE ONLY ONE WHO LIKES SLENDER'S NEW MUSIC
I mean seriously it's not even that bad
dude, i wouldnt have even changed the music if i didnt like the one i was replacing it with <_>

37
Projects & Creative / Re: Project Forum Rules
« on: November 02, 2012, 09:21:51 PM »
ahhhhhhhhh......the huge list of rules for a topic on a forum. this makes my day*SARCASM*, even if i do all of those anyways, more rules just feels like more restrictions on what ya can and cant do <_>, imo alteast

38
Quote from: "SmashBroPlusB"
I've mentioned this about eight hundred times in Skype but I never bothered to post it


WELL NO MORE

PRESENTING "ROBOENZA HARDCORE" (a.k.a. Survival Versus)

At first glance, the mode seems to be normal Roboenza: players attempt to defeat other infected players to avoid becoming infected themselves. However, there are quite a few differences that distinguish this mode from standard Roboenza, such as multiple lives and a global timer instead of individual infect timers.

When the round starts, an alert is displayed that notifies players of the impending Roboenza virus. Though there might be (and most often will be) a single "alpha" chosen, with large player pools their can be multiple alphas selected. The new "zombie" players try to attack the others with their claw melee, while the players avoiding tagging blast the zombies with everything they've got. Successfully fragging a zombie will remove them from the game... for about 10 seconds. Yeah, zombies will respawn at certain intervals (e.g. following a "respawn timer") and the players will have to exterminate them all over again. Thankfully, the zombies in Roboenza Hardcore don't have nearly as much health as they do in Roboenza or Rage Roboenza.

Zombie players will notice three main differences: the global timer, the changed claw attack, and the Bonus system. I'll get to the global timer in a minute, so let's bring up the other two items. With the claw attack, the functionality is mostly the same: swipe with Fire, it has short range, and use it on a wall to climb it. The weapon's alternate attack also remains the high jump, though it now drains health instead of time due to the global clock. Hitting a player, however, will inflict partial damage to them. "Damage?", you might ask. Yes, players now take damage from zombie attacks. This is one of the big differences: zombies must hit players multiple times. The claw deals 50 damage as a basic attack, though charging the claw stores a dash; release the charge to sprint forward and deal four 25-damage swipes when (and if) you bump into something.

Once a normal player is fragged (either by an infected or due to stage hazards) they will wait through the respawn timer, and re-enter the match... as an infected player. Yep, death means zombie in this mode. If a cured player dies, they're a zombie. If an infected player dies... well, that's more zombie. Zombies can't carelessly risk their lives, however, as every infected player's death will automatically give Medals to surviving players. A player's earned Medals are seen on the HUD similarly to Beat Call or Rush Jet, and by using special inventory items the Medals can be spent on power-ups. For example, the Red W-Tank is a unique item that never leaves your inventory. Trying to use it will check if the player has enough Medals, and if they do, their current weapon will be refilled and the Medals are spent. However, the opposite is also true; a cured player being fragged will benefit the infected team. When a player is downed (by zombies or stage traps) and becomes a member of the zombie squad, extra time is added to the global clock, in order to give the infected a better chance of winning. The first new infect won't add much time to the clock, but as the survivor numbers dwindle each new infect grants a larger bonus to the game's time (since the surviving players will usually be tougher to take down at this point in the game).

Finally, let's talk about the new timer. The global clock is a way to (hopefully) prevent matches from "going too quickly" or "dragging on forever". The global clock doesn't budge until a round begins, but once there is an alpha (or alphas) it begins to count down. The goal of the non-infected players is to outlast the clock by defeating, evading, or otherwise sneaking past the team of infected. As mentioned before, the death of a non-infected will add seconds to the timer. If all players become infected, then the zombies win. However, if the round's time is depleted and there is at least one cured player remaining, all zombies instantly explode and the non-infected team claims victory. The global clock can be set through server variables, though it automatically adjusts due to the player pool. (Setting the time limit to 0 will enable a sort of "endless" mode, where the timer counts UP instead of down. Bonus time is ignored; player actions won't affect the timer at all. The goal is to see how long you can last against your fellow man/woman/zombie/wartortle, and if the survivors can "time out" the clock a special message will be displayed and the round will end.) Only a few players occupying a server will reduce the time, while a server filled to the brim will greatly increase the time. Here are some proposed values for clock adjustments:

Few Players: x0.8
Average Size: x1.0
Many Players: x1.25
Server Busting: x1.5

In summary, Roboenza Hardcore has a lot of changes that separate it from other Roboenza modes, and even any modes currently offered in 8BDM. Though the zombies are now tougher to take down due to their constant respawning, a timer that can be refilled, and the new charge slash, their job is made tougher by the added defense of non-infected players and the new Medal system, which can give things like theoretically infinite ammo or powerups like rapid fire. The survival aspect of the mode makes the game feel faster paced and adds a stronger emphasis on teamwork instead of just piling into a hallway and spamming Water Wave. Overall, I think the new mode will please fans of Roboenza as well as those looking for something new to try out.

I've already brought this up with Mess (several times, actually) but I kept forgetting to post it for his reference. With the recent bump, I finally have an excuse to put this here. Feel free to suggest things, make comments, or give compliments. Especially that last one. Boy, I sure do love some positive reinforcement.

i would just say this is mm8bdm's version of "INFECTOR"(or however its spelt)from halo , but there are some differences that make it not so halo-e..."halo-e"?

39
^

okay, ill keep that in mind for next update, though im not sure how it'll turn out >_<

40
Quote from: "Hilman170499"
So are certain classes MADE to fight bosses?

Arnon has rapid fire(effective vs. Slendy) and a gun that deals good damage.

Or, Dharic. His Spatial Render Axe is high damage and big knockback, both are very good against bosses.

However, my weapon of choice is MK Seizure's C Flash.

Yes, and no Hil, theyre made for just all around fighting. however, certain ones fighting styles are designed around countering certain types of foes they may be up against, while this may not seem so yet, thats because theres only 2 of said classes(I havent yet figured out a group to categorize them as, but will soon enough). these classes, while created with things like saxton hale and rage roboenza in mind, there designed for Kinds of Fighting SYTLES, like some one who likes to fight with fire weps, mk fire is designed around that aspect, atleast, for the copy bots end of it. The other 10 or so characters(like arnon and dharic) arent CREATED with certain bosses in mind, but what theyre weapons do/what theyre weapons are like ARE designed for certain situation. more on that when i (finally) get around to adding a description.

But if your curious, the next dharic/arnon like class is an item and (upclose and dueling) light/glass armor class thats mainly designed around attacking/counter attacking

41
Quote from: "Super Bros Bros"
Dha-Dhe-Dah-Oh screw it the guy with the axe

Seems to be the new Arnon and by that I mean now everyone is him
The class itself is fine
But in large numbers ohohohohohohohohohoho might as well just go play Unholy Classes Saxton

You mean "dharic"?
umad?

42
Quote from: "Stylin'"
Neo, don't you think people would complain a lot less about updating your wads so much if you put them on a website like wadhost?
Point. indeed, then people wouldnt have to come to this topic to join my server when its up(also, yay internet at school working so i can write this!)is it as simple as just uploading it to wadhost or would i have to do anything else to do like you said?

43
Quote from: "Gizmo The Cat"
You could always ask how to (properly) make patches to fix those sbarinfo problems.
I know, and sometimes i do, but all i usually get is either a funny look or advise i try to use and end up only making said projects worse  =(,

while that is one reason i combined, that wasnt the ONLY reason i combined, as you might have seen, some classes make certain bosses unbelievable easy and thats no fun for the boss or people not using that class
(click to show/hide)

which is why i combined so i can include tweaks or other perks for the bosses so they can ATLEAST be somewhat more capable to deal with said class(though, it may not have looked like it till next update, where i finally found out why he could hit 200+ or so with a single shot, so =D)

but yeah, if you know any1 who WOULD know how to make this stuff properly, please, by all means, tell me bout'm, cause even im getting sick of some issues in my mod(s) thingy *looks at ammo regen angrily*

44
MM8BDM Discussion / Re: MM8BDM: Mega Man 8 Expansion Public Thread
« on: October 29, 2012, 05:17:19 PM »
You know, he has a point, i was thinking of doing that (making a revamped map pack, of the maps i felt just needed more work, and an NMP(nostalgia map pack) containing all the old versions of maps that where getting changed/have been changed, but could never decide how i should go about doing it). Yes, im looking at YOU "Elec man" stage >:/

45
Holy flergbirn, look at all the comments that i just now noticed where here(is going to read through them, =S)

and for anyone whos curious, the reason i combined was to (crudely) solve compatibility issues, mainly with sbarinfo....thanks for reminding me i SUCK at what i do XD

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