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Messages - -Daiki-TheOni

Pages: 1 ... 4 5 [6] 7 8 ... 23
76
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: November 12, 2013, 07:11:59 PM »
Quote from: "Rozark Kyouko"
Hey guys do you remember that shrine in Roz04
(click to show/hide)

What about that Square Box Fountain on the same map
(click to show/hide)

Lastly what about that extra long bland hallway that was pretty bland right
(click to show/hide)

I can smell that mappack, and smells pretty well. ( *_*) (I'll never do such a great thing for the comunity, but I'll try to make a mappack, at least a simple one, then I´´ll improve it with 15 new maps and remake the old ones, like you)

77
Projects & Creative / Re: Class based modification (v6g)
« on: November 11, 2013, 11:55:52 PM »
All of this is my fault....
I'll do one thing, when V7 is released, I'll send you (MusashiAA or Korby) a PM with the quintbuster HUD fixed (i already have those) and an explanation, then the only thing you will do is put the 3 sprites on the pk3.
Thats all.
EDIT: I'm sure there are more robot master with wrong palete colors, because MM8BDMcore changed the palete long ago (when v3a) just saying, continue with the awesome work, for me, this has been and will be, the best mod for MM8BDM.

78
Projects & Creative / Re: Class based modification (v6g)
« on: November 11, 2013, 01:23:20 AM »
ATTENTION!!!!
ok, quintbuster needs a color fix, actual color does not fit with the skin color and sakugarne hud color.
So please, someone in the dev team, reply me  so i can delete that horrendous color from the older palete in my mind.
is the 4ª time (or 3ª) I post this. so please, at least say that you have read this and you are concerned about it.
just play as quint and change the weapons, you will see the colors i,m talking about.

(click to show/hide)

79
MM8BDM Discussion / Re: MM8BDM v4 Public Thread
« on: November 11, 2013, 12:50:12 AM »
maps wheigt (on MB, KB etc...) are very low(the music is what eat hardrive), what about just put all the older maps on the core and clasify them as "oldheatmanblablabla" and of course not feature them on the campaign, even better, put all of them on the core, but only reachable by console comands/cheats like an easter egg or something!!! you will make everyone happy just by using a bit more of hardrive space in theyr computers.
then veterans will say to new players, "open the console and put "changemap heamap01", you will see magic" then new players will see maps that they havent seen before. also legacy mappack only weights 1.1 MB thats nothing, because music is already on the core, theres no need to delete the maps, seriously devs, I,m not a nostalgic but everyone would be happy if you just "hide" the maps with console commands or something like that.

well, at least, nostalgics will have the legacy mappack if the idea above fails.....

80
MM8BDM Discussion / Re: MM8BDM v4 Public Thread
« on: November 08, 2013, 03:47:49 PM »
I think the same, the new maps look cool. the actual heatman is going to be on the legacy mappack, and I'm sure that wad will be used in the servers, because a lot of players(and playars¿O_O?) love old gyroman for example.....

81
Help & Editing / Re: How do "I" do THAT in Doom Builder?
« on: October 17, 2013, 04:27:26 PM »
Quote from: "Knux"
Quote from: "<*Hilman170499*>"
-To do the 5-frags-left song, add a line of code called "par" in your MAPINFO.
Yeah, don't do this, as it complicates things. It's much better to simply use the following script. Remember to click Compile Scripts (page icon with a lightning bolt on it) after it's in, or it won't work. This goes in the script editor of Doom Builder while making a map (scroll page icon).
(click to show/hide)
Making a skybox is very easy. First, make a sector outside the map and give it the textures you want everywhere (ceiling, walls and floor.) Next, go to Cameras and Interpolation on Things Mode, select a Skybox Viewpoint thing and place it in the middle of the skybox (also raise it's Zheight by 8.) Finally, you need to have the texture F_SKY1 in the ceilings of the map where you want the skybox (the sky) to be seen. For horizons, set the line property to 9 (Line Horizon) on desired borders of the map so you can see the walls of the skybox properly in the map.

Sorry to disturb again, but I tried to compile the script and gives me an error on the line 27, the line is "if(MaxFrags >= GetCVar("fraglimit") - 5 && BossMusic==False)" and the error says "false : identifier has not been declared" I just copy-pasted and then I changed the name for the songs above. also, the map is in the new UDMF, maybe it helps to find out the problem. thanks in advance!

82
Projects & Creative / Re: [Expansion] Cutstuff Community Classes (v5a)
« on: October 16, 2013, 08:32:07 PM »
Quote from: "Korby"
blue and cyan

ok, thanks, I wish you the best working on the next MM8BDM core update!

83
Projects & Creative / Re: [Expansion] Cutstuff Community Classes (v5a)
« on: October 16, 2013, 06:50:48 PM »
In the future, I will try to make my class, I have some graphic things done, (not all) and I want to ask ¿is better if the skins already have the correct color?¿or should them be colored on blue/cyan?

84
W.I.P Forum / Re: The Idea(s) Topic
« on: October 15, 2013, 08:38:22 PM »
Quote from: "Geno"
That's, not quite what I had in mind.


I was thinking of just 8BDM maps based off of the locations in the first 2 Super Bomberman games.

Like for Super Bomberman 2, having different maps based off of the five areas of the space station, with the appearance and gimmicks of the original stages (Magnet Bomber's area wouldn't have any gimmicks, but Golem Bomber's area would have furnaces that would briefly ignite certain areas of the ground, Pretty Bomber's area would have cannons that shoot you out to other areas, Brain Bomber's area would have moving platforms, Plasma Bomber's area switching between light and dark, etc.)

I was trying to help.
so only the maps, but playing MM8BDM deathmatch or LMS (without rare modifications) ? interesting

85
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: October 15, 2013, 02:31:25 PM »
Quote from: "Duora Super Gyro"
Quote from: "Geno"
You know what? I think we should refer to the game by it's name, Super Bomberman 2 is an amazing game and everyone should play it (well, not EVERYONE, but, you get what I am trying to say, right?)
It's a good thing I was able to pick it up BRAND NEW with plastic wrap and everything, for a relatively low price.

I also had the idea for Super Bomberman 1 & 2 themed maps, but, I doubt it'll ever exist as a real map pack, like my DKC idea.

best. bomberman. game. ever. still play it with my two brother and my sister. so much fun.

Go to the ideas treahd, you should see something you like then.....

86
W.I.P Forum / Re: The Idea(s) Topic
« on: October 15, 2013, 02:28:00 PM »
Quote from: "Geno"
And, now another map idea that will probably never exist due to my inability to map.

Maps base off of Super Bomberman 2! Maybe Super Bomberman 1 too!

Geno, something like that already exist on Zandronum, you should talk with the owner of the mod for help, here is the link.

https://zandronum.com/forum/showthread.php?pid=23627

87
Quote from: "albtoonlink"
.-. perdoname pero no se hablar ingles

No te preocupes! si tienes alguna duda preguntame a mi! no se mucho pero alomejor te sirvo de algo! solo tienes que pinchar en este post el boton de "PM" ("Mensaje Privado") y escribirme lo que quieras preguntar, y otra cosa.... puede que este link te ayude! http://www.cutstuff.net/forum/viewtopic.php?uid=1602&f=44&t=5479&start=0

88
MM8BDM Discussion / Re: MM8BDM v4 Public Thread
« on: October 12, 2013, 10:36:41 AM »
Quote from: "Ivory"
*dusts topic off*

I think it's about time we reveal something new. Yet no &bass map still. I'll do a new &Bass map next time. So for now, have a new version of wind man. At first I was only working on making the black dead end part of the map less sucky, but Mike was up for a whole new version. So I made new Wind Man more true to the original stage, a tower. But unlike Elecman, there are plenty of ways to tackle the verticals of the map. The map also now features Wind Fans which behave like the actual wind man stage wind.

(click to show/hide)

Wind Storm itself is current up to debate, the only new feature it (and Gravity Hold) has is death by either weapons results in players being launched into the ceiling and then exploding. Weeee fireworks!

Just... WOOOW, that's amazing! I can't understand how the hell this game gets so much better every update.(Good work dev team :3 )

89
Projects & Creative / Re: [GAMEMODE] Operation: Battleground
« on: October 04, 2013, 08:22:59 AM »
With this mod, even the bots can really play!!! pretty cool!!!

90
eh.... if someone is looking for a good song, Jake Kaufman/virt have some free NES music, just taste this.
http://virt.bandcamp.com/track/dusk-falls-nes

If you want the songs, simply click on buy and put 0$(pay if you want) then choose format and download.
Jake always do awesome music....

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